Thinking back to Earth 2150...

I'm all negative after watching The Witcher... I need to get down, strictly on the precepts of Ozzy Osbourne:

Back in the day, I used to do so much cocaine that I had to smoke huge amounts of weed every day to allow my heart to take the strain.

Here we are, after the rigors of modern synthetic products made by the "current" social agenda, it's time to relax a little. Today we will look at something old, but at the same time interesting and worthy - and not only the passing and the game, but also, in my humble opinion, a remake. Ladies and gentlemen - welcome to the Earth 2150 universe!!!

Yes, definitely - this game impressed me and permanently stuck in my brain as something masterpiece and infallible. And even if you take off the glasses of warm nostalgia - it's a very remarkable game by modern standards.


As always, when we talk about old games - the game doesn't look very good now, because it's already old. Let's be lenient... Plus I've had it crashing or falling out - so I advise to run it in compatibility mode with old systems. And yes - 20 years ago, people couldn't even imagine 4K monitors and modern processors and graphics cards, so...


It was developed and released in 2000 (twenty years have passed... oh crap...) by the Polish firm Reality Pump Studios, and the Earth series is the most popular project of this firm. And also one of the first completely three-dimensional RTS.

The game is a sequel to Earth 2140, which is less well known in our country. The game has two separate additions, and even a sequel - Earth 2160. Here I will talk so to speak comprehensively, in broad strokes about the entire series 2150:

- Earth 2150:Escape from the Blue Planet.

Original game.

- Earth 2150:The Moon Project.

Big addition number one.

- Earth 2150:Lost Souls / "Earth 2150: Waters of the Styx".

Major addition number two and the story finale.

We have games localized 1C. And as the Russian localizers - creative people, it did not do without ... ahem ... Creative additions. For example, the Moon Corporation became Children of Selene, Eurasian Dynasty became Euro Alliance, and the United Civilized States became the Atlantic Alliance. The names of the games were also creatively adapted, and so on and so forth. There, too, the names of the units.

However, the plot here is pretty simple and fits into two paragraphs, and the phrase-clicking units, in my opinion, fit the style and do not interfere with the game. So - ok.


So - back in 2000 the Poles predicted a global crisis and economic zvizdets on a planetary scale. Somewhere around 2020, the richest, smartest and most far-sighted people decided to play piggyback Peter on a planetary scale and moved to the orbital city of Orbital City I, with the help of the Lunar Corporation, a private space corporation.

A little later, they moved to the moon and broke off all contact with the cradle of humanity.

Well, on Earth, the planetary YOG-DYG-DYG-DYG went on! And YOOH-TYK-TYK!!!

In 2050, all of the weakest were already lying dead in the ground - and there were only two major military-political players left to look closely at each other. No wonder nuclear war broke out in 2148. And in 2150, everyone suddenly realized that while civilization remained in place, the planet itself was a bit of a mess.

It has changed its orbit as a result of detonation of nuclear charges (by the way - quite a realistic variant...) - approaching the Sun on 17%, which automatically puts an end to the survival of humans as a species. So the to-do list for each of the blocks is reduced to three items:

1. to take resources from our neighbor in the balloon.
2. Get off the Earth.
3. To watch with a smile from there the death of a competitor.


Nothing more about the plot I will not say. Especially since there is not much of a plot here: we just have to pull off the planet. Yes, there seems to be a temporary alliance between the AU and DC, and then like one will betray the other, but ... Come on - to demand a story from the strategy year 2000!

But in the sequel - 2160 - the plot is much more sensible and coherent. But there, too, everything, to put it mildly, is not very good.

Nevertheless, that's exactly the ultimate goal: you have to gain a certain number of resources in the company as quickly as possible, fighting off the competition. I'll tell you in advance - everyone will survive in the end, and even in 2160 will begin to fight on another planet with the local relatives of the Tyranids and Zerg.


Why do we love the RTS?

Everyone has their own set of evaluation criteria. Someone likes it when the formation of the cavalry in Stronghold unwinds enemy infantry, someone - when a volley of "Katyusha" covers a tank column on the march, someone - when, after conducting thorough reconnaissance and thinking through tactics platoon supported by a tank ambushes the advancing enemy.
But of course, everyone loves the PACCP.

Not a single tank/plane/soldier under your command, but a combat unit at once! So that everything banged beautifully, there was a sense of importance and in general - "the tank brigade over that hill: go and wind their infantry on the tracks!

At the same time, playing with the same units, but just painted in different colors - it's boring. That's why the enemy factions have to have their own features, differences and peculiarities, which would make them unique. And of course - this has to be somehow held together by his majesty Balance: well, because that, again, makes the game interesting.

So FRACTIONS and BALANCE for a good RTS is another key aspect. And when there are only two sides to a conflict, it's easily doable. But when there are three, you can't avoid problems...

Finally, you can add a BASE

to the RTS.

You know - "the army is strong back," because in war all the time something gets broken and explodes, and we must always fix something. And in the end the player gets the satisfaction of being strong not only on the battlefield - but also organizing the rear, researching new weapons and gradually crushing the enemy not only by massing the army, but also by increasing its effectiveness.



in 2150 is a masterpiece.

No kidding - factions differ in architecture, units, technology, interface, music, and unit voices.

For example, if you command the Atlantic Alliance walker to attack, its pilot will cheerfully report that "target on display. The Eurasian Dynasty unit, on the other hand, will sternly report "target on radar.

I'll start with the Selene's Children faction , and the original name is the Lunar Corporation. I will do this because of the radical difference between the Lunatics and their opponents, and simply because I can.

The children of Selene are the distant descendants of the very colonists who left the planet first for orbit, then for the Moon. It goes without saying that they were mostly very wealthy and influential people: scientists, big businessmen who ran their mega-corporations from orbital altitude, and the cream of society in general.

But when the balloon began to roll, it went without saying that its satellite would also share the fate of the Earth. So the lunatics actively began to glue tanks, and prepare for war in every possible way.

All factions have two types of resources: Electricity and Ore. Electricity is what buildings work on, Ore is what's needed to escape from the planet and what's used to create equipment and buildings. And in this case the DCs are in the sweet spot: they get electricity from solar panels (thankfully, the sun is getting closer, so you can just build fields of solar panels). And the ore is mined immediately on the spot, special factories - and automatically sent to the planet. A small disadvantage can be considered the fact that in addition to solar panels we need more batteries - to work at night, but it is not very critical.

Buildings come down from the orbit of the operational station, in an already assembled form, or grown from the psychosis by playing the flute no this is from another fantasy universe!

But yes - the DCs do resemble the Eldars from Waha. Their technique is also based on the "run fast - hit hard" principle, and has built-in anti-grabs. All of them.

Which means that the DCs don't have a navy - they don't need one. And if you are at war with them, take care of a coastal defense line in advance, for only high mountains and strong crack of the big caliber cannons will stop them. Or not, because the units have practically no armor. But there's an assortment of different force fields - and plenty of ion guns, lasers, blasters and other death rays. And they can deploy their base of operations in your rear and start drinking liters of blood: be vigilant!

They have the most "alien" names for their equipment: "Lunar", "Regolith" and so on.

And suddenly they have a matriarchy: all units are female voices, men are very little. How they reproduce - it is not clear, but it seems they use cloning. Although there is also an option with Futunari...

SCS, United Civilization States


In the localization - the Atlantic Alliance.

Well based on the name - do you understand who this faction was created based on? United States+South America+Western Europe. Society is a very advanced civilization - which, however, is mired in hedonism and idleness, because all the dirty work has been shifted to robots. And even the president is essentially a manager who receives instructions from an advanced AI.

Their nuclear power plants can grow additional "extensions"-reactors, and their combines are built directly on ore deposits. Plus they can build specially trained energy repeaters: this allows them to build buildings and defensive structures over long distances.

The army is a gigantic number of Huge Combat Humanoid (and not so much) Robots. More accurately, they are remotely controlled drones, with a minimal number of live humans. And yes - it is controlled by a PILAT supercomputer, which makes strategic decisions, among other things.

Have a lot of lasers, the army is the second most mobile.

ED, Euroalliance, Eurasian Alliance.




Except as a joke - for some reason cranberry factions often get the most memorable musical theme and the most charismatic units.

Eurasian Dynasty is Russia, Eastern Europe, India and China, ruled by the Genghis Khan Dynasty. Yes, yes, the very same ones.

Their rear is a big problem, and in general - in terms of mobility and deployment they are in last place. Separately we have to build the mines, separately - the factory. Then you have to build at least two resource transporters, which will carry the recycled energy ore from the first building to the second. Their thermal Power Plants are as smoky as steam locomotive furnaces. They also transmit electricity through wires - so it's worth building an energy source next to every defensive frontier or group of factories.

The army is a Warhammer of sorts - which is why I love it.

Unfortunately, this is not without a fly in the ointment: if the lasers on vehicles are powered by onboard generators, then the cannons require a supply of shells. Therefore it is necessary to provide the army with transport helicopters, which will deliver the AP to the units. Of course, helicopters are fragile and don't live long under fire, so you have to take out the enemy's air defense in time.

ED vehicles are the cheapest, have the highest resistance to kinetic weapons - and are very vulnerable to lasers. This can be cured by installing forcefields - but then prices go up noticeably. So the ED army requires a clear understanding and prioritization.

Ideally your units should have some particularly fierce Mammoth Tanks with forcefields, uber-thick armor and powerful cannons that will go forward and... Eckh-mm... Tank. And other units - which will go second in line. Then there's the ammo transporters and the BMPs.

The KB named after you.

2150 would have been just another good strategy of bygone days if it hadn't had One Important Thing. You know, the one that makes it memorable. The time dilation in Max Payn. Or fatality in MK.

In 2150, it's called the Design Bureau, and it allows you to satisfy your craving for creativity. The Design Bureau opens as buildings are constructed, and allows you to craft a wunderwaffle of your choice, give it a name - and put it into production.

Choose a chassis, explore it - then install the necessary modules. And that's what made the game really memorable against a whole flurry of C&C clones. Though in terms of gameplay, it's not quite as smooth...


It's fun to play, unless, of course, you pay attention to the fact that the AI sometimes cheats and stacks units too fast. When the enemies are DC, it turns into a "kill the mole" game, where your light units with light cannons jump from one direction to another, crushing the flying lunatics. And the ammo transporters scurry around, bringing ammo.

Why light units? Because the DCs are too fast. No other AU and ED units can keep up with them, and the chassis has a module limit.

Also, the AI can get dumbed down - which allows you to mock it under certain conditions. The game is still entertaining, though.

There is endless battles on the screen, armadas collide and armor and wires fly in all directions... at least it seemed so when I was a kid, when my imagination could easily make up for the lack of graphics.

Each faction has special technologies - and the AU, for example, likes plasma cannons, which eat up a lot of energy.


Fun, cheerful, bright... The graphics, despite their antiquity, are not repulsive. Explosions and nuclear mushroom effects are impressive, and the music is not annoying. Possibilities for creativity are present, and the Artificial Idiot, though an Idiot, is not useless.

Considering that the strategy genre is not in its best state right now, it's worth playing this antiquity. Well, if you, like me, played it as a kid - even more so: why not play it again?

So... What is it?



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