Earth 2150 - Escape From The Blue Planet Hack Torrent

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Earth 2150, also known as Earth 2150: Escape from the Blue Planet, is a real-time strategy game, originally published in 2000 by SSI and Polish developer Reality Pump and a sequel to Earth 2140. 2150 was one of the first commercial full-3D games of its kind. A sequel to Earth 2150, Earth 2160, was published in August 2005. The game also has two stand-alone expansion packs: Earth 2150: The Moon Project, and Earth 2150: Lost Souls.

Earth 2150 - Escape From the Blue Planet hack torrent


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In the sequel to Earth 2140, the use of nuclear weapons have pushed the earth out of its normal circulation around the sun. Earth is coming closer and closer to the sun. The whole climate changes. The three "states" left on Earth (and the Moon) try to conquer the areas which contain the resources necessary to build a huge spaceship to escape from earth.

In 2048, the anticipated global conflict broke out with a violence that shook the planet to its core. All major centralized governments were destroyed in the maelstrom. Europe and Eastern Asia bore the brunt of the devastation, as entire urban centres, from Madrid to Moscow and from Seoul to Singapore were literally wiped off the map.

Earth 2150 is the sequel to Earth 2140, a fact which developers TopWare don't seem to be pushing. Which is hardly surprising, as Earth 2140 wasn't one of the most memorable games from the 90's, and it appears that they want to start with a clean slate for Earth 2150.

The camera in Earth 2150 can be positioned in any way, and moved fluidly from one view to another. This makes it extremely useful during the many battles that will occur in the course of the game, as it allows the player to more finely position their troops.

Real Time Strategy seems to be the order of the day at the moment with a constant stream of new releases hot on the heels of one another. The majority of these seem to follow the 3D bandwagon with lots of polygons and a free-floating camera. The difficult task facing developers and publishers is to transplant the quality and playability offered by established 2D isometric titles to the 3D world. A tricky operation, it would seem, considering some of the dismal attempts thus far. From a sci-fi setting, perhaps the closest we've come to date is Warzone 2100. Ground Control caught my attention also, though I would argue that this is more of a 3D action game. Earth 2150, already a big hit in its native Germany, is not radically different from its predecessors, but it does offer an incredible depth of gameplay and succeeds in smoothing out many of the rough edges found in other 3D titles.

Looking at the setting for Earth 2150 it has to be conceded the story is fairly standard sci-fi fare. As the title indicates, we find ourselves in the middle of the 22nd century, where the inhabitants of Earth are divided into three belligerent factions; the United Civilized States (UCS), the Eurasian Dynasty (ED) and the Lunar Corporation (LC). The existence of these groups has been brought about by a combination of economic collapse and global conflict, ultimately resulting in the displacement of Earth from its axis following the use of nuclear weapons. As a result, the Earth and the Moon are now on a collision course with the Sun and the three sides find themselves fighting a race against time to build an evacuation fleet to escape the catastrophe. This explains the sub-title, Escape from the Blue Planet.

Despite its familiar feel, developers Topware Interactive are clearly committed to this story; they have created an extensive history and identity for each faction and are planning a complete series of games around the concept, with two more currently under development. The Moon Project is set in a parallel time frame to Earth 2150 and sees the fighting moving to urban settings and the Moon. Earth III is a sequel in which we will see the three factions, by now relocated to Mars, uniting to vanquish an alien invader. Earth 2150 is a sequel itself, following on from the relatively unsuccessful Earth 2140, which was overshadowed by more worthy competition. In fairness, Earth 2150 does try to be different and the German/Polish development team has worked hard to inject some innovation.

As with many RTS games, research is an integral part of gameplay. Earth 2150 is no exception and in many ways is the single most important aspect to winning or losing the game. The task of researching new technologies can be carried out manually or assigned to a headquarters unit (a kind of micro-management assistant which can automate other functions such as construction, defence and upgrades). Either way, research largely revolves around the development of unit chassis designs, ballistic technology and super weapons. Many RTS games provide their opposing factions with similar unit types, whereas Earth 2150 succeeds in moving away from this approach and creating diverse units which not only look different but have different characteristics as well. Each faction has a number of exclusive technologies, e.g. the ED have the ion cannon, radar, missile control centres and atomic weapons; the UCS have anti-gravity propulsion, plasma cannons/bombs and a teleport; and the LC have sonic weapons, solar power and weather control capability - enabling them to stir up all kind of nasty surprises such as lightning and meteor storms.

A wide range of floating camera control interfaces have been employed in RTS games and most of them seem to make hard work of what should be an easy task. Earth 2150 succeeds where others have failed by using a very intuitive system. Moving the mouse pointer to the edge of the screen will automatically move the camera left/right or forwards and backwards. Move the pointer away from the edge and the camera will stop. To rotate the camera horizontally, you simply press and hold down the right mouse button and rotate the camera in relation to the lateral motion of the mouse. Vertical angles are achieved in the same way but using a forwards and backwards motion. Zooming in and out is controlled by holding down both mouse buttons simultaneously and dragging forwards and backwards. Camera aspect lock can be applied to a specific unit or group, providing a chase view capability, particularly useful for scouting and reconnaissance missions. I would have preferred to be able to angle the camera down to ground level but this is not possible. The keyboard can be used to replicate the mouse control movements, so you have the choice of either device or a combination of the two. This is a better system than Ground Control, which forces you to use both the mouse andkeyboard.

Earth 2150 is available for a small price on the following websites, and is no longer abandonware. GOG.com and Zoom provide the best release and does not include DRM, please buy from them! You can read our online store guide .

Earth 2150: The 21st century was supposed to herald the dawn of a new age. The wars, famines and suffering of the last 20 millennia were to become a distant, fading memory, as scientific advances brought global peace and prosperity. The anticipated global conflict broke out with a violence that shook the planet to its core.

Although you'll encounter many of the same Command & Conquer features such as building mines, troops and using harvesters to gather minerals in Earth 2150, the latter introduces a few new and interesting twists. The first is the ability to create underground tunnels. These tunnels can be viewed in an entirely different screen mode and once you've constructed a tunnel entrance, units can travel from place to place unnoticed.

The ultimate goal, of course, is to gather enough minerals and materials together to build transports so you can escape Earth's demise. In Command & Conquer: Tiberian Sun, you can only choose between two factions that function in the exact same manner while in Earth 2150 all three factions have distinct technologies.

Earth 2150 is an RTS (Real-Time Strategy) game developed by Reality Pump Studios and released in year 2000. It is the sequel of Earth 2140.
This game offers a dire vision of the future, where, after huge catastrophic nuclear explosions of untested weaponry over the north pole, the Earth was moved away from its normal orbit, towards the sun. These explosions were caused by a nuclear war mobilized by an international conflict between two fictitious empires: UCS (United Civilized States) and ED (Eurasian Dinasty).
Now these two factions (plus a new one: the Lunar Corporation) must immediately obtain enough resources to build an evacuation spaceship and fly away before the Earth reaches its end.
The player can select his side (faction) with different types of weapons and buildings to choose. The environment is non-linear, with excellent effects like fog, rain, and thunderstorms. Different weather conditions, daylight and night missions, and Earth's changes while it gets closer to the sun: melted ice, volcanic terrain and rivers of lava, give an incentive to complete the game.

As a whole, the series contains examples of the following tropes:

  • After the End: The series begins nearly a century after World War 3 all but destroyed human civilization in 2048. Europe and South East Asia are mentioned in the 2150 manual as having taken the worst of the damage while the US got away with comparatively moderate devastation due to their SDI missile defense systems.
  • 2160 takes it even further by taking place after the destruction of Earth itself.
  • All There in the Manual: The manual of Escape From the Blue Planet is quite extensive in describing the backstory and units of each faction. Black Gold, however, was panned by critics for giving little actual information about the in-game units beyond flavor text.
  • Apocalypse How: In 2148, the Eurasians detonated several untested and extremely powerful nukes at the North Pole. This knocked Earth out of orbit. At the start of Earth 2150, when the first effects of this are noticed, it's estimated that Earth will spiral towards the sun in 180 days. Also of note is that the temperature is globally at winter levels at the start of the campaign.
  • Artifact Title: Earth 2160 is actually set on Mars due to Earth having collided with the Sun at the end of the previous game.
  • Artificial Gravity: The propulsion of all LC units and UCS aerial units in 2140 and 2150, both copied from alien technology.
  • Black-and-Gray Morality: Hoo, boy. The ED is by far the blackest of the three factions, forcibly cyborgizing their own citizens to reduce their ration requirements, gleefully using LC prisoners of war as sex slaves in ways the girls don't survive for long and having absolutely zero problem with slinging nukes around. Compared to them, the UCS are much grayer with their only apparent sin being their decadence - but as the Lost Souls manual reveals, even they are not above converting handicapped soldiers into Wetware CPUs. Compared to those two, the LC are practically blindingly bright, but even they force their youth into whatever career path benefits the LC itself rather than letting them choose. By 2160 the LC is just as gray as the others by doing research into biological weapons and mind control, putting away those who protest on moral grounds into insane asylums, while some ED officers come across as outright heroic with their blatant disregard of state propaganda.
  • Cool Bike: The UCS HellBike from 2140, armed with napalm grenade launchers, and the ED GAZ-49P Dubna from 2160 that can be armed with one of four weapons.
  • Command & Conquer Economy: Played straight in 2140, averted in 2150 with the Headquarters building that can automate some tasks (research, unit design, building turret upgrades), then averted again in 2160 with hireable mercenaries who can take care of research, economy, production or even perform scouting for you if you allow them.
  • Crapsack World: 2140 gives us a great example of this with the already devastated and post-apocalyptic Earth being ravaged even further by a decade-long war between the decadent UCS and the brutal ED, the latter of whom forcibly convert their own citizens into cyborgs and routinely execute the lazy. 2150 takes this up to eleven with the destruction of Earth itself. By the time period of 2160, even the formerly Wide-Eyed Idealist LC is doing highly unethical research they vehemently defend as necessary for their continued survival.
  • Deflector Shields: Appear from Escape from the Blue Planet onward, mounted on units and buildings as a second "life bar" that only protects against energy weapons.
  • Earth That Was: Earth 2160 takes place after Earth has fallen into the sun.
  • Easy Logistics: Averted from 2150 onward by non-energy weapons having finite ammo, requiring periodic resupply. Played straight with everything else.
  • The Empire:
  • Eurasian Dynasty, to the point where the Khan in The Moon Project looks like Emperor Palpatine from Star Wars.
  • Well, when your sociopolitical "hat" is basically combining the worst aspects of Soviet Russia and the Mongolian Khanate... it's enough if we quote the ED recruitment propaganda video:Your life depends on us: JOIN US OR DIE
  • The increasing political power of Artificial Intelligence turns the UCS into this.
  • Enemy Exchange Program:
  • In 2140, critically damaged but not yet dead vehicles become disabled and can be captured with a repair unit. ED ion cannons can disable enemies on purpose without risking an accidental kill. Both sides can also capture enemy buildings by storming them with infantry, as well as fortify their buildings with infantry to hinder enemy capture attempts.
  • In 2150, ED ion cannons and LC electro-cannons inflict electrical damage that can non-lethally disable the target, allowing a repairer unit to capture it (and they do that automatically unless told otherwise). As long as electrical damage is not yet maxed out, the target will recover on its own after a while but if it gets fully disabled, only a repairer can get it operational again. Ion cannons are specifically designed for this, as they knock out unshielded targets in one shot and inflict no physical damage while electro-cannons require multiple hits and can fairly quickly kill the target by accident. There's no limit as to what can be captured, but LC buildings cannot be powered and production structures cannot build anything if captured by another faction. The ED is the only faction that can both disable and capture; the LC can disable but lacks repairers to capture, the UCS can capture but has no weapons that can disable.
  • The Moon Project introduces the Building Grabber special weapon whose only purpose is capturing buildings, without even having to paralyze them first. All factions have it.
  • 2160 mostly did away with this. LC Hackers can reprogram UCS robots at range given enough time, which can go into Awesome, but Impractical territory if you cannot defend them. LC psionic weapons can also brainwash enemy units, but they have an equal chance of turning them into a crazed, randomly-firing neutral unit as well. Also, the aliens have a unit named Gryllopian Brainer - huge, six-legged, walking brain - which can capture an infinite number of enemy units with frightening speed but it is absolutely useless against UCS units, aircraft and buildings. The UCS can also capture non-UCS vehicles by using radiation weapons to kill the pilot and replace him with their own.
  • Black Gold has the Russians being able to disable and capture enemy units by hitting them with nerve gas to kill the crew.
  • The Federation: The United Civilized States was one, formed out of 12 former US states, before the de facto takeover by advisor AIs that turned out to be better at decision-making than the officials they were supposed to advise.
  • Fog of War: Present in all games, but not visually depicted after 2140 (where the fog can be turned off altogether). In 2150, vehicles at night can turn on their headlights to gain longer sight range at the cost of making themselves more visible.
  • Friendly Fireproof: Averted in 2140 but both averted and played straight in later games. Units have no problem shooting through each other with no damage, but structures can be easily hit and even destroyed by friendly projectiles if they happen to be in the way.
  • Hero Unit:
  • Fang is such unit in the Escape From the Blue Planet LC campaign. If you lose him, game over.
  • Some hero units appear in Black Gold as well.
  • 2160 has plenty of such units, both story-only and neutral. Most of them come with their own vehicles, firearms and abilities.
  • Imported Alien Phlebotinum: Some of the most advanced technology of UCS and LC was reverse-engineered from a UFO at Area 51 and an abandoned alien base on the Moon, respectively. The 2150 version of the ED ion cannon is also of alien origin, courtesy of an alien base in Australia.
  • Invisibility Cloak: UCS Shadow technology, hiding all friendlies within range. Up until 2160, invisible units can shoot just fine without revealing themselves but from 2150 onward, units must turn their lights off in order to remain hidden at night.
  • In 2140, the UCS mounts Shadow field generators on dedicated unarmed vehicles. Defense towers and ED Screamer tanks carrying jammers reveal Shadowed units in a radius.
  • By 2150, the UCS not only has a building-mounted version, but also managed to downscale Shadow field generators to the point where they can be mounted on either Spider mechs as a dedicated Shadow unit or Panther and Jaguar heavy mechs without compromising their combat capability. The ED similarly managed to upgrade their Screamer jammers into both building-mounted and unit-portable versions, while the LC can mount detector units on their Phobos utility craft for detecting Shadowed units and the UCS themselves know how to counteract Shadow with unit-mounted radar antennas. Shadow generally works against the AI, but harassing it with invisible units too much will randomly result in the AI force-firing at one of the invisible units in question the same way a human player would.
  • By The Moon Project, the ED successfully reverse-engineered captured UCS Shadow field generators to develop the Ruslan stealth tank that can only cloak itself but can be a nasty surprise if the enemy doesn't expect it, especially if armed with energy weapons that don't require a still very much visible supply transport helicopter to reload them.
  • In 2160, the UCS once again only has dedicated Shadow units in the form of Salamander support mechs carrying OC-21 Shadow field generators. It can hide small army like in 2140 but unlike in the old games, invisibility is broken as soon as the unit starts shooting.
  • Just Before the End: In 2150, Earth has been knocked out of its orbit by a massive nuclear barrage at the North Pole. The objective of the game is to get off the planet before it collides with the Sun.
  • Also present to a lesser extent in Black Gold, which takes place about 40 years before the nuclear war that devastates the world to the point seen in the chronologically later games.
  • Kinetic Weapons Are Just Better:
  • Averted in terms of damage output in 2140 and 2150. Generally, kinetic weapons like cannons and missiles have superior range but inferior per-shot damage output compared to energy weapons due being mitigated by armor (energy weapons bypass armor), with some obvious exceptions like artillery. However, kinetic weapons also ignore shields, giving them a niche to excel in in the late game.
  • In 2160, the above disparity is mitigated by the fact that although all armor types reduces kinetic damage to some extent, the overall damage of most kinetic weapons has been increased to match energy weapons, nearly all weapons have a positive damage multiplier against specific target types and some kinetic weapons inflict shockwave-type damage which outright bypasses armor altogether.
  • Kill Sat:
  • The UCS superweapon in 2140 and 2150 works by firing powerful plasma cannons from the ground and then directing the projectile with satellites.
  • In The Moon Project, the LC is trying to build a ring around a Moon designed to fire shots at Earth-based targets.
  • A Lighter Shade of Grey:
  • The Lunar Corporation starts out this way... but actually getting involved in the conflict rather than watching it unfold from the isolation of the Moon kills that, fast. 2160 drives the point home when LC scientists are confirmed to work on chemical weapons.
  • Inverted for the Eurasian Dynasty in 2150, who are significantly darker and more evil than the other factions, and are only kept from being completely Black by the fact that they're fighting for survival just like the others.
  • Macross Missile Massacre: Rocket launchers. In 2140, many units have them, chief of all being the UCS Big Mech that can fire 16 light missiles in one salvo. In Earth 2150, vehicles on the heavy end can mount several of these and upgraded version gain either a faster rate of fire (ED and LC) or bigger salvos fired at once (UCS).
  • Mecha: The majority of the UCS' ground forces, delivered in Walking Tank, Chicken Walker and Spider Tank flavors and ranging in size from Mini-Mecha to Humongous Mecha the size of smaller base structures. Even their infantry are Terminator expies.
  • Mighty Glacier: Heavy units for all sides from all parts of series qualify as this.
  • More Dakka:
  • In 2150, the ultimate unit for each side has less armor and HP than mid-game units (buffed up to the same values in The Moon Project), but has two heavy turret hardpoints for twice the firepower. Arguably, the UCS has the most powerful defense building in the form of the Fortress, which can mount four turrets. The only other structure in the game capable of mounting the same level of firepower is the LC Main Base, which isn't even a defensive structure. Also, some heavy guns and the heavy version of the UCS light rocket launcher has a sub-hardpoint for mounting an additional light weapon. To put that in practice, one of the AI's favorite UCS unit designs in Lost Souls is a Jaguar mech carrying a heavy rocket launcher which is basically two gatling rocket launchers strapped together, plus a light rocket launcher firing salvos of 4 missiles at a time, plus another light rocket launcher in the other one's sub-hardpoint that fires in salvos of 3, resulting in a combined firepower of 9 missiles per salvo that can very nearly kill any air unit in the game in one salvo. Another frequent AI design is a Jaguar carrying a double-barreled heavy plasma cannon and two double-barreled light plasma cannons, resulting in a storm of green bolts that can tear the strongest shields apart in seconds.
  • The Moon Project introduces the Fat Girl, a new LC unit that can quadruple-wield light weapons once fully upgraded. What it lacks in caliber, it makes up for in quantity.
  • Many weapon upgrades follow the same philosophy: tack on another barrel and double ammo capacity.
  • This is the 2160 design theory behind the LC's ultimate ground vehicle, the Charon. The LC doesn't have the chemical weapons of the ED and aliens, nor do they have the bouncing energy beams of the UCS. So to counter this discrepancy in firepower, where everyone else mounts two heavy weapons on their ultimate vehicle, the LC has three heavy weapons and a small gun. The LC also do this with their defense modules for their towers, where they can stack multiple three-gun platforms on each other.
  • The UCS use this for their infantry. They have mini-guns mounted on their hands and while each individual shot doesn't match the energy rifles used by LC and ED infantry, the sheer amount of depleted uranium dished out make up for this.
  • Multiple Life Bars:
  • The 2150 games have no less than four bars: health (obvious), shieldnote soaks up damage from energy weapons until depleted, heatnote inflicted by laser weapons, maxing it out instantly kills the unit regardless of health; units will cool off on their own but buildings won't and electronicsnote inflicted by ion weapons and LC electro-cannons; depleting about half of it will stun the target, fully depleting it will completely incapacitate the target and make it capturable by repairers. Each one can be set to display in the in-game options menu.
  • 2160 replaces the heat bar with a "mind" bar, only affected by LC and Alien psionic weaponry. Depleting this one will permanently mind-control the unit to the attacker's faction (unless the former owner mind-controls it back). Only appears on organic units or vehicles with a pilot - leading to the logical conclusion that the UCS is completely immune to these weapons.
  • Nuke 'em:
  • The premise deals with a nuclear war in 2048, as well as a nuclear barrage that shifted Earth's orbit.
  • This is traditionally the ED's superweapon in 2140 and 2150. In both games, the UCS have an SDI Defense Center structure whose only purpose is blowing up incoming nukes before they impact. The Moon Project upgrades them to intercept UCS Plasma Control Center bolts as well.
  • Post-Soviet Reunion: This trope seems to have happened twice, as the lore makes mention of a "Greater Russia" being involved in the "War of 2048"note The intro to Earth 2160 claims instead that Russia went communist in 2008, and shortly afterwards World War III erupted. that wrecked the world and shattered all of the existing powers; in its wake, an alliance between a Russian force with an ambitious commander and a Mongolian nomadic tribe led to the creation of the Eurasian Dynasty, which eventually came to encompass all of Europe, Asia and Africa thanks to access to old Soviet military assets.
  • Powered Armor: Androids and cyborgs are present in 2140 and 2160. Excluded from 2150 to get past Germany's "no video game gore" laws... and with the amount of firepower thrown around late-game, they'd just be in the way. Not to mention that ambient temperatures on the volcanic and lava pits tilesets are a bit too high to have a stroll outside.
  • Prequel in the Lost Age: Black Gold, depicting how the US and Russia started the conflict between each other that down the line led to the nuclear holocaust setting up the setting for 2140.
  • Reinventing the Wheel:
  • Played straight in 2140, where all technologies in the Research Center must be re-researched in each mission. Thankfully, the process requires no player action, just time until everything becomes available.
  • Averted in the 2150 campaign, which preserves research between missions. Additionally, each side has off-map main base (although in The Moon Project and Lost Souls UCS campaigns there a few standalone missions before the main base is unlocked). Units and money in this base are always preserved, those left in the mission area are permanently lost. To this end, the player is provided a special air unit whose purpose is facilitating transfers between bases. If the player had a mining operation going on when ending the mission, all remaining resources on the map are automatically transferred to the Spaceport offscreen provided there are no more enemy forces remaining on the map, letting the player proceed to the next mission without having to waste days from the campaign time limit waiting for the mining to finish.
  • The Moon Project and Lost Souls furthermore transfers any remaining money in the mission area back to the main base so that the player won't have to haul it over manually via the Landing Zone; mining the map bare and selling all structures except the Landing Zone will net you the highest possible gain. In fact, many walkthroughs and strategy guides recommend you to only build power plants, defenses and resource infrastructure in the mission area, producing and ferrying reinforcements solely from the main base instead of building them on-site. Aside from scripted events in the Moon Project ED campaign, your main base can never be attacked despite there being announcer sound files for all three factions for it.
  • In 2160, completed research is preserved from mission to mission. There is no main base like in the previous games, but any units with experience are automatically sent over to the next mission when the previous one ends, regardless of what kind of unit it is. Even ED pad-based aircraft is transferred over.
  • Ranged Energy Weapons: Lots of 'em. Used because their ammunition does not need resupply micromanagement. They lose their superiority to conventional weapons once Deflector Shields (and in 2160, reflective armor) come into play.
  • Energy Ball: The UCS plasma cannon, capable of killing any unshielded target very quickly - and by the time heavy plasma cannons are available on the field, even shields won't help much. Receives an Anti-Air variant in The Moon Project, which is murderously powerful and fast-firing in comparison to other AA weapons.
  • Energy Weapon: The ED laser cannon. Deals direct damage in 2140 and 2160, heats up the target without immediate physica

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