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		<id>https://wiki.earthempires.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=70.41.90.229</id>
		<title>Earth Empires Wiki - User contributions [en]</title>
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		<updated>2026-11-02T04:35:36Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Retaliation&amp;diff=698</id>
		<title>Retaliation</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Retaliation&amp;diff=698"/>
				<updated>2010-04-03T14:16:54Z</updated>
		
		<summary type="html">&lt;p&gt;70.41.90.229: /* 1:1, Escalating */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Earth: Empires, a retaliation, or retal for short, is a type of military action made by a country in response for an earlier act of aggression against that country.  For example, country A sends a [[Attacking#Standard Strike|standard strike]] against country B.  This is called a [[landgrab]].  Country B then sends a standard strike back against country A, in an attempt to get the lost land back.  This is called a retaliation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Allianced-based Retaliations==&lt;br /&gt;
&lt;br /&gt;
In alliance-based servers,  the concept of retaliations is an interesting affair.  How retaliations are handed out varies from [[alliance]] to alliance, and even from player to player.  Some alliances may have countries specifically built to handle retaliations, should one of their alliance mates suffer an attack that he/she cannot retaliate him/herself--a basic concept of what is known as 'tag protection'.  Some alliances may vary how many retaliations are sent back to an attacker based on the number of attacks sent, or the amount of resources lost.  Following is a list of established policies that alliances usually follow.&lt;br /&gt;
&lt;br /&gt;
===1:1===&lt;br /&gt;
&lt;br /&gt;
Some alliances consider the 1:1 as standard retaliation against other alliances--one retaliatory attack for every incoming attack.  This policy was once the de facto standard back on Earth:2025's Alliance server, but it was phased out due to the growing number of [[landgrab|topfeeds]] occurring against alliances.  This policy has made a small comeback in recent years, due to the realization of a stagnant game.&lt;br /&gt;
&lt;br /&gt;
===1:1, Escalating===&lt;br /&gt;
&lt;br /&gt;
Most alliances used this policy on alliances that are not [[pact|pacted]] to them.  The concept of this policy is slightly more complicated than the 1:1 policy.  For each subsequent attack on an alliance, the amount of added retaliations increases.  &lt;br /&gt;
&lt;br /&gt;
Most alliances accept this general method of 1:1, escalating: 1:1 2:3 3:6 4:10.  If someone attacks an alliance using this policy one time, the alliance retaliates once (1:1).  If someone attacks the same alliance twice, the alliance retaliates three times (2:3), or, 2+1=3.  If attacked three times, the alliance will retaliate 6 times (3:6), or, 3+2+1=6.  And so on.  If more than four attacks are made against an alliance, that alliance may either choose to [[farming|farm]] the offending country, cripple the country to keep it from being able to attack them again, or [[kill run|kill]] it.&lt;br /&gt;
&lt;br /&gt;
===Land:Land===&lt;br /&gt;
&lt;br /&gt;
Under this policy, alliances strive to take as much land back from an attacker as that attacker took from their member.  Multiple retaliations may be used to accomplish this.  This policy was adopted by most alliances after the rise of top-feeding began to make gameplay unfair in the eyes of the alliances.  However, it soon became a defining reason for the old Earth:2025 game becoming stagnant, as there was no point of using landgrabs as a method of interaction between players or alliances if there wouldn't be any gains made from them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Individual-based Retaliations==&lt;br /&gt;
&lt;br /&gt;
When someone attacks an individual country playing by itself, such as a country not in a clan or alliance in an alliance-based server (or, untagged), the retaliations made by that untagged country may take the form of anything, such as [[Attacking#Special Attacks|special attacks]] (missile attacks, bombing runs, etc) or [[Spying#Harmful Spy Operations|harmful spy operations]] against the attacking country.  These lone countries generally don't consider themselves as subject to the rules established by others, so they feel that they are free to act in whatever methods they wish to retaliate.  These methods of retaliation are generally not accepted by established alliances, and can result in the untagged country being farmed even more heavily or even killed.&lt;/div&gt;</summary>
		<author><name>70.41.90.229</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Foreign_Aid&amp;diff=569</id>
		<title>Foreign Aid</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Foreign_Aid&amp;diff=569"/>
				<updated>2010-03-23T02:38:05Z</updated>
		
		<summary type="html">&lt;p&gt;70.41.90.229: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Foreign aid is the process of sending goods directly to other countries needing those goods.  Only 25% of a country's [[military units]], [[bushels]], and [[cash]] on hand may be sent to another player.  There is a time delay between when a player sends foreign aid to another country, and when he/she is allowed to send the next aid package.  Foreign Aid packages are limited only to countries with formal [[relations]] to your own country.&lt;/div&gt;</summary>
		<author><name>70.41.90.229</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Attacking&amp;diff=412</id>
		<title>Attacking</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Attacking&amp;diff=412"/>
				<updated>2010-03-18T03:23:13Z</updated>
		
		<summary type="html">&lt;p&gt;70.41.90.229: /* Planned Strike */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Attack Types&lt;br /&gt;
==Standard Attacks==&lt;br /&gt;
Standard Attacks are used to capture a percentage of another countries land and resources.&lt;br /&gt;
===Standard Strike===&lt;br /&gt;
Troops, Jets and Tanks may be sent on a Standard Strike. A successful attack will capture 3-8% of your opponents land, buildings, money, technology and bushels.  Smaller opponents, in relation to your own countries size, will yield less returns and larger opponents will yield more.&lt;br /&gt;
&lt;br /&gt;
Each successful attack yields less land and resources captured.  This is called [[Diminishing Returns]].&lt;br /&gt;
&lt;br /&gt;
Repeated Standard Strikes against the same opponent is called [[farming]] and will likely result in hostile attacks from the individual country and/or the clan they are a member of.&lt;br /&gt;
&lt;br /&gt;
===Planned Strike===&lt;br /&gt;
A Planned Strike is similar to a Standard Strike in that Jets, Troops and Tanks may be sent to capture another countries land and resources. The key difference is that Planned Strikes give your military a 50% attacking strength bonus and capture a higher percentage of land and resources.  This bonus comes at a cost, however, and any military sent on a Planned Strike will be in rehab, and this unavailable for 20 hours following the attack.&lt;br /&gt;
&lt;br /&gt;
5 Planned Strikes may be sent at a time.  Each Planned Strike results in a Brigade being created, which is visible on the Military screen.  Once 5 Planned Strikes have been sent out, no further attacks will be possible until one of your Brigades comes back out of rehab.  Once a Brigade comes out of rehab, it is automatically absorbed into your main army.&lt;br /&gt;
&lt;br /&gt;
==Special Attacks==&lt;br /&gt;
Special Attacks are used in times of War. These attacks do not directly benefit you, but are used to destroy your opponents land and resources.  Many individual countries and clans will retaliate with similar war attacks if you use these attacks against them.&lt;br /&gt;
===Guerrilla Strike===&lt;br /&gt;
Only Troops may be sent on a Guerrilla Strike (GS). A successful GS will kill portions of your opponents population and destroy some of their food supply. Only an opponents Troops are used to defend against GS's.&lt;br /&gt;
===Bombing Run===&lt;br /&gt;
Only Jets may be sent on a Bombing Run (BR). A successful BR will kill portions of your opponents population and destroy some of their buildings.  Only an opponents Turrets are used to defend against BR's.&lt;br /&gt;
===Artillery Barrage===&lt;br /&gt;
Only Tanks may be sent on a Artillery Barrage (AB). A successful AB will destroy a portion of your opponents buildings. Only an opponents Tanks are used to defend against AB's.&lt;br /&gt;
&lt;br /&gt;
==Missiles==&lt;br /&gt;
&lt;br /&gt;
Missiles are special military units that may not be manufactured on demand, do not require the use of oil, nor lower a countries' [[readiness]] when deployed.&lt;br /&gt;
&lt;br /&gt;
Missiles are developed by chance and one of any, or all types may be awarded during any turn played. It is entirely possible to develop 1 of each kind of missile during a single turn.&lt;br /&gt;
&lt;br /&gt;
The likelihood of the development of missiles can be increased with investing in [[Warfare Technology]].&lt;br /&gt;
&lt;br /&gt;
There are three missile types used;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Nuclear Missile]]&amp;lt;/b&amp;gt; - Abbreviated &amp;lt;b&amp;gt;NM&amp;lt;/b&amp;gt; - Used primarily to destroy land.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Chemical Missile]]&amp;lt;/b&amp;gt; - Abbreviated &amp;lt;b&amp;gt;CM&amp;lt;/b&amp;gt; - Used primarily to kill [[population]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Cruise Missile]]&amp;lt;/b&amp;gt; - Abbreviated &amp;lt;b&amp;gt;EM&amp;lt;/b&amp;gt; - Used primarily to destroy military units.&lt;br /&gt;
&lt;br /&gt;
==Declaring War==&lt;br /&gt;
==GDI==&lt;/div&gt;</summary>
		<author><name>70.41.90.229</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Stockpiling&amp;diff=355</id>
		<title>Stockpiling</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Stockpiling&amp;diff=355"/>
				<updated>2010-03-17T02:06:42Z</updated>
		
		<summary type="html">&lt;p&gt;70.41.90.229: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stockpiling, also known as 'stocking' is the act of changing pure currency to liquid assets which can be used to hold value for a later date.  This is normally done by [[Farmer|farmers]] acquiring bushels, or [[Oiler|oilers]] buying oil barrels (although to a lesser extent), putting these items on the public market at prices not intended to sell, and repeating this process--while buying more and more items--until the time the items (known as 'stock') are sold (called destocking).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Stocking was made necessary by the presence of a hard limit of the amount of cash a country could have on hand, in the old Earth:2025 game.  This hard limit (called the 2bill bug) was inadvertently imposed by the game programmer's use of a signed INT, rather than a BIGINT, to control how many measurements of the game were calculated.  This meant that every country could only have a maximum of $2,147,483,648 on hand (2^31 plus the signed bit) at any time.  Any additional amount of cash acquired would either cause the cash on hand to reduce to exactly $2,000,000,000 when a public market transaction was involved, or reduce to $0 when a private market transaction was involved.&lt;br /&gt;
&lt;br /&gt;
Players found that they could get around this limit by buying up cheap items on the public market, and then selling them back at a later date (while keeping more and more of these items in store, as their cash reserves allowed), in batches so as not to hit the cash limit.  This led to the public market becoming more of importance than what the game's admin intended, but this 'feature' was left in place to garner another method of interaction among the players.  Since [[bushels]] and [[Oil Barrels|oil]] were normally the cheapest to buy, and they didn't affect expenses, they would become the main items to acquire and store value.  Due to the normal volatility of the oil market, however, bushels would become the main item of stock among the players.  Since very few people had been able to acquire over 2 billion of either of these items, this method of gathering more value than the game originally allowed became the main method of obtaining higher and higher networths, and many strategies were created to increase the amount of bushels either produced or stored for the hopes of having more and more bushels on hand when it came time to sell them off.&lt;br /&gt;
&lt;br /&gt;
The public market also became the place to store this stock, rather than leaving it all in the country.  This was achieved by simply putting the stock on the public market at a high price so it--hopefully--wouldn't get sold.  This meant that countries who were attacked while their stock was on the market didn't lose some of their stock.  However, due to the time limits of how long a batch of goods could remain on the market before being returned to the country, there was always a possibility that a country's stock could return home before the owner of the country would be able to log in and put it back on the market.  This eventually resulted in the rise of [[suiciding]], where countries would be attacked solely for the purpose of either stealing their stock or destroying it.  As long as a country's stock remained on the market, it would be safe from all forms of military attack.  Also, putting a batch of bushels on the public market nullified food decay on those bushels.&lt;br /&gt;
&lt;br /&gt;
==Present==&lt;br /&gt;
&lt;br /&gt;
In Earth: Empires, the 2bil bug was intentionally coded in to keep the public market viable.  However, this 'bug' only affects the amount of cash a country can have on hand; unlike in Earth:2025, where pretty much everything was affected.  Therefore, the method of stocking and destocking to either gain a higher networth or help in times of war remains the main method of acquiring value.&lt;/div&gt;</summary>
		<author><name>70.41.90.229</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Stockpiling&amp;diff=354</id>
		<title>Stockpiling</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Stockpiling&amp;diff=354"/>
				<updated>2010-03-17T02:02:01Z</updated>
		
		<summary type="html">&lt;p&gt;70.41.90.229: Created page with 'Stockpiling, also known as 'stocking' is the act of changing pure currency to liquid assets which can be used to hold value for a later date.  This is normally done by [[Farmer|f…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stockpiling, also known as 'stocking' is the act of changing pure currency to liquid assets which can be used to hold value for a later date.  This is normally done by [[Farmer|farmers]] acquiring bushels, or [[Oiler|oilers]] buying oil barrels (although to a lesser extent), putting these items on the public market at prices not intended to sell, and repeating this process--while buying more and more items--until the time the items (known as 'stock') are sold (called destocking).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Stocking was made necessary by the presence of a hard limit of the amount of cash a country could have on hand, in the old Earth:2025 game.  This hard limit (called the 2bill bug) was inadvertently imposed by the game programmer's use of a signed INT, rather than a BIGINT, to control how many measurements of the game were calculated.  This meant that every country could only have a maximum of $2,147,483,648 on hand (2^31 plus the signed bit) at any time.  Any additional amount of cash acquired would either cause the cash on hand to reduce to exactly $2,000,000,000 when a public market transaction was involved, or reduce to $0 when a private market transaction was involved.&lt;br /&gt;
&lt;br /&gt;
Players found that they could get around this limit by buying up cheap items on the public market, and then selling them back at a later date (while keeping more and more of these items in store, as their cash reserves allowed), in batches so as not to hit the cash limit.  This led to the public market becoming more of importance than what the game's admin intended, but this 'feature' was left in place to garner another method of interaction among the players.  Since [[bushels]] and [[Oil Barrels|oil]] were normally the cheapest to buy, and they didn't affect expenses, they would become the main items to acquire and store value.  Due to the normal volatility of the oil market, however, bushels would become the main item of stock among the players.  Since very few people had been able to acquire over 2 billion of either of these items, this method of gathering more value than the game originally allowed became the main method of obtaining higher and higher networths, and many strategies were created to increase the amount of bushels either produced or stored for the hopes of having more and more bushels on hand when it came time to sell them off.&lt;br /&gt;
&lt;br /&gt;
The public market also became the place to store this stock, rather than leaving it all in the country.  This was achieved by simply putting the stock on the public market at a high price so it--hopefully--wouldn't get sold.  This meant that countries who were attacked while their stock was on the market didn't lose their stock.  However, due to the time limits of how long a batch of goods could remain on the market before being returned to the country, there was always a possibility that a country's stock could return home before the owner of the country would be able to log in and put it back on the market.  This eventually resulted in the rise of [[suiciding]], where countries would be attacked solely for the purpose of either stealing their stock or destroying it.  As long as a country's stock remained on the market, it would be safe from all forms of military attack.  Also, putting a batch of bushels on the public market reduced food decay.&lt;br /&gt;
&lt;br /&gt;
==Present==&lt;br /&gt;
&lt;br /&gt;
In Earth: Empires, the 2bil bug was intentionally coded in to keep the public market viable.  However, this 'bug' only affects the amount of cash a country can have on hand; unlike in Earth:2025, where pretty much everything was affected.  Therefore, the method of stocking and destocking to either gain a higher networth or help in times of war remains the main method of acquiring value.&lt;/div&gt;</summary>
		<author><name>70.41.90.229</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Governments&amp;diff=353</id>
		<title>Governments</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Governments&amp;diff=353"/>
				<updated>2010-03-17T01:43:24Z</updated>
		
		<summary type="html">&lt;p&gt;70.41.90.229: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A country's government defines its [[specialization]], as determined by the bonuses and penalties&lt;br /&gt;
assigned to it.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Your country's government determines its specialty. When first created, every country is a [[Governments#Monarchy|Monarchy]]&lt;br /&gt;
&lt;br /&gt;
==Changing Governments==&lt;br /&gt;
&lt;br /&gt;
===How To Change The Government===&lt;br /&gt;
&lt;br /&gt;
The government may be changed by entering the [[manage]] menu on the left hand side&lt;br /&gt;
while logged into the game.&lt;br /&gt;
&lt;br /&gt;
Within this menu is a radio button section with a range of governments. Simply&lt;br /&gt;
select one of the forms and click on the button &amp;quot;start Revolution&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Effects Of Changing Government===&lt;br /&gt;
&lt;br /&gt;
If your current government is a [[Governments#Monarchy|Monarchy]] then there is no penalty for&lt;br /&gt;
changing to another form.&lt;br /&gt;
&lt;br /&gt;
When changing from any other form of government, there is a loss incurred to your countries&lt;br /&gt;
[[resources]] during the change.&lt;br /&gt;
&lt;br /&gt;
This loss is a percentage of all [[military]], [[technology]] and [[buildings]]. Starting at&lt;br /&gt;
14%, this number increases based on your [[net worth]].&lt;br /&gt;
&lt;br /&gt;
==Government Forms==&lt;br /&gt;
&lt;br /&gt;
===Monarchy===&lt;br /&gt;
&lt;br /&gt;
The initial form of government that all countries begin the game as. The Monarchy does&lt;br /&gt;
not have any bonuses or penalties associated with it.&lt;br /&gt;
&lt;br /&gt;
It is used as a transitional government or a [[growth]] or [[stocking]] government before&lt;br /&gt;
a switch is made later to another form. Usage of the Monarchy for [[stocking]] is common&lt;br /&gt;
prior to a war.&lt;br /&gt;
&lt;br /&gt;
===Democracy===&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
&lt;br /&gt;
+10% Maximum [[technology]].&amp;lt;br&amp;gt;&lt;br /&gt;
No market [[Commission]]s.&amp;lt;br&amp;gt;&lt;br /&gt;
3 [[turn]]s required to [[attack]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This government [[specializes]] in technology and the public market, at the cost of not&lt;br /&gt;
being able to [[attack]] efficiently.&lt;br /&gt;
&lt;br /&gt;
Higher [[technology]] maximums and no market [[commission]]s allow a broad range&lt;br /&gt;
of [[strategies]] to be utilized by this government. Typical strategies include [[farmer]],&lt;br /&gt;
[[techer]], [[casher]] and [[military base reseller]].&lt;br /&gt;
&lt;br /&gt;
Due to the [[attack]] penalty, Democracy is not commonly used for [[war]] or&lt;br /&gt;
[[growth]]. Typically the Democratic government is used to take advantage of better [[market]] prices for [[stocking]] and [[destocking]] after [[growth]] phases have been completed.&lt;br /&gt;
&lt;br /&gt;
===Republic===&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
&lt;br /&gt;
+20% [[explore]] rate.&amp;lt;br&amp;gt;&lt;br /&gt;
+20% Maximum [[per capita income]].&amp;lt;br&amp;gt;&lt;br /&gt;
-10% [[military strength]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Republic's [[exploration]] bonus allows for faster [[land]] [[growth]] via exploring than  &lt;br /&gt;
what is achievable by other governments. This accelerated exploration rate makes Republic an appealing government for the early stages of the reset, when exploring is at its highest relative viability. The bonus in [[per capita income]] creates an advantage by allowing the country to generate more [[revenue]] through [[taxes]].&lt;br /&gt;
&lt;br /&gt;
The penalty to [[military strength]] causes Republics to be perceived as an inferior during times of [[war]]. This penalty also causes this government type to be more vulnerable to military attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The primary [[strategy]] used in combination with Republic is [[casher]], but all explore [[farmer]]s are also common. All explore [[techer]]s have also been known to utilize Republics, but this combination is less widely seen.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Republics are a favored government when applying strategies that rely solely on exploration for [[land]] [[growth]].&lt;br /&gt;
&lt;br /&gt;
===Theocracy===&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
&lt;br /&gt;
-20% [[private market]] costs.&amp;lt;br&amp;gt;&lt;br /&gt;
+40% [[construction]] speed.&amp;lt;br&amp;gt;&lt;br /&gt;
+50% maximum [[population]].&amp;lt;br&amp;gt;&lt;br /&gt;
-35% maximum [[technology]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The two primary [[strategies]] employed by the theocracy seek to take advantage of its reduced&lt;br /&gt;
costs on the [[private market]] and its increase to [[construction]] speed.&lt;br /&gt;
&lt;br /&gt;
The lowered costs allow the Theocracy to [[purchase]] [[military]] on the [[private market]] and&lt;br /&gt;
[[resell]] it on the [[public market]] for profit. Making this form of government ideal as a &lt;br /&gt;
[[military base reseller]].&lt;br /&gt;
&lt;br /&gt;
While its increase to [[construction]] speed is ideal for [[techer]]s, who must gain and build&lt;br /&gt;
upon their [[land]] as efficiently as possible, due to the need for a [[techer]] to spend [[turn]]s&lt;br /&gt;
actively to generate their goods.&lt;br /&gt;
&lt;br /&gt;
The Theocracy is also uncommonly used as an [[industrialist]], to generate the capital income&lt;br /&gt;
necessary to begin [[reselling]].&lt;br /&gt;
&lt;br /&gt;
Because of the hit to maximum [[technology]], the Theocracy is highly susceptible to missile attacks&lt;br /&gt;
as its [[sdi]] [[technology]] is substantially lower than other governments. As such it is&lt;br /&gt;
considered the weakest government during [[war]].&lt;br /&gt;
&lt;br /&gt;
===Communism===&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
&lt;br /&gt;
+20% [[technology]] effectiveness.&amp;lt;br&amp;gt;&lt;br /&gt;
+35% [[industrial]] production.&amp;lt;br&amp;gt;&lt;br /&gt;
+35% market sale size.&amp;lt;br&amp;gt;&lt;br /&gt;
10% market [[commissions]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Communism's increase to [[industrial]] production, [[technology]] effectiveness and&lt;br /&gt;
market sale volume allow it the ability to produce more [[military]] than any other form&lt;br /&gt;
of government. Thus the Communism is the ideal government for the [[Industrialist]] strategy.&lt;br /&gt;
&lt;br /&gt;
The [[technology]] bonus helps bolster the the governments ability to efficiently produce&lt;br /&gt;
with less [[money]] spent.&lt;br /&gt;
&lt;br /&gt;
Its ability to generate massive [[military]] make this government stellar in individual and&lt;br /&gt;
early [[war]]. Its difficulty in managing [[military expenses]] however, can hurt its ability&lt;br /&gt;
to fight effectively in later stages of the game.&lt;br /&gt;
&lt;br /&gt;
With the hefty [[commissions]] placed on this government, and better bonuses available to &lt;br /&gt;
other governments outside of [[industrial]] production, this government is not commonly used&lt;br /&gt;
for other [[strategies]].&lt;br /&gt;
&lt;br /&gt;
===Dictatorship===&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
&lt;br /&gt;
+25% [[military strength]].&amp;lt;br&amp;gt;&lt;br /&gt;
+30% [[spy]] effectiveness.&amp;lt;br&amp;gt;&lt;br /&gt;
-30% [[construction]] speed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dictator is a specialist war government that is built for pure power. Its bonus to&lt;br /&gt;
[[military strength]] offer it the greatest power available, making this government ideal&lt;br /&gt;
for [[breaking]].&lt;br /&gt;
&lt;br /&gt;
The bonus to espionage also makes the Dictator the best for specialist [[spy]] countries&lt;br /&gt;
that can carry out a wide array of [[ops]] during times of war with great effect.&lt;br /&gt;
&lt;br /&gt;
Having no direct penalties to production means that the Dictator can employ a wide array&lt;br /&gt;
of strategies. Common to the Dictator are [[casher]] and [[farmer]], but any other strategy&lt;br /&gt;
can be used.&lt;br /&gt;
&lt;br /&gt;
The hit to [[construction]] speed however, makes this government the slowest in growth. As&lt;br /&gt;
such, it is typically used after [[growth]] periods before a [[war]].&lt;br /&gt;
&lt;br /&gt;
===Tyranny===&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
&lt;br /&gt;
+20% [[attack]] gains.&amp;lt;br&amp;gt;&lt;br /&gt;
-10% [[military expenses]].&amp;lt;br&amp;gt;&lt;br /&gt;
-25% maximum [[per capita income]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Tyranny is the ultimate attacker in terms of efficiency. With a one [[turn]] [[attack]] it&lt;br /&gt;
has the ability to dish out double the amount of [[attack]]s than any other form of government.&lt;br /&gt;
&lt;br /&gt;
In addition to this, each [[attack]] has an increase to the gains. Allowing the tyranny to take&lt;br /&gt;
or destroy more [[resources]] than any other form of government.&lt;br /&gt;
&lt;br /&gt;
This government is used both for [[growth]] and as a primary [[war]] country. It is rivaled only&lt;br /&gt;
by the sheer power of the Dictator.&lt;br /&gt;
&lt;br /&gt;
Because of the hit to [[revenue]], this government is not used as a [[casher]]. Common [[strategies]]&lt;br /&gt;
for the tyranny include [[farmer]] and [[techer]].&lt;br /&gt;
&lt;br /&gt;
===Fascism===&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
&lt;br /&gt;
+15% [[food]] production.&amp;lt;br&amp;gt;&lt;br /&gt;
+75% [[oil]] production.&amp;lt;br&amp;gt;&lt;br /&gt;
-15% maximum [[population]].&amp;lt;br&amp;gt;&lt;br /&gt;
-10% maximum [[per capita income]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Fascism, like the Communism is a basic producer government. This government offers bonuses&lt;br /&gt;
to both [[food]] and [[oil]] production, and as such, it is commonly used for [[farmer]] and&lt;br /&gt;
[[oiler]] strategies.&lt;br /&gt;
&lt;br /&gt;
Because of the hit to [[revenue]] and [[population]] this government is not used as a [[casher]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>70.41.90.229</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Break&amp;diff=352</id>
		<title>Break</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Break&amp;diff=352"/>
				<updated>2010-03-17T01:38:51Z</updated>
		
		<summary type="html">&lt;p&gt;70.41.90.229: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During a [[kill run]], an amount of [[military units]], such as troops or jets, to send at a target is referred to as the break (i.e., break their defenses).  The break is more often than not set to enable successful attacks against the target.  However, in some cases, such as when [[lemming]] is needed to bring a target down to where it can then be broken, a break may be set for the sole purpose of killing a target's defensive units, irregardless of whether or not the attacks will be successful.&lt;br /&gt;
&lt;br /&gt;
Break also refers to the act of killing a target's defensive units so that countries with less offensive capabilities can successfully attack the target.  Countries who do this are referred to as 'breakers'.  Countries who participate in the same kill run and immediately benefit from this are referred to as 'mid-breakers'.  Mid-breakers are usually noticed by their networth and/or military makeup.  After the mid-breakers have brought the break down some more, countries referred to as 'finishers' may take over.  'Finishers' are aptly-named, for they're usually the countries known to be finishing a kill run on a target, by sending the last attacks.  Finishers are usually the smallest countries available during a kill-run.  Most [[restart|restarts]] will be known as 'finishers' until they start breaking enemy countries for others to finish.&lt;/div&gt;</summary>
		<author><name>70.41.90.229</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Break&amp;diff=351</id>
		<title>Break</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Break&amp;diff=351"/>
				<updated>2010-03-17T01:37:41Z</updated>
		
		<summary type="html">&lt;p&gt;70.41.90.229: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During a [[kill run]], an amount of [[military units]], such as troops or jets, to send at a target is referred to as the break (i.e., break their defenses).  The break is more often than not set to enable successful attacks against the target.  However, in some cases, such as when [[lemming]] is needed to bring a target down to where it can then be broken, a break may be set for the sole purpose of killing a target's defensive units, irregardless of whether or not the attacks will be successful.&lt;br /&gt;
&lt;br /&gt;
Break also refers to the act of killing a target's defensive units so that countries with less offensive capabilities can successfully attack the target.  Countries who do this are referred to as 'breakers'.  Countries who participate in the same kill run and immediately benefit from this are referred to as 'mid-breakers'.  Mid-breakers are usually noticed by their networth and/or military makeup.  After the mid-breakers have brought the break down some more, countries referred to as 'finishers' may take over.  Finishers are usually the smallest countries available during a kill-run.  Most [[restart|restarts]] will be known as 'finishers' until they start breaking enemy countries for others to finish.&lt;/div&gt;</summary>
		<author><name>70.41.90.229</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Break&amp;diff=350</id>
		<title>Break</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Break&amp;diff=350"/>
				<updated>2010-03-17T01:36:35Z</updated>
		
		<summary type="html">&lt;p&gt;70.41.90.229: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During a [[kill run]], an amount of [[military units]], such as troops or jets, to send at a target is referred to as the break (i.e., break their defenses).  The break is more often than not set to enable successful attacks against the target.  However, in some cases, such as when [[lemming]] is needed to bring a target down to where it can then be broken, a break may be set for the sole purpose of killing a target's defensive units, irregardless of whether or not the attacks will be successful.&lt;br /&gt;
&lt;br /&gt;
Break also refers to the act of killing a target's defensive units so that countries with less offensive capabilities can successfully attack the target.  Countries who do this are referred to as 'breakers'.  Countries who benefit from this are either referred to as 'mid-breakers'.  Mid-breakers are usually noticed by their networth and/or military makeup.  After the mid-breakers have brought the break down some more, countries referred to as 'finishers' may take over.  Finishers are usually the smallest countries available during a kill-run.  Most [[restart|restarts]] will be known as 'finishers' until they start breaking enemy countries for others to finish.&lt;/div&gt;</summary>
		<author><name>70.41.90.229</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Break&amp;diff=349</id>
		<title>Break</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Break&amp;diff=349"/>
				<updated>2010-03-17T01:33:16Z</updated>
		
		<summary type="html">&lt;p&gt;70.41.90.229: Created page with 'During a kill run, an amount of military units, such as troops or jets, to send at a target is referred to as the break (i.e., break their defenses).  The break is more o…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During a [[kill run]], an amount of [[military units]], such as troops or jets, to send at a target is referred to as the break (i.e., break their defenses).  The break is more often than not set to enable successful attacks against the target.  However, in some cases, such as when [[lemming]] is needed to bring a target down to where it can then be broken, a break may be set for the sole purpose of killing a target's defensive units, irregardless of whether or not the attacks will be successful.&lt;br /&gt;
&lt;br /&gt;
Break also refers to the act of killing a target's defensive units so that countries with less offensive capabilities can successfully attack the target.  Countries who do this are referred to as 'breakers'.  Countries who benefit from this are either referred to as 'mid-breakers', if during the middle of a killrun; or, in the final moments of a kill run, 'finishers'.  Most [[restart|restarts]] will be known as 'finishers' until they start breaking enemy countries for others to finish.&lt;/div&gt;</summary>
		<author><name>70.41.90.229</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Main_Page&amp;diff=32</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Main_Page&amp;diff=32"/>
				<updated>2010-03-15T02:31:51Z</updated>
		
		<summary type="html">&lt;p&gt;70.41.90.229: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;Welcome to EartherWiki, the encyclopedia of &amp;lt;b&amp;gt;Earth: Empires&amp;lt;/b&amp;gt; that anyone can edit!&lt;br /&gt;
&lt;br /&gt;
We aim to record all of Earth's gameplay and community information; from alliance histories, to wars, to strategies and everything in between.&lt;br /&gt;
&lt;br /&gt;
We welcome all our readers to participate by adding or editing content. &amp;lt;/center&amp;gt;&lt;br /&gt;
__NOTOC__ __NOEDITSECTION__&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
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====Community====&lt;br /&gt;
* [[:Category:Alliances|Alliances]]&lt;br /&gt;
* [[:Category:Wars|Wars]]&lt;br /&gt;
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* [[Current events Earth|Current Events in Earth]]&lt;br /&gt;
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|width=&amp;quot;50%&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; color: #000; background-color: #f0f0ff; padding: 0 1em 0 1em&amp;quot;|&lt;br /&gt;
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====Gameplay====&lt;br /&gt;
* [[:Category:Earth Records|Earth Records]]&lt;br /&gt;
* [[:Category:Gameplay Basics|Gameplay Basics]]&lt;br /&gt;
* [[:Category:Advanced Gameplay|Advanced Gameplay]]&lt;br /&gt;
* [[:Category:Strategies|Strategies]]&lt;br /&gt;
* [[:Category:New Players|New Players]]&lt;br /&gt;
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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Browse through our [[Special:Categories|Categories]].&lt;br /&gt;
&lt;br /&gt;
Questions on wiki editing? Check our [[Help:Contents|help]] page for quick tips and a full user's guide.&lt;br /&gt;
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{| cellspacing=&amp;quot;3&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
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|}&lt;/div&gt;</summary>
		<author><name>70.41.90.229</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Main_Page&amp;diff=31</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Main_Page&amp;diff=31"/>
				<updated>2010-03-15T02:30:16Z</updated>
		
		<summary type="html">&lt;p&gt;70.41.90.229: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;Welcome to EartherWiki, the encyclopedia of &amp;lt;b&amp;gt;Earth: Empires&amp;lt;/b&amp;gt; that anyone can edit!&lt;br /&gt;
&lt;br /&gt;
We aim to record all of Earth's gameplay and community information; from alliance histories, to wars, to strategies and everything in between.&lt;br /&gt;
&lt;br /&gt;
We welcome all our readers to participate by adding or editing content. &amp;lt;/center&amp;gt;&lt;br /&gt;
__NOTOC__ __NOEDITSECTION__&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
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====Community====&lt;br /&gt;
* [[:Category:Alliances|Alliances]]&lt;br /&gt;
* [[:Category:Wars|Wars]]&lt;br /&gt;
* [[:Category:Notable Earthers|Notable Earthers]]&lt;br /&gt;
* [[Current events Earth|Current Events in Earth]]&lt;br /&gt;
&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; color: #000; background-color: #f0f0ff; padding: 0 1em 0 1em&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
====Gameplay====&lt;br /&gt;
* [[:Category:Earth Records|Earth Records]]&lt;br /&gt;
* [[:Category:Gameplay Basics|Gameplay Basics]]&lt;br /&gt;
* [[:Category:Advanced Gameplay|Advanced Gameplay]]&lt;br /&gt;
* [[:Category:Strategies|Strategies]]&lt;br /&gt;
* [[:Category:New Players|New Players]]&lt;br /&gt;
* [[Formulas]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Browse through our [[Special:Categories|Categories]].&lt;br /&gt;
&lt;br /&gt;
Questions on wiki editing? Check our [[Help:Contents|help]] page for quick tips and a full user's guide.&lt;br /&gt;
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__NOTOC__ __NOEDITSECTION__&lt;br /&gt;
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====News====&lt;br /&gt;
* 03/15:  The Wiki for Earth: Empires is up!  Start adding content whenever you feel like it!&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>70.41.90.229</name></author>	</entry>

	</feed>