<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>https://wiki.earthempires.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Deepcode</id>
		<title>Earth Empires Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://wiki.earthempires.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Deepcode"/>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php/Special:Contributions/Deepcode"/>
		<updated>2026-11-02T06:04:39Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Directory_of_Alliances&amp;diff=9276</id>
		<title>Directory of Alliances</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Directory_of_Alliances&amp;diff=9276"/>
				<updated>2011-06-16T01:09:27Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is intended as a list of [[Alliance_(in-game)|alliances]], their websites, their [[tags]], their [[retal]] policies, and their [[FA]] contacts. To see a list of current and historical alliances, see the [[:Category:Alliances | Alliances Category]].&lt;br /&gt;
==Alliance Server==&lt;br /&gt;
{{alliancetop}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Evolution&lt;br /&gt;
|website=http://evolution2025.com&lt;br /&gt;
|tag=EVOwhore&lt;br /&gt;
|channel=#evolution&lt;br /&gt;
|server=irc.earthempires.com&lt;br /&gt;
|hfa=anoniem&lt;br /&gt;
|hfa_icq=789248&lt;br /&gt;
|fa1=Osso&lt;br /&gt;
|fa1_icq=635091356&lt;br /&gt;
|vp1=qzjul&lt;br /&gt;
|vp1_icq=46899882&lt;br /&gt;
|vp1_msn=qzjul@msn.com&lt;br /&gt;
|vp1_other=email: qzjul@earthempires.com&lt;br /&gt;
|p=Yank&lt;br /&gt;
|p_icq=120713939&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Imaginary Numbers&lt;br /&gt;
|website=http://www.letskillstuff.org&lt;br /&gt;
|tag=iMagNum&lt;br /&gt;
|channel=#imagnum&lt;br /&gt;
|server=irc.earthempires.com&lt;br /&gt;
|hfa=iTavi&lt;br /&gt;
|hfa_icq=277635990&lt;br /&gt;
|fa1=galleri&lt;br /&gt;
|fa1_icq=13096429&lt;br /&gt;
|p=Soviet&lt;br /&gt;
|p_icq=4793246947&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Infernal Council of Nations&lt;br /&gt;
|website=&lt;br /&gt;
|tag=xICNx&lt;br /&gt;
|channel=#icn&lt;br /&gt;
|server=irc.gamesurge.net&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=KSF&lt;br /&gt;
|website=&lt;br /&gt;
|tag=KSF&lt;br /&gt;
|channel=&lt;br /&gt;
|server=&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=La Cosa Nostra&lt;br /&gt;
|website=http://www.boxcarhosting.com/public/alliancestart.php?clanID=LCNostra&lt;br /&gt;
|tag=LCNostra&lt;br /&gt;
|channel=#lcnostra&lt;br /&gt;
|server=irc.gamesurge.net&lt;br /&gt;
|hfa=Trife&lt;br /&gt;
|hfa_icq=1339765&lt;br /&gt;
|p=Purposeful1&lt;br /&gt;
|p_icq=219186820&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=LaFamiglia&lt;br /&gt;
|website=&lt;br /&gt;
|tag=LaF&lt;br /&gt;
|channel=#LaF&lt;br /&gt;
|server=irc.earthempires.com&lt;br /&gt;
|other_title=Don&lt;br /&gt;
|other=hanlong&lt;br /&gt;
|other_icq=36923162&lt;br /&gt;
|other_other= gtalk?&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Monsters&lt;br /&gt;
|website=&lt;br /&gt;
|tag=Monsters&lt;br /&gt;
|channel=&lt;br /&gt;
|server=&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Moral Decay&lt;br /&gt;
|website=&lt;br /&gt;
|tag=MD&lt;br /&gt;
|channel=#md&lt;br /&gt;
|server=irc.gamesurge.net&lt;br /&gt;
|other_title=Presidential council&lt;br /&gt;
|other=Locutus&lt;br /&gt;
|other_icq=30987524&lt;br /&gt;
|other_msn=locutusmd@live.com&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Netters Anonymous&lt;br /&gt;
|website=&lt;br /&gt;
|tag=NAxToon&lt;br /&gt;
|channel=#xnax&lt;br /&gt;
|server=irc.gamesurge.net&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=The Omega&lt;br /&gt;
|website=&lt;br /&gt;
|tag=TheOmega&lt;br /&gt;
|channel=#omega&lt;br /&gt;
|server=irc.gamesurge..net&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Paradigm&lt;br /&gt;
|website=http://paradigm.boxcarhosting.com&lt;br /&gt;
|tag=Paradigm&lt;br /&gt;
|channel=#pdm&lt;br /&gt;
|server=irc.earthempires.com&lt;br /&gt;
|other_title=Director&lt;br /&gt;
|other=Detmer&lt;br /&gt;
|other_icq=74939894&lt;br /&gt;
|other_msn=detmer@m0m0.org&lt;br /&gt;
|other_other=E-mail is detmer@m0m0.org.  ICQ and MSN are by appointment only.  IRC and [http://forums.earthempires.com/Messages.php?sid=439 forum messaging] are preferred methods of contact.&lt;br /&gt;
|other_title1=Overlord of Foreign Affairs&lt;br /&gt;
|other1=The Arabian Nightmare&lt;br /&gt;
|other_msn1=thearabianknightmare@hotmail.com&lt;br /&gt;
|other_other1=Preferred method of contact is [http://forums.earthempires.com/Forum.php?forumid=6&amp;amp;p=1307998712&amp;amp;z=alliance-talk Alliance Talk].&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=RAGE&lt;br /&gt;
|website=http://www.boxcarhosting.com/public/application.php?clanID=RAGE&lt;br /&gt;
|tag=RAGE&lt;br /&gt;
|channel=#RAGE&lt;br /&gt;
|server=irc.gamesurge.net&lt;br /&gt;
|hfa=Grimm&lt;br /&gt;
|hfa_icq=96199185&lt;br /&gt;
|hfa_msn=actual_human@hotmail.com&lt;br /&gt;
|vp1=FDF&lt;br /&gt;
|vp1_msn=kelleydanny@msn.com&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Reservoir Dogs&lt;br /&gt;
|website=&lt;br /&gt;
|tag=RD&lt;br /&gt;
|channel=&lt;br /&gt;
|server=&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=RIVAL&lt;br /&gt;
|website=&lt;br /&gt;
|tag=RIVAL&lt;br /&gt;
|channel=&lt;br /&gt;
|server=&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Sanctuary&lt;br /&gt;
|website=http://collab.boxcarhosting.com&lt;br /&gt;
|tag=SancT&lt;br /&gt;
|channel=#Sanctuary&lt;br /&gt;
|server=irc.earthempires.com&lt;br /&gt;
|fa1=Nole&lt;br /&gt;
|fa1_icq=99819687&lt;br /&gt;
|fa1_msn=nole_icn@hotmail.com&lt;br /&gt;
|vp1=fudgepuppy&lt;br /&gt;
|vp1_icq=123820211&lt;br /&gt;
|vp1_msn=fudgepuppy@gmail.com&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Sons of Liberty&lt;br /&gt;
|website=http://sol.ghqnet.com&lt;br /&gt;
|tag=SOL&lt;br /&gt;
|channel=#sol&amp;lt;br /&amp;gt;FA: #solfr&lt;br /&gt;
|server=irc.scourge.se&lt;br /&gt;
|hfa=Praetor&lt;br /&gt;
|hfa_icq=263608351&lt;br /&gt;
|hfa_msn=msn address&lt;br /&gt;
|fa1=Suni&lt;br /&gt;
|fa1_icq=609310758&lt;br /&gt;
|fa1_msn=mssuni@gmail.com&lt;br /&gt;
|other_title=Head of War&lt;br /&gt;
|other=Makinso&lt;br /&gt;
|other_icq=258475488&lt;br /&gt;
|other_msn=msn address&lt;br /&gt;
|other_title1=Head IA&lt;br /&gt;
|other1=Steeps&lt;br /&gt;
|other_icq1=115531431&lt;br /&gt;
|other_other1=Please check #solfr to leave a msg&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Survival of the Fittest&lt;br /&gt;
|website=&lt;br /&gt;
|tag=SOF&lt;br /&gt;
|channel=#sof&lt;br /&gt;
|server=irc.gamesurge.net&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=The Infernal Elite&lt;br /&gt;
|website=&lt;br /&gt;
|tag=TIE&lt;br /&gt;
|channel=&lt;br /&gt;
|server=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!---{{alliancelist&lt;br /&gt;
|name=Wings Over Fire&lt;br /&gt;
|website=&lt;br /&gt;
|tag=&lt;br /&gt;
|channel=#wofchat&lt;br /&gt;
|server=irc.scourge.se&lt;br /&gt;
}}---&amp;gt;&lt;br /&gt;
{{alliancebottom}}&lt;br /&gt;
&lt;br /&gt;
==Free For All Server==&lt;br /&gt;
{{alliancetop}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Ares&lt;br /&gt;
|server=irc.earthempires.com&lt;br /&gt;
|website=&lt;br /&gt;
|tag=&lt;br /&gt;
|channel=#ares&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=FoCuS&lt;br /&gt;
|server=irc.gamesurge.net&lt;br /&gt;
|website=&lt;br /&gt;
|tag=&lt;br /&gt;
|channel=#FoCuS&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=IMP&lt;br /&gt;
|server=irc.earthempires.com&lt;br /&gt;
|website=&lt;br /&gt;
|tag=&lt;br /&gt;
|channel=#imp&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Mercs&lt;br /&gt;
|server=irc.earthempires.com&lt;br /&gt;
|website=&lt;br /&gt;
|tag=&lt;br /&gt;
|channel=#mercs&lt;br /&gt;
|p=Azz Kikr&lt;br /&gt;
|p_icq=26928957&lt;br /&gt;
|vp1=Rockman&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Natural Born Killers&lt;br /&gt;
|server=irc.gamesurge.net&lt;br /&gt;
|website=http://nbk.boxcarhosting.com&lt;br /&gt;
|tag=NBK&lt;br /&gt;
|channel=#nbk&lt;br /&gt;
|hfa=galleri&lt;br /&gt;
|hfa_icq=13096429&lt;br /&gt;
|hfa_msn=gallerias@hotmail.com&lt;br /&gt;
|fa1=Dark Demon&lt;br /&gt;
|fa1_msn=biker_psycho@hotmail.com&lt;br /&gt;
|p=Qm Diver&lt;br /&gt;
|p_msn=buddyferu@hotmail.com&lt;br /&gt;
|vp1=Gambit&lt;br /&gt;
|vp1_msn=taz_rules911@hotmail.com&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Pandora's Last Vikings&lt;br /&gt;
|server=irc.gamesurge.net&lt;br /&gt;
|website=http://panlv.legendsatearth.com&lt;br /&gt;
|tag=PANLV&lt;br /&gt;
|channel=#panlv &amp;lt;br&amp;gt;FA: #panlvfa&lt;br /&gt;
|fa1=Havoc&lt;br /&gt;
|fa1_icq = 283309164&lt;br /&gt;
|fa1_msn = trent_bos4@hotmail.com&lt;br /&gt;
|fa2=BigWiggle&lt;br /&gt;
|fa2_other = [http://forums.earthempires.com/Messages.php?sid=815 forum pm]&lt;br /&gt;
|p=Juusto&lt;br /&gt;
|p_other=Preferred contact methods are IRC and forum messaging.&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Paragon of Duality&lt;br /&gt;
|server=irc.scourge.se&lt;br /&gt;
|website=&lt;br /&gt;
|tag=&lt;br /&gt;
|channel=#PoD&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Revolution&lt;br /&gt;
|server=irc.gamesurge.net&lt;br /&gt;
|website=&lt;br /&gt;
|tag=&lt;br /&gt;
|channel=#revolution&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Soldiers Of The Apocalypse&lt;br /&gt;
|server=irc.earthempires.com&lt;br /&gt;
|website=http://sota.boxcarhosting.com&lt;br /&gt;
|tag=SOTA&lt;br /&gt;
|channel=#SOTA&lt;br /&gt;
|hfa=Seraph&lt;br /&gt;
|hfa_aim=Seraph SOTA&lt;br /&gt;
|hfa_icq=1211929&lt;br /&gt;
|hfa_msn=victoria.delacroix@live.com&lt;br /&gt;
|vp1=NightShade&lt;br /&gt;
|vp1_aim=Ryuko Kotani&lt;br /&gt;
|vp1_icq=3233012&lt;br /&gt;
|vp1_msn=ryuko.kotani@gmail.com&lt;br /&gt;
|p=Slash&lt;br /&gt;
|p_aim=Slash of SOTA&lt;br /&gt;
|p_icq=97150973&lt;br /&gt;
|p_msn=neuroticoutsider@live.com&lt;br /&gt;
|p_other=Preferred contact methods are AIM, IRC or Private Message&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=The Kings Order&lt;br /&gt;
|server=irc.earthempires.com&lt;br /&gt;
|website=http://www.boxcarhosting.com&lt;br /&gt;
|tag=TKOwnd&lt;br /&gt;
|channel=#tko&lt;br /&gt;
|p=Warster&lt;br /&gt;
|p_msn=warrelic@hotmail.com&lt;br /&gt;
|fa1=KeTcHuP&lt;br /&gt;
|fa1_other='''aim:''' KeTcHuPSoS&lt;br /&gt;
|fa1_icq=607156264&lt;br /&gt;
|fa1_msn=ketchupsdeadsoul@hotmail.com&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=SemperFi - Honors Seal Team 6&lt;br /&gt;
|server=irc.scourge.se &lt;br /&gt;
|website=http://semperfi.ghqnet.com&lt;br /&gt;
|tag=SemperFi&lt;br /&gt;
|channel=#SemperFi&lt;br /&gt;
|p=Walding&lt;br /&gt;
|p_icq=412023116&lt;br /&gt;
|p_msn=Walding_SaR@hotmail.com&lt;br /&gt;
}}&lt;br /&gt;
{{alliancebottom}}&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=La_Cosa_Nostra_Retal_Policy&amp;diff=9275</id>
		<title>La Cosa Nostra Retal Policy</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=La_Cosa_Nostra_Retal_Policy&amp;diff=9275"/>
				<updated>2011-06-16T01:03:46Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: Created page with &amp;quot;The following rules pertain to retals:  - Land grabs against LCN will be retalled and LCN's land will be retaken, unless specified different in an alliance pact.  - LCN will reta...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following rules pertain to retals:&lt;br /&gt;
&lt;br /&gt;
- Land grabs against LCN will be retalled and LCN's land will be retaken, unless specified different in an alliance pact.&lt;br /&gt;
&lt;br /&gt;
- LCN will retal hits land:land. A land:land retal is where LCN will hit the country as many times as neccesary to regain the lost land. Land:land retals have &lt;br /&gt;
nothing to do with top-, bottom-, mid-, side-, or upside-down feeds.&lt;br /&gt;
&lt;br /&gt;
- The only acceptable kinds of retaliations are SS and PS. LCN members are encouraged to use only PS for their retals.&lt;br /&gt;
&lt;br /&gt;
- The attacked member gets first shot at the retal and has an obligation to make sure it gets taken (either by themselves or by another member of LCN if they &lt;br /&gt;
cannot take it).&lt;br /&gt;
&lt;br /&gt;
- Retaliation grabs after 72 hours from the initial hit are not allowed. They will be considered as a landgrab.&lt;br /&gt;
&lt;br /&gt;
- Hits within 48 hours after a retal on the retaler will be considered a retal on a retal.&lt;br /&gt;
&lt;br /&gt;
Bottom line: Other alliances will not gain land when they hit LCN. We will take our land back.&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Directory_of_Alliances&amp;diff=9271</id>
		<title>Directory of Alliances</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Directory_of_Alliances&amp;diff=9271"/>
				<updated>2011-06-16T00:57:57Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is intended as a list of [[Alliance_(in-game)|alliances]], their websites, their [[tags]], their [[retal]] policies, and their [[FA]] contacts. To see a list of current and historical alliances, see the [[:Category:Alliances | Alliances Category]].&lt;br /&gt;
==Alliance Server==&lt;br /&gt;
{{alliancetop}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Evolution&lt;br /&gt;
|website=http://evolution2025.com&lt;br /&gt;
|tag=EVOwhore&lt;br /&gt;
|channel=#evolution&lt;br /&gt;
|server=irc.earthempires.com&lt;br /&gt;
|hfa=anoniem&lt;br /&gt;
|hfa_icq=789248&lt;br /&gt;
|fa1=Osso&lt;br /&gt;
|fa1_icq=635091356&lt;br /&gt;
|vp1=qzjul&lt;br /&gt;
|vp1_icq=46899882&lt;br /&gt;
|vp1_msn=qzjul@msn.com&lt;br /&gt;
|vp1_other=email: qzjul@earthempires.com&lt;br /&gt;
|p=Yank&lt;br /&gt;
|p_icq=120713939&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Imaginary Numbers&lt;br /&gt;
|website=http://www.letskillstuff.org&lt;br /&gt;
|tag=iMagNum&lt;br /&gt;
|channel=#imagnum&lt;br /&gt;
|server=irc.earthempires.com&lt;br /&gt;
|hfa=iTavi&lt;br /&gt;
|hfa_icq=277635990&lt;br /&gt;
|fa1=galleri&lt;br /&gt;
|fa1_icq=13096429&lt;br /&gt;
|p=Soviet&lt;br /&gt;
|p_icq=4793246947&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Infernal Council of Nations&lt;br /&gt;
|website=&lt;br /&gt;
|tag=xICNx&lt;br /&gt;
|channel=#icn&lt;br /&gt;
|server=irc.gamesurge.net&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=KSF&lt;br /&gt;
|website=&lt;br /&gt;
|tag=KSF&lt;br /&gt;
|channel=&lt;br /&gt;
|server=&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=La Cosa Nostra&lt;br /&gt;
|website=http://www.boxcarhosting.com/public/alliancestart.php?clanID=LCNostra&lt;br /&gt;
|tag=LCNostra&lt;br /&gt;
|channel=#lcnostra&lt;br /&gt;
|server=irc.gamesurge.net&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=LaFamiglia&lt;br /&gt;
|website=&lt;br /&gt;
|tag=LaF&lt;br /&gt;
|channel=#LaF&lt;br /&gt;
|server=irc.earthempires.com&lt;br /&gt;
|other_title=Don&lt;br /&gt;
|other=hanlong&lt;br /&gt;
|other_icq=36923162&lt;br /&gt;
|other_other= gtalk?&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Monsters&lt;br /&gt;
|website=&lt;br /&gt;
|tag=Monsters&lt;br /&gt;
|channel=&lt;br /&gt;
|server=&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Moral Decay&lt;br /&gt;
|website=&lt;br /&gt;
|tag=MD&lt;br /&gt;
|channel=#md&lt;br /&gt;
|server=irc.gamesurge.net&lt;br /&gt;
|other_title=Presidential council&lt;br /&gt;
|other=Locutus&lt;br /&gt;
|other_icq=30987524&lt;br /&gt;
|other_msn=locutusmd@live.com&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Netters Anonymous&lt;br /&gt;
|website=&lt;br /&gt;
|tag=NAxToon&lt;br /&gt;
|channel=#xnax&lt;br /&gt;
|server=irc.gamesurge.net&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=The Omega&lt;br /&gt;
|website=&lt;br /&gt;
|tag=TheOmega&lt;br /&gt;
|channel=#omega&lt;br /&gt;
|server=irc.gamesurge..net&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Paradigm&lt;br /&gt;
|website=http://paradigm.boxcarhosting.com&lt;br /&gt;
|tag=Paradigm&lt;br /&gt;
|channel=#pdm&lt;br /&gt;
|server=irc.earthempires.com&lt;br /&gt;
|other_title=Director&lt;br /&gt;
|other=Detmer&lt;br /&gt;
|other_icq=74939894&lt;br /&gt;
|other_msn=detmer@m0m0.org&lt;br /&gt;
|other_other=E-mail is detmer@m0m0.org.  ICQ and MSN are by appointment only.  IRC and [http://forums.earthempires.com/Messages.php?sid=439 forum messaging] are preferred methods of contact.&lt;br /&gt;
|other_title1=Overlord of Foreign Affairs&lt;br /&gt;
|other1=The Arabian Nightmare&lt;br /&gt;
|other_msn1=thearabianknightmare@hotmail.com&lt;br /&gt;
|other_other1=Preferred method of contact is [http://forums.earthempires.com/Forum.php?forumid=6&amp;amp;p=1307998712&amp;amp;z=alliance-talk Alliance Talk].&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=RAGE&lt;br /&gt;
|website=http://www.boxcarhosting.com/public/application.php?clanID=RAGE&lt;br /&gt;
|tag=RAGE&lt;br /&gt;
|channel=#RAGE&lt;br /&gt;
|server=irc.gamesurge.net&lt;br /&gt;
|hfa=Grimm&lt;br /&gt;
|hfa_icq=96199185&lt;br /&gt;
|hfa_msn=actual_human@hotmail.com&lt;br /&gt;
|vp1=FDF&lt;br /&gt;
|vp1_msn=kelleydanny@msn.com&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Reservoir Dogs&lt;br /&gt;
|website=&lt;br /&gt;
|tag=RD&lt;br /&gt;
|channel=&lt;br /&gt;
|server=&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=RIVAL&lt;br /&gt;
|website=&lt;br /&gt;
|tag=RIVAL&lt;br /&gt;
|channel=&lt;br /&gt;
|server=&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Sanctuary&lt;br /&gt;
|website=http://collab.boxcarhosting.com&lt;br /&gt;
|tag=SancT&lt;br /&gt;
|channel=#Sanctuary&lt;br /&gt;
|server=irc.earthempires.com&lt;br /&gt;
|fa1=Nole&lt;br /&gt;
|fa1_icq=99819687&lt;br /&gt;
|fa1_msn=nole_icn@hotmail.com&lt;br /&gt;
|vp1=fudgepuppy&lt;br /&gt;
|vp1_icq=123820211&lt;br /&gt;
|vp1_msn=fudgepuppy@gmail.com&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Sons of Liberty&lt;br /&gt;
|website=http://sol.ghqnet.com&lt;br /&gt;
|tag=SOL&lt;br /&gt;
|channel=#sol&amp;lt;br /&amp;gt;FA: #solfr&lt;br /&gt;
|server=irc.scourge.se&lt;br /&gt;
|hfa=Praetor&lt;br /&gt;
|hfa_icq=263608351&lt;br /&gt;
|hfa_msn=msn address&lt;br /&gt;
|fa1=Suni&lt;br /&gt;
|fa1_icq=609310758&lt;br /&gt;
|fa1_msn=mssuni@gmail.com&lt;br /&gt;
|other_title=Head of War&lt;br /&gt;
|other=Makinso&lt;br /&gt;
|other_icq=258475488&lt;br /&gt;
|other_msn=msn address&lt;br /&gt;
|other_title1=Head IA&lt;br /&gt;
|other1=Steeps&lt;br /&gt;
|other_icq1=115531431&lt;br /&gt;
|other_other1=Please check #solfr to leave a msg&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Survival of the Fittest&lt;br /&gt;
|website=&lt;br /&gt;
|tag=SOF&lt;br /&gt;
|channel=#sof&lt;br /&gt;
|server=irc.gamesurge.net&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=The Infernal Elite&lt;br /&gt;
|website=&lt;br /&gt;
|tag=TIE&lt;br /&gt;
|channel=&lt;br /&gt;
|server=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!---{{alliancelist&lt;br /&gt;
|name=Wings Over Fire&lt;br /&gt;
|website=&lt;br /&gt;
|tag=&lt;br /&gt;
|channel=#wofchat&lt;br /&gt;
|server=irc.scourge.se&lt;br /&gt;
}}---&amp;gt;&lt;br /&gt;
{{alliancebottom}}&lt;br /&gt;
&lt;br /&gt;
==Free For All Server==&lt;br /&gt;
{{alliancetop}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Ares&lt;br /&gt;
|server=irc.earthempires.com&lt;br /&gt;
|website=&lt;br /&gt;
|tag=&lt;br /&gt;
|channel=#ares&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=FoCuS&lt;br /&gt;
|server=irc.gamesurge.net&lt;br /&gt;
|website=&lt;br /&gt;
|tag=&lt;br /&gt;
|channel=#FoCuS&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=IMP&lt;br /&gt;
|server=irc.earthempires.com&lt;br /&gt;
|website=&lt;br /&gt;
|tag=&lt;br /&gt;
|channel=#imp&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Mercs&lt;br /&gt;
|server=irc.earthempires.com&lt;br /&gt;
|website=&lt;br /&gt;
|tag=&lt;br /&gt;
|channel=#mercs&lt;br /&gt;
|p=Azz Kikr&lt;br /&gt;
|p_icq=26928957&lt;br /&gt;
|vp1=Rockman&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Natural Born Killers&lt;br /&gt;
|server=irc.gamesurge.net&lt;br /&gt;
|website=http://nbk.boxcarhosting.com&lt;br /&gt;
|tag=NBK&lt;br /&gt;
|channel=#nbk&lt;br /&gt;
|hfa=galleri&lt;br /&gt;
|hfa_icq=13096429&lt;br /&gt;
|hfa_msn=gallerias@hotmail.com&lt;br /&gt;
|fa1=Dark Demon&lt;br /&gt;
|fa1_msn=biker_psycho@hotmail.com&lt;br /&gt;
|p=Qm Diver&lt;br /&gt;
|p_msn=buddyferu@hotmail.com&lt;br /&gt;
|vp1=Gambit&lt;br /&gt;
|vp1_msn=taz_rules911@hotmail.com&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Pandora's Last Vikings&lt;br /&gt;
|server=irc.gamesurge.net&lt;br /&gt;
|website=http://panlv.legendsatearth.com&lt;br /&gt;
|tag=PANLV&lt;br /&gt;
|channel=#panlv &amp;lt;br&amp;gt;FA: #panlvfa&lt;br /&gt;
|fa1=Havoc&lt;br /&gt;
|fa1_icq = 283309164&lt;br /&gt;
|fa1_msn = trent_bos4@hotmail.com&lt;br /&gt;
|fa2=BigWiggle&lt;br /&gt;
|fa2_other = [http://forums.earthempires.com/Messages.php?sid=815 forum pm]&lt;br /&gt;
|p=Juusto&lt;br /&gt;
|p_other=Preferred contact methods are IRC and forum messaging.&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Paragon of Duality&lt;br /&gt;
|server=irc.scourge.se&lt;br /&gt;
|website=&lt;br /&gt;
|tag=&lt;br /&gt;
|channel=#PoD&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Revolution&lt;br /&gt;
|server=irc.gamesurge.net&lt;br /&gt;
|website=&lt;br /&gt;
|tag=&lt;br /&gt;
|channel=#revolution&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=Soldiers Of The Apocalypse&lt;br /&gt;
|server=irc.earthempires.com&lt;br /&gt;
|website=http://sota.boxcarhosting.com&lt;br /&gt;
|tag=SOTA&lt;br /&gt;
|channel=#SOTA&lt;br /&gt;
|hfa=Seraph&lt;br /&gt;
|hfa_aim=Seraph SOTA&lt;br /&gt;
|hfa_icq=1211929&lt;br /&gt;
|hfa_msn=victoria.delacroix@live.com&lt;br /&gt;
|vp1=NightShade&lt;br /&gt;
|vp1_aim=Ryuko Kotani&lt;br /&gt;
|vp1_icq=3233012&lt;br /&gt;
|vp1_msn=ryuko.kotani@gmail.com&lt;br /&gt;
|p=Slash&lt;br /&gt;
|p_aim=Slash of SOTA&lt;br /&gt;
|p_icq=97150973&lt;br /&gt;
|p_msn=neuroticoutsider@live.com&lt;br /&gt;
|p_other=Preferred contact methods are AIM, IRC or Private Message&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=The Kings Order&lt;br /&gt;
|server=irc.earthempires.com&lt;br /&gt;
|website=http://www.boxcarhosting.com&lt;br /&gt;
|tag=TKOwnd&lt;br /&gt;
|channel=#tko&lt;br /&gt;
|p=Warster&lt;br /&gt;
|p_msn=warrelic@hotmail.com&lt;br /&gt;
|fa1=KeTcHuP&lt;br /&gt;
|fa1_other='''aim:''' KeTcHuPSoS&lt;br /&gt;
|fa1_icq=607156264&lt;br /&gt;
|fa1_msn=ketchupsdeadsoul@hotmail.com&lt;br /&gt;
}}&lt;br /&gt;
{{alliancelist&lt;br /&gt;
|name=SemperFi - Honors Seal Team 6&lt;br /&gt;
|server=irc.scourge.se &lt;br /&gt;
|website=http://semperfi.ghqnet.com&lt;br /&gt;
|tag=SemperFi&lt;br /&gt;
|channel=#SemperFi&lt;br /&gt;
|p=Walding&lt;br /&gt;
|p_icq=412023116&lt;br /&gt;
|p_msn=Walding_SaR@hotmail.com&lt;br /&gt;
}}&lt;br /&gt;
{{alliancebottom}}&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=La_Cosa_Nostra&amp;diff=5021</id>
		<title>La Cosa Nostra</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=La_Cosa_Nostra&amp;diff=5021"/>
				<updated>2010-12-10T23:53:22Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox alliance&lt;br /&gt;
| image = [[file:LCN.PNG]]&lt;br /&gt;
| founders = --&lt;br /&gt;
| founded = --&lt;br /&gt;
| origins = --&lt;br /&gt;
| anw = --&lt;br /&gt;
| tnw = --&lt;br /&gt;
| num_members = 50&lt;br /&gt;
| mission = Excellence&lt;br /&gt;
| focus = Both&lt;br /&gt;
| president = [[Purposeful1]]&lt;br /&gt;
| vps = [[Assassin]], [[Imperial]], [[MAC]]&lt;br /&gt;
| hfa = [[Trife]]&lt;br /&gt;
| fas = [[Japri]], [[Heston]] &lt;br /&gt;
| hia = [[Naminef]]&lt;br /&gt;
| ias = [[deepcode]], [[Zigigy]]&lt;br /&gt;
| hwar = --&lt;br /&gt;
| war = --&lt;br /&gt;
| trainers = --&lt;br /&gt;
| homepage = [http://www.boxcarhosting.net/Boxcar/public/alliancestart.php?clanID=LCNostra LCNostra Boxcar]&lt;br /&gt;
| irc = Gamesurge #lcnostra&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Alliances]]&lt;br /&gt;
[[Category:Alliances on the Alliance Server]]&lt;br /&gt;
[[Category: La Cosa Nostra Members]]&lt;br /&gt;
&lt;br /&gt;
==Our Mission==&lt;br /&gt;
&lt;br /&gt;
La Cosa Nostra is a clan on the [[Alliance server]] that aims to provide a friendly gaming environment for it's members.&lt;br /&gt;
We seek excellence in netgaining and both warfare. We protect our members and our allies. We seek growth in ability &lt;br /&gt;
and relationship and strive to get the best out of our family.&lt;br /&gt;
&lt;br /&gt;
==Expectations==&lt;br /&gt;
&lt;br /&gt;
Members have a responsibility to place this alliance first and foremost before individual pursuits and personal gains.&lt;br /&gt;
Members have a responsibility to uphold the rules of this alliance and strive toward LCN’s goals as set forth by the leaders of LCN.&lt;br /&gt;
Members have a responsibility to contribute and participate in the direction of LCN’s mission of becoming the best alliance on the Council Server.&lt;br /&gt;
LCN is a family oriented alliance, and each member is to assist and to respect other members in their goal to accomplish LCN’s mission. &lt;br /&gt;
&lt;br /&gt;
==Some History==&lt;br /&gt;
&lt;br /&gt;
- to be done&lt;br /&gt;
&lt;br /&gt;
Involved in the [[LCN/Fist/Omega_vs_ImagNum/SoL_-_June_2010 | LCN/Fist/Omega vs ImagNum/SoL]] war of June 2010.&lt;br /&gt;
&lt;br /&gt;
==Contacts==&lt;br /&gt;
&lt;br /&gt;
Purposeful1: Icq 219186820&lt;br /&gt;
&lt;br /&gt;
Naminef: Icq 19379031&lt;br /&gt;
&lt;br /&gt;
Theseus: Icq 75548472&lt;br /&gt;
&lt;br /&gt;
Trife: Icq 1339765&lt;br /&gt;
&lt;br /&gt;
Japri: Icq 75671705&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=La_Cosa_Nostra&amp;diff=5018</id>
		<title>La Cosa Nostra</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=La_Cosa_Nostra&amp;diff=5018"/>
				<updated>2010-12-10T23:51:21Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox alliance&lt;br /&gt;
| image = [[file:LCN.PNG]]&lt;br /&gt;
| founders = --&lt;br /&gt;
| founded = --&lt;br /&gt;
| origins = --&lt;br /&gt;
| anw = --&lt;br /&gt;
| tnw = --&lt;br /&gt;
| num_members = 50&lt;br /&gt;
| mission = Excellence&lt;br /&gt;
| focus = Both&lt;br /&gt;
| president = [[Purposeful1]]&lt;br /&gt;
| vps = [[Assassin]], [[Imperial]], [[MAC]]&lt;br /&gt;
| hfa = [[Trife]]&lt;br /&gt;
| fas = [[Japri]], [[Heston]] &lt;br /&gt;
| hia = [[Naminef]]&lt;br /&gt;
| ias = [[deepcode]], [[Zigigy]]&lt;br /&gt;
| hwar = --&lt;br /&gt;
| war = --&lt;br /&gt;
| trainers = --&lt;br /&gt;
| homepage = [http://www.boxcarhosting.net/Boxcar/public/alliancestart.php?clanID=LCNostra LCNostra Boxcar]&lt;br /&gt;
| irc = Gamesurge #lcnostra&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Alliances]]&lt;br /&gt;
[[Category:Alliances on the Alliance Server]]&lt;br /&gt;
&lt;br /&gt;
==Our Mission==&lt;br /&gt;
&lt;br /&gt;
La Cosa Nostra is a clan on the [[Alliance server]] that aims to provide a friendly gaming environment for it's members.&lt;br /&gt;
We seek excellence in netgaining and both warfare. We protect our members and our allies. We seek growth in ability &lt;br /&gt;
and relationship and strive to get the best out of our family.&lt;br /&gt;
&lt;br /&gt;
==Expectations==&lt;br /&gt;
&lt;br /&gt;
Members have a responsibility to place this alliance first and foremost before individual pursuits and personal gains.&lt;br /&gt;
Members have a responsibility to uphold the rules of this alliance and strive toward LCN’s goals as set forth by the leaders of LCN.&lt;br /&gt;
Members have a responsibility to contribute and participate in the direction of LCN’s mission of becoming the best alliance on the Council Server.&lt;br /&gt;
LCN is a family oriented alliance, and each member is to assist and to respect other members in their goal to accomplish LCN’s mission. &lt;br /&gt;
&lt;br /&gt;
==Some History==&lt;br /&gt;
&lt;br /&gt;
- to be done&lt;br /&gt;
&lt;br /&gt;
Involved in the [[LCN/Fist/Omega_vs_ImagNum/SoL_-_June_2010 | LCN/Fist/Omega vs ImagNum/SoL]] war of June 2010.&lt;br /&gt;
&lt;br /&gt;
==Contacts==&lt;br /&gt;
&lt;br /&gt;
Purposeful1: Icq 219186820&lt;br /&gt;
&lt;br /&gt;
Naminef: Icq 19379031&lt;br /&gt;
&lt;br /&gt;
Theseus: Icq 75548472&lt;br /&gt;
&lt;br /&gt;
Trife: Icq 1339765&lt;br /&gt;
&lt;br /&gt;
Japri: Icq 75671705&lt;br /&gt;
&lt;br /&gt;
[[Category: La Cosa Nostra Members]]&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=La_Cosa_Nostra&amp;diff=5017</id>
		<title>La Cosa Nostra</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=La_Cosa_Nostra&amp;diff=5017"/>
				<updated>2010-12-10T23:50:06Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox alliance&lt;br /&gt;
| image = [[file:LCN.PNG]]&lt;br /&gt;
| founders = --&lt;br /&gt;
| founded = --&lt;br /&gt;
| origins = --&lt;br /&gt;
| anw = --&lt;br /&gt;
| tnw = --&lt;br /&gt;
| num_members = 50&lt;br /&gt;
| mission = Excellence&lt;br /&gt;
| focus = Both&lt;br /&gt;
| president = [[Purposeful1]]&lt;br /&gt;
| vps = [[Assassin]], [[Imperial]], [[MAC]]&lt;br /&gt;
| hfa = [[Trife]]&lt;br /&gt;
| fas = [[Japri]], [[Heston]] &lt;br /&gt;
| hia = [[Naminef]]&lt;br /&gt;
| ias = [[deepcode]], [[Zigigy]]&lt;br /&gt;
| hwar = --&lt;br /&gt;
| war = --&lt;br /&gt;
| trainers = --&lt;br /&gt;
| homepage = [http://www.boxcarhosting.net/Boxcar/public/alliancestart.php?clanID=LCNostra LCNostra Boxcar]&lt;br /&gt;
| irc = Gamesurge #lcnostra&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Alliances]]&lt;br /&gt;
[[Category:Alliances on the Alliance Server]]&lt;br /&gt;
&lt;br /&gt;
==Our Mission==&lt;br /&gt;
&lt;br /&gt;
La Cosa Nostra is a clan on the [[Alliance server]] that aims to provide a friendly gaming environment for it's members.&lt;br /&gt;
We seek excellence in netgaining and both warfare. We protect our members and our allies. We seek growth in ability &lt;br /&gt;
and relationship and strive to get the best out of our family.&lt;br /&gt;
&lt;br /&gt;
==Expectations==&lt;br /&gt;
&lt;br /&gt;
Members have a responsibility to place this alliance first and foremost before individual pursuits and personal gains.&lt;br /&gt;
Members have a responsibility to uphold the rules of this alliance and strive toward LCN’s goals as set forth by the leaders of LCN.&lt;br /&gt;
Members have a responsibility to contribute and participate in the direction of LCN’s mission of becoming the best alliance on the Council Server.&lt;br /&gt;
LCN is a family oriented alliance, and each member is to assist and to respect other members in their goal to accomplish LCN’s mission. &lt;br /&gt;
&lt;br /&gt;
==Some History==&lt;br /&gt;
&lt;br /&gt;
- to be done&lt;br /&gt;
&lt;br /&gt;
Involved in the [[LCN/Fist/Omega_vs_ImagNum/SoL_-_June_2010 | LCN/Fist/Omega vs ImagNum/SoL]] war of June 2010.&lt;br /&gt;
&lt;br /&gt;
==Contacts==&lt;br /&gt;
&lt;br /&gt;
Purposeful1: Icq 219186820&lt;br /&gt;
&lt;br /&gt;
Naminef: Icq 19379031&lt;br /&gt;
&lt;br /&gt;
Theseus: Icq 75548472&lt;br /&gt;
&lt;br /&gt;
Trife: Icq 1339765&lt;br /&gt;
&lt;br /&gt;
Japri: Icq 75671705&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Talk:La_Cosa_Nostra&amp;diff=3211</id>
		<title>Talk:La Cosa Nostra</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Talk:La_Cosa_Nostra&amp;diff=3211"/>
				<updated>2010-09-29T04:14:29Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: Created page with 'This will be slow going. :/  Much of our history was lost during the gamerstown debacle. Backups will have to be sorted through to get at them.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This will be slow going. :/&lt;br /&gt;
&lt;br /&gt;
Much of our history was lost during the gamerstown debacle. Backups will have&lt;br /&gt;
to be sorted through to get at them.&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=La_Cosa_Nostra&amp;diff=3060</id>
		<title>La Cosa Nostra</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=La_Cosa_Nostra&amp;diff=3060"/>
				<updated>2010-09-28T01:33:13Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox alliance&lt;br /&gt;
| image = [[file:LCN.PNG]]&lt;br /&gt;
| founders = --&lt;br /&gt;
| founded = --&lt;br /&gt;
| origins = --&lt;br /&gt;
| anw = --&lt;br /&gt;
| tnw = --&lt;br /&gt;
| num_members = 60&lt;br /&gt;
| mission = Excellence&lt;br /&gt;
| focus = Both&lt;br /&gt;
| president = Purposeful1&lt;br /&gt;
| vps = Assassin, Imperial, MAC&lt;br /&gt;
| hfa = Trife&lt;br /&gt;
| fas = Japri, Heston &lt;br /&gt;
| hia = Naminef&lt;br /&gt;
| ias = deepcode, Zigigy&lt;br /&gt;
| hwar = --&lt;br /&gt;
| war = --&lt;br /&gt;
| trainers = --&lt;br /&gt;
| homepage = http://www.boxcarhosting.net/Boxcar/public/alliancestart.php?clanID=LCNostra&lt;br /&gt;
| irc = Gamesurge #lcnostra&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Alliances]]&lt;br /&gt;
[[Category:Alliances on the Alliance Server]]&lt;br /&gt;
&lt;br /&gt;
==Our Mission==&lt;br /&gt;
&lt;br /&gt;
La Cosa Nostra is a clan on the Alliance server that aims to provide a friendly gaming environment for it's members.&lt;br /&gt;
We seek excellence in netgaining and both warfare. We protect our members and our allies. We seek growth in ability &lt;br /&gt;
and relationship and strive to get the best out of our family.&lt;br /&gt;
&lt;br /&gt;
==Expectations==&lt;br /&gt;
&lt;br /&gt;
Members have a responsibility to place this alliance first and foremost before individual pursuits and personal gains.&lt;br /&gt;
Members have a responsibility to uphold the rules of this alliance and strive toward LCN’s goals as set forth by the leaders of LCN.&lt;br /&gt;
Members have a responsibility to contribute and participate in the direction of LCN’s mission of becoming the best alliance on the Council Server.&lt;br /&gt;
LCN is a family oriented alliance, and each member is to assist and to respect other members in their goal to accomplish LCN’s mission. &lt;br /&gt;
&lt;br /&gt;
==Some History==&lt;br /&gt;
&lt;br /&gt;
- to be done&lt;br /&gt;
&lt;br /&gt;
==Contacts==&lt;br /&gt;
&lt;br /&gt;
- to be done&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=La_Cosa_Nostra&amp;diff=3059</id>
		<title>La Cosa Nostra</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=La_Cosa_Nostra&amp;diff=3059"/>
				<updated>2010-09-28T01:29:47Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox alliance&lt;br /&gt;
| image = [[file:LCN.PNG]]&lt;br /&gt;
| founders = --&lt;br /&gt;
| founded = --&lt;br /&gt;
| origins = --&lt;br /&gt;
| anw = --&lt;br /&gt;
| tnw = --&lt;br /&gt;
| num_members = 60&lt;br /&gt;
| mission = Excellence&lt;br /&gt;
| focus = Both&lt;br /&gt;
| president = Purposeful1&lt;br /&gt;
| vps = Assassin, Imperial, MAC&lt;br /&gt;
| hfa = Trife&lt;br /&gt;
| fas = Japri, Heston &lt;br /&gt;
| hia = Naminef&lt;br /&gt;
| ias = deepcode, Zigigy&lt;br /&gt;
| hwar = --&lt;br /&gt;
| war = --&lt;br /&gt;
| trainers = --&lt;br /&gt;
| homepage = http://www.boxcarhosting.net/Boxcar/public/alliancestart.php?clanID=LCNostra&lt;br /&gt;
| irc = Gamesurge #lcnostra&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Alliances]]&lt;br /&gt;
[[Category:Alliances on the Alliance Server]]&lt;br /&gt;
&lt;br /&gt;
==Our Mission==&lt;br /&gt;
&lt;br /&gt;
La Cosa Nostra is a clan on the Alliance server that aims to provide a friendly gaming environment for it's members.&lt;br /&gt;
We seek excellence in netgaining and both warfare. We protect our members and our allies. We seek growth in ability &lt;br /&gt;
and relationship and strive to get the best out of our family.&lt;br /&gt;
&lt;br /&gt;
==Expectations==&lt;br /&gt;
&lt;br /&gt;
Members have a responsibility to place this alliance first and foremost before individual pursuits and personal gains.&lt;br /&gt;
Members have a responsibility to uphold the rules of this alliance and strive toward LCN’s goals as set forth by the leaders of LCN.&lt;br /&gt;
Members have a responsibility to contribute and participate in the direction of LCN’s mission of becoming the best alliance on the Council Server.&lt;br /&gt;
LCN is a family oriented alliance, and each member is to assist and to respect other members in their goal to accomplish LCN’s mission. &lt;br /&gt;
&lt;br /&gt;
==Some History==&lt;br /&gt;
&lt;br /&gt;
- to be done&lt;br /&gt;
&lt;br /&gt;
==Contacts==&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=La_Cosa_Nostra&amp;diff=3058</id>
		<title>La Cosa Nostra</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=La_Cosa_Nostra&amp;diff=3058"/>
				<updated>2010-09-28T01:23:46Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox alliance&lt;br /&gt;
| image = [[file:LCN.PNG]]&lt;br /&gt;
| founders = --&lt;br /&gt;
| founded = --&lt;br /&gt;
| origins = --&lt;br /&gt;
| anw = --&lt;br /&gt;
| tnw = --&lt;br /&gt;
| num_members = --&lt;br /&gt;
| mission = --&lt;br /&gt;
| focus = --&lt;br /&gt;
| president = --&lt;br /&gt;
| vps = --&lt;br /&gt;
| hfa = --&lt;br /&gt;
| fas = --&lt;br /&gt;
| hia = --&lt;br /&gt;
| ias = --&lt;br /&gt;
| hwar = --&lt;br /&gt;
| war = --&lt;br /&gt;
| trainers = --&lt;br /&gt;
| homepage = --&lt;br /&gt;
| irc = --&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Alliances]]&lt;br /&gt;
[[Category:Alliances on the Alliance Server]]&lt;br /&gt;
&lt;br /&gt;
==Our Mission==&lt;br /&gt;
&lt;br /&gt;
La Cosa Nostra is a clan on the Alliance server that aims to provide a friendly gaming environment for it's members.&lt;br /&gt;
We seek excellence in netgaining and both warfare. We protect our members and our allies. We seek growth in ability &lt;br /&gt;
and relationship and strive to get the best out of our family.&lt;br /&gt;
&lt;br /&gt;
==Expectations==&lt;br /&gt;
&lt;br /&gt;
Members have a responsibility to place this alliance first and foremost before individual pursuits and personal gains.&lt;br /&gt;
Members have a responsibility to uphold the rules of this alliance and strive toward LCN’s goals as set forth by the leaders of LCN.&lt;br /&gt;
Members have a responsibility to contribute and participate in the direction of LCN’s mission of becoming the best alliance on the Council Server.&lt;br /&gt;
LCN is a family oriented alliance, and each member is to assist and to respect other members in their goal to accomplish LCN’s mission. &lt;br /&gt;
&lt;br /&gt;
==Some History==&lt;br /&gt;
&lt;br /&gt;
- to be done&lt;br /&gt;
&lt;br /&gt;
==Contacts==&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=La_Cosa_Nostra&amp;diff=3057</id>
		<title>La Cosa Nostra</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=La_Cosa_Nostra&amp;diff=3057"/>
				<updated>2010-09-28T01:21:04Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox alliance&lt;br /&gt;
| image = [[file:LCN.PNG]]&lt;br /&gt;
| founders = --&lt;br /&gt;
| founded = --&lt;br /&gt;
| origins = --&lt;br /&gt;
| anw = --&lt;br /&gt;
| tnw = --&lt;br /&gt;
| num_members = --&lt;br /&gt;
| mission = --&lt;br /&gt;
| focus = --&lt;br /&gt;
| president = --&lt;br /&gt;
| vps = --&lt;br /&gt;
| hfa = --&lt;br /&gt;
| fas = --&lt;br /&gt;
| hia = --&lt;br /&gt;
| ias = --&lt;br /&gt;
| hwar = --&lt;br /&gt;
| war = --&lt;br /&gt;
| trainers = --&lt;br /&gt;
| homepage = --&lt;br /&gt;
| irc = --&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Alliances]]&lt;br /&gt;
[[Category:Alliances on the Alliance Server]]&lt;br /&gt;
&lt;br /&gt;
==Our Mission==&lt;br /&gt;
&lt;br /&gt;
La Cosa Nostra is a clan on the Alliance server that aims to provide a friendly gaming environment for it's members.&lt;br /&gt;
We seek excellence in netgaining and both warfare. We protect our members and our allies. We seek growth in ability &lt;br /&gt;
and relationship and strive to get the best out of our family.&lt;br /&gt;
&lt;br /&gt;
==Expectations==&lt;br /&gt;
&lt;br /&gt;
Members have a responsibility to place this alliance first and foremost before individual pursuits and personal gains.&lt;br /&gt;
Members have a responsibility to uphold the rules of this alliance and strive toward LCN’s goals as set forth by the leaders of LCN.&lt;br /&gt;
Members have a responsibility to contribute and participate in the direction of LCN’s mission of becoming the best alliance on the Council Server.&lt;br /&gt;
LCN is a family oriented alliance, and each member is to assist and to respect other members in their goal to accomplish LCN’s mission. &lt;br /&gt;
&lt;br /&gt;
==Some History==&lt;br /&gt;
==Contacts==&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=La_Cosa_Nostra&amp;diff=3055</id>
		<title>La Cosa Nostra</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=La_Cosa_Nostra&amp;diff=3055"/>
				<updated>2010-09-28T01:14:50Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox alliance&lt;br /&gt;
| image = [[file:LCN.PNG]]&lt;br /&gt;
| founders = --&lt;br /&gt;
| founded = --&lt;br /&gt;
| origins = --&lt;br /&gt;
| anw = --&lt;br /&gt;
| tnw = --&lt;br /&gt;
| num_members = --&lt;br /&gt;
| mission = --&lt;br /&gt;
| focus = --&lt;br /&gt;
| president = --&lt;br /&gt;
| vps = --&lt;br /&gt;
| hfa = --&lt;br /&gt;
| fas = --&lt;br /&gt;
| hia = --&lt;br /&gt;
| ias = --&lt;br /&gt;
| hwar = --&lt;br /&gt;
| war = --&lt;br /&gt;
| trainers = --&lt;br /&gt;
| homepage = --&lt;br /&gt;
| irc = --&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Alliances]]&lt;br /&gt;
[[Category:Alliances on the Alliance Server]]&lt;br /&gt;
&lt;br /&gt;
==Our Mission==&lt;br /&gt;
&lt;br /&gt;
La Cosa Nostra is a clan on the Alliance server that aims to provide a friendly gaming environment for it's members.&lt;br /&gt;
We seek excellence in netgaining and both warfare. We protect our members and our allies.&lt;br /&gt;
&lt;br /&gt;
We seek growth in ability and relationship and strive to get the best out of our family.&lt;br /&gt;
&lt;br /&gt;
==Expectations==&lt;br /&gt;
==Some History==&lt;br /&gt;
==Contacts==&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=La_Cosa_Nostra&amp;diff=3053</id>
		<title>La Cosa Nostra</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=La_Cosa_Nostra&amp;diff=3053"/>
				<updated>2010-09-28T01:09:19Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox alliance&lt;br /&gt;
| image = [[file:LCN.PNG]]&lt;br /&gt;
| founders = --&lt;br /&gt;
| founded = --&lt;br /&gt;
| origins = --&lt;br /&gt;
| anw = --&lt;br /&gt;
| tnw = --&lt;br /&gt;
| num_members = --&lt;br /&gt;
| mission = --&lt;br /&gt;
| focus = --&lt;br /&gt;
| president = --&lt;br /&gt;
| vps = --&lt;br /&gt;
| hfa = --&lt;br /&gt;
| fas = --&lt;br /&gt;
| hia = --&lt;br /&gt;
| ias = --&lt;br /&gt;
| hwar = --&lt;br /&gt;
| war = --&lt;br /&gt;
| trainers = --&lt;br /&gt;
| homepage = --&lt;br /&gt;
| irc = --&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Alliances]]&lt;br /&gt;
[[Category:Alliances on the Alliance Server]]&lt;br /&gt;
&lt;br /&gt;
Placeholder text.&lt;br /&gt;
&lt;br /&gt;
==Our Mission==&lt;br /&gt;
==Expectations==&lt;br /&gt;
==Some History==&lt;br /&gt;
==Contacts==&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=La_Cosa_Nostra&amp;diff=3051</id>
		<title>La Cosa Nostra</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=La_Cosa_Nostra&amp;diff=3051"/>
				<updated>2010-09-28T01:01:28Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox alliance&lt;br /&gt;
| image = [[file:LCN.PNG]]&lt;br /&gt;
| founders = --&lt;br /&gt;
| founded = --&lt;br /&gt;
| origins = --&lt;br /&gt;
| anw = --&lt;br /&gt;
| tnw = --&lt;br /&gt;
| num_members = --&lt;br /&gt;
| mission = --&lt;br /&gt;
| focus = --&lt;br /&gt;
| president = --&lt;br /&gt;
| vps = --&lt;br /&gt;
| hfa = --&lt;br /&gt;
| fas = --&lt;br /&gt;
| hia = --&lt;br /&gt;
| ias = --&lt;br /&gt;
| hwar = --&lt;br /&gt;
| war = --&lt;br /&gt;
| trainers = --&lt;br /&gt;
| homepage = --&lt;br /&gt;
| irc = --&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Alliances]]&lt;br /&gt;
[[Category:Alliances on the Alliance Server]]&lt;br /&gt;
&lt;br /&gt;
Placeholder text.&lt;br /&gt;
&lt;br /&gt;
==Our Mission==&lt;br /&gt;
==Some History==&lt;br /&gt;
==Contacts==&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=File:LCN.PNG&amp;diff=3050</id>
		<title>File:LCN.PNG</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=File:LCN.PNG&amp;diff=3050"/>
				<updated>2010-09-28T01:00:28Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: LCN image for alliance page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;LCN image for alliance page.&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=La_Cosa_Nostra&amp;diff=2181</id>
		<title>La Cosa Nostra</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=La_Cosa_Nostra&amp;diff=2181"/>
				<updated>2010-09-24T23:28:47Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Alliances]]&lt;br /&gt;
[[Category:Alliances on the Alliance Server]]&lt;br /&gt;
&lt;br /&gt;
Placeholder text.&lt;br /&gt;
&lt;br /&gt;
==Our Mission==&lt;br /&gt;
==Some History==&lt;br /&gt;
==Contacts==&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=La_Cosa_Nostra&amp;diff=2178</id>
		<title>La Cosa Nostra</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=La_Cosa_Nostra&amp;diff=2178"/>
				<updated>2010-09-24T23:20:54Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Alliances]]&lt;br /&gt;
[[Category:Alliances on the Alliance Server]]&lt;br /&gt;
&lt;br /&gt;
Placeholder text.&lt;br /&gt;
&lt;br /&gt;
=Our Mission=&lt;br /&gt;
=Some History=&lt;br /&gt;
=Contacts=&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Governments&amp;diff=146</id>
		<title>Governments</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Governments&amp;diff=146"/>
				<updated>2010-03-15T19:10:50Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: /* Effects Of Changing Government */&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 it's 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&lt;br /&gt;
being able to [[attack]] efficiently.&lt;br /&gt;
&lt;br /&gt;
The maximum [[technology]] afforded and no market [[commission]]s allow a broad range&lt;br /&gt;
of [[strategies]] to be used by this government. Typical ones include the [[farmer]],&lt;br /&gt;
[[techer]], [[casher]] and [[military base reseller]].&lt;br /&gt;
&lt;br /&gt;
Because of the [[attack]] penalty, the Democracy is not commonly used for [[war]] or&lt;br /&gt;
for [[growth]]. It is typically a form that is switched to after [[growth]] periods to &lt;br /&gt;
take advantage of better [[market]] prices for [[stocking]] and [[destocking]].&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 Republics increase to land via [[exploration]] allows it a faster [[growth]] rate&lt;br /&gt;
than other governments when [[exploring]], making it an ideal form for the early stages&lt;br /&gt;
of the game. While its increase to [[per capita income]] give it the highest ability to&lt;br /&gt;
generate [[revenue]] through [[taxes]].&lt;br /&gt;
&lt;br /&gt;
The penalty to its [[military strength]] make it less than ideal for [[war]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common [[strategies]] employed by the Republic are [[casher]]s and [[farmer]]s. Less&lt;br /&gt;
common are [[techer]]s.&amp;lt;br&amp;gt;&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>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Governments&amp;diff=143</id>
		<title>Governments</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Governments&amp;diff=143"/>
				<updated>2010-03-15T19:06:37Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: /* Fascism */&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 it's 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&lt;br /&gt;
being able to [[attack]] efficiently.&lt;br /&gt;
&lt;br /&gt;
The maximum [[technology]] afforded and no market [[commission]]s allow a broad range&lt;br /&gt;
of [[strategies]] to be used by this government. Typical ones include the [[farmer]],&lt;br /&gt;
[[techer]], [[casher]] and [[military base reseller]].&lt;br /&gt;
&lt;br /&gt;
Because of the [[attack]] penalty, the Democracy is not commonly used for [[war]] or&lt;br /&gt;
for [[growth]]. It is typically a form that is switched to after [[growth]] periods to &lt;br /&gt;
take advantage of better [[market]] prices for [[stocking]] and [[destocking]].&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 Republics increase to land via [[exploration]] allows it a faster [[growth]] rate&lt;br /&gt;
than other governments when [[exploring]], making it an ideal form for the early stages&lt;br /&gt;
of the game. While its increase to [[per capita income]] give it the highest ability to&lt;br /&gt;
generate [[revenue]] through [[taxes]].&lt;br /&gt;
&lt;br /&gt;
The penalty to its [[military strength]] make it less than ideal for [[war]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common [[strategies]] employed by the Republic are [[casher]]s and [[farmer]]s. Less&lt;br /&gt;
common are [[techer]]s.&amp;lt;br&amp;gt;&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>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Governments&amp;diff=142</id>
		<title>Governments</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Governments&amp;diff=142"/>
				<updated>2010-03-15T19:01:56Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: /* Tyranny */&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 it's 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&lt;br /&gt;
being able to [[attack]] efficiently.&lt;br /&gt;
&lt;br /&gt;
The maximum [[technology]] afforded and no market [[commission]]s allow a broad range&lt;br /&gt;
of [[strategies]] to be used by this government. Typical ones include the [[farmer]],&lt;br /&gt;
[[techer]], [[casher]] and [[military base reseller]].&lt;br /&gt;
&lt;br /&gt;
Because of the [[attack]] penalty, the Democracy is not commonly used for [[war]] or&lt;br /&gt;
for [[growth]]. It is typically a form that is switched to after [[growth]] periods to &lt;br /&gt;
take advantage of better [[market]] prices for [[stocking]] and [[destocking]].&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 Republics increase to land via [[exploration]] allows it a faster [[growth]] rate&lt;br /&gt;
than other governments when [[exploring]], making it an ideal form for the early stages&lt;br /&gt;
of the game. While its increase to [[per capita income]] give it the highest ability to&lt;br /&gt;
generate [[revenue]] through [[taxes]].&lt;br /&gt;
&lt;br /&gt;
The penalty to its [[military strength]] make it less than ideal for [[war]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common [[strategies]] employed by the Republic are [[casher]]s and [[farmer]]s. Less&lt;br /&gt;
common are [[techer]]s.&amp;lt;br&amp;gt;&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;
The basic producer of food and oil. Fascists suffer from population and income for large gains in&lt;br /&gt;
productivity of the necessities. This government has a -15% maximum population, -10% per capita income and produces 15% more food and 75% more oil than other governments.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Governments&amp;diff=139</id>
		<title>Governments</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Governments&amp;diff=139"/>
				<updated>2010-03-15T18:55:23Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: /* Dictatorship */&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 it's 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&lt;br /&gt;
being able to [[attack]] efficiently.&lt;br /&gt;
&lt;br /&gt;
The maximum [[technology]] afforded and no market [[commission]]s allow a broad range&lt;br /&gt;
of [[strategies]] to be used by this government. Typical ones include the [[farmer]],&lt;br /&gt;
[[techer]], [[casher]] and [[military base reseller]].&lt;br /&gt;
&lt;br /&gt;
Because of the [[attack]] penalty, the Democracy is not commonly used for [[war]] or&lt;br /&gt;
for [[growth]]. It is typically a form that is switched to after [[growth]] periods to &lt;br /&gt;
take advantage of better [[market]] prices for [[stocking]] and [[destocking]].&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 Republics increase to land via [[exploration]] allows it a faster [[growth]] rate&lt;br /&gt;
than other governments when [[exploring]], making it an ideal form for the early stages&lt;br /&gt;
of the game. While its increase to [[per capita income]] give it the highest ability to&lt;br /&gt;
generate [[revenue]] through [[taxes]].&lt;br /&gt;
&lt;br /&gt;
The penalty to its [[military strength]] make it less than ideal for [[war]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common [[strategies]] employed by the Republic are [[casher]]s and [[farmer]]s. Less&lt;br /&gt;
common are [[techer]]s.&amp;lt;br&amp;gt;&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;
The Tyranny is the ultimate attacker. This government trades revenue for attacking gains and speed.&lt;br /&gt;
-25% maximum per capita income is the cost for a 1 turn attack, +20% gains on attacks and a -10%&lt;br /&gt;
military upkeep bonus.&lt;br /&gt;
&lt;br /&gt;
===Fascism===&lt;br /&gt;
&lt;br /&gt;
The basic producer of food and oil. Fascists suffer from population and income for large gains in&lt;br /&gt;
productivity of the necessities. This government has a -15% maximum population, -10% per capita income and produces 15% more food and 75% more oil than other governments.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Governments&amp;diff=138</id>
		<title>Governments</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Governments&amp;diff=138"/>
				<updated>2010-03-15T18:47:57Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: /* Communism */&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 it's 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&lt;br /&gt;
being able to [[attack]] efficiently.&lt;br /&gt;
&lt;br /&gt;
The maximum [[technology]] afforded and no market [[commission]]s allow a broad range&lt;br /&gt;
of [[strategies]] to be used by this government. Typical ones include the [[farmer]],&lt;br /&gt;
[[techer]], [[casher]] and [[military base reseller]].&lt;br /&gt;
&lt;br /&gt;
Because of the [[attack]] penalty, the Democracy is not commonly used for [[war]] or&lt;br /&gt;
for [[growth]]. It is typically a form that is switched to after [[growth]] periods to &lt;br /&gt;
take advantage of better [[market]] prices for [[stocking]] and [[destocking]].&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 Republics increase to land via [[exploration]] allows it a faster [[growth]] rate&lt;br /&gt;
than other governments when [[exploring]], making it an ideal form for the early stages&lt;br /&gt;
of the game. While its increase to [[per capita income]] give it the highest ability to&lt;br /&gt;
generate [[revenue]] through [[taxes]].&lt;br /&gt;
&lt;br /&gt;
The penalty to its [[military strength]] make it less than ideal for [[war]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common [[strategies]] employed by the Republic are [[casher]]s and [[farmer]]s. Less&lt;br /&gt;
common are [[techer]]s.&amp;lt;br&amp;gt;&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;
The Dictator trades construction speed for pure military power. For the cost of -30% construction&lt;br /&gt;
speed, they receive +25% Military Strength and +30% Spy Effectiveness. Making them powerful&lt;br /&gt;
warring nations.&lt;br /&gt;
&lt;br /&gt;
===Tyranny===&lt;br /&gt;
&lt;br /&gt;
The Tyranny is the ultimate attacker. This government trades revenue for attacking gains and speed.&lt;br /&gt;
-25% maximum per capita income is the cost for a 1 turn attack, +20% gains on attacks and a -10%&lt;br /&gt;
military upkeep bonus.&lt;br /&gt;
&lt;br /&gt;
===Fascism===&lt;br /&gt;
&lt;br /&gt;
The basic producer of food and oil. Fascists suffer from population and income for large gains in&lt;br /&gt;
productivity of the necessities. This government has a -15% maximum population, -10% per capita income and produces 15% more food and 75% more oil than other governments.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Governments&amp;diff=135</id>
		<title>Governments</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Governments&amp;diff=135"/>
				<updated>2010-03-15T18:44:30Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: /* Communism */&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 it's 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&lt;br /&gt;
being able to [[attack]] efficiently.&lt;br /&gt;
&lt;br /&gt;
The maximum [[technology]] afforded and no market [[commission]]s allow a broad range&lt;br /&gt;
of [[strategies]] to be used by this government. Typical ones include the [[farmer]],&lt;br /&gt;
[[techer]], [[casher]] and [[military base reseller]].&lt;br /&gt;
&lt;br /&gt;
Because of the [[attack]] penalty, the Democracy is not commonly used for [[war]] or&lt;br /&gt;
for [[growth]]. It is typically a form that is switched to after [[growth]] periods to &lt;br /&gt;
take advantage of better [[market]] prices for [[stocking]] and [[destocking]].&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 Republics increase to land via [[exploration]] allows it a faster [[growth]] rate&lt;br /&gt;
than other governments when [[exploring]], making it an ideal form for the early stages&lt;br /&gt;
of the game. While its increase to [[per capita income]] give it the highest ability to&lt;br /&gt;
generate [[revenue]] through [[taxes]].&lt;br /&gt;
&lt;br /&gt;
The penalty to its [[military strength]] make it less than ideal for [[war]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common [[strategies]] employed by the Republic are [[casher]]s and [[farmer]]s. Less&lt;br /&gt;
common are [[techer]]s.&amp;lt;br&amp;gt;&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;
However, with the hefty [[commissions]] placed on this government, and better bonuses&lt;br /&gt;
available to other governments outside of [[industrial]] production, this government is not&lt;br /&gt;
commonly used for other [[strategies]].&lt;br /&gt;
&lt;br /&gt;
===Dictatorship===&lt;br /&gt;
&lt;br /&gt;
The Dictator trades construction speed for pure military power. For the cost of -30% construction&lt;br /&gt;
speed, they receive +25% Military Strength and +30% Spy Effectiveness. Making them powerful&lt;br /&gt;
warring nations.&lt;br /&gt;
&lt;br /&gt;
===Tyranny===&lt;br /&gt;
&lt;br /&gt;
The Tyranny is the ultimate attacker. This government trades revenue for attacking gains and speed.&lt;br /&gt;
-25% maximum per capita income is the cost for a 1 turn attack, +20% gains on attacks and a -10%&lt;br /&gt;
military upkeep bonus.&lt;br /&gt;
&lt;br /&gt;
===Fascism===&lt;br /&gt;
&lt;br /&gt;
The basic producer of food and oil. Fascists suffer from population and income for large gains in&lt;br /&gt;
productivity of the necessities. This government has a -15% maximum population, -10% per capita income and produces 15% more food and 75% more oil than other governments.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Governments&amp;diff=126</id>
		<title>Governments</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Governments&amp;diff=126"/>
				<updated>2010-03-15T18:33:42Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: /* Theocracy */&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 it's 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&lt;br /&gt;
being able to [[attack]] efficiently.&lt;br /&gt;
&lt;br /&gt;
The maximum [[technology]] afforded and no market [[commission]]s allow a broad range&lt;br /&gt;
of [[strategies]] to be used by this government. Typical ones include the [[farmer]],&lt;br /&gt;
[[techer]], [[casher]] and [[military base reseller]].&lt;br /&gt;
&lt;br /&gt;
Because of the [[attack]] penalty, the Democracy is not commonly used for [[war]] or&lt;br /&gt;
for [[growth]]. It is typically a form that is switched to after [[growth]] periods to &lt;br /&gt;
take advantage of better [[market]] prices for [[stocking]] and [[destocking]].&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 Republics increase to land via [[exploration]] allows it a faster [[growth]] rate&lt;br /&gt;
than other governments when [[exploring]], making it an ideal form for the early stages&lt;br /&gt;
of the game. While its increase to [[per capita income]] give it the highest ability to&lt;br /&gt;
generate [[revenue]] through [[taxes]].&lt;br /&gt;
&lt;br /&gt;
The penalty to its [[military strength]] make it less than ideal for [[war]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common [[strategies]] employed by the Republic are [[casher]]s and [[farmer]]s. Less&lt;br /&gt;
common are [[techer]]s.&amp;lt;br&amp;gt;&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;
The Communism Focuses on technology effectiveness, industrial production and market volume.&lt;br /&gt;
This government receives a 20% increase on its technology effect; the same amount of technology is 20% more effective for a communism than another. Industrial Complexes run by a Communism produce&lt;br /&gt;
35% more military.&lt;br /&gt;
The Communism suffers from higher market commissions, 10% taxes on its goods. However, they may&lt;br /&gt;
place 35% more goods on the market at any one time.&lt;br /&gt;
&lt;br /&gt;
===Dictatorship===&lt;br /&gt;
&lt;br /&gt;
The Dictator trades construction speed for pure military power. For the cost of -30% construction&lt;br /&gt;
speed, they receive +25% Military Strength and +30% Spy Effectiveness. Making them powerful&lt;br /&gt;
warring nations.&lt;br /&gt;
&lt;br /&gt;
===Tyranny===&lt;br /&gt;
&lt;br /&gt;
The Tyranny is the ultimate attacker. This government trades revenue for attacking gains and speed.&lt;br /&gt;
-25% maximum per capita income is the cost for a 1 turn attack, +20% gains on attacks and a -10%&lt;br /&gt;
military upkeep bonus.&lt;br /&gt;
&lt;br /&gt;
===Fascism===&lt;br /&gt;
&lt;br /&gt;
The basic producer of food and oil. Fascists suffer from population and income for large gains in&lt;br /&gt;
productivity of the necessities. This government has a -15% maximum population, -10% per capita income and produces 15% more food and 75% more oil than other governments.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Governments&amp;diff=125</id>
		<title>Governments</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Governments&amp;diff=125"/>
				<updated>2010-03-15T18:23:13Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: /* Republic */&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 it's 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&lt;br /&gt;
being able to [[attack]] efficiently.&lt;br /&gt;
&lt;br /&gt;
The maximum [[technology]] afforded and no market [[commission]]s allow a broad range&lt;br /&gt;
of [[strategies]] to be used by this government. Typical ones include the [[farmer]],&lt;br /&gt;
[[techer]], [[casher]] and [[military base reseller]].&lt;br /&gt;
&lt;br /&gt;
Because of the [[attack]] penalty, the Democracy is not commonly used for [[war]] or&lt;br /&gt;
for [[growth]]. It is typically a form that is switched to after [[growth]] periods to &lt;br /&gt;
take advantage of better [[market]] prices for [[stocking]] and [[destocking]].&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 Republics increase to land via [[exploration]] allows it a faster [[growth]] rate&lt;br /&gt;
than other governments when [[exploring]], making it an ideal form for the early stages&lt;br /&gt;
of the game. While its increase to [[per capita income]] give it the highest ability to&lt;br /&gt;
generate [[revenue]] through [[taxes]].&lt;br /&gt;
&lt;br /&gt;
The penalty to its [[military strength]] make it less than ideal for [[war]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common [[strategies]] employed by the Republic are [[casher]]s and [[farmer]]s. Less&lt;br /&gt;
common are [[techer]]s.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Theocracy===&lt;br /&gt;
&lt;br /&gt;
The Theocracy specializes in reselling and the private market. A government that eschews technology&lt;br /&gt;
in favour of construction speed, military numbers and small profits.&lt;br /&gt;
This government has a 20% reduced cost on all military on its private market, a 40% increase on&lt;br /&gt;
construction speed and double the maximum population of others.&lt;br /&gt;
The drawback, a -35% penalty to its effective maximum technology.&lt;br /&gt;
&lt;br /&gt;
===Communism===&lt;br /&gt;
&lt;br /&gt;
The Communism Focuses on technology effectiveness, industrial production and market volume.&lt;br /&gt;
This government receives a 20% increase on its technology effect; the same amount of technology is 20% more effective for a communism than another. Industrial Complexes run by a Communism produce&lt;br /&gt;
35% more military.&lt;br /&gt;
The Communism suffers from higher market commissions, 10% taxes on its goods. However, they may&lt;br /&gt;
place 35% more goods on the market at any one time.&lt;br /&gt;
&lt;br /&gt;
===Dictatorship===&lt;br /&gt;
&lt;br /&gt;
The Dictator trades construction speed for pure military power. For the cost of -30% construction&lt;br /&gt;
speed, they receive +25% Military Strength and +30% Spy Effectiveness. Making them powerful&lt;br /&gt;
warring nations.&lt;br /&gt;
&lt;br /&gt;
===Tyranny===&lt;br /&gt;
&lt;br /&gt;
The Tyranny is the ultimate attacker. This government trades revenue for attacking gains and speed.&lt;br /&gt;
-25% maximum per capita income is the cost for a 1 turn attack, +20% gains on attacks and a -10%&lt;br /&gt;
military upkeep bonus.&lt;br /&gt;
&lt;br /&gt;
===Fascism===&lt;br /&gt;
&lt;br /&gt;
The basic producer of food and oil. Fascists suffer from population and income for large gains in&lt;br /&gt;
productivity of the necessities. This government has a -15% maximum population, -10% per capita income and produces 15% more food and 75% more oil than other governments.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Governments&amp;diff=124</id>
		<title>Governments</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Governments&amp;diff=124"/>
				<updated>2010-03-15T18:15:36Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: /* Democracy */&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 it's 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&lt;br /&gt;
being able to [[attack]] efficiently.&lt;br /&gt;
&lt;br /&gt;
The maximum [[technology]] afforded and no market [[commission]]s allow a broad range&lt;br /&gt;
of [[strategies]] to be used by this government. Typical ones include the [[farmer]],&lt;br /&gt;
[[techer]], [[casher]] and [[military base reseller]].&lt;br /&gt;
&lt;br /&gt;
Because of the [[attack]] penalty, the Democracy is not commonly used for [[war]] or&lt;br /&gt;
for [[growth]]. It is typically a form that is switched to after [[growth]] periods to &lt;br /&gt;
take advantage of better [[market]] prices for [[stocking]] and [[destocking]].&lt;br /&gt;
&lt;br /&gt;
===Republic===&lt;br /&gt;
&lt;br /&gt;
The Republic specializes in Revenue and exploration. As such it is an ideal government for&lt;br /&gt;
a peaceful player.&lt;br /&gt;
This government offers a bonus of 20% on gains from exploring, and a 20% increase to maximum per&lt;br /&gt;
capita income.&lt;br /&gt;
The republic, like a democracy, suffers in the military department; with a -10% penalty to its&lt;br /&gt;
Military Strength.&lt;br /&gt;
&lt;br /&gt;
===Theocracy===&lt;br /&gt;
&lt;br /&gt;
The Theocracy specializes in reselling and the private market. A government that eschews technology&lt;br /&gt;
in favour of construction speed, military numbers and small profits.&lt;br /&gt;
This government has a 20% reduced cost on all military on its private market, a 40% increase on&lt;br /&gt;
construction speed and double the maximum population of others.&lt;br /&gt;
The drawback, a -35% penalty to its effective maximum technology.&lt;br /&gt;
&lt;br /&gt;
===Communism===&lt;br /&gt;
&lt;br /&gt;
The Communism Focuses on technology effectiveness, industrial production and market volume.&lt;br /&gt;
This government receives a 20% increase on its technology effect; the same amount of technology is 20% more effective for a communism than another. Industrial Complexes run by a Communism produce&lt;br /&gt;
35% more military.&lt;br /&gt;
The Communism suffers from higher market commissions, 10% taxes on its goods. However, they may&lt;br /&gt;
place 35% more goods on the market at any one time.&lt;br /&gt;
&lt;br /&gt;
===Dictatorship===&lt;br /&gt;
&lt;br /&gt;
The Dictator trades construction speed for pure military power. For the cost of -30% construction&lt;br /&gt;
speed, they receive +25% Military Strength and +30% Spy Effectiveness. Making them powerful&lt;br /&gt;
warring nations.&lt;br /&gt;
&lt;br /&gt;
===Tyranny===&lt;br /&gt;
&lt;br /&gt;
The Tyranny is the ultimate attacker. This government trades revenue for attacking gains and speed.&lt;br /&gt;
-25% maximum per capita income is the cost for a 1 turn attack, +20% gains on attacks and a -10%&lt;br /&gt;
military upkeep bonus.&lt;br /&gt;
&lt;br /&gt;
===Fascism===&lt;br /&gt;
&lt;br /&gt;
The basic producer of food and oil. Fascists suffer from population and income for large gains in&lt;br /&gt;
productivity of the necessities. This government has a -15% maximum population, -10% per capita income and produces 15% more food and 75% more oil than other governments.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Governments&amp;diff=123</id>
		<title>Governments</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Governments&amp;diff=123"/>
				<updated>2010-03-15T18:12:32Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: /* Democracy */&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 it's 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;
Bonuses:&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&lt;br /&gt;
being able to [[attack]] efficiently.&lt;br /&gt;
&lt;br /&gt;
The maximum [[technology]] afforded and no market [[commission]]s allow a broad range&lt;br /&gt;
of [[strategies]] to be used by this government. Typical ones include the [[farmer]],&lt;br /&gt;
[[techer]], [[casher]] and [[military base reseller]].&lt;br /&gt;
&lt;br /&gt;
Because of the [[attack]] penalty, the Democracy is not commonly used for [[war]] or&lt;br /&gt;
for [[growth]]. It is typically a form that is switched to after [[growth]] periods to &lt;br /&gt;
take advantage of better [[market]] prices for [[stocking]] and [[destocking]].&lt;br /&gt;
&lt;br /&gt;
===Republic===&lt;br /&gt;
&lt;br /&gt;
The Republic specializes in Revenue and exploration. As such it is an ideal government for&lt;br /&gt;
a peaceful player.&lt;br /&gt;
This government offers a bonus of 20% on gains from exploring, and a 20% increase to maximum per&lt;br /&gt;
capita income.&lt;br /&gt;
The republic, like a democracy, suffers in the military department; with a -10% penalty to its&lt;br /&gt;
Military Strength.&lt;br /&gt;
&lt;br /&gt;
===Theocracy===&lt;br /&gt;
&lt;br /&gt;
The Theocracy specializes in reselling and the private market. A government that eschews technology&lt;br /&gt;
in favour of construction speed, military numbers and small profits.&lt;br /&gt;
This government has a 20% reduced cost on all military on its private market, a 40% increase on&lt;br /&gt;
construction speed and double the maximum population of others.&lt;br /&gt;
The drawback, a -35% penalty to its effective maximum technology.&lt;br /&gt;
&lt;br /&gt;
===Communism===&lt;br /&gt;
&lt;br /&gt;
The Communism Focuses on technology effectiveness, industrial production and market volume.&lt;br /&gt;
This government receives a 20% increase on its technology effect; the same amount of technology is 20% more effective for a communism than another. Industrial Complexes run by a Communism produce&lt;br /&gt;
35% more military.&lt;br /&gt;
The Communism suffers from higher market commissions, 10% taxes on its goods. However, they may&lt;br /&gt;
place 35% more goods on the market at any one time.&lt;br /&gt;
&lt;br /&gt;
===Dictatorship===&lt;br /&gt;
&lt;br /&gt;
The Dictator trades construction speed for pure military power. For the cost of -30% construction&lt;br /&gt;
speed, they receive +25% Military Strength and +30% Spy Effectiveness. Making them powerful&lt;br /&gt;
warring nations.&lt;br /&gt;
&lt;br /&gt;
===Tyranny===&lt;br /&gt;
&lt;br /&gt;
The Tyranny is the ultimate attacker. This government trades revenue for attacking gains and speed.&lt;br /&gt;
-25% maximum per capita income is the cost for a 1 turn attack, +20% gains on attacks and a -10%&lt;br /&gt;
military upkeep bonus.&lt;br /&gt;
&lt;br /&gt;
===Fascism===&lt;br /&gt;
&lt;br /&gt;
The basic producer of food and oil. Fascists suffer from population and income for large gains in&lt;br /&gt;
productivity of the necessities. This government has a -15% maximum population, -10% per capita income and produces 15% more food and 75% more oil than other governments.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Governments&amp;diff=122</id>
		<title>Governments</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Governments&amp;diff=122"/>
				<updated>2010-03-15T18:11:38Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: /* Democracy */&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 it's 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;
Bonuses:&lt;br /&gt;
+10% Maximum [[technology]].&lt;br /&gt;
No market [[Commission]]s.&lt;br /&gt;
3 [[turn]]s required to [[attack]].&lt;br /&gt;
&lt;br /&gt;
This government [[specializes]] in technology and the public market, at the cost of&lt;br /&gt;
being able to [[attack]] efficiently.&lt;br /&gt;
&lt;br /&gt;
The maximum [[technology]] afforded and no market [[commission]]s allow a broad range&lt;br /&gt;
of [[strategies]] to be used by this government. Typical ones include the [[farmer]],&lt;br /&gt;
[[techer]], [[casher]] and [[military base reseller]].&lt;br /&gt;
&lt;br /&gt;
Because of the [[attack]] penalty, the Democracy is not commonly used for [[war]] or&lt;br /&gt;
for [[growth]]. It is typically a form that is switched to after [[growth]] periods to &lt;br /&gt;
take advantage of better [[market]] prices for [[stocking]] and [[destocking]].&lt;br /&gt;
&lt;br /&gt;
===Republic===&lt;br /&gt;
&lt;br /&gt;
The Republic specializes in Revenue and exploration. As such it is an ideal government for&lt;br /&gt;
a peaceful player.&lt;br /&gt;
This government offers a bonus of 20% on gains from exploring, and a 20% increase to maximum per&lt;br /&gt;
capita income.&lt;br /&gt;
The republic, like a democracy, suffers in the military department; with a -10% penalty to its&lt;br /&gt;
Military Strength.&lt;br /&gt;
&lt;br /&gt;
===Theocracy===&lt;br /&gt;
&lt;br /&gt;
The Theocracy specializes in reselling and the private market. A government that eschews technology&lt;br /&gt;
in favour of construction speed, military numbers and small profits.&lt;br /&gt;
This government has a 20% reduced cost on all military on its private market, a 40% increase on&lt;br /&gt;
construction speed and double the maximum population of others.&lt;br /&gt;
The drawback, a -35% penalty to its effective maximum technology.&lt;br /&gt;
&lt;br /&gt;
===Communism===&lt;br /&gt;
&lt;br /&gt;
The Communism Focuses on technology effectiveness, industrial production and market volume.&lt;br /&gt;
This government receives a 20% increase on its technology effect; the same amount of technology is 20% more effective for a communism than another. Industrial Complexes run by a Communism produce&lt;br /&gt;
35% more military.&lt;br /&gt;
The Communism suffers from higher market commissions, 10% taxes on its goods. However, they may&lt;br /&gt;
place 35% more goods on the market at any one time.&lt;br /&gt;
&lt;br /&gt;
===Dictatorship===&lt;br /&gt;
&lt;br /&gt;
The Dictator trades construction speed for pure military power. For the cost of -30% construction&lt;br /&gt;
speed, they receive +25% Military Strength and +30% Spy Effectiveness. Making them powerful&lt;br /&gt;
warring nations.&lt;br /&gt;
&lt;br /&gt;
===Tyranny===&lt;br /&gt;
&lt;br /&gt;
The Tyranny is the ultimate attacker. This government trades revenue for attacking gains and speed.&lt;br /&gt;
-25% maximum per capita income is the cost for a 1 turn attack, +20% gains on attacks and a -10%&lt;br /&gt;
military upkeep bonus.&lt;br /&gt;
&lt;br /&gt;
===Fascism===&lt;br /&gt;
&lt;br /&gt;
The basic producer of food and oil. Fascists suffer from population and income for large gains in&lt;br /&gt;
productivity of the necessities. This government has a -15% maximum population, -10% per capita income and produces 15% more food and 75% more oil than other governments.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Governments&amp;diff=121</id>
		<title>Governments</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Governments&amp;diff=121"/>
				<updated>2010-03-15T18:01:58Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: /* Monarchy */&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 it's 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;
The Democracy specializes in Technology and the public market, at the cost of being able&lt;br /&gt;
to war effectively.&lt;br /&gt;
This government has its technology cap raised by 10%, and incurs no market commissions on the&lt;br /&gt;
public market.&lt;br /&gt;
Democracies require 3 turns to make any attack, limiting the capability of its offense.&lt;br /&gt;
&lt;br /&gt;
===Republic===&lt;br /&gt;
&lt;br /&gt;
The Republic specializes in Revenue and exploration. As such it is an ideal government for&lt;br /&gt;
a peaceful player.&lt;br /&gt;
This government offers a bonus of 20% on gains from exploring, and a 20% increase to maximum per&lt;br /&gt;
capita income.&lt;br /&gt;
The republic, like a democracy, suffers in the military department; with a -10% penalty to its&lt;br /&gt;
Military Strength.&lt;br /&gt;
&lt;br /&gt;
===Theocracy===&lt;br /&gt;
&lt;br /&gt;
The Theocracy specializes in reselling and the private market. A government that eschews technology&lt;br /&gt;
in favour of construction speed, military numbers and small profits.&lt;br /&gt;
This government has a 20% reduced cost on all military on its private market, a 40% increase on&lt;br /&gt;
construction speed and double the maximum population of others.&lt;br /&gt;
The drawback, a -35% penalty to its effective maximum technology.&lt;br /&gt;
&lt;br /&gt;
===Communism===&lt;br /&gt;
&lt;br /&gt;
The Communism Focuses on technology effectiveness, industrial production and market volume.&lt;br /&gt;
This government receives a 20% increase on its technology effect; the same amount of technology is 20% more effective for a communism than another. Industrial Complexes run by a Communism produce&lt;br /&gt;
35% more military.&lt;br /&gt;
The Communism suffers from higher market commissions, 10% taxes on its goods. However, they may&lt;br /&gt;
place 35% more goods on the market at any one time.&lt;br /&gt;
&lt;br /&gt;
===Dictatorship===&lt;br /&gt;
&lt;br /&gt;
The Dictator trades construction speed for pure military power. For the cost of -30% construction&lt;br /&gt;
speed, they receive +25% Military Strength and +30% Spy Effectiveness. Making them powerful&lt;br /&gt;
warring nations.&lt;br /&gt;
&lt;br /&gt;
===Tyranny===&lt;br /&gt;
&lt;br /&gt;
The Tyranny is the ultimate attacker. This government trades revenue for attacking gains and speed.&lt;br /&gt;
-25% maximum per capita income is the cost for a 1 turn attack, +20% gains on attacks and a -10%&lt;br /&gt;
military upkeep bonus.&lt;br /&gt;
&lt;br /&gt;
===Fascism===&lt;br /&gt;
&lt;br /&gt;
The basic producer of food and oil. Fascists suffer from population and income for large gains in&lt;br /&gt;
productivity of the necessities. This government has a -15% maximum population, -10% per capita income and produces 15% more food and 75% more oil than other governments.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Governments&amp;diff=120</id>
		<title>Governments</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Governments&amp;diff=120"/>
				<updated>2010-03-15T18:00:47Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: /* Monarchy */&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 it's 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 not&lt;br /&gt;
commonly done.&lt;br /&gt;
&lt;br /&gt;
===Democracy===&lt;br /&gt;
&lt;br /&gt;
The Democracy specializes in Technology and the public market, at the cost of being able&lt;br /&gt;
to war effectively.&lt;br /&gt;
This government has its technology cap raised by 10%, and incurs no market commissions on the&lt;br /&gt;
public market.&lt;br /&gt;
Democracies require 3 turns to make any attack, limiting the capability of its offense.&lt;br /&gt;
&lt;br /&gt;
===Republic===&lt;br /&gt;
&lt;br /&gt;
The Republic specializes in Revenue and exploration. As such it is an ideal government for&lt;br /&gt;
a peaceful player.&lt;br /&gt;
This government offers a bonus of 20% on gains from exploring, and a 20% increase to maximum per&lt;br /&gt;
capita income.&lt;br /&gt;
The republic, like a democracy, suffers in the military department; with a -10% penalty to its&lt;br /&gt;
Military Strength.&lt;br /&gt;
&lt;br /&gt;
===Theocracy===&lt;br /&gt;
&lt;br /&gt;
The Theocracy specializes in reselling and the private market. A government that eschews technology&lt;br /&gt;
in favour of construction speed, military numbers and small profits.&lt;br /&gt;
This government has a 20% reduced cost on all military on its private market, a 40% increase on&lt;br /&gt;
construction speed and double the maximum population of others.&lt;br /&gt;
The drawback, a -35% penalty to its effective maximum technology.&lt;br /&gt;
&lt;br /&gt;
===Communism===&lt;br /&gt;
&lt;br /&gt;
The Communism Focuses on technology effectiveness, industrial production and market volume.&lt;br /&gt;
This government receives a 20% increase on its technology effect; the same amount of technology is 20% more effective for a communism than another. Industrial Complexes run by a Communism produce&lt;br /&gt;
35% more military.&lt;br /&gt;
The Communism suffers from higher market commissions, 10% taxes on its goods. However, they may&lt;br /&gt;
place 35% more goods on the market at any one time.&lt;br /&gt;
&lt;br /&gt;
===Dictatorship===&lt;br /&gt;
&lt;br /&gt;
The Dictator trades construction speed for pure military power. For the cost of -30% construction&lt;br /&gt;
speed, they receive +25% Military Strength and +30% Spy Effectiveness. Making them powerful&lt;br /&gt;
warring nations.&lt;br /&gt;
&lt;br /&gt;
===Tyranny===&lt;br /&gt;
&lt;br /&gt;
The Tyranny is the ultimate attacker. This government trades revenue for attacking gains and speed.&lt;br /&gt;
-25% maximum per capita income is the cost for a 1 turn attack, +20% gains on attacks and a -10%&lt;br /&gt;
military upkeep bonus.&lt;br /&gt;
&lt;br /&gt;
===Fascism===&lt;br /&gt;
&lt;br /&gt;
The basic producer of food and oil. Fascists suffer from population and income for large gains in&lt;br /&gt;
productivity of the necessities. This government has a -15% maximum population, -10% per capita income and produces 15% more food and 75% more oil than other governments.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Governments&amp;diff=105</id>
		<title>Governments</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Governments&amp;diff=105"/>
				<updated>2010-03-15T16:41:45Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: /* Changing Governments */&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 it's specialty. When first created, every country is a [[Governments#Monarchy|Monarchy]]&lt;br /&gt;
This can be changed by accessing the 'Manage' Link on the left hand side, selecting a new government&lt;br /&gt;
from the list and clicking on 'start revolution'.&lt;br /&gt;
&lt;br /&gt;
Switching from a Monarchy to another government does not incur any penalties; however switching from&lt;br /&gt;
any other form of government will result in a loss of a percentage of all your assets, starting at&lt;br /&gt;
14%. Larger countries may experience heavier losses.&lt;br /&gt;
&lt;br /&gt;
The following is a list of the governments available and their specialty.&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;
===Effects Of Changing Government===&lt;br /&gt;
&lt;br /&gt;
==Government Forms==&lt;br /&gt;
&lt;br /&gt;
===Monarchy===&lt;br /&gt;
&lt;br /&gt;
The starting government type. There are no penalties or advantages for the monarchy except for the no losses in switching to other government types. &lt;br /&gt;
&lt;br /&gt;
===Democracy===&lt;br /&gt;
&lt;br /&gt;
The Democracy specializes in Technology and the public market, at the cost of being able&lt;br /&gt;
to war effectively.&lt;br /&gt;
This government has its technology cap raised by 10%, and incurs no market commissions on the&lt;br /&gt;
public market.&lt;br /&gt;
Democracies require 3 turns to make any attack, limiting the capability of its offense.&lt;br /&gt;
&lt;br /&gt;
===Republic===&lt;br /&gt;
&lt;br /&gt;
The Republic specializes in Revenue and exploration. As such it is an ideal government for&lt;br /&gt;
a peaceful player.&lt;br /&gt;
This government offers a bonus of 20% on gains from exploring, and a 20% increase to maximum per&lt;br /&gt;
capita income.&lt;br /&gt;
The republic, like a democracy, suffers in the military department; with a -10% penalty to its&lt;br /&gt;
Military Strength.&lt;br /&gt;
&lt;br /&gt;
===Theocracy===&lt;br /&gt;
&lt;br /&gt;
The Theocracy specializes in reselling and the private market. A government that eschews technology&lt;br /&gt;
in favour of construction speed, military numbers and small profits.&lt;br /&gt;
This government has a 20% reduced cost on all military on its private market, a 40% increase on&lt;br /&gt;
construction speed and double the maximum population of others.&lt;br /&gt;
The drawback, a -35% penalty to its effective maximum technology.&lt;br /&gt;
&lt;br /&gt;
===Communism===&lt;br /&gt;
&lt;br /&gt;
The Communism Focuses on technology effectiveness, industrial production and market volume.&lt;br /&gt;
This government receives a 20% increase on its technology effect; the same amount of technology is 20% more effective for a communism than another. Industrial Complexes run by a Communism produce&lt;br /&gt;
35% more military.&lt;br /&gt;
The Communism suffers from higher market commissions, 10% taxes on its goods. However, they may&lt;br /&gt;
place 35% more goods on the market at any one time.&lt;br /&gt;
&lt;br /&gt;
===Dictatorship===&lt;br /&gt;
&lt;br /&gt;
The Dictator trades construction speed for pure military power. For the cost of -30% construction&lt;br /&gt;
speed, they receive +25% Military Strength and +30% Spy Effectiveness. Making them powerful&lt;br /&gt;
warring nations.&lt;br /&gt;
&lt;br /&gt;
===Tyranny===&lt;br /&gt;
&lt;br /&gt;
The Tyranny is the ultimate attacker. This government trades revenue for attacking gains and speed.&lt;br /&gt;
-25% maximum per capita income is the cost for a 1 turn attack, +20% gains on attacks and a -10%&lt;br /&gt;
military upkeep bonus.&lt;br /&gt;
&lt;br /&gt;
===Fascism===&lt;br /&gt;
&lt;br /&gt;
The basic producer of food and oil. Fascists suffer from population and income for large gains in&lt;br /&gt;
productivity of the necessities. This government has a -15% maximum population, -10% per capita income and produces 15% more food and 75% more oil than other governments.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Governments&amp;diff=104</id>
		<title>Governments</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Governments&amp;diff=104"/>
				<updated>2010-03-15T16:39:45Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: /* 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 it's specialty. When first created, every country is a [[Governments#Monarchy|Monarchy]]&lt;br /&gt;
This can be changed by accessing the 'Manage' Link on the left hand side, selecting a new government&lt;br /&gt;
from the list and clicking on 'start revolution'.&lt;br /&gt;
&lt;br /&gt;
Switching from a Monarchy to another government does not incur any penalties; however switching from&lt;br /&gt;
any other form of government will result in a loss of a percentage of all your assets, starting at&lt;br /&gt;
14%. Larger countries may experience heavier losses.&lt;br /&gt;
&lt;br /&gt;
The following is a list of the governments available and their specialty.&lt;br /&gt;
&lt;br /&gt;
==Changing Governments==&lt;br /&gt;
&lt;br /&gt;
==Government Forms==&lt;br /&gt;
&lt;br /&gt;
===Monarchy===&lt;br /&gt;
&lt;br /&gt;
The starting government type. There are no penalties or advantages for the monarchy except for the no losses in switching to other government types. &lt;br /&gt;
&lt;br /&gt;
===Democracy===&lt;br /&gt;
&lt;br /&gt;
The Democracy specializes in Technology and the public market, at the cost of being able&lt;br /&gt;
to war effectively.&lt;br /&gt;
This government has its technology cap raised by 10%, and incurs no market commissions on the&lt;br /&gt;
public market.&lt;br /&gt;
Democracies require 3 turns to make any attack, limiting the capability of its offense.&lt;br /&gt;
&lt;br /&gt;
===Republic===&lt;br /&gt;
&lt;br /&gt;
The Republic specializes in Revenue and exploration. As such it is an ideal government for&lt;br /&gt;
a peaceful player.&lt;br /&gt;
This government offers a bonus of 20% on gains from exploring, and a 20% increase to maximum per&lt;br /&gt;
capita income.&lt;br /&gt;
The republic, like a democracy, suffers in the military department; with a -10% penalty to its&lt;br /&gt;
Military Strength.&lt;br /&gt;
&lt;br /&gt;
===Theocracy===&lt;br /&gt;
&lt;br /&gt;
The Theocracy specializes in reselling and the private market. A government that eschews technology&lt;br /&gt;
in favour of construction speed, military numbers and small profits.&lt;br /&gt;
This government has a 20% reduced cost on all military on its private market, a 40% increase on&lt;br /&gt;
construction speed and double the maximum population of others.&lt;br /&gt;
The drawback, a -35% penalty to its effective maximum technology.&lt;br /&gt;
&lt;br /&gt;
===Communism===&lt;br /&gt;
&lt;br /&gt;
The Communism Focuses on technology effectiveness, industrial production and market volume.&lt;br /&gt;
This government receives a 20% increase on its technology effect; the same amount of technology is 20% more effective for a communism than another. Industrial Complexes run by a Communism produce&lt;br /&gt;
35% more military.&lt;br /&gt;
The Communism suffers from higher market commissions, 10% taxes on its goods. However, they may&lt;br /&gt;
place 35% more goods on the market at any one time.&lt;br /&gt;
&lt;br /&gt;
===Dictatorship===&lt;br /&gt;
&lt;br /&gt;
The Dictator trades construction speed for pure military power. For the cost of -30% construction&lt;br /&gt;
speed, they receive +25% Military Strength and +30% Spy Effectiveness. Making them powerful&lt;br /&gt;
warring nations.&lt;br /&gt;
&lt;br /&gt;
===Tyranny===&lt;br /&gt;
&lt;br /&gt;
The Tyranny is the ultimate attacker. This government trades revenue for attacking gains and speed.&lt;br /&gt;
-25% maximum per capita income is the cost for a 1 turn attack, +20% gains on attacks and a -10%&lt;br /&gt;
military upkeep bonus.&lt;br /&gt;
&lt;br /&gt;
===Fascism===&lt;br /&gt;
&lt;br /&gt;
The basic producer of food and oil. Fascists suffer from population and income for large gains in&lt;br /&gt;
productivity of the necessities. This government has a -15% maximum population, -10% per capita income and produces 15% more food and 75% more oil than other governments.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Governments&amp;diff=103</id>
		<title>Governments</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Governments&amp;diff=103"/>
				<updated>2010-03-15T16:35:52Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: /* 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 it's specialty. When first created, every country is a Monarchy.&lt;br /&gt;
This can be changed by accessing the 'Manage' Link on the left hand side, selecting a new government&lt;br /&gt;
from the list and clicking on 'start revolution'.&lt;br /&gt;
&lt;br /&gt;
Switching from a Monarchy to another government does not incur any penalties; however switching from&lt;br /&gt;
any other form of government will result in a loss of a percentage of all your assets, starting at&lt;br /&gt;
14%. Larger countries may experience heavier losses.&lt;br /&gt;
&lt;br /&gt;
The following is a list of the governments available and their specialty.&lt;br /&gt;
&lt;br /&gt;
==Changing Governments==&lt;br /&gt;
&lt;br /&gt;
==Government Forms==&lt;br /&gt;
&lt;br /&gt;
===Monarchy===&lt;br /&gt;
&lt;br /&gt;
The starting government type. There are no penalties or advantages for the monarchy except for the no losses in switching to other government types. &lt;br /&gt;
&lt;br /&gt;
===Democracy===&lt;br /&gt;
&lt;br /&gt;
The Democracy specializes in Technology and the public market, at the cost of being able&lt;br /&gt;
to war effectively.&lt;br /&gt;
This government has its technology cap raised by 10%, and incurs no market commissions on the&lt;br /&gt;
public market.&lt;br /&gt;
Democracies require 3 turns to make any attack, limiting the capability of its offense.&lt;br /&gt;
&lt;br /&gt;
===Republic===&lt;br /&gt;
&lt;br /&gt;
The Republic specializes in Revenue and exploration. As such it is an ideal government for&lt;br /&gt;
a peaceful player.&lt;br /&gt;
This government offers a bonus of 20% on gains from exploring, and a 20% increase to maximum per&lt;br /&gt;
capita income.&lt;br /&gt;
The republic, like a democracy, suffers in the military department; with a -10% penalty to its&lt;br /&gt;
Military Strength.&lt;br /&gt;
&lt;br /&gt;
===Theocracy===&lt;br /&gt;
&lt;br /&gt;
The Theocracy specializes in reselling and the private market. A government that eschews technology&lt;br /&gt;
in favour of construction speed, military numbers and small profits.&lt;br /&gt;
This government has a 20% reduced cost on all military on its private market, a 40% increase on&lt;br /&gt;
construction speed and double the maximum population of others.&lt;br /&gt;
The drawback, a -35% penalty to its effective maximum technology.&lt;br /&gt;
&lt;br /&gt;
===Communism===&lt;br /&gt;
&lt;br /&gt;
The Communism Focuses on technology effectiveness, industrial production and market volume.&lt;br /&gt;
This government receives a 20% increase on its technology effect; the same amount of technology is 20% more effective for a communism than another. Industrial Complexes run by a Communism produce&lt;br /&gt;
35% more military.&lt;br /&gt;
The Communism suffers from higher market commissions, 10% taxes on its goods. However, they may&lt;br /&gt;
place 35% more goods on the market at any one time.&lt;br /&gt;
&lt;br /&gt;
===Dictatorship===&lt;br /&gt;
&lt;br /&gt;
The Dictator trades construction speed for pure military power. For the cost of -30% construction&lt;br /&gt;
speed, they receive +25% Military Strength and +30% Spy Effectiveness. Making them powerful&lt;br /&gt;
warring nations.&lt;br /&gt;
&lt;br /&gt;
===Tyranny===&lt;br /&gt;
&lt;br /&gt;
The Tyranny is the ultimate attacker. This government trades revenue for attacking gains and speed.&lt;br /&gt;
-25% maximum per capita income is the cost for a 1 turn attack, +20% gains on attacks and a -10%&lt;br /&gt;
military upkeep bonus.&lt;br /&gt;
&lt;br /&gt;
===Fascism===&lt;br /&gt;
&lt;br /&gt;
The basic producer of food and oil. Fascists suffer from population and income for large gains in&lt;br /&gt;
productivity of the necessities. This government has a -15% maximum population, -10% per capita income and produces 15% more food and 75% more oil than other governments.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Governments&amp;diff=102</id>
		<title>Governments</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Governments&amp;diff=102"/>
				<updated>2010-03-15T16:30:12Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: /* 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 it's specialty. When first created, every country is a Monarchy.&lt;br /&gt;
This can be changed by accessing the 'Manage' Link on the left hand side, selecting a new government&lt;br /&gt;
from the list and clicking on 'start revolution'.&lt;br /&gt;
&lt;br /&gt;
Switching from a Monarchy to another government does not incur any penalties; however switching from&lt;br /&gt;
any other form of government will result in a loss of a percentage of all your assets, starting at&lt;br /&gt;
14%. Larger countries may experience heavier losses.&lt;br /&gt;
&lt;br /&gt;
The following is a list of the governments available and their specialty.&lt;br /&gt;
&lt;br /&gt;
===Monarchy===&lt;br /&gt;
&lt;br /&gt;
The starting government type. There are no penalties or advantages for the monarchy except for the no losses in switching to other government types. &lt;br /&gt;
&lt;br /&gt;
===Democracy===&lt;br /&gt;
&lt;br /&gt;
The Democracy specializes in Technology and the public market, at the cost of being able&lt;br /&gt;
to war effectively.&lt;br /&gt;
This government has its technology cap raised by 10%, and incurs no market commissions on the&lt;br /&gt;
public market.&lt;br /&gt;
Democracies require 3 turns to make any attack, limiting the capability of its offense.&lt;br /&gt;
&lt;br /&gt;
===Republic===&lt;br /&gt;
&lt;br /&gt;
The Republic specializes in Revenue and exploration. As such it is an ideal government for&lt;br /&gt;
a peaceful player.&lt;br /&gt;
This government offers a bonus of 20% on gains from exploring, and a 20% increase to maximum per&lt;br /&gt;
capita income.&lt;br /&gt;
The republic, like a democracy, suffers in the military department; with a -10% penalty to its&lt;br /&gt;
Military Strength.&lt;br /&gt;
&lt;br /&gt;
===Theocracy===&lt;br /&gt;
&lt;br /&gt;
The Theocracy specializes in reselling and the private market. A government that eschews technology&lt;br /&gt;
in favour of construction speed, military numbers and small profits.&lt;br /&gt;
This government has a 20% reduced cost on all military on its private market, a 40% increase on&lt;br /&gt;
construction speed and double the maximum population of others.&lt;br /&gt;
The drawback, a -35% penalty to its effective maximum technology.&lt;br /&gt;
&lt;br /&gt;
===Communism===&lt;br /&gt;
&lt;br /&gt;
The Communism Focuses on technology effectiveness, industrial production and market volume.&lt;br /&gt;
This government receives a 20% increase on its technology effect; the same amount of technology is 20% more effective for a communism than another. Industrial Complexes run by a Communism produce&lt;br /&gt;
35% more military.&lt;br /&gt;
The Communism suffers from higher market commissions, 10% taxes on its goods. However, they may&lt;br /&gt;
place 35% more goods on the market at any one time.&lt;br /&gt;
&lt;br /&gt;
===Dictatorship===&lt;br /&gt;
&lt;br /&gt;
The Dictator trades construction speed for pure military power. For the cost of -30% construction&lt;br /&gt;
speed, they receive +25% Military Strength and +30% Spy Effectiveness. Making them powerful&lt;br /&gt;
warring nations.&lt;br /&gt;
&lt;br /&gt;
===Tyranny===&lt;br /&gt;
&lt;br /&gt;
The Tyranny is the ultimate attacker. This government trades revenue for attacking gains and speed.&lt;br /&gt;
-25% maximum per capita income is the cost for a 1 turn attack, +20% gains on attacks and a -10%&lt;br /&gt;
military upkeep bonus.&lt;br /&gt;
&lt;br /&gt;
===Fascism===&lt;br /&gt;
&lt;br /&gt;
The basic producer of food and oil. Fascists suffer from population and income for large gains in&lt;br /&gt;
productivity of the necessities. This government has a -15% maximum population, -10% per capita income and produces 15% more food and 75% more oil than other governments.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Governments&amp;diff=101</id>
		<title>Governments</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Governments&amp;diff=101"/>
				<updated>2010-03-15T16:27:21Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
Your country's government determines it's specialty. When first created, every country is a Monarchy.&lt;br /&gt;
This can be changed by accessing the 'Manage' Link on the left hand side, selecting a new government&lt;br /&gt;
from the list and clicking on 'start revolution'.&lt;br /&gt;
&lt;br /&gt;
Switching from a Monarchy to another government does not incur any penalties; however switching from&lt;br /&gt;
any other form of government will result in a loss of a percentage of all your assets, starting at&lt;br /&gt;
14%. Larger countries may experience heavier losses.&lt;br /&gt;
&lt;br /&gt;
The following is a list of the governments available and their specialty.&lt;br /&gt;
&lt;br /&gt;
===Monarchy===&lt;br /&gt;
&lt;br /&gt;
The starting government type. There are no penalties or advantages for the monarchy except for the no losses in switching to other government types. &lt;br /&gt;
&lt;br /&gt;
===Democracy===&lt;br /&gt;
&lt;br /&gt;
The Democracy specializes in Technology and the public market, at the cost of being able&lt;br /&gt;
to war effectively.&lt;br /&gt;
This government has its technology cap raised by 10%, and incurs no market commissions on the&lt;br /&gt;
public market.&lt;br /&gt;
Democracies require 3 turns to make any attack, limiting the capability of its offense.&lt;br /&gt;
&lt;br /&gt;
===Republic===&lt;br /&gt;
&lt;br /&gt;
The Republic specializes in Revenue and exploration. As such it is an ideal government for&lt;br /&gt;
a peaceful player.&lt;br /&gt;
This government offers a bonus of 20% on gains from exploring, and a 20% increase to maximum per&lt;br /&gt;
capita income.&lt;br /&gt;
The republic, like a democracy, suffers in the military department; with a -10% penalty to its&lt;br /&gt;
Military Strength.&lt;br /&gt;
&lt;br /&gt;
===Theocracy===&lt;br /&gt;
&lt;br /&gt;
The Theocracy specializes in reselling and the private market. A government that eschews technology&lt;br /&gt;
in favour of construction speed, military numbers and small profits.&lt;br /&gt;
This government has a 20% reduced cost on all military on its private market, a 40% increase on&lt;br /&gt;
construction speed and double the maximum population of others.&lt;br /&gt;
The drawback, a -35% penalty to its effective maximum technology.&lt;br /&gt;
&lt;br /&gt;
===Communism===&lt;br /&gt;
&lt;br /&gt;
The Communism Focuses on technology effectiveness, industrial production and market volume.&lt;br /&gt;
This government receives a 20% increase on its technology effect; the same amount of technology is 20% more effective for a communism than another. Industrial Complexes run by a Communism produce&lt;br /&gt;
35% more military.&lt;br /&gt;
The Communism suffers from higher market commissions, 10% taxes on its goods. However, they may&lt;br /&gt;
place 35% more goods on the market at any one time.&lt;br /&gt;
&lt;br /&gt;
===Dictatorship===&lt;br /&gt;
&lt;br /&gt;
The Dictator trades construction speed for pure military power. For the cost of -30% construction&lt;br /&gt;
speed, they receive +25% Military Strength and +30% Spy Effectiveness. Making them powerful&lt;br /&gt;
warring nations.&lt;br /&gt;
&lt;br /&gt;
===Tyranny===&lt;br /&gt;
&lt;br /&gt;
The Tyranny is the ultimate attacker. This government trades revenue for attacking gains and speed.&lt;br /&gt;
-25% maximum per capita income is the cost for a 1 turn attack, +20% gains on attacks and a -10%&lt;br /&gt;
military upkeep bonus.&lt;br /&gt;
&lt;br /&gt;
===Fascism===&lt;br /&gt;
&lt;br /&gt;
The basic producer of food and oil. Fascists suffer from population and income for large gains in&lt;br /&gt;
productivity of the necessities. This government has a -15% maximum population, -10% per capita income and produces 15% more food and 75% more oil than other governments.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Governments&amp;diff=99</id>
		<title>Governments</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Governments&amp;diff=99"/>
				<updated>2010-03-15T16:22:11Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
Your country's government determines it's specialty. When first created, every country is a Monarchy.&lt;br /&gt;
This can be changed by accessing the 'Manage' Link on the left hand side, selecting a new government&lt;br /&gt;
from the list and clicking on 'start revolution'.&lt;br /&gt;
&lt;br /&gt;
Switching from a Monarchy to another government does not incur any penalties; however switching from&lt;br /&gt;
any other form of government will result in a loss of a percentage of all your assets, starting at&lt;br /&gt;
14%. Larger countries may experience heavier losses.&lt;br /&gt;
&lt;br /&gt;
The following is a list of the governments available and their specialty.&lt;br /&gt;
&lt;br /&gt;
'''''Monarchy'''''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The starting government type. There are no penalties or advantages for the monarchy except for the no losses in switching to other government types. &lt;br /&gt;
&lt;br /&gt;
'''''Democracy'''''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The Democracy specializes in Technology and the public market, at the cost of being able&lt;br /&gt;
to war effectively.&lt;br /&gt;
This government has its technology cap raised by 10%, and incurs no market commissions on the&lt;br /&gt;
public market.&lt;br /&gt;
Democracies require 3 turns to make any attack, limiting the capability of its offense.&lt;br /&gt;
&lt;br /&gt;
'''''Republic'''''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The Republic specializes in Revenue and exploration. As such it is an ideal government for&lt;br /&gt;
a peaceful player.&lt;br /&gt;
This government offers a bonus of 20% on gains from exploring, and a 20% increase to maximum per&lt;br /&gt;
capita income.&lt;br /&gt;
The republic, like a democracy, suffers in the military department; with a -10% penalty to its&lt;br /&gt;
Military Strength.&lt;br /&gt;
&lt;br /&gt;
'''''Theocracy'''''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The Theocracy specializes in reselling and the private market. A government that eschews technology&lt;br /&gt;
in favour of construction speed, military numbers and small profits.&lt;br /&gt;
This government has a 20% reduced cost on all military on its private market, a 40% increase on&lt;br /&gt;
construction speed and double the maximum population of others.&lt;br /&gt;
The drawback, a -35% penalty to its effective maximum technology.&lt;br /&gt;
&lt;br /&gt;
'''''Communism'''''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The Communism Focuses on technology effectiveness, industrial production and market volume.&lt;br /&gt;
This government receives a 20% increase on its technology effect; the same amount of technology is 20% more effective for a communism than another. Industrial Complexes run by a Communism produce&lt;br /&gt;
35% more military.&lt;br /&gt;
The Communism suffers from higher market commissions, 10% taxes on its goods. However, they may&lt;br /&gt;
place 35% more goods on the market at any one time.&lt;br /&gt;
&lt;br /&gt;
'''''Dictatorship'''''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The Dictator trades construction speed for pure military power. For the cost of -30% construction&lt;br /&gt;
speed, they receive +25% Military Strength and +30% Spy Effectiveness. Making them powerful&lt;br /&gt;
warring nations.&lt;br /&gt;
&lt;br /&gt;
'''''Tyranny'''''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The Tyranny is the ultimate attacker. This government trades revenue for attacking gains and speed.&lt;br /&gt;
-25% maximum per capita income is the cost for a 1 turn attack, +20% gains on attacks and a -10%&lt;br /&gt;
military upkeep bonus.&lt;br /&gt;
&lt;br /&gt;
'''''Fascism'''''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The basic producer of food and oil. Fascists suffer from population and income for large gains in&lt;br /&gt;
productivity of the necessities. This government has a -15% maximum population, -10% per capita income and produces 15% more food and 75% more oil than other governments.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Governments&amp;diff=98</id>
		<title>Governments</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Governments&amp;diff=98"/>
				<updated>2010-03-15T16:21:31Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
&lt;br /&gt;
Your country's government determines it's specialty. When first created, every country is a Monarchy.&lt;br /&gt;
This can be changed by accessing the 'Manage' Link on the left hand side, selecting a new government&lt;br /&gt;
from the list and clicking on 'start revolution'.&lt;br /&gt;
&lt;br /&gt;
Switching from a Monarchy to another government does not incur any penalties; however switching from&lt;br /&gt;
any other form of government will result in a loss of a percentage of all your assets, starting at&lt;br /&gt;
14%. Larger countries may experience heavier losses.&lt;br /&gt;
&lt;br /&gt;
The following is a list of the governments available and their specialty.&lt;br /&gt;
&lt;br /&gt;
'''''Monarchy'''''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The starting government type. There are no penalties or advantages for the monarchy except for the no losses in switching to other government types. &lt;br /&gt;
&lt;br /&gt;
'''''Democracy'''''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The Democracy specializes in Technology and the public market, at the cost of being able&lt;br /&gt;
to war effectively.&lt;br /&gt;
This government has its technology cap raised by 10%, and incurs no market commissions on the&lt;br /&gt;
public market.&lt;br /&gt;
Democracies require 3 turns to make any attack, limiting the capability of its offense.&lt;br /&gt;
&lt;br /&gt;
'''''Republic'''''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The Republic specializes in Revenue and exploration. As such it is an ideal government for&lt;br /&gt;
a peaceful player.&lt;br /&gt;
This government offers a bonus of 20% on gains from exploring, and a 20% increase to maximum per&lt;br /&gt;
capita income.&lt;br /&gt;
The republic, like a democracy, suffers in the military department; with a -10% penalty to its&lt;br /&gt;
Military Strength.&lt;br /&gt;
&lt;br /&gt;
'''''Theocracy'''''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The Theocracy specializes in reselling and the private market. A government that eschews technology&lt;br /&gt;
in favour of construction speed, military numbers and small profits.&lt;br /&gt;
This government has a 20% reduced cost on all military on its private market, a 40% increase on&lt;br /&gt;
construction speed and double the maximum population of others.&lt;br /&gt;
The drawback, a -35% penalty to its effective maximum technology.&lt;br /&gt;
&lt;br /&gt;
'''''Communism'''''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The Communism Focuses on technology effectiveness, industrial production and market volume.&lt;br /&gt;
This government receives a 20% increase on its technology effect; the same amount of technology is 20% more effective for a communism than another. Industrial Complexes run by a Communism produce&lt;br /&gt;
35% more military.&lt;br /&gt;
The Communism suffers from higher market commissions, 10% taxes on its goods. However, they may&lt;br /&gt;
place 35% more goods on the market at any one time.&lt;br /&gt;
&lt;br /&gt;
'''''Dictatorship'''''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The Dictator trades construction speed for pure military power. For the cost of -30% construction&lt;br /&gt;
speed, they receive +25% Military Strength and +30% Spy Effectiveness. Making them powerful&lt;br /&gt;
warring nations.&lt;br /&gt;
&lt;br /&gt;
'''''Tyranny'''''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The Tyranny is the ultimate attacker. This government trades revenue for attacking gains and speed.&lt;br /&gt;
-25% maximum per capita income is the cost for a 1 turn attack, +20% gains on attacks and a -10%&lt;br /&gt;
military upkeep bonus.&lt;br /&gt;
&lt;br /&gt;
'''''Fascism'''''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The basic producer of food and oil. Fascists suffer from population and income for large gains in&lt;br /&gt;
productivity of the necessities. This government has a -15% maximum population, -10% per capita income and produces 15% more food and 75% more oil than other governments.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Governments&amp;diff=24</id>
		<title>Governments</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Governments&amp;diff=24"/>
				<updated>2010-03-14T22:06:37Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your country's government determines it's specialty. When first created, every country is a Monarchy.&lt;br /&gt;
This can be changed by accessing the 'Manage' Link on the left hand side, selecting a new government&lt;br /&gt;
from the list and clicking on 'start revolution'.&lt;br /&gt;
&lt;br /&gt;
Switching from a Monarchy to another government does not incur any penalties; however switching from&lt;br /&gt;
any other form of government will result in a loss of a percentage of all your assets, starting at&lt;br /&gt;
14%. Larger countries may experience heavier losses.&lt;br /&gt;
&lt;br /&gt;
The following is a list of the governments available and their specialty.&lt;br /&gt;
&lt;br /&gt;
'''''Monarchy'''''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The beginning government, there are no penalties or advantages for the monarchy.&lt;br /&gt;
&lt;br /&gt;
'''''Democracy'''''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The Democracy specializes in Technology and the public market, At the cost of being able&lt;br /&gt;
to war effectively.&lt;br /&gt;
This government has its technology cap raised by 10%, and incurs no market commissions on the&lt;br /&gt;
public market.&lt;br /&gt;
Democracies require 3 turns to make any attack, limiting the capability of its offense.&lt;br /&gt;
&lt;br /&gt;
'''''Republic'''''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The Republic specializes in Revenue and exploration. As such it is an ideal government for&lt;br /&gt;
a peaceful player.&lt;br /&gt;
This government offers a bonus of 20% on gains from exploring, and a 20% increase to maximum per&lt;br /&gt;
capita income.&lt;br /&gt;
The republic, like a democracy, suffers in the military department; with a -10% penalty to its&lt;br /&gt;
Military Strength.&lt;br /&gt;
&lt;br /&gt;
'''''Theocracy'''''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The Theocracy specializes in reselling and the private market. A government that eschews technology&lt;br /&gt;
in favour of construction speed, military numbers and small profits.&lt;br /&gt;
This government has a 20% reduced cost on all military on its private market, a 40% increase on&lt;br /&gt;
construction speed and double the maximum population of others.&lt;br /&gt;
The drawback, a -35% penalty to its effective maximum technology.&lt;br /&gt;
&lt;br /&gt;
'''''Communism'''''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The Communism Focuses on technology effectiveness, industrial production and market volume.&lt;br /&gt;
This government receives a 20% increase on its technology effect; the same amount of technology is 20% more effective for a communism than another. Industrial Complexes run by a Communism produce&lt;br /&gt;
35% more military.&lt;br /&gt;
The Communism suffers from higher market commissions, 10% taxes on its goods. However, they may&lt;br /&gt;
place 35% more goods on the market at any one time.&lt;br /&gt;
&lt;br /&gt;
'''''Dictatorship'''''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The Dictator trades construction speed for pure military power. For the cost of -30% construction&lt;br /&gt;
speed, they receive +25% Military Strength and +30% Spy Effectiveness. Making them powerful&lt;br /&gt;
warring nations.&lt;br /&gt;
&lt;br /&gt;
'''''Tyranny'''''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The Tyranny is the ultimate attacker. This government trades revenue for attacking gains and speed.&lt;br /&gt;
-25% maximum per capita income is the cost for a 1 turn attack, +20% gains on attacks and a -10%&lt;br /&gt;
military upkeep bonus.&lt;br /&gt;
&lt;br /&gt;
'''''Fascism'''''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The basic producer of food and oil. Fascists suffer from population and income for large gains in&lt;br /&gt;
productivity of the necessities. This government has a -15% maximum population, -10% per capita income and produces 15% more food and 75% more oil than other governments.&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Talk:Main_Page&amp;diff=21</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Talk:Main_Page&amp;diff=21"/>
				<updated>2010-03-14T21:29:08Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: Created page with 'So uh, how many of us are working on this so far? Just you and me fooglmog?'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So uh, how many of us are working on this so far? Just you and me fooglmog?&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Governments&amp;diff=19</id>
		<title>Governments</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Governments&amp;diff=19"/>
				<updated>2010-03-14T04:43:37Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your country's government determines it's specialty. When first created, every country is a Monarchy.&lt;br /&gt;
This can be changed by accessing the 'Manage' Link on the left hand side, selecting a new government&lt;br /&gt;
from the list and clicking on 'start revolution'.&lt;br /&gt;
&lt;br /&gt;
Switching from a Monarchy to another government does not incur any penalties; however switching from&lt;br /&gt;
any other form of government will result in a loss of a percentage of all your assets, starting at&lt;br /&gt;
14%. Larger countries may experience heavier losses.&lt;br /&gt;
&lt;br /&gt;
The following is a list of the governments available and their specialty.&lt;br /&gt;
&lt;br /&gt;
'''''Monarchy'''''&lt;br /&gt;
&lt;br /&gt;
The beginning government, there are no penalties or advantages for the monarchy.&lt;br /&gt;
&lt;br /&gt;
'''''Democracy'''''&lt;br /&gt;
&lt;br /&gt;
The Democracy specializes in Technology and the public market, At the cost of being able&lt;br /&gt;
to war effectively.&lt;br /&gt;
This government has its technology cap raised by 10%, and incurs no market commissions on the&lt;br /&gt;
public market.&lt;br /&gt;
Democracies require 3 turns to make any attack, limiting the capability of its offense.&lt;br /&gt;
&lt;br /&gt;
'''''Republic'''''&lt;br /&gt;
&lt;br /&gt;
The Republic specializes in Revenue and exploration. As such it is an ideal government for&lt;br /&gt;
a peaceful player.&lt;br /&gt;
This government offers a bonus of 20% on gains from exploring, and a 20% increase to maximum per&lt;br /&gt;
capita income.&lt;br /&gt;
The republic, like a democracy, suffers in the military department; with a -10% penalty to its&lt;br /&gt;
Military Strength.&lt;br /&gt;
&lt;br /&gt;
'''''Theocracy'''''&lt;br /&gt;
&lt;br /&gt;
The Theocracy specializes in reselling and the private market. A government that eschews technology&lt;br /&gt;
in favour of construction speed, military numbers and small profits.&lt;br /&gt;
This government has a 20% reduced cost on all military on its private market, a 40% increase on&lt;br /&gt;
construction speed and double the maximum population of others.&lt;br /&gt;
The drawback, a -35% penalty to its effective maximum technology.&lt;br /&gt;
&lt;br /&gt;
'''''Communism'''''&lt;br /&gt;
&lt;br /&gt;
The Communism Focuses on technology effectiveness, industrial production and market volume.&lt;br /&gt;
This government receives a 20% increase on its technology effect; the same amount of technology is 20% more effective for a communism than another. Industrial Complexes run by a Communism produce&lt;br /&gt;
35% more military.&lt;br /&gt;
The Communism suffers from higher market commissions, 10% taxes on its goods. However, they may&lt;br /&gt;
place 35% more goods on the market at any one time.&lt;br /&gt;
&lt;br /&gt;
'''''Dictatorship'''''&lt;br /&gt;
&lt;br /&gt;
The Dictator trades construction speed for pure military power. For the cost of -30% construction&lt;br /&gt;
speed, they receive +25% Military Strength and +30% Spy Effectiveness. Making them powerful&lt;br /&gt;
warring nations.&lt;br /&gt;
&lt;br /&gt;
'''''Tyranny'''''&lt;br /&gt;
&lt;br /&gt;
The Tyranny is the ultimate attacker. This government trades revenue for attacking gains and speed.&lt;br /&gt;
-25% maximum per capita income is the cost for a 1 turn attack, +20% gains on attacks and a -10%&lt;br /&gt;
military upkeep bonus.&lt;br /&gt;
&lt;br /&gt;
'''''Fascism'''''&lt;br /&gt;
&lt;br /&gt;
The basic producer of food and oil. Fascists suffer from population and income for large gains in&lt;br /&gt;
productivity of the necessities. This government has a -15% maximum population, -10% per capita income and produces 15% more food and 75% more oil than other governments.&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Governments&amp;diff=18</id>
		<title>Governments</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Governments&amp;diff=18"/>
				<updated>2010-03-14T04:38:42Z</updated>
		
		<summary type="html">&lt;p&gt;Deepcode: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your country's government determines it's specialty. When first created, every country is a Monarchy.&lt;br /&gt;
This can be changed by accessing the 'Manage' Link on the left hand side, selecting a new government&lt;br /&gt;
from the list and clicking on 'start revolution'.&lt;br /&gt;
&lt;br /&gt;
Switching from a Monarchy to another government does not incur any penalties; however switching from&lt;br /&gt;
any other form of government will result in a loss of a percentage of all your assets, starting at&lt;br /&gt;
14%. Larger countries may experience heavier losses.&lt;br /&gt;
&lt;br /&gt;
The following is a list of the governments available and their specialty.&lt;br /&gt;
&lt;br /&gt;
'''''Monarchy'''''&lt;br /&gt;
&lt;br /&gt;
The beginning government, there are no penalties or advantages for the monarchy.&lt;br /&gt;
&lt;br /&gt;
'''''Democracy'''''&lt;br /&gt;
&lt;br /&gt;
The Democracy specializes in Technology and the public market, At the cost of being able&lt;br /&gt;
to war effectively.&lt;br /&gt;
This government has its technology cap raised by 10%, and incurs no market commissions on the&lt;br /&gt;
public market.&lt;br /&gt;
Democracies require 3 turns to make any attack, limiting the capability of its offense.&lt;br /&gt;
&lt;br /&gt;
'''''Republic'''''&lt;br /&gt;
&lt;br /&gt;
The Republic specializes in Revenue and exploration. As such it is an ideal government for&lt;br /&gt;
a peaceful player.&lt;br /&gt;
This government offers a bonus of 20% on gains from exploring, and a 20% increase to maximum per&lt;br /&gt;
capita income.&lt;br /&gt;
The republic, like a democracy, suffers in the military department; with a -10% penalty to its&lt;br /&gt;
Military Strength.&lt;br /&gt;
&lt;br /&gt;
'''''Theocracy'''''&lt;br /&gt;
&lt;br /&gt;
The Theocracy specializes in reselling and the private market. A government that eschews technology&lt;br /&gt;
in favour of construction speed, military numbers and small profits.&lt;br /&gt;
This government has a 20% reduced cost on all military on its private market, a 40% increase on&lt;br /&gt;
construction speed and double the maximum population of others.&lt;br /&gt;
The drawback, a -35% penalty to its effective maximum technology.&lt;br /&gt;
&lt;br /&gt;
'''''Communism'''''&lt;br /&gt;
&lt;br /&gt;
The Communism Focuses on technology effectiveness, industrial production and market volume.&lt;br /&gt;
This government receives a 20% increase on its technology effect; the same amount of technology is 20% more effective for a communism than another. Industrial Complexes run by a Communish produce&lt;br /&gt;
35% more military.&lt;br /&gt;
The Communism suffers from higher market commissions, 10% taxes on its goods. However, they may&lt;br /&gt;
place 35% more goods on the market at any one time.&lt;br /&gt;
&lt;br /&gt;
'''''Dictatorship'''''&lt;br /&gt;
&lt;br /&gt;
The Dictator trades construction speed for pure military power. For the cost of -30% construction&lt;br /&gt;
speed, they receive +25% Military Strength and +30% Spy Effectiveness. Making them powerful&lt;br /&gt;
warring nations.&lt;br /&gt;
&lt;br /&gt;
'''''Tyranny'''''&lt;br /&gt;
&lt;br /&gt;
The Tyranny is the ultimate attacker. This government trades revenue for attacking gains and speed.&lt;br /&gt;
-25% maximum per capita income is the cost for a 1 turn attack, +20% gains on attacks and a -10%&lt;br /&gt;
military upkeep bonus.&lt;br /&gt;
&lt;br /&gt;
'''''Fascism'''''&lt;br /&gt;
&lt;br /&gt;
The basic producer of food and oil. Fascists suffer from population and income for large gains in&lt;br /&gt;
productivity of the necessities. This government has a -15% maximum population, -10% per capita income and produces 15% more food and 75% more oil than other governments.&lt;/div&gt;</summary>
		<author><name>Deepcode</name></author>	</entry>

	</feed>