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		<updated>2026-11-02T03:59:52Z</updated>
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	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Earthquake&amp;diff=8683</id>
		<title>Earthquake</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Earthquake&amp;diff=8683"/>
				<updated>2011-06-10T02:45:11Z</updated>
		
		<summary type="html">&lt;p&gt;Enshula: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Random events]]&lt;br /&gt;
An earthquake is one of the several random events that can occur on a played [[turns|turn]].&lt;br /&gt;
Earthquakes destroy [[buildings]], based on what you have built and your total built [[land|acreage]].&lt;br /&gt;
&lt;br /&gt;
Construction Sites are destroyed at 20% of the rate of other buildings.&lt;/div&gt;</summary>
		<author><name>Enshula</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Population&amp;diff=8609</id>
		<title>Population</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Population&amp;diff=8609"/>
				<updated>2011-06-06T06:10:38Z</updated>
		
		<summary type="html">&lt;p&gt;Enshula: /* Population Growth */  7 '(' and 8 ')' one too many &amp;quot;)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A country's population is the total number of civilians within that country. In [[Earth:_Empires_Introduction|Earth Empires]], a country's population provides [[Tax_rate|tax revenue]], consumes [[Bushels|food]], and contributes to [[networth]]. Increasing population is one of the principle goals of the [[Casher]] strategy. In addition, a country is [[Kill|destroyed]] if its population reaches zero.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Each civilian consumes 0.03 bushels of food and adds 1/6 Networth to a country. Civilians have no military strength, but the amount of people a country has may affect [[Chemical Missile]] and [[Stir Rebellions]] returns. Almost all strategies at least partially rely on tax revenue generated from population.&lt;br /&gt;
&lt;br /&gt;
==Maximum Population==&lt;br /&gt;
&lt;br /&gt;
A country's population will always converge towards its maximum population. A country's maximum population is increased if land, residences, or residential tech is increased. A country's maximum population is decreased if [[Spying#BioTerrorism|bioterrorism]] is inflicted upon it. Maximum population is also affected by the tax rate: if the tax rate is increased less people will want to live in that country but if the tax rate is decreased more people will want to live in that country.&lt;br /&gt;
&lt;br /&gt;
The exact formula is:&lt;br /&gt;
&lt;br /&gt;
(1-0.95*Taxrate)*(24*Res+12*Land)*ResTech*GvtPOP*BioFactor&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
&lt;br /&gt;
Taxrate = tax rate as a decimal (0.00 - 0.70)&lt;br /&gt;
&lt;br /&gt;
Res = total number of [[Residence#Residence|residences]]&lt;br /&gt;
&lt;br /&gt;
Land = total number of acres&lt;br /&gt;
&lt;br /&gt;
[[Technology#Residential|ResTech]] = amount of residential tech (1.00 - 1.88)&lt;br /&gt;
&lt;br /&gt;
GvtPOP = 0.85 for the [[Fascism]] government, 1.50 for the [[Theocracy]] government, 1.00 for all other governments&lt;br /&gt;
&lt;br /&gt;
BioFactor = 0.5 if the country is suffering from at least one bioterrorism plague, 1.00 otherwise&lt;br /&gt;
&lt;br /&gt;
==Population Growth==&lt;br /&gt;
&lt;br /&gt;
If a country's maximum population is greater than its current population, it will experience population growth. The rate of growth is dependent on tax rate, plague status, the current population, and the maximum population. The exact formula for population growth is:&lt;br /&gt;
&lt;br /&gt;
Min(BioFactor*Trunc(Round((MaxPop-CurrentPop),0)/3,0),BioFactor*Max(40,Round(0.03*(1-Taxrate)*CurrentPop),0))&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
&lt;br /&gt;
Taxrate = tax rate as a decimal (0.00 - 0.70)&lt;br /&gt;
&lt;br /&gt;
MaxPop = maximum population&lt;br /&gt;
&lt;br /&gt;
CurrentPop = current population&lt;br /&gt;
&lt;br /&gt;
BioFactor = 0.5 if the country is suffering from at least one bioterrorism plague, 1.00 otherwise&lt;br /&gt;
&lt;br /&gt;
Expressed in words, if the current population is close enough to the maximum population, population growth will equal one third of the difference. Otherwise, population growth is a percentage of the current population, with a minimum of 40 population gained per turn (assuming the country is not under a bioterror plague). This formula can be used to design efficient stonewalling strategies, casher strategy start-ups, and to tweak other start-ups as well.&lt;br /&gt;
&lt;br /&gt;
==Population Loss==&lt;br /&gt;
&lt;br /&gt;
If a country's maximum population is less than its current population, it will experience population loss. The rate of loss is dependent on tax rate, plague status, the current population, and the maximum population. The exact formula for population loss is:&lt;br /&gt;
&lt;br /&gt;
Min(Round(BioFactor*(0.05+0.15*Taxrate)*CurrentPop,0),Trunc(BioFactor*Round((CurrentPop-MaxPop),0)/3,0))&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
&lt;br /&gt;
Taxrate = tax rate as a decimal (0.00 - 0.70)&lt;br /&gt;
&lt;br /&gt;
MaxPop = maximum population&lt;br /&gt;
&lt;br /&gt;
CurrentPop = current population&lt;br /&gt;
&lt;br /&gt;
BioFactor = 0.5 if the country is suffering from at least one bioterrorism plague, 1.00 otherwise&lt;br /&gt;
&lt;br /&gt;
Expressed in words, if the current population is close enough to the maximum population, population loss will equal one third of the difference. Otherwise, population loss is a percentage of the current population, based on the tax rate.&lt;br /&gt;
&lt;br /&gt;
==War==&lt;br /&gt;
===Methods of Reducing Population===&lt;br /&gt;
The most common way of killing enemy countries is reducing their population to zero. The following attacks and spy ops reduce the target's population or population growth:&lt;br /&gt;
*[[Attacking#Guerrilla_Strike|Guerrila Strike]]&lt;br /&gt;
*[[Attacking#Bombing_Run|Bombing Run]]&lt;br /&gt;
*[[Chemical_Missile|Chemical Missile]]&lt;br /&gt;
*[[Spying#Stir_Rebellions|Stir Rebellions]]&lt;br /&gt;
*[[Spying#BioTerrorism|Bioterrorism]]&lt;br /&gt;
&lt;br /&gt;
===Stonewalling===&lt;br /&gt;
&lt;br /&gt;
Stonewalling is a method of regaining population while under attack or previously under attack. For the full article, please see [[Stonewalling]].&lt;br /&gt;
&lt;br /&gt;
[[Category: Basic Gameplay]]&lt;/div&gt;</summary>
		<author><name>Enshula</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Talk:MM&amp;diff=4826</id>
		<title>Talk:MM</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Talk:MM&amp;diff=4826"/>
				<updated>2010-12-10T10:07:48Z</updated>
		
		<summary type="html">&lt;p&gt;Enshula: Created page with &amp;quot;Got caught cheating in tournament, not sure if it was when he won that was referred to. Just wanted to note it without putting it on the main page.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Got caught cheating in tournament, not sure if it was when he won that was referred to. Just wanted to note it without putting it on the main page.&lt;/div&gt;</summary>
		<author><name>Enshula</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Talk:Top_Networth_(Express)&amp;diff=1161</id>
		<title>Talk:Top Networth (Express)</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Talk:Top_Networth_(Express)&amp;diff=1161"/>
				<updated>2010-06-23T17:12:59Z</updated>
		
		<summary type="html">&lt;p&gt;Enshula: Created page with 'im sure i saw higher than that'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;im sure i saw higher than that&lt;/div&gt;</summary>
		<author><name>Enshula</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Talk:Formulas&amp;diff=1087</id>
		<title>Talk:Formulas</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Talk:Formulas&amp;diff=1087"/>
				<updated>2010-06-22T05:58:54Z</updated>
		
		<summary type="html">&lt;p&gt;Enshula: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lsvo5Z  &amp;lt;a href=&amp;quot;http://iuhvxizicjdh.com/&amp;quot;&amp;gt;iuhvxizicjdh&amp;lt;/a&amp;gt;, [url=http://ahfumipdhbkt.com/]ahfumipdhbkt[/url], [link=http://kkbilpurquxe.com/]kkbilpurquxe[/link], http://wwujfirttltb.com/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
can all formulas go on this page? it seems for some reason slagpit wants each formula on its own seperate page only, perhaps a basic formulas and advanced formulas page? /enshula&lt;/div&gt;</summary>
		<author><name>Enshula</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Buildings&amp;diff=1086</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Buildings&amp;diff=1086"/>
				<updated>2010-06-22T05:06:21Z</updated>
		
		<summary type="html">&lt;p&gt;Enshula: /* Farm */  comparison to indys&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Buildings are essential for long-term success. Buildings provide income, bushels, or other resources and require turns and empty acres to create.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Each building is worth $35 [[networth]]. There are seven types of buildings, listed below.&lt;br /&gt;
&lt;br /&gt;
==Enterprise Zone==&lt;br /&gt;
&lt;br /&gt;
Building enterprise zones increases a country's maximum PCI. A country's max PCI is multiplied by (1+2*Ent/Land). If a country has 50% of its land covered by enterprise zones, maximum pci is doubled. This is optimal for [[casher]] ignoring food consumption. If a country has 100% of its land covered by enterprise zones, maximum pci is tripled.&lt;br /&gt;
&lt;br /&gt;
Enterprise zones are essential for the [[casher]] strategy.&lt;br /&gt;
&lt;br /&gt;
==Residence==&lt;br /&gt;
&lt;br /&gt;
Residences increase a country's maximum population. At 50% of acres built as residence population is doubled. This is optimal for [[casher]] not considering food consumption. The extra formula for the population increase is&lt;br /&gt;
&lt;br /&gt;
=(24*(1-0.95*Taxrate)*ResTech*GvtPOP)*residences&lt;br /&gt;
&lt;br /&gt;
Residences are essential for the casher strategy.&lt;br /&gt;
&lt;br /&gt;
==Industrial Complex==&lt;br /&gt;
&lt;br /&gt;
Industrial complexes produce military per turn. The percentage of industrial complexes producing each military type can be set in the [[Game_Layout#Manage|manage]] page.&lt;br /&gt;
&lt;br /&gt;
Industrial production can be increased with [[Technology#Industrial|industrial tech]] or by switching to the [[Governments#Communism|communist]] government. At 100% production, one industrial complex can produce 1.86 troops, jets, turrets, 0.4 tanks, or 0.62 spies.&lt;br /&gt;
&lt;br /&gt;
Industrial complexes provide the only way of acquiring [[spies]] and are the quickest way of gaining military, making them favored for certain startups. When producing military to sell on the private market only turrets should be produced. In addition, industrial complexes are heavily used by the [[indy]] strategy.&lt;br /&gt;
&lt;br /&gt;
==Military Base==&lt;br /&gt;
&lt;br /&gt;
Military bases do not directly produce anything. Instead, they decrease military expenditures and private market prices. Military bases are used in the [[military base reseller]] strategy. Militaty bases only reduce expenses for the first 29.5% of acres, after that they only reduce private market prices.&lt;br /&gt;
&lt;br /&gt;
==Research Lab==&lt;br /&gt;
&lt;br /&gt;
Constructing research labs increases a country's tech per turn. Research labs provide increasing returns to scale. The exact formula for tech per turn is&lt;br /&gt;
&lt;br /&gt;
=Round(0.13*Labs*(1+Labs/Land)+3,0)&lt;br /&gt;
&lt;br /&gt;
Research labs are used for [[tech starts]] and the [[techer]] strategy. It is unwise to research unless a high percentage of your land is covered with research labs as they lose effectiveness at lower percentages and researching costs a turn.&lt;br /&gt;
&lt;br /&gt;
==Farm==&lt;br /&gt;
&lt;br /&gt;
Each farm produces 5.3 bushels per turn. The number of bushels per farm can be increased with agri tech or by switching to the fascism government. Farms are often used for startups because bushels can be sold on the private market for instant income that is higher than industrial sites on private. In addition, farms are essential for the [[farmer]] strategy.&lt;br /&gt;
&lt;br /&gt;
==Oil Rig==&lt;br /&gt;
&lt;br /&gt;
Each oil rig produces 2 barrels of per turn. The number of barrels per rig can be increased with by switching to the fascism government. Oil rigs are the main buildings for the [[oiler]] strategy and are sometimes used to self supply attacking needs by warrers or other countries, specifically when oil prices or supply are instable.&lt;br /&gt;
&lt;br /&gt;
==Construction Site==&lt;br /&gt;
&lt;br /&gt;
Construction sites (CS) increase buildings per turn (BPT), which is a measure of how many non-cs buildings can be constructed in one turn. One contruction site always requires one turn to build. As a regular government, 4 CSes get you 1 BPT.&lt;br /&gt;
&lt;br /&gt;
*140 CS = 40 BPT&lt;br /&gt;
*180 CS = 50 BPT&lt;br /&gt;
*220 CS = 60 BPT&lt;br /&gt;
&lt;br /&gt;
==Unused Land Area==&lt;br /&gt;
&lt;br /&gt;
Technically not a building, empty acres produce 0.4 bushels per turn. The number of bushels per empty acre can be increased with agri tech or by switching to the fascism government. Buildings require empty acres to construct: if a country wants to construct X buildings, it must have at least X empty acres.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Enshula</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Buildings&amp;diff=1085</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Buildings&amp;diff=1085"/>
				<updated>2010-06-22T05:04:17Z</updated>
		
		<summary type="html">&lt;p&gt;Enshula: /* Research Lab */  warning about teching on low lab %&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Buildings are essential for long-term success. Buildings provide income, bushels, or other resources and require turns and empty acres to create.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Each building is worth $35 [[networth]]. There are seven types of buildings, listed below.&lt;br /&gt;
&lt;br /&gt;
==Enterprise Zone==&lt;br /&gt;
&lt;br /&gt;
Building enterprise zones increases a country's maximum PCI. A country's max PCI is multiplied by (1+2*Ent/Land). If a country has 50% of its land covered by enterprise zones, maximum pci is doubled. This is optimal for [[casher]] ignoring food consumption. If a country has 100% of its land covered by enterprise zones, maximum pci is tripled.&lt;br /&gt;
&lt;br /&gt;
Enterprise zones are essential for the [[casher]] strategy.&lt;br /&gt;
&lt;br /&gt;
==Residence==&lt;br /&gt;
&lt;br /&gt;
Residences increase a country's maximum population. At 50% of acres built as residence population is doubled. This is optimal for [[casher]] not considering food consumption. The extra formula for the population increase is&lt;br /&gt;
&lt;br /&gt;
=(24*(1-0.95*Taxrate)*ResTech*GvtPOP)*residences&lt;br /&gt;
&lt;br /&gt;
Residences are essential for the casher strategy.&lt;br /&gt;
&lt;br /&gt;
==Industrial Complex==&lt;br /&gt;
&lt;br /&gt;
Industrial complexes produce military per turn. The percentage of industrial complexes producing each military type can be set in the [[Game_Layout#Manage|manage]] page.&lt;br /&gt;
&lt;br /&gt;
Industrial production can be increased with [[Technology#Industrial|industrial tech]] or by switching to the [[Governments#Communism|communist]] government. At 100% production, one industrial complex can produce 1.86 troops, jets, turrets, 0.4 tanks, or 0.62 spies.&lt;br /&gt;
&lt;br /&gt;
Industrial complexes provide the only way of acquiring [[spies]] and are the quickest way of gaining military, making them favored for certain startups. When producing military to sell on the private market only turrets should be produced. In addition, industrial complexes are heavily used by the [[indy]] strategy.&lt;br /&gt;
&lt;br /&gt;
==Military Base==&lt;br /&gt;
&lt;br /&gt;
Military bases do not directly produce anything. Instead, they decrease military expenditures and private market prices. Military bases are used in the [[military base reseller]] strategy. Militaty bases only reduce expenses for the first 29.5% of acres, after that they only reduce private market prices.&lt;br /&gt;
&lt;br /&gt;
==Research Lab==&lt;br /&gt;
&lt;br /&gt;
Constructing research labs increases a country's tech per turn. Research labs provide increasing returns to scale. The exact formula for tech per turn is&lt;br /&gt;
&lt;br /&gt;
=Round(0.13*Labs*(1+Labs/Land)+3,0)&lt;br /&gt;
&lt;br /&gt;
Research labs are used for [[tech starts]] and the [[techer]] strategy. It is unwise to research unless a high percentage of your land is covered with research labs as they lose effectiveness at lower percentages and researching costs a turn.&lt;br /&gt;
&lt;br /&gt;
==Farm==&lt;br /&gt;
&lt;br /&gt;
Each farm produces 5.3 bushels per turn. The number of bushels per farm can be increased with agri tech or by switching to the fascism government. Farms are often used for startups because bushels can be sold on the private market for instant income. In addition, farms are essential for the [[farmer]] strategy.&lt;br /&gt;
&lt;br /&gt;
==Oil Rig==&lt;br /&gt;
&lt;br /&gt;
Each oil rig produces 2 barrels of per turn. The number of barrels per rig can be increased with by switching to the fascism government. Oil rigs are the main buildings for the [[oiler]] strategy and are sometimes used to self supply attacking needs by warrers or other countries, specifically when oil prices or supply are instable.&lt;br /&gt;
&lt;br /&gt;
==Construction Site==&lt;br /&gt;
&lt;br /&gt;
Construction sites (CS) increase buildings per turn (BPT), which is a measure of how many non-cs buildings can be constructed in one turn. One contruction site always requires one turn to build. As a regular government, 4 CSes get you 1 BPT.&lt;br /&gt;
&lt;br /&gt;
*140 CS = 40 BPT&lt;br /&gt;
*180 CS = 50 BPT&lt;br /&gt;
*220 CS = 60 BPT&lt;br /&gt;
&lt;br /&gt;
==Unused Land Area==&lt;br /&gt;
&lt;br /&gt;
Technically not a building, empty acres produce 0.4 bushels per turn. The number of bushels per empty acre can be increased with agri tech or by switching to the fascism government. Buildings require empty acres to construct: if a country wants to construct X buildings, it must have at least X empty acres.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Enshula</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Buildings&amp;diff=1084</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Buildings&amp;diff=1084"/>
				<updated>2010-06-22T05:00:53Z</updated>
		
		<summary type="html">&lt;p&gt;Enshula: /* Military Base */  mbases effect on expenses capped&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Buildings are essential for long-term success. Buildings provide income, bushels, or other resources and require turns and empty acres to create.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Each building is worth $35 [[networth]]. There are seven types of buildings, listed below.&lt;br /&gt;
&lt;br /&gt;
==Enterprise Zone==&lt;br /&gt;
&lt;br /&gt;
Building enterprise zones increases a country's maximum PCI. A country's max PCI is multiplied by (1+2*Ent/Land). If a country has 50% of its land covered by enterprise zones, maximum pci is doubled. This is optimal for [[casher]] ignoring food consumption. If a country has 100% of its land covered by enterprise zones, maximum pci is tripled.&lt;br /&gt;
&lt;br /&gt;
Enterprise zones are essential for the [[casher]] strategy.&lt;br /&gt;
&lt;br /&gt;
==Residence==&lt;br /&gt;
&lt;br /&gt;
Residences increase a country's maximum population. At 50% of acres built as residence population is doubled. This is optimal for [[casher]] not considering food consumption. The extra formula for the population increase is&lt;br /&gt;
&lt;br /&gt;
=(24*(1-0.95*Taxrate)*ResTech*GvtPOP)*residences&lt;br /&gt;
&lt;br /&gt;
Residences are essential for the casher strategy.&lt;br /&gt;
&lt;br /&gt;
==Industrial Complex==&lt;br /&gt;
&lt;br /&gt;
Industrial complexes produce military per turn. The percentage of industrial complexes producing each military type can be set in the [[Game_Layout#Manage|manage]] page.&lt;br /&gt;
&lt;br /&gt;
Industrial production can be increased with [[Technology#Industrial|industrial tech]] or by switching to the [[Governments#Communism|communist]] government. At 100% production, one industrial complex can produce 1.86 troops, jets, turrets, 0.4 tanks, or 0.62 spies.&lt;br /&gt;
&lt;br /&gt;
Industrial complexes provide the only way of acquiring [[spies]] and are the quickest way of gaining military, making them favored for certain startups. When producing military to sell on the private market only turrets should be produced. In addition, industrial complexes are heavily used by the [[indy]] strategy.&lt;br /&gt;
&lt;br /&gt;
==Military Base==&lt;br /&gt;
&lt;br /&gt;
Military bases do not directly produce anything. Instead, they decrease military expenditures and private market prices. Military bases are used in the [[military base reseller]] strategy. Militaty bases only reduce expenses for the first 29.5% of acres, after that they only reduce private market prices.&lt;br /&gt;
&lt;br /&gt;
==Research Lab==&lt;br /&gt;
&lt;br /&gt;
Constructing research labs increases a country's tech per turn. Research labs provide increasing returns to scale. The exact formula for tech per turn is&lt;br /&gt;
&lt;br /&gt;
=Round(0.13*Labs*(1+Labs/Land)+3,0)&lt;br /&gt;
&lt;br /&gt;
Research labs are used for [[tech starts]] and the [[techer]] strategy.&lt;br /&gt;
&lt;br /&gt;
==Farm==&lt;br /&gt;
&lt;br /&gt;
Each farm produces 5.3 bushels per turn. The number of bushels per farm can be increased with agri tech or by switching to the fascism government. Farms are often used for startups because bushels can be sold on the private market for instant income. In addition, farms are essential for the [[farmer]] strategy.&lt;br /&gt;
&lt;br /&gt;
==Oil Rig==&lt;br /&gt;
&lt;br /&gt;
Each oil rig produces 2 barrels of per turn. The number of barrels per rig can be increased with by switching to the fascism government. Oil rigs are the main buildings for the [[oiler]] strategy and are sometimes used to self supply attacking needs by warrers or other countries, specifically when oil prices or supply are instable.&lt;br /&gt;
&lt;br /&gt;
==Construction Site==&lt;br /&gt;
&lt;br /&gt;
Construction sites (CS) increase buildings per turn (BPT), which is a measure of how many non-cs buildings can be constructed in one turn. One contruction site always requires one turn to build. As a regular government, 4 CSes get you 1 BPT.&lt;br /&gt;
&lt;br /&gt;
*140 CS = 40 BPT&lt;br /&gt;
*180 CS = 50 BPT&lt;br /&gt;
*220 CS = 60 BPT&lt;br /&gt;
&lt;br /&gt;
==Unused Land Area==&lt;br /&gt;
&lt;br /&gt;
Technically not a building, empty acres produce 0.4 bushels per turn. The number of bushels per empty acre can be increased with agri tech or by switching to the fascism government. Buildings require empty acres to construct: if a country wants to construct X buildings, it must have at least X empty acres.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Enshula</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Buildings&amp;diff=1083</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Buildings&amp;diff=1083"/>
				<updated>2010-06-22T04:58:24Z</updated>
		
		<summary type="html">&lt;p&gt;Enshula: /* Industrial Complex */  turrets as optimal production for private sale&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Buildings are essential for long-term success. Buildings provide income, bushels, or other resources and require turns and empty acres to create.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Each building is worth $35 [[networth]]. There are seven types of buildings, listed below.&lt;br /&gt;
&lt;br /&gt;
==Enterprise Zone==&lt;br /&gt;
&lt;br /&gt;
Building enterprise zones increases a country's maximum PCI. A country's max PCI is multiplied by (1+2*Ent/Land). If a country has 50% of its land covered by enterprise zones, maximum pci is doubled. This is optimal for [[casher]] ignoring food consumption. If a country has 100% of its land covered by enterprise zones, maximum pci is tripled.&lt;br /&gt;
&lt;br /&gt;
Enterprise zones are essential for the [[casher]] strategy.&lt;br /&gt;
&lt;br /&gt;
==Residence==&lt;br /&gt;
&lt;br /&gt;
Residences increase a country's maximum population. At 50% of acres built as residence population is doubled. This is optimal for [[casher]] not considering food consumption. The extra formula for the population increase is&lt;br /&gt;
&lt;br /&gt;
=(24*(1-0.95*Taxrate)*ResTech*GvtPOP)*residences&lt;br /&gt;
&lt;br /&gt;
Residences are essential for the casher strategy.&lt;br /&gt;
&lt;br /&gt;
==Industrial Complex==&lt;br /&gt;
&lt;br /&gt;
Industrial complexes produce military per turn. The percentage of industrial complexes producing each military type can be set in the [[Game_Layout#Manage|manage]] page.&lt;br /&gt;
&lt;br /&gt;
Industrial production can be increased with [[Technology#Industrial|industrial tech]] or by switching to the [[Governments#Communism|communist]] government. At 100% production, one industrial complex can produce 1.86 troops, jets, turrets, 0.4 tanks, or 0.62 spies.&lt;br /&gt;
&lt;br /&gt;
Industrial complexes provide the only way of acquiring [[spies]] and are the quickest way of gaining military, making them favored for certain startups. When producing military to sell on the private market only turrets should be produced. In addition, industrial complexes are heavily used by the [[indy]] strategy.&lt;br /&gt;
&lt;br /&gt;
==Military Base==&lt;br /&gt;
&lt;br /&gt;
Military bases do not directly produce anything. Instead, they decrease military expenditures and private market prices. Military bases are used in the [[military base reseller]] strategy.&lt;br /&gt;
&lt;br /&gt;
==Research Lab==&lt;br /&gt;
&lt;br /&gt;
Constructing research labs increases a country's tech per turn. Research labs provide increasing returns to scale. The exact formula for tech per turn is&lt;br /&gt;
&lt;br /&gt;
=Round(0.13*Labs*(1+Labs/Land)+3,0)&lt;br /&gt;
&lt;br /&gt;
Research labs are used for [[tech starts]] and the [[techer]] strategy.&lt;br /&gt;
&lt;br /&gt;
==Farm==&lt;br /&gt;
&lt;br /&gt;
Each farm produces 5.3 bushels per turn. The number of bushels per farm can be increased with agri tech or by switching to the fascism government. Farms are often used for startups because bushels can be sold on the private market for instant income. In addition, farms are essential for the [[farmer]] strategy.&lt;br /&gt;
&lt;br /&gt;
==Oil Rig==&lt;br /&gt;
&lt;br /&gt;
Each oil rig produces 2 barrels of per turn. The number of barrels per rig can be increased with by switching to the fascism government. Oil rigs are the main buildings for the [[oiler]] strategy and are sometimes used to self supply attacking needs by warrers or other countries, specifically when oil prices or supply are instable.&lt;br /&gt;
&lt;br /&gt;
==Construction Site==&lt;br /&gt;
&lt;br /&gt;
Construction sites (CS) increase buildings per turn (BPT), which is a measure of how many non-cs buildings can be constructed in one turn. One contruction site always requires one turn to build. As a regular government, 4 CSes get you 1 BPT.&lt;br /&gt;
&lt;br /&gt;
*140 CS = 40 BPT&lt;br /&gt;
*180 CS = 50 BPT&lt;br /&gt;
*220 CS = 60 BPT&lt;br /&gt;
&lt;br /&gt;
==Unused Land Area==&lt;br /&gt;
&lt;br /&gt;
Technically not a building, empty acres produce 0.4 bushels per turn. The number of bushels per empty acre can be increased with agri tech or by switching to the fascism government. Buildings require empty acres to construct: if a country wants to construct X buildings, it must have at least X empty acres.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Enshula</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Buildings&amp;diff=1082</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Buildings&amp;diff=1082"/>
				<updated>2010-06-22T04:56:43Z</updated>
		
		<summary type="html">&lt;p&gt;Enshula: /* Residence */  linked casher text to casher page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Buildings are essential for long-term success. Buildings provide income, bushels, or other resources and require turns and empty acres to create.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Each building is worth $35 [[networth]]. There are seven types of buildings, listed below.&lt;br /&gt;
&lt;br /&gt;
==Enterprise Zone==&lt;br /&gt;
&lt;br /&gt;
Building enterprise zones increases a country's maximum PCI. A country's max PCI is multiplied by (1+2*Ent/Land). If a country has 50% of its land covered by enterprise zones, maximum pci is doubled. This is optimal for [[casher]] ignoring food consumption. If a country has 100% of its land covered by enterprise zones, maximum pci is tripled.&lt;br /&gt;
&lt;br /&gt;
Enterprise zones are essential for the [[casher]] strategy.&lt;br /&gt;
&lt;br /&gt;
==Residence==&lt;br /&gt;
&lt;br /&gt;
Residences increase a country's maximum population. At 50% of acres built as residence population is doubled. This is optimal for [[casher]] not considering food consumption. The extra formula for the population increase is&lt;br /&gt;
&lt;br /&gt;
=(24*(1-0.95*Taxrate)*ResTech*GvtPOP)*residences&lt;br /&gt;
&lt;br /&gt;
Residences are essential for the casher strategy.&lt;br /&gt;
&lt;br /&gt;
==Industrial Complex==&lt;br /&gt;
&lt;br /&gt;
Industrial complexes produce military per turn. The percentage of industrial complexes producing each military type can be set in the [[Game_Layout#Manage|manage]] page.&lt;br /&gt;
&lt;br /&gt;
Industrial production can be increased with [[Technology#Industrial|industrial tech]] or by switching to the [[Governments#Communism|communist]] government. At 100% production, one industrial complex can produce 1.86 troops, jets, turrets, 0.4 tanks, or 0.62 spies.&lt;br /&gt;
&lt;br /&gt;
Industrial complexes provide the only way of acquiring [[spies]] and are the quickest way of gaining military, making them favored for certain startups. In addition, industrial complexes are heavily used by the [[indy]] strategy.&lt;br /&gt;
&lt;br /&gt;
==Military Base==&lt;br /&gt;
&lt;br /&gt;
Military bases do not directly produce anything. Instead, they decrease military expenditures and private market prices. Military bases are used in the [[military base reseller]] strategy.&lt;br /&gt;
&lt;br /&gt;
==Research Lab==&lt;br /&gt;
&lt;br /&gt;
Constructing research labs increases a country's tech per turn. Research labs provide increasing returns to scale. The exact formula for tech per turn is&lt;br /&gt;
&lt;br /&gt;
=Round(0.13*Labs*(1+Labs/Land)+3,0)&lt;br /&gt;
&lt;br /&gt;
Research labs are used for [[tech starts]] and the [[techer]] strategy.&lt;br /&gt;
&lt;br /&gt;
==Farm==&lt;br /&gt;
&lt;br /&gt;
Each farm produces 5.3 bushels per turn. The number of bushels per farm can be increased with agri tech or by switching to the fascism government. Farms are often used for startups because bushels can be sold on the private market for instant income. In addition, farms are essential for the [[farmer]] strategy.&lt;br /&gt;
&lt;br /&gt;
==Oil Rig==&lt;br /&gt;
&lt;br /&gt;
Each oil rig produces 2 barrels of per turn. The number of barrels per rig can be increased with by switching to the fascism government. Oil rigs are the main buildings for the [[oiler]] strategy and are sometimes used to self supply attacking needs by warrers or other countries, specifically when oil prices or supply are instable.&lt;br /&gt;
&lt;br /&gt;
==Construction Site==&lt;br /&gt;
&lt;br /&gt;
Construction sites (CS) increase buildings per turn (BPT), which is a measure of how many non-cs buildings can be constructed in one turn. One contruction site always requires one turn to build. As a regular government, 4 CSes get you 1 BPT.&lt;br /&gt;
&lt;br /&gt;
*140 CS = 40 BPT&lt;br /&gt;
*180 CS = 50 BPT&lt;br /&gt;
*220 CS = 60 BPT&lt;br /&gt;
&lt;br /&gt;
==Unused Land Area==&lt;br /&gt;
&lt;br /&gt;
Technically not a building, empty acres produce 0.4 bushels per turn. The number of bushels per empty acre can be increased with agri tech or by switching to the fascism government. Buildings require empty acres to construct: if a country wants to construct X buildings, it must have at least X empty acres.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Enshula</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Buildings&amp;diff=1081</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Buildings&amp;diff=1081"/>
				<updated>2010-06-22T04:56:11Z</updated>
		
		<summary type="html">&lt;p&gt;Enshula: /* Enterprise Zone */  casher optimal % info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Buildings are essential for long-term success. Buildings provide income, bushels, or other resources and require turns and empty acres to create.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Each building is worth $35 [[networth]]. There are seven types of buildings, listed below.&lt;br /&gt;
&lt;br /&gt;
==Enterprise Zone==&lt;br /&gt;
&lt;br /&gt;
Building enterprise zones increases a country's maximum PCI. A country's max PCI is multiplied by (1+2*Ent/Land). If a country has 50% of its land covered by enterprise zones, maximum pci is doubled. This is optimal for [[casher]] ignoring food consumption. If a country has 100% of its land covered by enterprise zones, maximum pci is tripled.&lt;br /&gt;
&lt;br /&gt;
Enterprise zones are essential for the [[casher]] strategy.&lt;br /&gt;
&lt;br /&gt;
==Residence==&lt;br /&gt;
&lt;br /&gt;
Residences increase a country's maximum population. At 50% of acres built as residence population is doubled. This is optimal for casher not considering food consumption. The extra formula for the population increase is&lt;br /&gt;
&lt;br /&gt;
=(24*(1-0.95*Taxrate)*ResTech*GvtPOP)*residences&lt;br /&gt;
&lt;br /&gt;
Residences are essential for the casher strategy.&lt;br /&gt;
&lt;br /&gt;
==Industrial Complex==&lt;br /&gt;
&lt;br /&gt;
Industrial complexes produce military per turn. The percentage of industrial complexes producing each military type can be set in the [[Game_Layout#Manage|manage]] page.&lt;br /&gt;
&lt;br /&gt;
Industrial production can be increased with [[Technology#Industrial|industrial tech]] or by switching to the [[Governments#Communism|communist]] government. At 100% production, one industrial complex can produce 1.86 troops, jets, turrets, 0.4 tanks, or 0.62 spies.&lt;br /&gt;
&lt;br /&gt;
Industrial complexes provide the only way of acquiring [[spies]] and are the quickest way of gaining military, making them favored for certain startups. In addition, industrial complexes are heavily used by the [[indy]] strategy.&lt;br /&gt;
&lt;br /&gt;
==Military Base==&lt;br /&gt;
&lt;br /&gt;
Military bases do not directly produce anything. Instead, they decrease military expenditures and private market prices. Military bases are used in the [[military base reseller]] strategy.&lt;br /&gt;
&lt;br /&gt;
==Research Lab==&lt;br /&gt;
&lt;br /&gt;
Constructing research labs increases a country's tech per turn. Research labs provide increasing returns to scale. The exact formula for tech per turn is&lt;br /&gt;
&lt;br /&gt;
=Round(0.13*Labs*(1+Labs/Land)+3,0)&lt;br /&gt;
&lt;br /&gt;
Research labs are used for [[tech starts]] and the [[techer]] strategy.&lt;br /&gt;
&lt;br /&gt;
==Farm==&lt;br /&gt;
&lt;br /&gt;
Each farm produces 5.3 bushels per turn. The number of bushels per farm can be increased with agri tech or by switching to the fascism government. Farms are often used for startups because bushels can be sold on the private market for instant income. In addition, farms are essential for the [[farmer]] strategy.&lt;br /&gt;
&lt;br /&gt;
==Oil Rig==&lt;br /&gt;
&lt;br /&gt;
Each oil rig produces 2 barrels of per turn. The number of barrels per rig can be increased with by switching to the fascism government. Oil rigs are the main buildings for the [[oiler]] strategy and are sometimes used to self supply attacking needs by warrers or other countries, specifically when oil prices or supply are instable.&lt;br /&gt;
&lt;br /&gt;
==Construction Site==&lt;br /&gt;
&lt;br /&gt;
Construction sites (CS) increase buildings per turn (BPT), which is a measure of how many non-cs buildings can be constructed in one turn. One contruction site always requires one turn to build. As a regular government, 4 CSes get you 1 BPT.&lt;br /&gt;
&lt;br /&gt;
*140 CS = 40 BPT&lt;br /&gt;
*180 CS = 50 BPT&lt;br /&gt;
*220 CS = 60 BPT&lt;br /&gt;
&lt;br /&gt;
==Unused Land Area==&lt;br /&gt;
&lt;br /&gt;
Technically not a building, empty acres produce 0.4 bushels per turn. The number of bushels per empty acre can be increased with agri tech or by switching to the fascism government. Buildings require empty acres to construct: if a country wants to construct X buildings, it must have at least X empty acres.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Enshula</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Buildings&amp;diff=1080</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Buildings&amp;diff=1080"/>
				<updated>2010-06-22T04:54:50Z</updated>
		
		<summary type="html">&lt;p&gt;Enshula: /* Residence */  optimal res% for casher info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Buildings are essential for long-term success. Buildings provide income, bushels, or other resources and require turns and empty acres to create.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Each building is worth $35 [[networth]]. There are seven types of buildings, listed below.&lt;br /&gt;
&lt;br /&gt;
==Enterprise Zone==&lt;br /&gt;
&lt;br /&gt;
Building enterprise zones increases a country's maximum PCI. A country's max PCI is multiplied by (1+2*Ent/Land). If a country has 50% of its land covered by enterprise zones, maximum pci is doubled. If a country has 100% of its land covered by enterprise zones, maximum pci is tripled.&lt;br /&gt;
&lt;br /&gt;
Enterprise zones are essential for the [[casher]] strategy.&lt;br /&gt;
&lt;br /&gt;
==Residence==&lt;br /&gt;
&lt;br /&gt;
Residences increase a country's maximum population. At 50% of acres built as residence population is doubled. This is optimal for casher not considering food consumption. The extra formula for the population increase is&lt;br /&gt;
&lt;br /&gt;
=(24*(1-0.95*Taxrate)*ResTech*GvtPOP)*residences&lt;br /&gt;
&lt;br /&gt;
Residences are essential for the casher strategy.&lt;br /&gt;
&lt;br /&gt;
==Industrial Complex==&lt;br /&gt;
&lt;br /&gt;
Industrial complexes produce military per turn. The percentage of industrial complexes producing each military type can be set in the [[Game_Layout#Manage|manage]] page.&lt;br /&gt;
&lt;br /&gt;
Industrial production can be increased with [[Technology#Industrial|industrial tech]] or by switching to the [[Governments#Communism|communist]] government. At 100% production, one industrial complex can produce 1.86 troops, jets, turrets, 0.4 tanks, or 0.62 spies.&lt;br /&gt;
&lt;br /&gt;
Industrial complexes provide the only way of acquiring [[spies]] and are the quickest way of gaining military, making them favored for certain startups. In addition, industrial complexes are heavily used by the [[indy]] strategy.&lt;br /&gt;
&lt;br /&gt;
==Military Base==&lt;br /&gt;
&lt;br /&gt;
Military bases do not directly produce anything. Instead, they decrease military expenditures and private market prices. Military bases are used in the [[military base reseller]] strategy.&lt;br /&gt;
&lt;br /&gt;
==Research Lab==&lt;br /&gt;
&lt;br /&gt;
Constructing research labs increases a country's tech per turn. Research labs provide increasing returns to scale. The exact formula for tech per turn is&lt;br /&gt;
&lt;br /&gt;
=Round(0.13*Labs*(1+Labs/Land)+3,0)&lt;br /&gt;
&lt;br /&gt;
Research labs are used for [[tech starts]] and the [[techer]] strategy.&lt;br /&gt;
&lt;br /&gt;
==Farm==&lt;br /&gt;
&lt;br /&gt;
Each farm produces 5.3 bushels per turn. The number of bushels per farm can be increased with agri tech or by switching to the fascism government. Farms are often used for startups because bushels can be sold on the private market for instant income. In addition, farms are essential for the [[farmer]] strategy.&lt;br /&gt;
&lt;br /&gt;
==Oil Rig==&lt;br /&gt;
&lt;br /&gt;
Each oil rig produces 2 barrels of per turn. The number of barrels per rig can be increased with by switching to the fascism government. Oil rigs are the main buildings for the [[oiler]] strategy and are sometimes used to self supply attacking needs by warrers or other countries, specifically when oil prices or supply are instable.&lt;br /&gt;
&lt;br /&gt;
==Construction Site==&lt;br /&gt;
&lt;br /&gt;
Construction sites (CS) increase buildings per turn (BPT), which is a measure of how many non-cs buildings can be constructed in one turn. One contruction site always requires one turn to build. As a regular government, 4 CSes get you 1 BPT.&lt;br /&gt;
&lt;br /&gt;
*140 CS = 40 BPT&lt;br /&gt;
*180 CS = 50 BPT&lt;br /&gt;
*220 CS = 60 BPT&lt;br /&gt;
&lt;br /&gt;
==Unused Land Area==&lt;br /&gt;
&lt;br /&gt;
Technically not a building, empty acres produce 0.4 bushels per turn. The number of bushels per empty acre can be increased with agri tech or by switching to the fascism government. Buildings require empty acres to construct: if a country wants to construct X buildings, it must have at least X empty acres.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Enshula</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Formulas&amp;diff=1079</id>
		<title>Formulas</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Formulas&amp;diff=1079"/>
				<updated>2010-06-22T04:49:11Z</updated>
		
		<summary type="html">&lt;p&gt;Enshula: seems slag is removing formulas from this page and that they are somewhere else....&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p&amp;gt;'''Please note, a lot of these are old formulas, and need to be updated. This list does not include every formula either.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Earth is a game of numbers and formulas. So here they are:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table border cols=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Calculating&amp;lt;/th&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;th&amp;gt;Formula&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Per Capita Income (PCI)&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;22.5 * (1 - Taxrate) * (1 + (Networth/Land)/90000) * (1 + 2 * Ent/Land)&lt;br /&gt;
* BusTech * GvtPCIBonus&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Revenue&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;PCI * Pop * Taxrate&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Construction Cost&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;3 * Land + 1500&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Destruction Cost&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;0.2 * (3 * Land + 1500)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Oil Consumption&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;Oil is consumed at a rate of 1 Barrel for 25 Military Units (only applies to Troops, Jets and Tanks when attacking). &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Buildings Per Turn&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
(CS/4 + 5) * GvtContrBonus&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Military Upkeep&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Troops Upkeep: Troops * .11 * MilTech% * (1 + Networth/40000000) * GvtBonus * Constant&amp;lt;br /&amp;gt;&lt;br /&gt;
Jets Upkeep: Jets * .14 * MilTech% * (1 + Networth/40000000) * GvtBonus * Constant&amp;lt;br /&amp;gt;&lt;br /&gt;
Turrets Upkeep: Turrets * .18 * MilTech% * (1 + Networth/40000000) * GvtBonus * Constant&amp;lt;br /&amp;gt;&lt;br /&gt;
Tanks Upkeep: Tanks * .57 * MilTech% * (1 + Networth/40000000) * GvtBonus * Constant&amp;lt;br /&amp;gt;&lt;br /&gt;
Spies Upkeep: Spies * 1 * MilTech% * (1 + Networth/40000000) * GvtBonus * Constant&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Constant = If MilBases/Land &amp;amp;lt; .295 Constant = 1 - 1.3*(MilBases/Land) Else (that is, if the number of MilBases built is more than 29.5% of your land) Constant = 0.61&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Alliance Costs&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Defensive Allies: DefAllies * Networth * .002 (0.2% of NW each)&amp;lt;br /&amp;gt;&lt;br /&gt;
Offensive Allies: OffAllies * Networth * .002 (0.2% of NW each)&amp;lt;br /&amp;gt;&lt;br /&gt;
Intelligence Allies: IntelAllies * Networth * .0015 (0.15% of NW each)&amp;lt;br /&amp;gt;&lt;br /&gt;
Research Allies: ResAllies * Networth * .0015 (0.15% of NW each)&amp;lt;br /&amp;gt;&lt;br /&gt;
Trade Pacts: TradePacts * Networth * .0005 (0.05% of NW each)&amp;lt;br /&amp;gt;&lt;br /&gt;
GDI Costs (non-Theocracy): Land * 4&amp;lt;br /&amp;gt;&lt;br /&gt;
GDI Costs (Theocracy): Land * 8&amp;lt;br /&amp;gt;&lt;br /&gt;
Declare War Costs: Land * 10&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GDI Penalty&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;Because of the defensive nature of the alliance, one side effect of GDI is 10% lower gains from your attacks.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Land Upkeep&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
If land is less than 1500A:&amp;lt;br /&amp;gt;&lt;br /&gt;
Land Upkeep = Land^2 * 7/1500 + Land*3&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If land is more than 1500A:&amp;lt;br /&amp;gt;&lt;br /&gt;
Land Upkeep = Land * 10&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that when Land = 1500, both formulas give the same upkeep.&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Total Expense&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Military Upkeep Costs + Alliance Upkeep Costs + Land Upkeep Costs&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt;&amp;amp;nbsp; A good player does not have to know all the formulas.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Enshula</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Formulas&amp;diff=1078</id>
		<title>Formulas</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Formulas&amp;diff=1078"/>
				<updated>2010-06-22T04:44:29Z</updated>
		
		<summary type="html">&lt;p&gt;Enshula: added food consumption, removed upkeep in military upkeep, could remove unit name in food consumption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p&amp;gt;'''Please note, a lot of these are old formulas, and need to be updated. This list does not include every formula either.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Earth is a game of numbers and formulas. So here they are:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table border cols=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Calculating&amp;lt;/th&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;th&amp;gt;Formula&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Per Capita Income (PCI)&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;22.5 * (1 - Taxrate) * (1 + (Networth/Land)/90000) * (1 + 2 * Ent/Land)&lt;br /&gt;
* BusTech * GvtPCIBonus&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Revenue&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;PCI * Pop * Taxrate&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Construction Cost&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;3 * Land + 1500&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Destruction Cost&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;0.2 * (3 * Land + 1500)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Oil Consumption&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;Oil is consumed at a rate of 1 Barrel for 25 Military Units (only applies to Troops, Jets and Tanks when attacking). &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Buildings Per Turn&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
(CS/4 + 5) * GvtContrBonus&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Military Upkeep&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Troops: Troops * .11 * MilTech% * (1 + Networth/40000000) * GvtBonus * Constant&amp;lt;br /&amp;gt;&lt;br /&gt;
Jets: Jets * .14 * MilTech% * (1 + Networth/40000000) * GvtBonus * Constant&amp;lt;br /&amp;gt;&lt;br /&gt;
Turrets: Turrets * .18 * MilTech% * (1 + Networth/40000000) * GvtBonus * Constant&amp;lt;br /&amp;gt;&lt;br /&gt;
Tanks: Tanks * .57 * MilTech% * (1 + Networth/40000000) * GvtBonus * Constant&amp;lt;br /&amp;gt;&lt;br /&gt;
Spies: Spies * 1 * MilTech% * (1 + Networth/40000000) * GvtBonus * Constant&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Constant = If MilBases/Land &amp;amp;lt; .295 Constant = 1 - 1.3*(MilBases/Land) Else (that is, if the number of MilBases built is more than 29.5% of your land) Constant = 0.61&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Food Consumption&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Troops: Troops * 0.001&amp;lt;br /&amp;gt;&lt;br /&gt;
Jets: Jets * 0.001&amp;lt;br /&amp;gt;&lt;br /&gt;
Turrets: Turrets * 0.001&amp;lt;br /&amp;gt;&lt;br /&gt;
Tanks: Tanks * 0.003&amp;lt;br /&amp;gt;&lt;br /&gt;
Spies: Spies * 0.005&amp;lt;br /&amp;gt;&lt;br /&gt;
Population: Population * 0.030&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Alliance Costs&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Defensive Allies: DefAllies * Networth * .002 (0.2% of NW each)&amp;lt;br /&amp;gt;&lt;br /&gt;
Offensive Allies: OffAllies * Networth * .002 (0.2% of NW each)&amp;lt;br /&amp;gt;&lt;br /&gt;
Intelligence Allies: IntelAllies * Networth * .0015 (0.15% of NW each)&amp;lt;br /&amp;gt;&lt;br /&gt;
Research Allies: ResAllies * Networth * .0015 (0.15% of NW each)&amp;lt;br /&amp;gt;&lt;br /&gt;
Trade Pacts: TradePacts * Networth * .0005 (0.05% of NW each)&amp;lt;br /&amp;gt;&lt;br /&gt;
GDI Costs (non-Theocracy): Land * 4&amp;lt;br /&amp;gt;&lt;br /&gt;
GDI Costs (Theocracy): Land * 8&amp;lt;br /&amp;gt;&lt;br /&gt;
Declare War Costs: Land * 10&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GDI Penalty&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;Because of the defensive nature of the alliance, one side effect of GDI is 10% lower gains from your attacks.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Land Upkeep&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
If land is less than 1500A:&amp;lt;br /&amp;gt;&lt;br /&gt;
Land Upkeep = Land^2 * 7/1500 + Land*3&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If land is more than 1500A:&amp;lt;br /&amp;gt;&lt;br /&gt;
Land Upkeep = Land * 10&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that when Land = 1500, both formulas give the same upkeep.&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Total Expense&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Military Upkeep Costs + Alliance Upkeep Costs + Land Upkeep Costs&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt;&amp;amp;nbsp; A good player does not have to know all the formulas.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Enshula</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Playing_your_first_turns&amp;diff=1077</id>
		<title>Playing your first turns</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Playing_your_first_turns&amp;diff=1077"/>
				<updated>2010-06-22T04:19:09Z</updated>
		
		<summary type="html">&lt;p&gt;Enshula: changed spys to turrets for private market sales, added bulk csites&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Now that you've picked a server, created a country and taken a look at the [[Game Layout]] it's time to start playing turns.  Below are some general tips and guidelines to get you started, feel free to check out [[:Category:Advanced Gameplay|Advanced Gameplay]] if you want more detailed information about strategies and game mechanics.&lt;br /&gt;
&lt;br /&gt;
==General Guidelines==&lt;br /&gt;
These are not set-in-stone rules, but will help your country get going smoothly.&lt;br /&gt;
&lt;br /&gt;
*The best overall tax rate is 35%&lt;br /&gt;
*At the beginning of the game, it is a good idea to build some farms and industrial complexes to produce spies and bushels. As the game progresses you will construct only those buildings that benefit your specialization (see below).&lt;br /&gt;
*During the first 50 or so turns produce 100% turrets. At the end of each turn, try and sell all of your turrets. This will keep your expenses down and generate cash to build more buildings.&lt;br /&gt;
*Build effectively. Try and build your max BPT (buildings per turn) each turn. Try not to build double IE: you have 20BPT, but can build 40, so you take 2 turns building 40. The ideal way is to build 20, sell off turrets, then build 20, sell off turrets etc.&lt;br /&gt;
*Explore 1 turn at a time, again selling turrets each turn. &lt;br /&gt;
*Try not to waste turns cashing. This is counter-productive within the first 99 turns.&lt;br /&gt;
*Try to get your [[BPT]] (buildings per turn) up high early by building construction sites.  This will allow you to more efficiently construct buildings. &lt;br /&gt;
*Unless you are running a Cash start it is best to build a chunk of construction sites, then explore and build your other buildings, then finish off with another chunk of conscruction sites.&lt;br /&gt;
*Take a look at the Scores tab from time to time and make sure your country does not have significantly more acres than the countries around you. This will prevent you from standing out to aggressive countries looking to capture your land.&lt;br /&gt;
*If you are making negative amounts of cash each turn you can sell bushels on your Private Market. Just be sure not to let your cash or food fall to zero, you will lose a percentage of your military when this happens.&lt;br /&gt;
*Avoid making a [[Rainbow]] country. This is a country that has buildings of all types and is not an efficient strategy. (see below)&lt;br /&gt;
*Use your turns up to turn 99, then wait for them to refresh while your country is still in [[protection]]. Protection means your country cannot be attacked.  By saving turns you will have a stronger country that can fend for itself when you come out of protection.&lt;br /&gt;
&lt;br /&gt;
==About Specialization==&lt;br /&gt;
Specialization means that your country will be producing a large amount of ONE type of unit.  For example: A casher produces large amounts of cash by building Enterprise Zones and Residences then buys bushels from the [[Public Market]].  Cashers do not have farms and lose bushels every turn.  In contrast, farmers produce bushels, which they sell on the Public Market.  Farmers, for the most part, do not have Enterprise Zones and Residences and lose cash each turn.&lt;br /&gt;
&lt;br /&gt;
By specializing, your country runs efficiently.&lt;br /&gt;
&lt;br /&gt;
You may want to take a look at some [[http://wiki.earthempires.com/index.php/Category:Strategies|Basic Strategies]] for guidance on specialization.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Enshula</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=LaFamiglia&amp;diff=1076</id>
		<title>LaFamiglia</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=LaFamiglia&amp;diff=1076"/>
				<updated>2010-06-22T03:55:13Z</updated>
		
		<summary type="html">&lt;p&gt;Enshula: Created page with 'Category:Earth Council Category:Alliance Server Category:Alliances LaFamiglia is currently the largest alliance on the alliance server. (as of Jun 4 - Aug 2 rest)   L…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Earth Council]]&lt;br /&gt;
[[Category:Alliance Server]]&lt;br /&gt;
[[Category:Alliances]]&lt;br /&gt;
LaFamiglia is currently the largest alliance on the alliance server. (as of Jun 4 - Aug 2 rest)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LaFamiglia are successful netgainers regularly placing many top 10 and top 100 countries. As well as winning total networth and average networth multiple times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Website:&lt;br /&gt;
&lt;br /&gt;
[http://lafamiglia.org/ LaFamiglia]&lt;/div&gt;</summary>
		<author><name>Enshula</name></author>	</entry>

	</feed>