<?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=Rockman</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=Rockman"/>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php/Special:Contributions/Rockman"/>
		<updated>2026-11-01T16:45:54Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Diminishing_Returns&amp;diff=10916</id>
		<title>Diminishing Returns</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Diminishing_Returns&amp;diff=10916"/>
				<updated>2011-09-14T18:50:17Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Diminishing returns is a game mechanic which causes each [[attack]] to yield less [[land]] and [[resources]] captured.  This applies to only [[Standard Strikes]] and [[Planned Strikes]].&lt;br /&gt;
&lt;br /&gt;
The diminishing returns schedule is thus:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class='wikitable'&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Number of Attacks&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Gains Multiplier&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1-3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;4-5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;6-7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;8-9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.35&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;10-11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;12+&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Diminishing returns naturally wear off 24 hours after an attack was done, and can also be partly or completely removed when the victim does successful SS/PS/GS/BR/AB.  Each successful attack done by the target will remove 1 attack of diminishing returns from them until they are back at the zero level.&lt;br /&gt;
&lt;br /&gt;
[[Ghost Acre]] diminishing returns follow the same scale as diminishing returns, but they are only removed by time, and cannot be removed when the victim attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are also diminishing returns for harmful spy ops which, rather than reduce damage by a proportion as above, reduces the overall rate of success for harmful [[spying]].  When a target reaches a level at which spy ops are exceptionally more difficult, a target is said to be &amp;quot;spied out.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category: Advanced Gameplay]]&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Dictatorship&amp;diff=10915</id>
		<title>Dictatorship</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Dictatorship&amp;diff=10915"/>
				<updated>2011-09-14T18:46:34Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{govtnav}}&lt;br /&gt;
[[Category: Governments]]&lt;br /&gt;
[[Category:Advanced Gameplay]]&lt;br /&gt;
&lt;br /&gt;
{{infobox government&lt;br /&gt;
| bonus = +25% Military Strength, +30% Spy Effectiveness&lt;br /&gt;
| penalty = -30% Construction Speed &lt;br /&gt;
| com = 6%&lt;br /&gt;
| turns = 2&lt;br /&gt;
| rev = 14%-39%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The dictator is one of eight governments. The Dictator is a specialist war government that is built for pure power.&lt;br /&gt;
&lt;br /&gt;
==Bonuses and penalties==&lt;br /&gt;
*+25% [[military]] strength&lt;br /&gt;
*+30% [[spy]] effectiveness&lt;br /&gt;
*+32% [[Buildings]] capture on landgrabs&lt;br /&gt;
*-30% [[construction]] speed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common strategies==&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 most other strategy&lt;br /&gt;
can be used.&lt;br /&gt;
&lt;br /&gt;
==Other uses==&lt;br /&gt;
&lt;br /&gt;
The Dictator is a specialist 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;
The increase in [[Ghost Acres]] from grabs helps dictators grow fast, and this bonus is more noticeable when bottomfeeding, due to the higher ratio of ghost acres to acres taken on bottomfeeds.  Dictators have to be more selective in target finding, as they are more reliant on ghost acres as part of their gains than anyone else, and while attacking removes [[DR]], it does not remove ghost acre [[DR]].  In some situations, tyrannies gain more land than a dictator, but in other situations, dictators will gain more land than a [[tyranny]].  Both governments make excellent choices for a skilled landgrabber. The decrease in [[construction]] speed makes this government difficult for some, so dictator is not a government that is recommended for use by newer players.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Dictatorship&amp;diff=10914</id>
		<title>Dictatorship</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Dictatorship&amp;diff=10914"/>
				<updated>2011-09-14T18:45:05Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{govtnav}}&lt;br /&gt;
[[Category: Governments]]&lt;br /&gt;
[[Category:Advanced Gameplay]]&lt;br /&gt;
&lt;br /&gt;
{{infobox government&lt;br /&gt;
| bonus = +25% Military Strength, +30% Spy Effectiveness&lt;br /&gt;
| penalty = -30% Construction Speed &lt;br /&gt;
| com = 6%&lt;br /&gt;
| turns = 2&lt;br /&gt;
| rev = 14%-39%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The dictator is one of eight governments. The Dictator is a specialist war government that is built for pure power.&lt;br /&gt;
&lt;br /&gt;
==Bonuses and penalties==&lt;br /&gt;
*+25% [[military]] strength&lt;br /&gt;
*+30% [[spy]] effectiveness&lt;br /&gt;
*+32% [[Buildings]] capture on landgrabs&lt;br /&gt;
*-30% [[construction]] speed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common strategies==&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 most other strategy&lt;br /&gt;
can be used.&lt;br /&gt;
&lt;br /&gt;
==Other uses==&lt;br /&gt;
&lt;br /&gt;
The Dictator is a specialist 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;
The increase in [[Ghost Acres]] from grabs helps dictators grow fast, and this bonus is more noticeable when bottomfeeding, due to the higher ratio of ghost acres to acres taken on bottomfeeds.  Dictators have to be more selective in target finding, as they are more reliant on ghost acres as part of their gains than anyone else, and while attacking removes DR, it does not remove ghost acre DR.  In some situations, tyrannies gain more land than a dictator, but in other situations, dictators will gain more land than a [[tyranny]].  Both governments make excellent choices for a skilled landgrabber. The decrease in [[construction]] speed makes this government difficult for some, so dictator is not a government that is recommended for use by newer players.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Destocking&amp;diff=10876</id>
		<title>Destocking</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Destocking&amp;diff=10876"/>
				<updated>2011-09-09T19:58:44Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stratnav}}&lt;br /&gt;
[[Category:Strategies]]&lt;br /&gt;
[[Category:Terminology]]&lt;br /&gt;
&lt;br /&gt;
Selling off stored or [[stocking|stockpiled]] [[bushels]] and [[oil]] near the end of the [[reset]] and buying up [[military]] to jump in [[networth]].  It is also often called 'jumping'.&lt;br /&gt;
&lt;br /&gt;
Destocking is done in one of three ways.&lt;br /&gt;
&lt;br /&gt;
1) Jumping off your [[private market]] as a [[Reseller|MBR]]&lt;br /&gt;
&lt;br /&gt;
2) Jumping off your [[private market]] without switching to [[Reseller|MBR]]&lt;br /&gt;
&lt;br /&gt;
3) Jumping off the [[public market]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the first two methods of jumping, both [[Democracy]] and [[Theocracy]] are effective governments.  For the last method of jumping, [[Democracy]] is the only effective government.  The main advantage of jumping as a [[Democracy]] is its lack of market commissions, both on the sale of goods, and on the purchase of goods off the [[public market]].  This means that a [[Democracy]] will get 6% more money from food sales to spend on military.  It also has the minor advantage of a slightly higher [[military_technology|military tech]] maximum, giving it slightly cheaper goods on its [[private market]].  The advantage to [[Theocracy]] is its 20% cheaper goods on its [[private market]].  [[Theocracy]] is normally a better option than [[Democracy]] for both method #1 and method #2.&lt;br /&gt;
&lt;br /&gt;
One should sell spend all of their cash on hand on food before switching governments, and sell 25% of their military, 100% of their food and oil, and 25% of their [[technology]] before switching their government to [[Democracy]] or [[Theocracy]].  This will completely protect your food and oil stockpile from the loss of goods on hand when switching governments.&lt;br /&gt;
&lt;br /&gt;
==Method #1 - Jumping off your private market after switching to Military Base Reseller==&lt;br /&gt;
&lt;br /&gt;
Method #1, jumping as a DMBR - [[Democracy]] [[Reseller|MBR]] or TMBR - [[Theocracy]] [[Reseller|MBR]] is the most difficult way to jump, and takes the most planning and preparation.  The advantage is that a DMBR will get about 5.2 million networth for each billion cash they have left over after switching to [[Reseller|MBR]], and a TMBR will get about 6 million networth for each billion cash they have left over after switching to [[Reseller|MBR]].  Due to the high cost of switching buildings, both in turns used and building costs, it takes a very large stockpile for this method to be the ideal option for larger countries.  For smaller countries, their smaller landsize will often not give a large enough [[private market]] for this method to be the ideal option.&lt;br /&gt;
&lt;br /&gt;
Switching to [[Reseller|MBR]] is done by switching your government to [[Democracy]] or [[Theocracy]] and then selling off part of your stockpile to give the cash needed for a country to tear down its old buildings and build [[military_bases|military bases]] in their place.  The country must also purchase plenty of [[military_technology|military tech]].  Once it has switched all of its buildings, and has [[military_technology|military tech]] as low as it can go for their government - 89% for [[theocracy]], 82% for [[democracy]], they can sell off the rest of their stockpile and buy all the military available on the [[private market]] for the next few days or even weeks.  Once they run out of stockpile, they can sell military on the [[public market]] at significantly higher prices than they can purchase it for off their own [[private market]] to generate a tiny bit more networth.  You do not want to run out of stockpile with more than 1 to 5 days left in the set, depending on the market conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Method #2 - Jumping off your private market without switching buildings==&lt;br /&gt;
&lt;br /&gt;
Method #2, jumping as a [[Democracy]] or [[Theocracy]] off your [[private market]] without switching buildings saves you both time and money compared to method #1.  By not changing your buildings, you have more time to keep increasing the size of your stockpile.  And by not spending any of your stockpile on buildings, you have a larger stockpile to spend on your [[private market]].  The downside is that you get about 4 million networth for each billion cash of your stockpile as a [[Democracy]], or about 4.5 million networth for each billion cash of your stockpile as a [[Theocracy]].  Like with method #1, you will need to buy [[military_technology|military tech]] until your tech levels are 89% for [[theocracy]] or 82% for [[democracy]].  This method is only effective when jumping very very late in the set, in the last 1 or 2 days for smaller countries that do not have enough stockpile to switch to [[Reseller|MBR]], or 5 to 7 days for bigger countries that are too big to switch to [[Reseller|MBR]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Private Market Regeneration for Methods 1 and 2==&lt;br /&gt;
&lt;br /&gt;
Both of these methods have a very predictable speed at which you can jump.  If you logout of your country with your [[private market]] completely empty of military, it will regenerate 3 [[troops]], 2.5 [[jets]], 2.5 [[turrets]], and 1 [[tank]] for every acre your country has for each turn that your gain while logged out.  The initial size of your [[private market]] will normally be about 1 to 1.5 days worth of regeneration, depending on the prior frequency of your logins.  With some arithmetic, you can calculate exactly how much time you will need to spend buying out your [[private market]], and you can time the start of your destocking process to lineup perfectly with the end of the set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Method #3 - Jumping off the Public Market==&lt;br /&gt;
&lt;br /&gt;
Method #3 is done as a [[Democracy]] in most cases, or done in whatever government one currently is, if their stockpile is so small that a government switch to [[Democracy]] would not pay off.  This method is the easiest for new players with smaller stockpiles.  For countries with larger stockpiles, even the most experienced player will find this method extremely challenging.  For this method, one sells their stockpiled [[food]], [[oil]], and [[technology]] on the [[public market]] and buys military off the [[public market]].  The difficulty with this strategy is that unlike the first two methods, the speed at which you can spend money on military is very unpredictable.  The closer you get to the end of the set, the less likely you are to find military available on the [[public market]] which is cheaper than the military available on your [[private market]].  Finding any military on the [[public market]] during the last day can often be very hard and very expensive.  Because of its unpredictability, it is a much riskier method of destocking.  It is also the most lucrative, as there are many people who play [[Reseller|MBR]] improperly and end up running out of stockpile too early, and therefore cause military prices to drop close to the end of the set.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Mercenaries,_Incorporated_Retal_Policy&amp;diff=10849</id>
		<title>Mercenaries, Incorporated Retal Policy</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Mercenaries,_Incorporated_Retal_Policy&amp;diff=10849"/>
				<updated>2011-08-30T16:46:17Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mercs uses 1:1 retals the first 4 hits in 24 hours or the first 6 hits in 48 hours by another alliance against us.  Any hits beyond the first 4 in 24 hours or the first 6 in 48 hours from the same alliance will be retalled 2:1.&lt;br /&gt;
&lt;br /&gt;
The RoR window is 48 hours.  If you hit a Mercs country within 48 hours of it doing a retal on your alliance, you will be retalled 2:1.&lt;br /&gt;
&lt;br /&gt;
We conduct all 1:1 retals within 48 hours of the initial grab, if our target's DR allows us to.  If you remain in DR due to reasons beyond our control, we will extend the retal window, or request to be allowed to attack a different country in retaliation for similar or better gains.&lt;br /&gt;
&lt;br /&gt;
If we owe more than 1 retal to a specific country, we will extend the retal window to 72 hours.  And as with above, if your DR prevents us from retalling inside the retal window, we will extend the window or request to be allowed to attack a different country in retaliation for similar or better gains.&lt;br /&gt;
&lt;br /&gt;
Mercs does not accept landgrabs from countries that have been involved in self-farming.  If you attack Mercs, we reserve the right to retal any country in your alliance that has attacked the country you attacked us with, or any country that you have attacked with the country that you attacked us with.  And we will not necessarily use 1:1 retals either, should our retal policy allow us to attack multiple countries in your alliance for a single attack on us.  &lt;br /&gt;
&lt;br /&gt;
Mercs does not allow our members to landgrab other alliances (outside of war) at the moment, but we may allow landgrabs on other alliances in response to excessive grabbing by that alliance on us.  If we do landgrab with a country that was involved in self-farming, we do not permit you the right to use this aspect of our retal policy against us, as we have done so in response to your alliance's aggression.  Every other aspect of our retal policy may be used against us.&lt;br /&gt;
&lt;br /&gt;
Mercs does not use special attacks to put our countries in DR to avoid being grabbed.  We believe that any alliance using this technique for DR should not engage in landgrabbing.  We believe that we have pacted every alliance on FFA that permits self-DRing via special attacks, so we have not yet found the need to formulate a policy on how to treat landgrabs from alliances which use self-DR to effectively deny others the right to landgrab them.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Mercenaries,_Incorporated_Retal_Policy&amp;diff=10848</id>
		<title>Mercenaries, Incorporated Retal Policy</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Mercenaries,_Incorporated_Retal_Policy&amp;diff=10848"/>
				<updated>2011-08-30T16:45:37Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mercs uses 1:1 retals the first 4 hits in 24 hours or the first 6 hits in 48 hours by another alliance against us.  Any hits beyond the first 4 in 24 hours or the first 6 in 48 hours from the same alliance will be retalled 2:1.&lt;br /&gt;
&lt;br /&gt;
The RoR window is 48 hours.  If you hit a Mercs country within 48 hours of it doing a retal on your alliance, you will be retalled 2:1.&lt;br /&gt;
&lt;br /&gt;
Mercs does not accept landgrabs from countries that have been involved in self-farming.  If you attack Mercs, we reserve the right to retal any country in your alliance that has attacked the country you attacked us with, or any country that you have attacked with the country that you attacked us with.  And we will not necessarily use 1:1 retals either, should our retal policy allow us to attack multiple countries in your alliance for a single attack on us.  &lt;br /&gt;
&lt;br /&gt;
Mercs does not allow our members to landgrab other alliances (outside of war) at the moment, but we may allow landgrabs on other alliances in response to excessive grabbing by that alliance on us.  If we do landgrab with a country that was involved in self-farming, we do not permit you the right to use this aspect of our retal policy against us, as we have done so in response to your alliance's aggression.  Every other aspect of our retal policy may be used against us.&lt;br /&gt;
&lt;br /&gt;
We conduct all 1:1 retals within 48 hours of the initial grab, if our target's DR allows us to.  If you remain in DR due to reasons beyond our control, we will extend the retal window, or request to be allowed to attack a different country in retaliation for similar or better gains.&lt;br /&gt;
&lt;br /&gt;
If we owe more than 1 retal to a specific country, we will extend the retal window to 72 hours.  And as with above, if your DR prevents us from retalling inside the retal window, we will extend the window or request to be allowed to attack a different country in retaliation for similar or better gains.&lt;br /&gt;
&lt;br /&gt;
Mercs does not use special attacks to put our countries in DR to avoid being grabbed.  We believe that any alliance using this technique for DR should not engage in landgrabbing.  We believe that we have pacted every alliance on FFA that permits self-DRing via special attacks, so we have not yet found the need to formulate a policy on how to treat landgrabs from alliances which use self-DR to effectively deny others the right to landgrab them.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Mercenaries,_Incorporated_Retal_Policy&amp;diff=10847</id>
		<title>Mercenaries, Incorporated Retal Policy</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Mercenaries,_Incorporated_Retal_Policy&amp;diff=10847"/>
				<updated>2011-08-30T16:43:40Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mercs uses 1:1 retals the first 4 hits in 24 hours or the first 6 hits in 48 hours by another alliance against us.  Any hits beyond the first 4 in 24 hours or the first 6 in 48 hours from the same alliance will be retalled 2:1.&lt;br /&gt;
&lt;br /&gt;
The RoR window is 48 hours.  If you hit a Mercs country within 48 hours of it doing a retal on your alliance, you will be retalled 2:1.&lt;br /&gt;
&lt;br /&gt;
Mercs does not accept landgrabs from countries that have been involved in self-farming.  If you attack Mercs, we reserve the right to retal any country in your alliance that has attacked the country you attacked us with, or any country that you have attacked with the country that you attacked us with.  And we will not necessarily use 1:1 retals either, should our retal policy allow us to attack multiple countries in your alliance for a single attack on us.  &lt;br /&gt;
&lt;br /&gt;
Mercs does not allow our members to landgrab other alliances (outside of war) at the moment, but we may allow landgrabs on other alliances in response to excessive grabbing by that alliance on us.  If we do landgrab with a country that was involved in self-farming, we do not permit you the right to use our retal policy against us, as we have done so in response to your alliance's aggression.  Every other aspect of our retal policy may be used against us.&lt;br /&gt;
&lt;br /&gt;
We conduct all 1:1 retals within 48 hours of the initial grab, if our target's DR allows us to.  If you remain in DR due to reasons beyond our control, we will extend the retal window, or request to be allowed to attack a different country in retaliation for similar or better gains.&lt;br /&gt;
&lt;br /&gt;
If we owe more than 1 retal to a specific country, we will extend the retal window to 72 hours.  And as with above, if your DR prevents us from retalling inside the retal window, we will extend the window or request to be allowed to attack a different country in retaliation for similar or better gains.&lt;br /&gt;
&lt;br /&gt;
Mercs does not use special attacks to put our countries in DR to avoid being grabbed.  We believe that any alliance using this technique for DR should not engage in landgrabbing.  We believe that we have pacted every alliance on FFA that permits self-DRing via special attacks, so we have not yet found the need to formulate a policy on how to treat landgrabs from alliances which use self-DR to effectively deny others the right to landgrab them.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Mercenaries,_Incorporated_Retal_Policy&amp;diff=10846</id>
		<title>Mercenaries, Incorporated Retal Policy</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Mercenaries,_Incorporated_Retal_Policy&amp;diff=10846"/>
				<updated>2011-08-30T16:40:20Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: Created page with &amp;quot;Mercs uses 1:1 retals the first 4 hits in 24 hours or the first 6 hits in 48 hours by another alliance against us.  Any hits beyond the first 4 in 24 hours or the first 6 in 48 h...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mercs uses 1:1 retals the first 4 hits in 24 hours or the first 6 hits in 48 hours by another alliance against us.  Any hits beyond the first 4 in 24 hours or the first 6 in 48 hours from the same alliance will be retalled 2:1.&lt;br /&gt;
&lt;br /&gt;
The RoR window is 48 hours.  If you hit a Mercs country within 48 hours of it doing a retal on your alliance, you will be retalled 2:1.&lt;br /&gt;
&lt;br /&gt;
Mercs does not accept landgrabs from countries that have been involved in self-farming.  If you attack Mercs, we reserve the right to retal any country in your alliance that has attacked the country you attacked us with, or any country that you have attacked with the country that you attacked us with.  And we will not necessarily use 1:1 retals either, should our retal policy allow us to attack multiple countries in your alliance for a single attack on us.&lt;br /&gt;
&lt;br /&gt;
We conduct all 1:1 retals within 48 hours of the initial grab, if our target's DR allows us to.  If you remain in DR due to reasons beyond our control, we will extend the retal window, or request to be allowed to attack a different country in retaliation for similar or better gains.&lt;br /&gt;
&lt;br /&gt;
If we owe more than 1 retal to a specific country, we will extend the retal window to 72 hours.  And as with above, if your DR prevents us from retalling inside the retal window, we will extend the window or request to be allowed to attack a different country in retaliation for similar or better gains.&lt;br /&gt;
&lt;br /&gt;
Mercs does not use special attacks to put our countries in DR to avoid being grabbed.  We believe that any alliance using this technique for DR should not engage in landgrabbing.  We believe that we have pacted every alliance on FFA that permits self-DRing via special attacks, so we have not yet found the need to formulate a policy on how to treat landgrabs from alliances which use self-DR to effectively deny others the right to landgrab them.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Mercenaries,_Incorporated&amp;diff=10794</id>
		<title>Mercenaries, Incorporated</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Mercenaries,_Incorporated&amp;diff=10794"/>
				<updated>2011-08-19T14:40:17Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Alliances on the Free For All Server]]&lt;br /&gt;
{{allianceinfo&lt;br /&gt;
| image              = &lt;br /&gt;
| founders           = [[Azz Kikr]] and [[Rockman]]&lt;br /&gt;
| founded            = Initially in 1999, Re-founded May 31, 2011&lt;br /&gt;
| origins            = &lt;br /&gt;
| num_members        = &lt;br /&gt;
| motto              = &lt;br /&gt;
| focus              = Netgaining while war-ready&lt;br /&gt;
| president          = [[Azz Kikr]]&lt;br /&gt;
| vps                = [[Rockman]]&lt;br /&gt;
| hfa                = &lt;br /&gt;
| fas                = &lt;br /&gt;
| hia                = &lt;br /&gt;
| ias                = &lt;br /&gt;
| hwar               = &lt;br /&gt;
| Recruiting Head    = &lt;br /&gt;
| homepage           = [http://www.boxcarhosting.com/public/application.php?clanID=Mercs Mercenaries, Inc.]&lt;br /&gt;
| irc                = irc.earthempires.com #mercs&lt;br /&gt;
| fbpage             =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Earth Empires [[FFA]] Alliance from the [[Earth 2025]] days, re-established in Earth Empires for reset 9.&lt;br /&gt;
&lt;br /&gt;
Founding leaders of Earth Empires version of The Mercenaries, Incorporated are [[Azz Kikr]] and [[Rockman]].  The founding members are [[ZDH]], [[Enshula]], [[Newworld]], [[CX]].&lt;br /&gt;
&lt;br /&gt;
[[Azz Kikr]] and [[Enshula]] were both leaders in the Earth 2025 incarnation of Mercenaries, Incorporated.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
==9th round of FFA==&lt;br /&gt;
&lt;br /&gt;
Mercenaries, Incorporated's first set on FFA was round 9 of FFA.  They pacted almost everyone on the server, and engaged in self-landtrading at levels never seen before on FFA, reaching 56k average land by the time they stopped grabbing to stockpile, despite 1/4th of their countries being all-explore.  With 72 hours left in the set, [[CC]] declared war on [[Rockman]] and killed 12 of Rockman's 16 countries.  Despite this setback, Mercs still obliterated the previous anw record, setting a new record of 185 million, 62 million more than the old record, breaking the old record by more than 50%.  The 32 all-explore countries in Mercs combined for 103.5 million average networth, and the 54 surviving landtrading countries combined for 235.4 million average networth.  &lt;br /&gt;
&lt;br /&gt;
[[Newworld]] set a record by getting all 16 of his countries over 250 million networth - all 16 finished in the top 50.  [[Enshula]] had 9 countries in the top 100, including 2 in the top 10.  [[Azz Kikr]] had 7 countries in the top 100.  [[Rockman]] had 6 countries in the top 100 including 2 dead countries, and 1 live country in the top 10, FAd out of CC's range.  [[ZDH]] had 4 countries in the top 100.  [[CX]] ran 16 all-explore countries, all 16 finishing over 100 million networth.&lt;br /&gt;
&lt;br /&gt;
==10th round of FFA==&lt;br /&gt;
&lt;br /&gt;
Mercenaries, Incorporated jointly FSd [[CC]] on August 13th alongside [[Salt]].  Salt and Mercs both started off with 96 countries.  CC started off with 179 countries and tagged up 16 more originals about 32 hours into the war.  Mr Ford detagged and deleted his 10 remaining countries at about the same time.  About 66 hours into the war, the 32 country tag [[PoD]] jumped in with a paltry AB FS on Mercs, while CC focused most of their attention on Salt - partly due to the difficulty in breaking Mercs countries, and partly due to their greater hatred for Salt than for Mercs.  About 30 hours into the war, before Mr Ford's detagging and the addition of 16 ~1m networth untaggeds to CC, Mercs passed CC in TNW.  &lt;br /&gt;
&lt;br /&gt;
About 6 days after the war started, the two sides agreed to ceasefire.  At the end of the war, CC had 82 kills, 62 on Salt and 20 on Mercs, including 1 kill of a restart.  PoD had 8 kills on Mercs, all but 2 on restarts.  Salt had 74 kills, and Mercs had 73 kills.  Ending networths of the alliances were 178 million for Mercs, 106 million for CC, 74 million for Salt, and 21 million for PoD.&lt;br /&gt;
&lt;br /&gt;
Mercs achieved their goal of paying CC back for Mr Ford's war declaration on Rockman the previous set, and illustrating both their willingness to war and their ability to war.  While CC's inactivity due to a leadership void was a major contributing factor to the quick ceasefire, the economic power of Mercs' war countries, and the excellent target selection &amp;amp; FS by Mercs and Salt were also major contributing factors for the decisive victory won by Mercs and Salt.&lt;br /&gt;
&lt;br /&gt;
Mercs' plans for the rest of the set are still being formulated.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Pandora%27s_Last_Vikings&amp;diff=10285</id>
		<title>Pandora's Last Vikings</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Pandora%27s_Last_Vikings&amp;diff=10285"/>
				<updated>2011-08-05T17:08:25Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox alliance&lt;br /&gt;
| image = [[File:PANLV.jpg]]&lt;br /&gt;
| founders = [[Surak]], [[Cham]], [[Goliath]]&lt;br /&gt;
| founded = Old old FFA in Earth 2025.&lt;br /&gt;
| origins = Merger between Pandora's Hell Raisers led by Cham and Surak, with The Last Vikings led by Goliath. &lt;br /&gt;
| anw = $122,287,229 (rank 2)&lt;br /&gt;
| tnw = $21,277,977,879 (rank 1)&lt;br /&gt;
| num_members = 339 (rank 3)&lt;br /&gt;
| mission = &lt;br /&gt;
| focus = Netgaining&lt;br /&gt;
| president = [[Havoc]], [[Juusto]], [[Twain]]&lt;br /&gt;
| vps = &lt;br /&gt;
| hfa = [[Bigwiggle]]&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 = [http://www.eepandora.com eePandora.com]&lt;br /&gt;
| irc = [http://www.eepandora.com:9090/?channels=panlv #panlv webIRC]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Alliances]]&lt;br /&gt;
[[Category: Alliances on the Free For All Server]]&lt;br /&gt;
&lt;br /&gt;
Pandora's Last Vikings is an [[alliance]] in the [[Free For All Server]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Brief History==&lt;br /&gt;
Pandora's Last Vikings is a long-time Earth: 2025 and Earth Empires clan.  PANLV is primarily a netgaining clan, but will war when necessary.  &lt;br /&gt;
&lt;br /&gt;
Since the launch of Earth Empires, PANLV has gone from a small netgaining clan of only 49 countries in the January to March 2010 reset to winning the Total Networth crown by nearly 2 billion total networth in the July to September, 2010 reset.&lt;br /&gt;
&lt;br /&gt;
It was originally relaunched by [[MadMorticia]] with help from [[Joeskin]] and [[Juusto]].  &lt;br /&gt;
&lt;br /&gt;
==Notable Sets==&lt;br /&gt;
&lt;br /&gt;
Third set - PANLV was embroiled in a battle over land:land retals (a policy commonly used in the [[Alliance]] game, but not so much in [[Free For All]]) with SoF.  Eventually this issue turned into a war between PANLV and FoCuS on one side against SoF and IMP on the other side.  While PANLV took the brunt of the attacks, PANLV and FoCuS prevailed as PANLV focused most of their attacks on SoF (at the time a much smaller clan than PANLV) while FoCuS entered the war after IMP and SoF both had been hitting PANLV, tipping the advantage back to PANLV and FoCuS.&lt;br /&gt;
&lt;br /&gt;
Fourth set - PANLV won Total Networth this set in a three-way race between PANLV, [[The King's Order]], and [[Legends at Earth]].  PANLV finished with approximately 15.6B networth and a 46M average to win the crown.  PANLV also registered three top 10s, with malykii finishing 3rd overall, [[Havoc]] finishing 9th overall, and [[Twain]] finishing 10th overall.&lt;br /&gt;
&lt;br /&gt;
Fifth set - PANLV was declared on by [[Natural Born Killers]], a far superior war clan who basically roughed up PANLV most of the set.&lt;br /&gt;
&lt;br /&gt;
Sixth set - After a brief war with Swords, PANLV netted out the set finishing 2nd for TNW.&lt;br /&gt;
&lt;br /&gt;
Seventh set - PANLV, [[Killers Anonymous]] (a spin-off of Legends of Earth), and FoCuS found a defensive coalition known as Gregg's Disciples (xGD).  Natural Born Killers decided to try to take on the coalition after KA had already been declared on, leaving NBK to fight 2 vs. 1 against FoCuS and PANLV.  The early returns of the war pointed towards NBK having an advantage, due to their first strike, but PANLV and FoCuS worked well together and put up a solid war effort to eventually defeat NBK.  This war was (and as of the writing of this, still is) the biggest war seen on the [[Free For All]] server, with NBK registering 831 kills, while FoCuS and PANLV together registered 1,251 kills (PANLV had 786 of those kills).&lt;br /&gt;
&lt;br /&gt;
Eight set - Though suffering a slight drop in numbers, PANLV had a clean netting set (aside from many grabs from NBK who were also netting), and finished 3rd for TNW, and 3rd for ANW. Losing out on the ANW crown to 2 one man tags.&lt;br /&gt;
&lt;br /&gt;
Ninth set - In a set where fellow top netting clan candidate [[The King's Order]] was dedicated to warring, PANLV took advantage and won the Total Networth crown with a near record $21,277,977,879 (2nd only to [[Legends at Earth]] record during the third round, a round where LaE had 390 countries).  PANLV also set the bar high with what would have been a record for a tag with more than 1 member for Average Networth as well at $122 million per country, except that Mercs Inc. set a new record in this same set (albeit with fewer than 100 countries, at 84 and 63 million networth more per country at 185m).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Website/Chat==&lt;br /&gt;
PANLV's website can be found at [http://www.eepandora.com eePandora.com]&amp;lt;br&amp;gt;&lt;br /&gt;
Chat is available on the GameSurge server.  Channel name is #panlv.  The chatroom is generally open to the public unless PANLV is actively warring.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Mercenaries,_Incorporated&amp;diff=10259</id>
		<title>Mercenaries, Incorporated</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Mercenaries,_Incorporated&amp;diff=10259"/>
				<updated>2011-08-02T20:39:02Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Alliances on the Free For All Server]]&lt;br /&gt;
{{infobox alliance&lt;br /&gt;
| image              = &lt;br /&gt;
| founders           = [[Azz Kikr]] and [[Rockman]]&lt;br /&gt;
| founded            = Initially in 1999, Re-founded May 31, 2011&lt;br /&gt;
| origins            = &lt;br /&gt;
| num_members        = &lt;br /&gt;
| motto              = &lt;br /&gt;
| focus              = Netgaining while war-ready&lt;br /&gt;
| president          = [[Azz Kikr]]&lt;br /&gt;
| vps                = [[Rockman]]&lt;br /&gt;
| hfa                = &lt;br /&gt;
| fas                = &lt;br /&gt;
| hia                = &lt;br /&gt;
| ias                = &lt;br /&gt;
| hwar               = &lt;br /&gt;
| Recruiting Head    = &lt;br /&gt;
| homepage           = [http://www.boxcarhosting.com/public/application.php?clanID=Mercs Mercenaries, Inc.]&lt;br /&gt;
| irc                = irc.earthempires.com #mercs&lt;br /&gt;
| fbpage             =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Earth Empires [[FFA]] Alliance from the [[Earth 2025]] days, re-established in Earth Empires for reset 9.&lt;br /&gt;
&lt;br /&gt;
Founding leaders of Earth Empires version of The Mercenaries, Incorporated are [[Azz Kikr]] and [[Rockman]].  The founding members are [[ZDH]], [[Enshula]], [[Newworld]], [[CX]].&lt;br /&gt;
&lt;br /&gt;
[[Azz Kikr]] and [[Enshula]] were both leaders in the Earth 2025 incarnation of Mercenaries, Incorporated.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
==9th round of FFA==&lt;br /&gt;
&lt;br /&gt;
Mercenaries, Incorporated's first set on FFA was round 9 of FFA.  They pacted almost everyone on the server, and engaged in self-landtrading at levels never seen before on FFA, reaching 56k average land by the time they stopped grabbing to stockpile, despite 1/4th of their countries being all-explore.  With 72 hours left in the set, [[CC]] declared war on [[Rockman]] and killed 12 of Rockman's 16 countries.  Despite this setback, Mercs still obliterated the previous anw record, setting a new record of 185 million, 62 million more than the old record, breaking the old record by more than 50%.  The 32 all-explore countries in Mercs combined for 103.5 million average networth, and the 54 surviving landtrading countries combined for 235.4 million average networth.  &lt;br /&gt;
&lt;br /&gt;
[[Newworld]] set a record by getting all 16 of his countries over 250 million networth - all 16 finished in the top 50.  [[Enshula]] had 9 countries in the top 100, including 2 in the top 10.  [[Azz Kikr]] had 7 countries in the top 100.  [[Rockman]] had 6 countries in the top 100 including 2 dead countries, and 1 live country in the top 10, FAd out of CC's range.  [[ZDH]] had 4 countries in the top 100.  [[CX]] ran 16 all-explore countries, all 16 finishing over 100 million networth.&lt;br /&gt;
&lt;br /&gt;
==10th round of FFA==&lt;br /&gt;
It has only just begun....&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Strategies&amp;diff=10107</id>
		<title>Strategies</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Strategies&amp;diff=10107"/>
				<updated>2011-07-19T16:30:05Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: Rainbows are NOT better at warring than Cashers.  Don't make a wiki on something you know nothing about.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stratnav}}&lt;br /&gt;
[[Category:Strategies]]&lt;br /&gt;
[[Category:Basic Gameplay]]&lt;br /&gt;
&amp;lt;b&amp;gt;Strategies&amp;lt;/b&amp;gt;, or &amp;quot;Strats&amp;quot;, are just as they sound. Specialized playing methods to maximize a countries growth potential.&lt;br /&gt;
&lt;br /&gt;
There are several strategies recommended for various purposes in Earth Empires. They are chiefly developed to capitalize from the bonuses offered by the various [[governments]] you may choose from, as well as situational requirements such as [[netgaining]] or [[warfare]].&lt;br /&gt;
&lt;br /&gt;
Some strategies may assist you in focusing heavily on the production of [[Military_Units|military units]], [[oil]], [[bushels]], or [[technology]] for sale on the public market to generate a profit, where others will have you generating high amounts of income in order to purchase these goods from market.&lt;br /&gt;
&lt;br /&gt;
With all strategies it is important to understand that there are always pros and cons, and to build a successful country you have to depend heavily on the [[Public Market]] system that is known to become quite volatile at times.&lt;br /&gt;
&lt;br /&gt;
Below is listed a few of the more common, and popular strategies within the Earth Empires community;&lt;br /&gt;
&lt;br /&gt;
*[[indy|Industrialist]]&lt;br /&gt;
*[[casher|Casher]]&lt;br /&gt;
*[[farmer|Farmer]]&lt;br /&gt;
*[[oiler|Oiler]]&lt;br /&gt;
*[[techer|Techer]]&lt;br /&gt;
*[[Military_base_reseller|Reseller]]&lt;br /&gt;
&lt;br /&gt;
These are only a basic examples. Many more strategies exist and are constantly being tweaked and redesigned to enhance game play.&lt;br /&gt;
&lt;br /&gt;
==Summary of strategies==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot; align=&amp;quot;center&amp;quot;|'''Summary of strategies'''&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Growth potential&lt;br /&gt;
!Primary buildings used&lt;br /&gt;
!Primary tech needed&lt;br /&gt;
!Importance of tech&lt;br /&gt;
!Primary government&lt;br /&gt;
!Secondary governments&lt;br /&gt;
!War ability&lt;br /&gt;
!General difficulty of play&lt;br /&gt;
|-&lt;br /&gt;
|'''Industrialist'''&lt;br /&gt;
|Medium High&lt;br /&gt;
|[[Industrial Complex]]&lt;br /&gt;
|[[Industrial technology|Industrial]]&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Communism]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Medium high&lt;br /&gt;
|Suitable for beginner&lt;br /&gt;
|-&lt;br /&gt;
|'''Farmer'''&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Farm]]&lt;br /&gt;
|[[Agricultural technology|Agricultural]]&lt;br /&gt;
|High&lt;br /&gt;
|[[Fascism]]&lt;br /&gt;
|[[Dictatorship]], [[Republic]], [[Democracy]]&lt;br /&gt;
|High&lt;br /&gt;
|Suitable for beginner&lt;br /&gt;
|-&lt;br /&gt;
|'''Casher'''&lt;br /&gt;
|Medium high&lt;br /&gt;
|[[Enterprise Zone]], [[Residence]]&lt;br /&gt;
|[[Business technology|Business]], [[Residential technology|Residential]]&lt;br /&gt;
|Very high&lt;br /&gt;
|[[Republic]]&lt;br /&gt;
|[[Democracy]], [[Dictatorship]], [[Theocracy]]&lt;br /&gt;
|High&lt;br /&gt;
|Intermediate&lt;br /&gt;
|-&lt;br /&gt;
|'''Techer'''&lt;br /&gt;
|Medium High&lt;br /&gt;
|[[Research Lab]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Low&lt;br /&gt;
|[[Theocracy]], [[Tyranny]]&lt;br /&gt;
|[[Democracy]]&lt;br /&gt;
|Medium high&lt;br /&gt;
|Experienced&lt;br /&gt;
|-&lt;br /&gt;
|'''Reseller'''&lt;br /&gt;
|variable &lt;br /&gt;
|[[Military Base]]&lt;br /&gt;
|[[Military technology|Military]]&lt;br /&gt;
|High&lt;br /&gt;
|[[Theocracy]]&lt;br /&gt;
|[[Democracy]]&lt;br /&gt;
|Medium&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|'''Oiler'''&lt;br /&gt;
|variable&lt;br /&gt;
|[[Oil Rig]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Low&lt;br /&gt;
|[[Fascism]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Medium high&lt;br /&gt;
|Experienced&lt;br /&gt;
|-&lt;br /&gt;
|'''Rainbow'''&lt;br /&gt;
|Low&lt;br /&gt;
|Every building&lt;br /&gt;
|Medium&lt;br /&gt;
|Variable&lt;br /&gt;
|Any government&lt;br /&gt;
|N/A&lt;br /&gt;
|Very low&lt;br /&gt;
|(do not use)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Notes on difficulty of play====&lt;br /&gt;
&lt;br /&gt;
It is generally agreed that industrialist and farmer are the most stable strategies due to the constant demand for their products on the public market. &lt;br /&gt;
&lt;br /&gt;
Cashers are next on the tier of difficulty because the casher is very vulnerable in the beginning and relies heavily on tech, requiring the player to carefully balance military and tech based on general community conditions, alliances, presence of potential enemies, etc.  &lt;br /&gt;
&lt;br /&gt;
Techers must spend some turns exclusively for teching, while all the other strategies except resaler generate their income passively no matter how the turns are used. This adds another element of complexity, but on some servers techers have greater potential for growth than the other strategies. &lt;br /&gt;
&lt;br /&gt;
Oiler is a very difficult strategy because oil is the least demanded commodity and prices are highly variable requiring a very deep understanding of the public market and the earth community as a whole. It is also very luck based.&lt;br /&gt;
&lt;br /&gt;
Resellers also require the same demonstration of knowledge as oiler, except resalers must buy and sell many times daily on a constant basis, which makes the strategy even more difficult to play. &lt;br /&gt;
&lt;br /&gt;
In the current earth environment (Early to mid 2011), it is thought that the majority of players are farmers, cashers, or techers.&lt;br /&gt;
&lt;br /&gt;
In general, it is agreed that over long peaceful periods, the techer has the best, most stable potential for growth.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Strategies&amp;diff=10087</id>
		<title>Strategies</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Strategies&amp;diff=10087"/>
				<updated>2011-07-14T19:31:44Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: /* Summary of strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stratnav}}&lt;br /&gt;
[[Category:Strategies]]&lt;br /&gt;
[[Category:Basic Gameplay]]&lt;br /&gt;
&amp;lt;b&amp;gt;Strategies&amp;lt;/b&amp;gt;, or &amp;quot;Strats&amp;quot;, are just as they sound. Specialized playing methods to maximize a countries growth potential.&lt;br /&gt;
&lt;br /&gt;
There are several strategies recommended for various purposes in Earth Empires. They are chiefly developed to capitalize from the bonuses offered by the various [[governments]] you may choose from, as well as situational requirements such as [[netgaining]] or [[warfare]].&lt;br /&gt;
&lt;br /&gt;
Some strategies may assist you in focusing heavily on the production of [[Military_Units|military units]], [[oil]], [[bushels]], or [[technology]] for sale on the public market to generate a profit, where one other will have you generating high amounts of income in order to purchase these goods from market.&lt;br /&gt;
&lt;br /&gt;
With all strategies it is important to understand that there are always pros and cons, and to build a successful country you have to depend heavily on the [[Public Market]] system that is known to become quite volatile at times.&lt;br /&gt;
&lt;br /&gt;
Below is listed a few of the more common, and popular strategies within the Earth Empires community;&lt;br /&gt;
&lt;br /&gt;
*[[indy|Industrialist]]&lt;br /&gt;
*[[casher|Casher]]&lt;br /&gt;
*[[farmer|Farmer]]&lt;br /&gt;
*[[oiler|Oiler]]&lt;br /&gt;
*[[techer|Techer]]&lt;br /&gt;
*[[Military_base_reseller|Reseller]]&lt;br /&gt;
&lt;br /&gt;
These are only a basic examples. Many more strategies exist and are constantly being tweaked and redesigned to enhance game play.&lt;br /&gt;
&lt;br /&gt;
==Summary of strategies==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot; align=&amp;quot;center&amp;quot;|'''Summary of strategies'''&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Growth potential&lt;br /&gt;
!Primary buildings used&lt;br /&gt;
!Primary tech needed&lt;br /&gt;
!Importance of tech&lt;br /&gt;
!Primary government&lt;br /&gt;
!Secondary governments&lt;br /&gt;
!War ability&lt;br /&gt;
!General difficulty of play&lt;br /&gt;
|-&lt;br /&gt;
|'''Industrialist'''&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Industrial Complex]]&lt;br /&gt;
|[[Industrial technology|Industrial]]&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Communism]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Medium high&lt;br /&gt;
|Suitable for beginner&lt;br /&gt;
|-&lt;br /&gt;
|'''Farmer'''&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Farm]]&lt;br /&gt;
|[[Agricultural technology|Agricultural]]&lt;br /&gt;
|High&lt;br /&gt;
|[[Fascism]]&lt;br /&gt;
|[[Dictatorship]], [[Republic]], [[Democracy]]&lt;br /&gt;
|High&lt;br /&gt;
|Suitable for beginner&lt;br /&gt;
|-&lt;br /&gt;
|'''Casher'''&lt;br /&gt;
|Medium high&lt;br /&gt;
|[[Enterprise Zone]], [[Residence]]&lt;br /&gt;
|[[Business technology|Business]], [[Residential technology|Residential]]&lt;br /&gt;
|Very high&lt;br /&gt;
|[[Republic]]&lt;br /&gt;
|[[Democracy]], [[Dictatorship]], [[Theocracy]]&lt;br /&gt;
|High&lt;br /&gt;
|Intermediate&lt;br /&gt;
|-&lt;br /&gt;
|'''Techer'''&lt;br /&gt;
|High&lt;br /&gt;
|[[Research Lab]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Low&lt;br /&gt;
|[[Theocracy]], [[Tyranny]]&lt;br /&gt;
|[[Democracy]]&lt;br /&gt;
|High&lt;br /&gt;
|Experienced&lt;br /&gt;
|-&lt;br /&gt;
|'''Reseller'''&lt;br /&gt;
|variable &lt;br /&gt;
|[[Military Base]]&lt;br /&gt;
|[[Military technology|Military]]&lt;br /&gt;
|High&lt;br /&gt;
|[[Theocracy]]&lt;br /&gt;
|[[Democracy]]&lt;br /&gt;
|Low&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|'''Oiler'''&lt;br /&gt;
|variable&lt;br /&gt;
|[[Oil Rig]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Low&lt;br /&gt;
|[[Fascism]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Medium high&lt;br /&gt;
|Experienced&lt;br /&gt;
|-&lt;br /&gt;
|'''Rainbow'''&lt;br /&gt;
|Low&lt;br /&gt;
|Every building&lt;br /&gt;
|Medium&lt;br /&gt;
|Variable&lt;br /&gt;
|Any government&lt;br /&gt;
|N/A&lt;br /&gt;
|Low&lt;br /&gt;
|(do not use)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Notes on difficulty of play====&lt;br /&gt;
&lt;br /&gt;
It is generally agreed that industrialist and farmer are the most stable strategies due to the constant demand for their products on the public market. Farmer is thought to be somewhat easier than industrialist since food can always be sold on the private market instantly. &lt;br /&gt;
&lt;br /&gt;
Cashers are next on the tier of difficulty because the casher is very vulnerable in the beginning and relies heavily on tech, requiring the player to carefully balance military and tech based on general community conditions, alliances, presence of potential enemies, etc.  &lt;br /&gt;
&lt;br /&gt;
Techers must spend turns exclusively for teching, while all the other strategies except reseller generate their income passively no matter how the turns are used. This adds another element of complexity. &lt;br /&gt;
&lt;br /&gt;
Oiler is a very difficult strategy because oil is the least demanded commodity and prices are generally too low for oiler to be competitive with other strategies.&lt;br /&gt;
&lt;br /&gt;
Resellers must understand market tendencies, and resellers must buy and sell two or three times a day every day, which makes the strategy even more difficult to play. &lt;br /&gt;
&lt;br /&gt;
In the current earth environment (Early to mid 2011), the majority of players are indies, farmers, cashers, or techers.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Strategies&amp;diff=10086</id>
		<title>Strategies</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Strategies&amp;diff=10086"/>
				<updated>2011-07-14T19:31:28Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: /* Summary of strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stratnav}}&lt;br /&gt;
[[Category:Strategies]]&lt;br /&gt;
[[Category:Basic Gameplay]]&lt;br /&gt;
&amp;lt;b&amp;gt;Strategies&amp;lt;/b&amp;gt;, or &amp;quot;Strats&amp;quot;, are just as they sound. Specialized playing methods to maximize a countries growth potential.&lt;br /&gt;
&lt;br /&gt;
There are several strategies recommended for various purposes in Earth Empires. They are chiefly developed to capitalize from the bonuses offered by the various [[governments]] you may choose from, as well as situational requirements such as [[netgaining]] or [[warfare]].&lt;br /&gt;
&lt;br /&gt;
Some strategies may assist you in focusing heavily on the production of [[Military_Units|military units]], [[oil]], [[bushels]], or [[technology]] for sale on the public market to generate a profit, where one other will have you generating high amounts of income in order to purchase these goods from market.&lt;br /&gt;
&lt;br /&gt;
With all strategies it is important to understand that there are always pros and cons, and to build a successful country you have to depend heavily on the [[Public Market]] system that is known to become quite volatile at times.&lt;br /&gt;
&lt;br /&gt;
Below is listed a few of the more common, and popular strategies within the Earth Empires community;&lt;br /&gt;
&lt;br /&gt;
*[[indy|Industrialist]]&lt;br /&gt;
*[[casher|Casher]]&lt;br /&gt;
*[[farmer|Farmer]]&lt;br /&gt;
*[[oiler|Oiler]]&lt;br /&gt;
*[[techer|Techer]]&lt;br /&gt;
*[[Military_base_reseller|Reseller]]&lt;br /&gt;
&lt;br /&gt;
These are only a basic examples. Many more strategies exist and are constantly being tweaked and redesigned to enhance game play.&lt;br /&gt;
&lt;br /&gt;
==Summary of strategies==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot; align=&amp;quot;center&amp;quot;|'''Summary of strategies'''&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Growth potential&lt;br /&gt;
!Primary buildings used&lt;br /&gt;
!Primary tech needed&lt;br /&gt;
!Importance of tech&lt;br /&gt;
!Primary government&lt;br /&gt;
!Secondary governments&lt;br /&gt;
!War ability&lt;br /&gt;
!General difficulty of play&lt;br /&gt;
|-&lt;br /&gt;
|'''Industrialist'''&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Industrial Complex]]&lt;br /&gt;
|[[Industrial technology|Industrial]]&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Communism]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Medium high&lt;br /&gt;
|Suitable for beginner&lt;br /&gt;
|-&lt;br /&gt;
|'''Farmer'''&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Farm]]&lt;br /&gt;
|[[Agricultural technology|Agricultural]]&lt;br /&gt;
|High&lt;br /&gt;
|[[Fascism]]&lt;br /&gt;
|[[Dictatorship]], [[Republic]], [[Democracy]]&lt;br /&gt;
|High&lt;br /&gt;
|Suitable for beginner&lt;br /&gt;
|-&lt;br /&gt;
|'''Casher'''&lt;br /&gt;
|Medium high&lt;br /&gt;
|[[Enterprise Zone]], [[Residence]]&lt;br /&gt;
|[[Business technology|Business]], [[Residential technology|Residential]]&lt;br /&gt;
|Very high&lt;br /&gt;
|[[Republic]]&lt;br /&gt;
|[[Democracy]], [[Dictatorship]], [[Theocracy]]&lt;br /&gt;
|High&lt;br /&gt;
|Intermediate&lt;br /&gt;
|-&lt;br /&gt;
|'''Techer'''&lt;br /&gt;
|High&lt;br /&gt;
|[[Research Lab]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Low&lt;br /&gt;
|[[Theocracy]], [[Tyranny]]&lt;br /&gt;
|[[Democracy]]&lt;br /&gt;
|High&lt;br /&gt;
|Experienced&lt;br /&gt;
|-&lt;br /&gt;
|'''Reseller'''&lt;br /&gt;
|variable &lt;br /&gt;
|[[Military Base]]&lt;br /&gt;
|[[Military technology|Military]]&lt;br /&gt;
|High&lt;br /&gt;
|[[Theocracy]]&lt;br /&gt;
|[[Democracy]]&lt;br /&gt;
|Low&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|'''Oiler'''&lt;br /&gt;
|variable&lt;br /&gt;
|[[Oil Rig]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Low&lt;br /&gt;
|[[Fascism]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Medium high&lt;br /&gt;
|Experienced&lt;br /&gt;
|-&lt;br /&gt;
|'''Rainbow'''&lt;br /&gt;
|Low&lt;br /&gt;
|Every building&lt;br /&gt;
|Medium&lt;br /&gt;
|Variable&lt;br /&gt;
|Any government&lt;br /&gt;
|N/A&lt;br /&gt;
|Medium&lt;br /&gt;
|(do not use)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Notes on difficulty of play====&lt;br /&gt;
&lt;br /&gt;
It is generally agreed that industrialist and farmer are the most stable strategies due to the constant demand for their products on the public market. Farmer is thought to be somewhat easier than industrialist since food can always be sold on the private market instantly. &lt;br /&gt;
&lt;br /&gt;
Cashers are next on the tier of difficulty because the casher is very vulnerable in the beginning and relies heavily on tech, requiring the player to carefully balance military and tech based on general community conditions, alliances, presence of potential enemies, etc.  &lt;br /&gt;
&lt;br /&gt;
Techers must spend turns exclusively for teching, while all the other strategies except reseller generate their income passively no matter how the turns are used. This adds another element of complexity. &lt;br /&gt;
&lt;br /&gt;
Oiler is a very difficult strategy because oil is the least demanded commodity and prices are generally too low for oiler to be competitive with other strategies.&lt;br /&gt;
&lt;br /&gt;
Resellers must understand market tendencies, and resellers must buy and sell two or three times a day every day, which makes the strategy even more difficult to play. &lt;br /&gt;
&lt;br /&gt;
In the current earth environment (Early to mid 2011), the majority of players are indies, farmers, cashers, or techers.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Strategies&amp;diff=10066</id>
		<title>Strategies</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Strategies&amp;diff=10066"/>
				<updated>2011-07-14T13:59:50Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stratnav}}&lt;br /&gt;
[[Category:Strategies]]&lt;br /&gt;
[[Category:Basic Gameplay]]&lt;br /&gt;
&amp;lt;b&amp;gt;Strategies&amp;lt;/b&amp;gt;, or &amp;quot;Strats&amp;quot;, are just as they sound. Specialized playing methods to maximize a countries growth potential.&lt;br /&gt;
&lt;br /&gt;
There are several strategies recommended for various purposes in Earth Empires. They are chiefly developed to capitalize from the bonuses offered by the various [[governments]] you may choose from, as well as situational requirements such as [[netgaining]] or [[warfare]].&lt;br /&gt;
&lt;br /&gt;
Some strategies may assist you in focusing heavily on the production of [[Military_Units|military units]], [[oil]], [[bushels]], or [[technology]] for sale on the public market to generate a profit, where one other will have you generating high amounts of income in order to purchase these goods from market.&lt;br /&gt;
&lt;br /&gt;
With all strategies it is important to understand that there are always pros and cons, and to build a successful country you have to depend heavily on the [[Public Market]] system that is known to become quite volatile at times.&lt;br /&gt;
&lt;br /&gt;
Below is listed a few of the more common, and popular strategies within the Earth Empires community;&lt;br /&gt;
&lt;br /&gt;
*[[indy|Industrialist]]&lt;br /&gt;
*[[casher|Casher]]&lt;br /&gt;
*[[farmer|Farmer]]&lt;br /&gt;
*[[oiler|Oiler]]&lt;br /&gt;
*[[techer|Techer]]&lt;br /&gt;
*[[Military_base_reseller|Reseller]]&lt;br /&gt;
&lt;br /&gt;
These are only a basic examples. Many more strategies exist and are constantly being tweaked and redesigned to enhance game play.&lt;br /&gt;
&lt;br /&gt;
==Summary of strategies==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot; align=&amp;quot;center&amp;quot;|'''Summary of strategies'''&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Growth potential&lt;br /&gt;
!Primary buildings used&lt;br /&gt;
!Primary tech needed&lt;br /&gt;
!Importance of tech&lt;br /&gt;
!Primary government&lt;br /&gt;
!Secondary governments&lt;br /&gt;
!War ability&lt;br /&gt;
!General difficulty of play&lt;br /&gt;
|-&lt;br /&gt;
|'''Industrialist'''&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Industrial Complex]]&lt;br /&gt;
|[[Industrial technology|Industrial]]&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Communism]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Medium high&lt;br /&gt;
|Suitable for beginner&lt;br /&gt;
|-&lt;br /&gt;
|'''Farmer'''&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Farm]]&lt;br /&gt;
|[[Agricultural technology|Agricultural]]&lt;br /&gt;
|High&lt;br /&gt;
|[[Fascism]]&lt;br /&gt;
|[[Dictatorship]], [[Republic]], [[Democracy]]&lt;br /&gt;
|High&lt;br /&gt;
|Suitable for beginner&lt;br /&gt;
|-&lt;br /&gt;
|'''Casher'''&lt;br /&gt;
|Medium high&lt;br /&gt;
|[[Enterprise Zone]], [[Residence]]&lt;br /&gt;
|[[Business technology|Business]], [[Residential technology|Residential]]&lt;br /&gt;
|Very high&lt;br /&gt;
|[[Republic]]&lt;br /&gt;
|[[Democracy]], [[Dictatorship]], [[Theocracy]]&lt;br /&gt;
|Low&lt;br /&gt;
|Intermediate&lt;br /&gt;
|-&lt;br /&gt;
|'''Techer'''&lt;br /&gt;
|High&lt;br /&gt;
|[[Research Lab]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Low&lt;br /&gt;
|[[Theocracy]], [[Tyranny]]&lt;br /&gt;
|[[Democracy]]&lt;br /&gt;
|Medium low&lt;br /&gt;
|Experienced&lt;br /&gt;
|-&lt;br /&gt;
|'''Reseller'''&lt;br /&gt;
|variable &lt;br /&gt;
|[[Military Base]]&lt;br /&gt;
|[[Military technology|Military]]&lt;br /&gt;
|High&lt;br /&gt;
|[[Theocracy]]&lt;br /&gt;
|[[Democracy]]&lt;br /&gt;
|Medium&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|'''Oiler'''&lt;br /&gt;
|variable&lt;br /&gt;
|[[Oil Rig]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Low&lt;br /&gt;
|[[Fascism]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Medium high&lt;br /&gt;
|Experienced&lt;br /&gt;
|-&lt;br /&gt;
|'''Rainbow'''&lt;br /&gt;
|Low&lt;br /&gt;
|Every building&lt;br /&gt;
|Medium&lt;br /&gt;
|Variable&lt;br /&gt;
|Any government&lt;br /&gt;
|N/A&lt;br /&gt;
|Medium&lt;br /&gt;
|(do not use)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Notes on difficulty of play====&lt;br /&gt;
&lt;br /&gt;
It is generally agreed that industrialist and farmer are the most stable strategies due to the constant demand for their products on the public market. Farmer is thought to be somewhat easier than industrialist since food can always be sold on the private market instantly. &lt;br /&gt;
&lt;br /&gt;
Cashers are next on the tier of difficulty because the casher is very vulnerable in the beginning and relies heavily on tech, requiring the player to carefully balance military and tech based on general community conditions, alliances, presence of potential enemies, etc.  &lt;br /&gt;
&lt;br /&gt;
Techers must spend turns exclusively for teching, while all the other strategies except reseller generate their income passively no matter how the turns are used. This adds another element of complexity. &lt;br /&gt;
&lt;br /&gt;
Oiler is a very difficult strategy because oil is the least demanded commodity and prices are generally too low for oiler to be competitive with other strategies.&lt;br /&gt;
&lt;br /&gt;
Resellers must understand market tendencies, and resellers must buy and sell two or three times a day every day, which makes the strategy even more difficult to play. &lt;br /&gt;
&lt;br /&gt;
In the current earth environment (Early to mid 2011), the majority of players are indies, farmers, cashers, or techers.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Strategies&amp;diff=10065</id>
		<title>Strategies</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Strategies&amp;diff=10065"/>
				<updated>2011-07-14T13:57:00Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stratnav}}&lt;br /&gt;
[[Category:Strategies]]&lt;br /&gt;
[[Category:Basic Gameplay]]&lt;br /&gt;
&amp;lt;b&amp;gt;Strategies&amp;lt;/b&amp;gt;, or &amp;quot;Strats&amp;quot;, are just as they sound. Specialized playing methods to maximize a countries growth potential.&lt;br /&gt;
&lt;br /&gt;
There are several strategies recommended for various purposes in Earth Empires. They are chiefly developed to capitalize from the bonuses offered by the various [[governments]] you may choose from, as well as situational requirements such as [[netgaining]] or [[warfare]].&lt;br /&gt;
&lt;br /&gt;
Some strategies may assist you in focusing heavily on the production of [[Military_Units|military units]], [[oil]], [[bushels]], or [[technology]] for sale on the public market to generate a profit, where one other will have you generating high amounts of income in order to purchase these goods from market.&lt;br /&gt;
&lt;br /&gt;
With all strategies it is important to understand that there are always pros and cons, and to build a successful country you have to depend heavily on the [[Public Market]] system that is known to become quite volatile at times.&lt;br /&gt;
&lt;br /&gt;
Below is listed a few of the more common, and popular strategies within the Earth Empires community;&lt;br /&gt;
&lt;br /&gt;
*[[indy|Industrialist]]&lt;br /&gt;
*[[casher|Casher]]&lt;br /&gt;
*[[farmer|Farmer]]&lt;br /&gt;
*[[oiler|Oiler]]&lt;br /&gt;
*[[techer|Techer]]&lt;br /&gt;
*[[Military_base_reseller|Reseller]]&lt;br /&gt;
&lt;br /&gt;
These are only a basic examples. Many more strategies exist and are constantly being tweaked and redesigned to enhance game play.&lt;br /&gt;
&lt;br /&gt;
==Summary of strategies==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot; align=&amp;quot;center&amp;quot;|'''Summary of strategies'''&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Growth potential&lt;br /&gt;
!Primary buildings used&lt;br /&gt;
!Primary tech needed&lt;br /&gt;
!Importance of tech&lt;br /&gt;
!Primary government&lt;br /&gt;
!Secondary governments&lt;br /&gt;
!War ability&lt;br /&gt;
!General difficulty of play&lt;br /&gt;
|-&lt;br /&gt;
|'''Industrialist'''&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Industrial Complex]]&lt;br /&gt;
|[[Industrial technology|Industrial]]&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Communism]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Medium high&lt;br /&gt;
|Suitable for beginner&lt;br /&gt;
|-&lt;br /&gt;
|'''Farmer'''&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Farm]]&lt;br /&gt;
|[[Agricultural technology|Agricultural]]&lt;br /&gt;
|High&lt;br /&gt;
|[[Fascism]]&lt;br /&gt;
|[[Dictatorship]], [[Republic]], [[Democracy]]&lt;br /&gt;
|High&lt;br /&gt;
|Suitable for beginner&lt;br /&gt;
|-&lt;br /&gt;
|'''Casher'''&lt;br /&gt;
|Medium high&lt;br /&gt;
|[[Enterprise Zone]], [[Residence]]&lt;br /&gt;
|[[Business technology|Business]], [[Residential technology|Residential]]&lt;br /&gt;
|Very high&lt;br /&gt;
|[[Republic]]&lt;br /&gt;
|[[Democracy]], [[Dictatorship]], [[Theocracy]]&lt;br /&gt;
|Low&lt;br /&gt;
|Intermediate&lt;br /&gt;
|-&lt;br /&gt;
|'''Techer'''&lt;br /&gt;
|High&lt;br /&gt;
|[[Research Lab]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Low&lt;br /&gt;
|[[Theocracy]], [[Tyranny]]&lt;br /&gt;
|[[Democracy]]&lt;br /&gt;
|Medium low&lt;br /&gt;
|Experienced&lt;br /&gt;
|-&lt;br /&gt;
|'''Reseller'''&lt;br /&gt;
|variable &lt;br /&gt;
|[[Military Base]]&lt;br /&gt;
|[[Military technology|Military]]&lt;br /&gt;
|High&lt;br /&gt;
|[[Theocracy]]&lt;br /&gt;
|[[Democracy]]&lt;br /&gt;
|Medium&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|'''Oiler'''&lt;br /&gt;
|variable&lt;br /&gt;
|[[Oil Rig]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Low&lt;br /&gt;
|[[Fascism]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Medium high&lt;br /&gt;
|Experienced&lt;br /&gt;
|-&lt;br /&gt;
|'''Rainbow'''&lt;br /&gt;
|Low&lt;br /&gt;
|Every building&lt;br /&gt;
|Medium&lt;br /&gt;
|Variable&lt;br /&gt;
|Any government&lt;br /&gt;
|N/A&lt;br /&gt;
|Medium&lt;br /&gt;
|(do not use)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Notes on difficulty of play====&lt;br /&gt;
&lt;br /&gt;
It is generally agreed that industrialist and farmer are the most stable strategies due to the constant demand for their products on the public market. Farmer is thought to be somewhat easier than industrialist since food can always be sold on the private market instantly. &lt;br /&gt;
&lt;br /&gt;
Cashers are next on the tier of difficulty because the casher is very vulnerable in the beginning and relies heavily on tech, requiring the player to carefully balance military and tech based on general community conditions, alliances, presence of potential enemies, etc.  &lt;br /&gt;
&lt;br /&gt;
Techers must spend turns exclusively for teching, while all the other strategies except resaler generate their income passively no matter how the turns are used. This adds another element of complexity. &lt;br /&gt;
&lt;br /&gt;
Oiler is a very difficult strategy because oil is the least demanded commodity and prices are generally too low for oiler to be competitive with other strategies.&lt;br /&gt;
&lt;br /&gt;
Resellers also require the same demonstration of knowledge as oiler, except resalers must buy and sell many times daily on a constant basis, which makes the strategy even more difficult to play. Although it might seem deceptive given a resaler's high amount of military on hand, resellers are actually poor in wars because they incur huge expenses per turn on military that is not necessarily needed, and the main government they use, theocracy, has a low maximum SDI technology percentage, preventing them from stopping missiles launched by enemies.&lt;br /&gt;
&lt;br /&gt;
In the current earth environment (Early to mid 2011), it is thought that the majority of players are farmers, cashers, or techers.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Mercenaries,_Incorporated&amp;diff=10061</id>
		<title>Mercenaries, Incorporated</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Mercenaries,_Incorporated&amp;diff=10061"/>
				<updated>2011-07-13T02:35:14Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Alliances on the Free For All Server]]&lt;br /&gt;
{{infobox alliance&lt;br /&gt;
| image              = &lt;br /&gt;
| founders           = [[Azz Kikr]] and [[Rockman]]&lt;br /&gt;
| founded            = Initially in 1999, Re-founded May 31, 2011&lt;br /&gt;
| origins            = &lt;br /&gt;
| num_members        = &lt;br /&gt;
| motto              = &lt;br /&gt;
| focus              = Netgaining while war-ready&lt;br /&gt;
| president          = [[Azz Kikr]]&lt;br /&gt;
| vps                = [[Rockman]]&lt;br /&gt;
| hfa                = &lt;br /&gt;
| fas                = &lt;br /&gt;
| hia                = &lt;br /&gt;
| ias                = &lt;br /&gt;
| hwar               = &lt;br /&gt;
| Recruiting Head    = &lt;br /&gt;
| homepage           = [http://www.boxcarhosting.com/public/application.php?clanID=Mercs Mercenaries, Inc.]&lt;br /&gt;
| irc                = irc.earthempires.com #mercs&lt;br /&gt;
| fbpage             =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Earth Empires [[FFA]] Alliance from the [[Earth 2025]] days, re-established in Earth Empires for reset 9.&lt;br /&gt;
&lt;br /&gt;
Founding leaders of Earth Empires version of The Mercenaries, Incorporated are [[Azz Kikr]] and [[Rockman]].  The founding members are [[ZDH]], [[Enshula]], [[Newworld]], [[CX]].&lt;br /&gt;
&lt;br /&gt;
[[Azz Kikr]] and [[Enshula]] were both leaders back in the day.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
==9th round of FFA==&lt;br /&gt;
&lt;br /&gt;
Mercenaries, Incorporated's first set on FFA was round 9 of FFA.  They pacted almost everyone on the server, and engaged in self-landtrading at levels never seen before on FFA, reaching 56k average land by the time they stopped grabbing to stockpile, despite 1/4th of their countries being all-explore.  They've been relatively unharassed by the server, making it unlikely that they can justify FSing an alliance in their 2nd set.  It remains to be seen whether or not they will achieve their goal of breaking the anw record on FFA.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Mercenaries,_Incorporated&amp;diff=10060</id>
		<title>Mercenaries, Incorporated</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Mercenaries,_Incorporated&amp;diff=10060"/>
				<updated>2011-07-13T02:34:13Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Alliances on the Free For All Server]]&lt;br /&gt;
{{infobox alliance&lt;br /&gt;
| image              = &lt;br /&gt;
| founders           = [[Azz Kikr]] and [[Rockman]]&lt;br /&gt;
| founded            = Initially in 1999, Re-founded May 31, 2011&lt;br /&gt;
| origins            = &lt;br /&gt;
| num_members        = &lt;br /&gt;
| motto              = &lt;br /&gt;
| focus              = Netgaining while war-ready&lt;br /&gt;
| president          = [[Azz Kikr]]&lt;br /&gt;
| vps                = [[Rockman]]&lt;br /&gt;
| hfa                = &lt;br /&gt;
| fas                = &lt;br /&gt;
| hia                = &lt;br /&gt;
| ias                = &lt;br /&gt;
| hwar               = &lt;br /&gt;
| Recruiting Head    = &lt;br /&gt;
| homepage           = [http://www.boxcarhosting.com/public/application.php?clanID=Mercs Mercenaries, Inc.]&lt;br /&gt;
| irc                = irc.earthempires.com #mercs&lt;br /&gt;
| fbpage             =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Earth Empires [[FFA]] Alliance from the [[Earth 2025]] days, re-established in Earth Empires for reset 9.&lt;br /&gt;
&lt;br /&gt;
Founding leaders of Earth Empires version of The Mercenaries, Incorporated are [[Azz Kikr]] and [[Rockman]].  The founding members are [[ZDH]], [[Enshula]], Newworld, [[CX]].&lt;br /&gt;
&lt;br /&gt;
[[Azz Kikr]] and [[Enshula]] were both leaders back in the day.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
==9th round of FFA==&lt;br /&gt;
&lt;br /&gt;
Mercenaries, Incorporated's first set on FFA was round 9 of FFA.  They pacted almost everyone on the server, and engaged in self-landtrading at levels never seen before on FFA, reaching 56k average land by the time they stopped grabbing to stockpile, despite 1/4th of their countries being all-explore.  They've been relatively unharassed by the server, making it unlikely that they can justify FSing an alliance in their 2nd set.  It remains to be seen whether or not they will achieve their goal of breaking the anw record on FFA.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Corruption&amp;diff=10054</id>
		<title>Corruption</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Corruption&amp;diff=10054"/>
				<updated>2011-07-13T00:59:46Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: Created page with &amp;quot;Corruption is a feature in Earth Empires designed to mimic the unintentional $2 billion bug that became one of the essential aspects of Earth 2025 netgaining strategy.  In Earth ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Corruption is a feature in Earth Empires designed to mimic the unintentional $2 billion bug that became one of the essential aspects of Earth 2025 netgaining strategy.  In Earth 2025, there was the unintended bug that any cash beyond 2^31 (2,147,483,648) on hand would cause an error which would erase all of the cash a country had on hand, leaving them with $0.  Due to the difficulty of remembering this number, Mehul programmed in an artificial limit at exactly $2 billion, at which any cash on hand between $2 billion and $2,147,483,648 would merely cause the country to be reverted to exactly $2 billion cash on hand, rather than losing all of their money.  Going from $2 billion to past $2,147,483,648 cash on hand, still would have resulted in a complete loss of money.&lt;br /&gt;
&lt;br /&gt;
This unintended bug, and its sloppy fix from an apathetic Mehul, added the additional strategy aspect of players being forced to use the public market to acquire and then later sell off [[food]], [[oil]], or [[technology]] to expand their assets without increasing their military upkeep or going beyond $2 billion cash on hand.  This consequence of forcing more market interaction and adding more skill to the game made the $2 billion limit a popular feature, but the unforgiving quality of possibly losing all of your cash at once, made it very annoying at the same time.&lt;br /&gt;
&lt;br /&gt;
Earth Empires has come up with an elegant solution to allowing this mechanic to still be part of the game, while taking away the frustration of accidentally getting too much cash on hand and losing it all.  Their solution was to cause cash on hand past the $2 billion amount to decay at the same rate as food, and like food, to only decay upon the use of a turn.  Countries can (relatively) safely keep well over $2 billion cash on hand now without risking losing it to the 2 billion bug.  They do, however, still run the risk of losing that cash to attacks and spy operations.  Unlike food, however, cash cannot be stored on the market to prevent its decay and to protect it from attacks.  Cash must be converted to something else, such as food, oil, or technology to protect it from decay and attacks.&lt;br /&gt;
&lt;br /&gt;
Countries that invest in the Resource Decay bonus for about a month can cause not just food decay to be completely eliminated, but corruption to be eliminated as well.  This allows them to keep well more than $2 billion cash on hand at once without losing any of it to corruption.&lt;br /&gt;
&lt;br /&gt;
[[Category:Advanced Gameplay]]&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Stockpiling&amp;diff=10053</id>
		<title>Stockpiling</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Stockpiling&amp;diff=10053"/>
				<updated>2011-07-13T00:48:28Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stockpiling, also known as 'stocking' is the act of changing pure currency to liquid assets which can be used to hold value for a later date.  This is normally done by acquiring bushels, or oil barrels, and putting these items on the public market at prices not intended to sell, and repeating this process--while buying more and more items--until the time the items (known as 'stock') are sold (called [[destocking]]).&lt;br /&gt;
&lt;br /&gt;
The reason for stockpiling is to keep one's military upkeep costs low until the very end of the set, when countries obtain military amounts well beyond that which their country can sustain, in order to be as powerful as possible at the end of the set.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Stocking non-cash items was made necessary by the presence of a hard limit of the amount of cash a country could have on hand, in the old Earth:2025 game.  This hard limit (called the 2bill bug) was inadvertently imposed by the game programmer's use of a signed INT, rather than a BIGINT, to control how many measurements of the game were calculated.  This meant that every country could only have a maximum of $2,147,483,648 on hand (2^31 plus the signed bit) at any time.  Any additional amount of cash acquired would either cause the cash on hand to reduce to exactly $2,000,000,000 when a public market transaction was involved, or reduce to $0 when a private market transaction was involved.&lt;br /&gt;
&lt;br /&gt;
Players found that they could get around this limit by buying up cheap items on the public market, and then selling them back at a later date (while keeping more and more of these items in store, as their cash reserves allowed), in batches so as not to hit the cash limit.  This led to the public market becoming more of importance than what the game's admin intended, but this 'feature' was left in place to garner another method of interaction among the players.  Since [[bushels]] and [[oil]] were normally the cheapest to buy, and they didn't affect expenses, they would become the main items to acquire and store value.  Due to the normal volatility of the oil market, however, bushels would become the main item of stock among the players.  Since very few people had been able to acquire over 2 billion of either of these items, this method of gathering more value than the game originally allowed became the main method of obtaining higher and higher networths, and many strategies were created to increase the amount of bushels either produced or stored for the hopes of having more and more bushels on hand when it came time to sell them off.&lt;br /&gt;
&lt;br /&gt;
The public market also became the place to store this stock, rather than leaving it all in the country.  This was achieved by simply putting the stock on the public market at a high price so it--hopefully--wouldn't get sold.  This meant that countries who were attacked while their stock was on the market didn't lose some of their stock.  However, due to the time limits of how long a batch of goods could remain on the market before being returned to the country, there was always a possibility that a country's stock could return home before the owner of the country would be able to log in and put it back on the market.  This eventually resulted in the rise of [[suiciding]], where countries would be attacked solely for the purpose of either stealing their stock or destroying it.  As long as a country's stock remained on the market, it would be safe from all forms of military attack.  Also, putting a batch of bushels on the public market nullified food decay on those bushels.&lt;br /&gt;
&lt;br /&gt;
==Present==&lt;br /&gt;
&lt;br /&gt;
In Earth: Empires, the 2bil bug was replaced by a feature called [[corruption]] which causes cash on hand past $2 billion to decay at the same rate as good.  The recent addition of the resource decay bonus allows players to spend about a month spending all their bonus points on resource decay until they get to the point that they can keep over $2 billion cash on hand without any of it being lost to [[corruption]].  Some players choose to use this bonus, but other players choose to use other bonuses and to still stockpile [[food]], [[oil]], or [[technology]] to build up valuable assets in their country that can be converted to cash at a later date.  Countries without the resource decay bonus can still safely hold well over $2 billion cash on hand in their country, as it will only be subject to corruption if they use turns.  Should players with multiple billions of cash on hand, but without the resource decay bonus wish to use turns, it would be wise for them to spend that money on food, oil, and technology before using turns, and to store the food on the market before running turns to prevent the food from decaying while using turns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Next Step==&lt;br /&gt;
&lt;br /&gt;
For the next step, see [[destocking]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Advanced Gameplay]]&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Destocking&amp;diff=9973</id>
		<title>Destocking</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Destocking&amp;diff=9973"/>
				<updated>2011-07-09T02:13:38Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Selling off stored or [[stocking|stockpiled]] [[bushels]] and [[oil]] near the end of the [[reset]] and buying up [[military]] to jump in [[networth]].  It is also often called 'jumping'.&lt;br /&gt;
&lt;br /&gt;
Destocking is done in one of three ways.&lt;br /&gt;
&lt;br /&gt;
1) Jumping off your [[private market]] as a [[Reseller|MBR]]&lt;br /&gt;
&lt;br /&gt;
2) Jumping off your [[private market]] without switching to [[Reseller|MBR]]&lt;br /&gt;
&lt;br /&gt;
3) Jumping off the [[public market]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the first two methods of jumping, both [[Democracy]] and [[Theocracy]] are effective governments.  For the last method of jumping, [[Democracy]] is the only effective government.  The main advantage of jumping as a [[Democracy]] is its lack of market commissions, both on the sale of goods, and on the purchase of goods off the [[public market]].  This means that a [[Democracy]] will get 6% more money from food sales to spend on military.  It also has the minor advantage of a slightly higher [[military_technology|military tech]] maximum, giving it slightly cheaper goods on its [[private market]].  The advantage to [[Theocracy]] is its 20% cheaper goods on its [[private market]].  [[Theocracy]] is normally a better option than [[Democracy]] for both method #1 and method #2.&lt;br /&gt;
&lt;br /&gt;
One should sell spend all of their cash on hand on food before switching governments, and sell 25% of their military, 100% of their food and oil, and 25% of their [[technology]] before switching their government to [[Democracy]] or [[Theocracy]].  This will completely protect your food and oil stockpile from the loss of goods on hand when switching governments.&lt;br /&gt;
&lt;br /&gt;
==Method #1 - Jumping off your private market after switching to Military Base Reseller==&lt;br /&gt;
&lt;br /&gt;
Method #1, jumping as a DMBR - [[Democracy]] [[Reseller|MBR]] or TMBR - [[Theocracy]] [[Reseller|MBR]] is the most difficult way to jump, and takes the most planning and preparation.  The advantage is that a DMBR will get about 5.2 million networth for each billion cash they have left over after switching to [[Reseller|MBR]], and a TMBR will get about 6 million networth for each billion cash they have left over after switching to [[Reseller|MBR]].  Due to the high cost of switching buildings, both in turns used and building costs, it takes a very large stockpile for this method to be the ideal option for larger countries.  For smaller countries, their smaller landsize will often not give a large enough [[private market]] for this method to be the ideal option.&lt;br /&gt;
&lt;br /&gt;
Switching to [[Reseller|MBR]] is done by switching your government to [[Democracy]] or [[Theocracy]] and then selling off part of your stockpile to give the cash needed for a country to tear down its old buildings and build [[military_bases|military bases]] in their place.  The country must also purchase plenty of [[military_technology|military tech]].  Once it has switched all of its buildings, and has [[military_technology|military tech]] as low as it can go for their government - 89% for [[theocracy]], 82% for [[democracy]], they can sell off the rest of their stockpile and buy all the military available on the [[private market]] for the next few days or even weeks.  Once they run out of stockpile, they can sell military on the [[public market]] at significantly higher prices than they can purchase it for off their own [[private market]] to generate a tiny bit more networth.  You do not want to run out of stockpile with more than 1 to 5 days left in the set, depending on the market conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Method #2 - Jumping off your private market without switching buildings==&lt;br /&gt;
&lt;br /&gt;
Method #2, jumping as a [[Democracy]] or [[Theocracy]] off your [[private market]] without switching buildings saves you both time and money compared to method #1.  By not changing your buildings, you have more time to keep increasing the size of your stockpile.  And by not spending any of your stockpile on buildings, you have a larger stockpile to spend on your [[private market]].  The downside is that you get about 4 million networth for each billion cash of your stockpile as a [[Democracy]], or about 4.5 million networth for each billion cash of your stockpile as a [[Theocracy]].  Like with method #1, you will need to buy [[military_technology|military tech]] until your tech levels are 89% for [[theocracy]] or 82% for [[democracy]].  This method is only effective when jumping very very late in the set, in the last 1 or 2 days for smaller countries that do not have enough stockpile to switch to [[Reseller|MBR]], or 5 to 7 days for bigger countries that are too big to switch to [[Reseller|MBR]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Private Market Regeneration for Methods 1 and 2==&lt;br /&gt;
&lt;br /&gt;
Both of these methods have a very predictable speed at which you can jump.  If you logout of your country with your [[private market]] completely empty of military, it will regenerate 3 [[troops]], 2.5 [[jets]], 2.5 [[turrets]], and 1 [[tank]] for every acre your country has for each turn that your gain while logged out.  The initial size of your [[private market]] will be about 74 turns worth of regeneration.  With some arithmetic, you can calculate exactly how much time you will need to spend buying out your [[private market]], and you can time the start of your destocking process to lineup perfectly with the end of the set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Method #3 - Jumping off the Public Market==&lt;br /&gt;
&lt;br /&gt;
Method #3 is done as a [[Democracy]] in most cases, or done in whatever government one currently is, if their stockpile is so small that a government switch to [[Democracy]] would not pay off.  This method is the easiest for new players with smaller stockpiles.  For countries with larger stockpiles, even the most experienced player will find this method extremely challenging.  For this method, one sells their stockpiled [[food]], [[oil]], and [[technology]] on the [[public market]] and buys military off the [[public market]].  The difficulty with this strategy is that unlike the first two methods, the speed at which you can spend money on military is very unpredictable.  The closer you get to the end of the set, the less likely you are to find military available on the [[public market]] which is cheaper than the military available on your [[private market]].  Finding any military on the [[public market]] during the last day can often be very hard and very expensive.  Because of its unpredictability, it is a much riskier method of destocking.  It is also the most lucrative, as there are many people who play [[Reseller|MBR]] improperly and end up running out of stockpile too early, and therefore cause military prices to drop close to the end of the set.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Terminology]]&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Reseller&amp;diff=9964</id>
		<title>Reseller</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Reseller&amp;diff=9964"/>
				<updated>2011-07-08T21:06:28Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stratnav}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
[[Military bases]] reduce [[expenses]] for the first 29.5% of acres as well as reducing private market prices, after that they only reduce private market prices.&lt;br /&gt;
&lt;br /&gt;
[[Private market]] prices are determined as follows&lt;br /&gt;
&lt;br /&gt;
price = base price*Government Military Bonus (if you are [[Theocracy]])*[[Military Tech]]% * (1 - 0.25*Bases/Land)&lt;br /&gt;
where&lt;br /&gt;
base price = 144 for troops, 192 for jets, 210 for turrets, 588 for tanks, and 360 for bushels&lt;br /&gt;
Government Military Bonus = 0.8 for theocracy, 1.0 for other governments&lt;br /&gt;
Bases = number of military bases&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
You build a ton of military bases to reduce your private market prices, and using those absolutely stable prices, you sell them onto the public market.  The end result is a net profit that requires very few turns. Many people convert to Theo Military Base Reseller (TMBR) at the end of a set for [[destock]]. This allows the player to buy cheap units off the private market, but may require many days depending on the stock and land of the country (due to [[private market]] replenishment rates).  &lt;br /&gt;
&lt;br /&gt;
It is possible to switch to military base reseller early in the set and to grow your landsize and stockpile while reselling.  With 2 to 3 sales a day, the military expenses will not overwhelm the country.  This strategy is extremely difficult as it requires multiple logins per day and excellent understanding of the market tendencies.&lt;br /&gt;
&lt;br /&gt;
==Numbers==&lt;br /&gt;
&lt;br /&gt;
A [[Democracy]] with their land fully built up with [[military_bases|military bases]] and 82% [[military_technology|military tech]], the [[private market]] prices are as follows:&lt;br /&gt;
troops $88 &lt;br /&gt;
jets $118 &lt;br /&gt;
turrets $129 &lt;br /&gt;
tanks $360 &lt;br /&gt;
&lt;br /&gt;
A [[Theocracy]] with their land fully built up with [[military_bases|military bases]] and 89% [[military_technology|military tech]], the [[private market]] prices are as follows:&lt;br /&gt;
troops $77 &lt;br /&gt;
jets $103 &lt;br /&gt;
turrets $112 &lt;br /&gt;
tanks $315&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategies]]&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Reseller&amp;diff=9963</id>
		<title>Reseller</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Reseller&amp;diff=9963"/>
				<updated>2011-07-08T21:05:51Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stratnav}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
[[Military bases]] reduce [[expenses]] for the first 29.5% of acres as well as reducing private market prices, after that they only reduce private market prices.&lt;br /&gt;
&lt;br /&gt;
[[Private market]] prices are determined as follows&lt;br /&gt;
&lt;br /&gt;
price = base price*Government Military Bonus (if you are [[Theocracy]])*[[Military Tech]]% * (1 - 0.25*Bases/Land)&lt;br /&gt;
where&lt;br /&gt;
base price = 144 for troops, 192 for jets, 210 for turrets, 588 for tanks, and 360 for bushels&lt;br /&gt;
Government Military Bonus = 0.8 for theocracy, 1.0 for other governments&lt;br /&gt;
Bases = number of military bases&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
You build a ton of military bases to reduce your private market prices, and using those absolutely stable prices, you sell them onto the public market.  The end result is a net profit that requires very few turns. Many people convert to Theo Military Base Reseller (TMBR) at the end of a set for [[destock]]. This allows the player to buy cheap units off the private market, but may require many days depending on the stock and land of the country (due to [[private market]] replenishment rates).  &lt;br /&gt;
&lt;br /&gt;
It is possible to switch to military base reseller early in the set and to grow your landsize and stockpile while reselling.  With 2 to 3 sales a day, the military expenses will not overwhelm the country.  This strategy is extremely difficult as it requires multiple logins per day and excellent understanding of the market tendencies.&lt;br /&gt;
&lt;br /&gt;
==Numbers==&lt;br /&gt;
&lt;br /&gt;
A [[Democracy]] with their land fully built up with [[military_bases|military bases]] and 82% [[military_tech|military tech]], the [[private market]] prices are as follows:&lt;br /&gt;
troops $88 &lt;br /&gt;
jets $118 &lt;br /&gt;
turrets $129 &lt;br /&gt;
tanks $360 &lt;br /&gt;
&lt;br /&gt;
A [[Theocracy]] with their land fully built up with [[military_bases|military bases]] and 89% [[military_tech|military tech]], the [[private market]] prices are as follows:&lt;br /&gt;
troops $77 &lt;br /&gt;
jets $103 &lt;br /&gt;
turrets $112 &lt;br /&gt;
tanks $315&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategies]]&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Production_techs&amp;diff=9962</id>
		<title>Production techs</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Production_techs&amp;diff=9962"/>
				<updated>2011-07-08T21:03:13Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Production technologies refers to the technologies that directly affect the production of a country.&lt;br /&gt;
&lt;br /&gt;
For a [[casher]], both [[business_technology|business technology]] and [[residential_technology|residential technology]] are production techs.&lt;br /&gt;
&lt;br /&gt;
For a [[farmer]], [[agricultural_technology|agricultural technology]] is their only production tech.&lt;br /&gt;
&lt;br /&gt;
For an [[industrialist]], [[industrial_technology|industrial technology]] is their only production tech.&lt;br /&gt;
&lt;br /&gt;
For a [[Reseller|MBR]], shorthand for [[Reseller|Military Base Reseller]], [[military_technology|military technology]] is their production tech.&lt;br /&gt;
&lt;br /&gt;
[[Oiler]]s and [[Techer]]s do not have production techs.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Production_techs&amp;diff=9961</id>
		<title>Production techs</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Production_techs&amp;diff=9961"/>
				<updated>2011-07-08T21:02:55Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Production technologies refers to the technologies that directly affect the production of a country.&lt;br /&gt;
&lt;br /&gt;
For a [[casher]], both [[business_technology|business technology]] and [[residential_technology|residential technology]] are production techs.&lt;br /&gt;
&lt;br /&gt;
For a [[farmer]], [[agricultural_technology|agricultural technology]] is their only production tech.&lt;br /&gt;
&lt;br /&gt;
For an [[industrialist]], [[industrial_technology|industrial technology]] is their only production tech.&lt;br /&gt;
&lt;br /&gt;
For a [[Military_Base_Reseller|MBR]], shorthand for [[Military_Base_Reseller|Military Base Reseller]], [[military_technology|military technology]] is their production tech.&lt;br /&gt;
&lt;br /&gt;
[[Oiler]]s and [[Techer]]s do not have production techs.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Production_techs&amp;diff=9960</id>
		<title>Production techs</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Production_techs&amp;diff=9960"/>
				<updated>2011-07-08T21:01:37Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: Created page with &amp;quot;Production technologies refers to the technologies that directly affect the production of a country.  For a casher, both business technology and [[res...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Production technologies refers to the technologies that directly affect the production of a country.&lt;br /&gt;
&lt;br /&gt;
For a [[casher]], both [[business_technology|business technology]] and [[residential_technology|residential technology]] are production techs.&lt;br /&gt;
For a [[farmer]], [[agricultural_technology|agricultural technology]] is their only production tech.&lt;br /&gt;
For an [[industrialist]], [[industrial_technology|industrial technology]] is their only production tech.&lt;br /&gt;
For a [[MBR]], shorthand for [[MBR|Military Base Reseller]], [[military_technology|military technology]] is their production tech.&lt;br /&gt;
[[Oiler]]s and [[Techer]]s do not have production techs.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=War_country&amp;diff=9959</id>
		<title>War country</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=War_country&amp;diff=9959"/>
				<updated>2011-07-08T20:56:51Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A war country is a country specially built for war.  It will most often be either a [[dictator]] or a [[tyranny]].  [[dictator|Dictators]] are most often [[casher]]s, but are sometimes done as [[farmer]]s.  [[tyranny|Tyrannies]] are most often done as [[techer]] or [[farmer]].  They will keep a significantly higher [[SPAL]] than a netting country, and they will get a lot of [[warfare]] technology early on to have a lot of [[missile]]s when the time to go to war arrives.  They will also have [[SDI]] to protect themselves against enemy [[missiles]], [[Military_Strategy|military strategy]] tech to increase the damage they do with [[Guerilla_Strike|Guerrila Strike]] and [[Bombing_Run|Bombing Run]] attacks, and [[weapons_technology|weapons tech]] to increase the power of their military.  Some countries will also choose to purchase [[military_technology|military tech]] to decrease the price they pay for [[troops]] on their [[private market]].  Countries with higher [[SPAL]] will often choose to purchase [[Spy_Technology|spy tech]] too.  And all of these war techs are second in importance to [[production techs]] for a [[casher]] or [[farmer]].&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=War_country&amp;diff=9958</id>
		<title>War country</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=War_country&amp;diff=9958"/>
				<updated>2011-07-08T20:56:16Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A war country is a country specially built for war.  It will most often be either a [[dictator]] or a [[tyranny]].  [[dictator|Dictators]] are most often [[casher]]s, but are sometimes done as [[farmer]]s.  [[tyranny|Tyrannies]] are most often done as [[techer]] or [[farmer]].  They will keep a significantly higher [[SPAL]] than a netting country, and they will get a lot of [[warfare]] technology early on to have a lot of [[missile]]s when the time to go to war arrives.  They will also have [[SDI]] to protect themselves against enemy [[missiles]], [[Military_Strategy|military strategy]] tech to increase the damage they do with [[Guerilla_Strike|Guerrila Strike]] and [[Bombing_Run|Bombing Run]] attacks, and [[weapons_technology|weapons tech]] to increase the power of their military.  Some countries will also choose to purchase [[military_technology|military tech]] to decrease the price they pay for [[troops]] on their private market.  Countries with higher [[SPAL]] will often choose to purchase [[Spy_Technology|spy tech]] too.  And all of these war techs are second in importance to production techs for a [[casher]] or [[farmer]].&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=War_country&amp;diff=9957</id>
		<title>War country</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=War_country&amp;diff=9957"/>
				<updated>2011-07-08T20:55:38Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A war country is a country specially built for war.  It will most often be either a [[dictator]] or a [[tyranny]].  [[dictator|Dictators]] are most often [[casher]]s, but are sometimes done as [[farmer]]s.  [[tyranny|Tyrannies]] are most often done as [[techer]] or [[farmer]].  They will keep a significantly higher [[SPAL]] than a netting country, and they will get a lot of [[Warfare]] technology early on to have a lot of [[missile]]s when the time to go to war arrives.  They will also have [[SDI]] to protect themselves against enemy missiles, [[Military_Strategy|military strategy]] tech to increase the damage they do with [[Guerilla_Strike|Guerrila Strike]] and [[Bombing_Run|Bombing Run]] attacks, and [[weapons_technology|weapons tech]] to increase the power of their military.  Some countries will also choose to purchase [[military_technology|military tech]] to decrease the price they pay for [[troops]] on their private market.  Countries with higher [[SPAL]] will often choose to purchase [[Spy_Technology|spy tech]] too.  And all of these war techs are second in importance to production techs for a [[casher]] or [[farmer]].&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=War_country&amp;diff=9956</id>
		<title>War country</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=War_country&amp;diff=9956"/>
				<updated>2011-07-08T20:55:25Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A war country is a country specially built for war.  It will most often be either a [[dictator]] or a [[tyranny]].  [[dictator|Dictators]] are most often [[casher]]s, but are sometimes done as [[farmer]]s.  [[tyranny|Tyrannies]] are most often done as [[techer]] or [[farmer]].  They will keep a significantly higher [[SPAL]] than a netting country, and they will get a lot of [[Warfare]] technology early on to have a lot of [[missile]]s when the time to go to war arrives.  They will also have [[SDI]] to protect themselves against enemy missiles, [[Military_Strategy|military strategy]] tech to increase the damage they do with [[Guerilla_Strike|Guerrila Strike]] and [[Bombing_Run|Bombing Run]] attacks, and [[weapons_technology|weapons tech]] to increase the power of their military.  Some countries will also choose to purchase [[military_technology|military tech]] to decrease the price they pay for [[troops]] on their private market.  Countries with higher [[SPAL]] will often choose to purchase [[spy_technology|spy tech]] too.  And all of these war techs are second in importance to production techs for a [[casher]] or [[farmer]].&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=War_country&amp;diff=9955</id>
		<title>War country</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=War_country&amp;diff=9955"/>
				<updated>2011-07-08T20:54:53Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A war country is a country specially built for war.  It will most often be either a [[dictator]] or a [[tyranny]].  [[dictator|Dictators]] are most often [[casher]]s, but are sometimes done as [[farmer]]s.  [[tyranny|Tyrannies]] are most often done as [[techer]] or [[farmer]].  They will keep a significantly higher [[SPAL]] than a netting country, and they will get a lot of [[Warfare]] technology early on to have a lot of [[missile]]s when the time to go to war arrives.  They will also have [[SDI]] to protect themselves against enemy missiles, [[Military_Strategy|military strategy]] tech to increase the damage they do with [[Guerilla_Strike|Guerrila Strike]] and [[Bombing_Run|Bombing Run]] attacks, and [[Weapons_Tech|weapons technology]] to increase the power of their military.  Some countries will also choose to purchase [[military_technology|military tech]] to decrease the price they pay for [[troops]] on their private market.  Countries with higher [[SPAL]] will often choose to purchase [[spy_tech|spy technology]] too.  And all of these war techs are second in importance to production techs for a [[casher]] or [[farmer]].&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=War_country&amp;diff=9954</id>
		<title>War country</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=War_country&amp;diff=9954"/>
				<updated>2011-07-08T20:54:09Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: Created page with &amp;quot;A war country is a country specially built for war.  It will most often be either a dictator or a tyranny.  Dictators are most often cashers, but are som...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A war country is a country specially built for war.  It will most often be either a [[dictator]] or a [[tyranny]].  [[dictator|Dictators]] are most often [[casher]]s, but are sometimes done as [[farmer]]s.  [[tyranny|Tyrannies]] are most often done as [[techer]] or [[farmer]].  They will keep a significantly higher [[SPAL]] than a netting country, and they will get a lot of [[Warfare]] technology early on to have a lot of [[missile]]s when the time to go to war arrives.  They will also have [[SDI]] to protect themselves against enemy missiles, [[Military_Strategy|military strategy]] tech to increase the damage they do with [[Guerilla_Strike|Guerrila Strike]] and [[Bombing_Run|Bombing Run]] attacks, and [[Weapons_Tech|weapons tech]] to increase the power of their military.  Some countries will also choose to purchase [[military_tech|military tech]] to decrease the price they pay for [[troops]] on their private market.  Countries with higher [[SPAL]] will often choose to purchase [[spy_tech|spy tech]] too.  And all of these war techs are second in importance to production techs for a [[casher]] or [[farmer]].&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Spy_country&amp;diff=9953</id>
		<title>Spy country</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Spy_country&amp;diff=9953"/>
				<updated>2011-07-08T20:46:27Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A spy country is a [[war country]] built especially for getting spy ops.  They will usually be a [[dictator]] for the spy effectiveness bonus, but [[tyranny]] and [[Communism|communist]] spy countries have also been spotted on rare occasions.  Their [[SPAL]] or Spies Per Acre of Land will be over 100, and sometimes even over 200.  They are used to gather intel on the enemy, and to do [[BioTerrorism]], [[demoralize]], or [[Sabotage_Missiles|sabotage missiles]] on enemy countries which have a [[SPAL]] which would cause a normal country to have difficulty succeeding on such spy operations.  Due to the burdensome upkeep of [[spies]], spy countries tend to have smaller militaries, which severely limits their effectiveness at [[Cause_Dissensions|Cause Dissensions]] or [[Bomb_Airbases|Bomb Airbases]].  They are extremely helpful to an alliance's war effort, as maintaining an accurate database of information on enemy countries is very useful to a good war chat leader.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Spy_country&amp;diff=9952</id>
		<title>Spy country</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Spy_country&amp;diff=9952"/>
				<updated>2011-07-08T20:46:06Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A spy country is a [[war country]] built especially for getting spy ops.  They will usually be a [[dictator]] for the spy effectiveness bonus, but [[tyranny]] and [[Communist|communist]] spy countries have also been spotted on rare occasions.  Their [[SPAL]] or Spies Per Acre of Land will be over 100, and sometimes even over 200.  They are used to gather intel on the enemy, and to do [[BioTerrorism]], [[demoralize]], or [[Sabotage_Missiles|sabotage missiles]] on enemy countries which have a [[SPAL]] which would cause a normal country to have difficulty succeeding on such spy operations.  Due to the burdensome upkeep of [[spies]], spy countries tend to have smaller militaries, which severely limits their effectiveness at [[Cause_Dissensions|Cause Dissensions]] or [[Bomb_Airbases|Bomb Airbases]].  They are extremely helpful to an alliance's war effort, as maintaining an accurate database of information on enemy countries is very useful to a good war chat leader.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Spy_country&amp;diff=9951</id>
		<title>Spy country</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Spy_country&amp;diff=9951"/>
				<updated>2011-07-08T20:45:55Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A spy country is a [[war country]] built especially for getting spy ops.  They will usually be a [[dictator]] for the spy effectiveness bonus, but [[tyranny]] and [[communist|Communist]] spy countries have also been spotted on rare occasions.  Their [[SPAL]] or Spies Per Acre of Land will be over 100, and sometimes even over 200.  They are used to gather intel on the enemy, and to do [[BioTerrorism]], [[demoralize]], or [[Sabotage_Missiles|sabotage missiles]] on enemy countries which have a [[SPAL]] which would cause a normal country to have difficulty succeeding on such spy operations.  Due to the burdensome upkeep of [[spies]], spy countries tend to have smaller militaries, which severely limits their effectiveness at [[Cause_Dissensions|Cause Dissensions]] or [[Bomb_Airbases|Bomb Airbases]].  They are extremely helpful to an alliance's war effort, as maintaining an accurate database of information on enemy countries is very useful to a good war chat leader.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Spy_country&amp;diff=9950</id>
		<title>Spy country</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Spy_country&amp;diff=9950"/>
				<updated>2011-07-08T20:45:37Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A spy country is a [[war country]] built especially for getting spy ops.  They will usually be a [[dictator]] for the spy effectiveness bonus, but [[tyranny]] and [[communist|Communist]] spy countries have also been spotted on rare occasions.  Their [[SPAL]] or Spies Per Acre of Land will be over 100, and sometimes even over 200.  They are used to gather intel on the enemy, and to do [[BioTerrorism]], [[demoralize]], or [[Sabotage_Missiles|sabotage missiles]] on enemy countries which have a [[SPAL]] which would cause a normal country to have difficulty succeeding on such spy operations.  Due to the burdensome upkeep of [[spies]], spy countries tend to have smaller militaries, which severely limits their effectiveness at [[Cause_Dissension|Cause Dissension]] or [[Bomb_Airbases|Bomb Airbases]].  They are extremely helpful to an alliance's war effort, as maintaining an accurate database of information on enemy countries is very useful to a good war chat leader.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Spy_country&amp;diff=9949</id>
		<title>Spy country</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Spy_country&amp;diff=9949"/>
				<updated>2011-07-08T20:45:15Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A spy country is a [[war country]] built especially for getting spy ops.  They will usually be a [[dictator]] for the spy effectiveness bonus, but [[tyranny]] and [[communist|Communist]] spy countries have also been spotted on rare occasions.  Their [[SPAL]] or Spies Per Acre of Land will be over 100, and sometimes even over 200.  They are used to gather intel on the enemy, and to do [[BioTerrorism]], [[demoralize]], or [[sabotage_missiles|sabotage missiles]] on enemy countries which have a [[SPAL]] which would cause a normal country to have difficulty succeeding on such spy operations.  Due to the burdensome upkeep of [[spies]], spy countries tend to have smaller militaries, which severely limits their effectiveness at [[Cause_Dissension|Cause Dissension]] or [[Bomb_Airbases|Bomb Airbases]].  They are extremely helpful to an alliance's war effort, as maintaining an accurate database of information on enemy countries is very useful to a good war chat leader.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Spy_country&amp;diff=9948</id>
		<title>Spy country</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Spy_country&amp;diff=9948"/>
				<updated>2011-07-08T20:44:50Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A spy country is a [[war country]] built especially for getting spy ops.  They will usually be a [[dictator]] for the spy effectiveness bonus, but [[tyranny]] and [[communist|Communist]] spy countries have also been spotted on rare occasions.  Their [[SPAL]] or Spies Per Acre of Land will be over 100, and sometimes even over 200.  They are used to gather intel on the enemy, and to do [[BioTerrorism]], [[demoralize]], or [[sabotage missiles|sabotage_missiles]] on enemy countries which have a [[SPAL]] which would cause a normal country to have difficulty succeeding on such spy operations.  Due to the burdensome upkeep of [[spies]], spy countries tend to have smaller militaries, which severely limits their effectiveness at [[Cause Dissension|Cause_Dissension]] or [[Bomb Airbases|Bomb_Airbases]].  They are extremely helpful to an alliance's war effort, as maintaining an accurate database of information on enemy countries is very useful to a good war chat leader.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Spy_country&amp;diff=9947</id>
		<title>Spy country</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Spy_country&amp;diff=9947"/>
				<updated>2011-07-08T20:44:13Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A spy country is a [[war country]] built especially for getting spy ops.  They will usually be a [[dictator]] for the spy effectiveness bonus, but [[tyranny]] and [[communist|Communist]] spy countries have also been spotted on rare occasions.  Their [[SPAL]] or Spies Per Acre of Land will be over 100, and sometimes even over 200.  They are used to gather intel on the enemy, and to do [[BioTerrorism]], [[demoralize]], or [[sabotage_missiles|sabotage missiles]] on enemy countries which have a [[SPAL]] which would cause a normal country to have difficulty succeeding on such spy operations.  Due to the burdensome upkeep of [[spies]], spy countries tend to have smaller militaries, which severely limits their effectiveness at [[Cause_Dissension|Cause Dissensino]] or [[Bomb_Airbases|Bomb Airbases]].  They are extremely helpful to an alliance's war effort, as maintaining an accurate database of information on enemy countries is very useful to a good war chat leader.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Spy_country&amp;diff=9946</id>
		<title>Spy country</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Spy_country&amp;diff=9946"/>
				<updated>2011-07-08T20:42:30Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: Created page with &amp;quot;A spy country is a war country built especially for getting spy ops.  They will usually be a dictator for the spy effectiveness bonus, but tyranny and communist s...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A spy country is a [[war country]] built especially for getting spy ops.  They will usually be a [[dictator]] for the spy effectiveness bonus, but [[tyranny]] and [[communist]] spy countries have also been spotted on rare occasions.  Their [[SPAL]] or Spies Per Acre of Land will be over 100, and sometimes even over 200.  They are used to gather intel on the enemy, and to do [[bioterrorism]], [[demoralize]], or [[sabotage missiles ]] on enemy countries which have a [[SPAL]] which would cause a normal country to have difficulty succeeding on such spy operations.  Due to the burdensome upkeep of [[spies]], spy countries tend to have smaller militaries, which severely limits their effectiveness at [[Cause Dissension]] or [[Bomb Airbases]].  They are extremely helpful to an alliance's war effort, as maintaining an accurate database of information on enemy countries is very useful to a good war chat leader.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Retaller&amp;diff=9945</id>
		<title>Retaller</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Retaller&amp;diff=9945"/>
				<updated>2011-07-08T20:36:35Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A retaller is a country specially built for doing [[retal]]s.  They are almost always [[tyranny]] for the 20% gains bonus, and will have a lot of [[Military_Strategy|military strategy]] tech and will usually have a high [[jet]] to [[turrets|turret]] ratio.  They are usually [[techer]]s, but are sometimes done as [[farmer]] as well.  Due to their [[Military_Strategy|military strategy]] tech and [[tyranny]] [[government]] they also make very good war countries.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Retaller&amp;diff=9944</id>
		<title>Retaller</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Retaller&amp;diff=9944"/>
				<updated>2011-07-08T20:36:17Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A retaller is a country specially build for doing [[retal]]s.  They are almost always [[tyranny]] for the 20% gains bonus, and will have a lot of [[Military_Strategy|military strategy]] tech and will usually have a high [[jet]] to [[turrets|turret]] ratio.  They are usually [[techer]]s, but are sometimes done as [[farmer]] as well.  Due to their [[Military_Strategy|military strategy]] tech and [[tyranny]] [[government]] they also make very good war countries.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Retaller&amp;diff=9943</id>
		<title>Retaller</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Retaller&amp;diff=9943"/>
				<updated>2011-07-08T20:36:08Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A retaller is a country specially build for doing [[retal]]s.  They are almost always [[tyranny]] for the 20% gains bonus, and will have a lot of [[Military_Strategy|military strategy]] tech and will usually have a high [[jet]] to [[turret|turrets]] ratio.  They are usually [[techer]]s, but are sometimes done as [[farmer]] as well.  Due to their [[Military_Strategy|military strategy]] tech and [[tyranny]] [[government]] they also make very good war countries.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Retaller&amp;diff=9942</id>
		<title>Retaller</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Retaller&amp;diff=9942"/>
				<updated>2011-07-08T20:35:40Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A retaller is a country specially build for doing [[retal]]s.  They are almost always [[tyranny]] for the 20% gains bonus, and will have a lot of [[Military_Strategy|military strategy]] tech and will usually have a high [[jet]] to [[turret]] ratio.  They are usually [[techer]]s, but are sometimes done as [[farmer]] as well.  Due to their [[Military_Strategy|military strategy]] tech and [[tyranny]] [[government]] they also make very good war countries.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Retaller&amp;diff=9941</id>
		<title>Retaller</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Retaller&amp;diff=9941"/>
				<updated>2011-07-08T20:35:19Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A retaller is a country specially build for doing [[retal]]s.  They are almost always [[tyranny]] for the 20% gains bonus, and will have a lot of [[Military_Strategy]] tech and will usually have a high [[jet]] to [[turret]] ratio.  They are usually [[techer]]s, but are sometimes done as [[farmer]] as well.  Due to their [[military_strategy | military strategy]] tech and [[tyranny]] [[government]] they also make very good war countries.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Retaller&amp;diff=9940</id>
		<title>Retaller</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Retaller&amp;diff=9940"/>
				<updated>2011-07-08T20:35:02Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A retaller is a country specially build for doing [[retal]]s.  They are almost always [[tyranny]] for the 20% gains bonus, and will have a lot of [[military_strategy]] tech and will usually have a high [[jet]] to [[turret]] ratio.  They are usually [[techer]]s, but are sometimes done as [[farmer]] as well.  Due to their [[military_strategy | military strategy]] tech and [[tyranny]] [[government]] they also make very good war countries.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Retaller&amp;diff=9939</id>
		<title>Retaller</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Retaller&amp;diff=9939"/>
				<updated>2011-07-08T20:34:45Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A retaller is a country specially build for doing [[retal]]s.  They are almost always [[tyranny]] for the 20% gains bonus, and will have a lot of [[military_strategy]] tech and will usually have a high [[jet]] to [[turret]] ratio.  They are usually [[techer]]s, but are sometimes done as [[farmer]] as well.  Due to their [[military_strategy|military strategy]] tech and [[tyranny]] [[government]] they also make very good war countries.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Retaller&amp;diff=9938</id>
		<title>Retaller</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Retaller&amp;diff=9938"/>
				<updated>2011-07-08T20:34:20Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A retaller is a country specially build for doing [[retal]]s.  They are almost always [[tyranny]] for the 20% gains bonus, and will have a lot of [[military strategy]] tech and will usually have a high [[jet]] to [[turret]] ratio.  They are usually [[techer]]s, but are sometimes done as [[farmer]] as well.  Due to their [[military strategy]] tech and [[tyranny]] [[government]] they also make very good war countries.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Retaller&amp;diff=9937</id>
		<title>Retaller</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Retaller&amp;diff=9937"/>
				<updated>2011-07-08T20:33:54Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: Created page with &amp;quot;A retaller is a country specially build for doing retals.  They are almost always tyranny for the 20% gains bonus, and will have a lot of military strategy tech and w...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A retaller is a country specially build for doing [[retal]]s.  They are almost always [[tyranny]] for the 20% gains bonus, and will have a lot of [[military strategy tech]] and will usually have a high [[jet]] to [[turret]] ratio.  They are usually [[techer]]s, but are sometimes done as [[farmer]] as well.  Due to their [[military strategy tech]] and [[tyranny]] [[government]] they also make very good war countries.&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Self-farming&amp;diff=9933</id>
		<title>Self-farming</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Self-farming&amp;diff=9933"/>
				<updated>2011-07-08T20:21:28Z</updated>
		
		<summary type="html">&lt;p&gt;Rockman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Self-farming is primarily a [[FFA]] landgrabbing strategy where one person attacks their own alliance's countries for [[land]].  It is differentiated from [[self-landtrading]] because self-farming benefits one country and hurts the other one involved, whereas [[self-landtrading]] is mutually beneficial.  It is extremely common on [[FFA]], but has been used on occasion on the [[alliance server]].&lt;/div&gt;</summary>
		<author><name>Rockman</name></author>	</entry>

	</feed>