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		<id>https://wiki.earthempires.com/index.php?title=Evolution&amp;diff=6756</id>
		<title>Evolution</title>
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				<updated>2011-03-25T19:20:58Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: /* Fifth Round of the Alliance Server: Aug 4th - Oct 3rd, 2010 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox alliance&lt;br /&gt;
| image = [[File:Evolution.png]]&lt;br /&gt;
| founders = Liono, [[Foobooy]], DJ Beif, [[qz-jul]],[[Ozzite]], ??, ??&lt;br /&gt;
| founded = December 2004&lt;br /&gt;
| origins = Merger of [[RED]] and [[un4given]]&lt;br /&gt;
| anw = Max: $107,815,609 (Earth:2025)&lt;br /&gt;
| tnw = Max: $5,067,333,615 (Earth:2025)&lt;br /&gt;
| num_members = Max: ~80, December 2004&lt;br /&gt;
| mission = Earth's Best Netters&lt;br /&gt;
| focus = Netgaining&lt;br /&gt;
| president = [[Yank]]&lt;br /&gt;
| vps = [[qzjul]], [[slagpit]]&lt;br /&gt;
| hfa = [[anoniem]]&lt;br /&gt;
| hia = [[Mick]]&lt;br /&gt;
| ias = [[Kingme]], [[Canterbury Crusader]], [[Rasp]]&lt;br /&gt;
| trainers = [[Corfu]]&lt;br /&gt;
| homepage = http://evolution2025.com&lt;br /&gt;
| irc = '''#'''evopublic irc.evolution2025.com&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Evolution''', also known as EVO, is an organized netgaining alliance on the [[Alliance Server]] of [[Earth Empires]].  The alliance was formed from a merger between the [[Real Estate Developers]] (RED) and Un4given during the December 1, 2004 - January 30, 2005 set in [[Earth: 2025]].  Evolution enjoyed a rich mix of netting and warring, dominating the Average Networth charts for over a year straight.  Their current webpage &amp;amp; hosting site is [http://evolution2025.com Evolution2025] also known as EvoGT or qzGT.&lt;br /&gt;
&lt;br /&gt;
When Earth: 2025 closed in December 2009, Evolution moved to [[Earth Empires]], and has continued netting and helping its allies achieve total victory in times of war.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ideals ==&lt;br /&gt;
&lt;br /&gt;
The ideals of EVO are two-fold: [[Netgaining]] and Training.&lt;br /&gt;
&lt;br /&gt;
=== Netgaining ===&lt;br /&gt;
&lt;br /&gt;
Evolution is primarily a [[netgaining alliance]], and as such desires to spend its sets [[netgaining]] rather than warring.  However, in Earth Empire's early development, it has warred on several occasions to help its allies and itself achieve the right to net in peace.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
Evolution prides itself with a sophisticated and involved training program which makes good netgainers out of new players.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Before going any further, you, the reader, need to know something important.  This section, the History section, is written as if from Evolution's point of view.  The events recorded herein are written as Evolution experienced them.  You will notice that there is very little mention of external events unless they affect Evolution in some way.  If, for example, a war between two distant alliances or coalitions had nothing to do with Evolution's existence, then it did not get recorded here.  This section was written with impartiality and objectivity in mind; however, the same events recorded herein may be recorded from a different point of view from a different person or alliance; i.e., what you read here may not necessarily agree with what you read elsewhere.  Each alliance will have its &amp;quot;side of the story&amp;quot;, so to speak, so it will be up to you to read all accounts pertaining to any particular event in order to determine, to the best of your ability, what really happened.&lt;br /&gt;
&lt;br /&gt;
===Earth:2025===&lt;br /&gt;
{{Main|History of Evolution in Earth: 2025}}&lt;br /&gt;
Evolution was created in December 2004 as a merger of the [[Real Estate Developers]] and [[un4given]].  RED was an elite netgaining alliance of around 50 members, and un4given was a product of recent mergers with around 40 members who were also doing quite well at netgaining.  Given the political scene at the time, it made sense to combine strength to forge ahead with a new Netgaining Alliance.&lt;br /&gt;
&lt;br /&gt;
The name Evolution was voted as the best name for the new alliance when the [[Real Estate Developers]] and [[un4given]] merged.  Evolution had been the name of a division in RED.  Other names under consideration included other RED divisions such as Divine Retribution and Short Fuse.&lt;br /&gt;
&lt;br /&gt;
After the closure of Earth:2025, Evolution found itself swept into a similar game, hastily built by the players of the old Earth:2025 game.  The political structure of the old game was in tatters after the war of Armageddon in Old Earth's last set, and not too many people knew what alliances would start over and what alliances would continue to look for vengeance for the actions of that set...&lt;br /&gt;
&lt;br /&gt;
=== First Round of the Alliance Server: Dec 13&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; - Jan 30&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;, 2010 ===&lt;br /&gt;
{{Main|First Round of the Alliance Server}}&lt;br /&gt;
A new game, a new beginning for the awesomeness that is Evolution. This would be Earth Empire's [[Beta Council]] set; a set where the EC server would be tested, and bugs would be found and fixed. Some uncertainty was present, regarding the relations with the alliances we had helped crush the preceding reset, in Earth:2025. For those of you who've no idea what went down that set, here's a small summary:&lt;br /&gt;
&lt;br /&gt;
[[Survival of the Fittest|SoF]] killed [[Netters Anonymous|NA]]'s topranker the set before.&lt;br /&gt;
SoF attacked and crushed [[Infernal Council of Nations|ICN]] the set before and the set before that.&lt;br /&gt;
[[Sons of Liberty|SOL]] attacked and demolished Evolution the set before.&lt;br /&gt;
&lt;br /&gt;
Evolution, NA, ICN, and later [[Collab]] and [[Regeneration|Regen]], then banded together and crushed SoF, SOL and their allies, [[Rage]], [[The Infernal Elite|TIE]], and [[Zero Tolerance|ZT]].&lt;br /&gt;
&lt;br /&gt;
Some alliances proclaimed a sort of &amp;quot;tabula rasa&amp;quot; for the new game, declaring a &amp;quot;blank slate&amp;quot; for alliances who had been at odds with them earlier. Others wanted to continue their grudges against their enemies.&lt;br /&gt;
&lt;br /&gt;
TIE, RAGE, and SoF asked for and received pacts from Evolution. SOL once again refused to pact, but stated they had other plans for the set.&lt;br /&gt;
&lt;br /&gt;
In any case, this set would be rather uneventful for Evolution, save for the bugs that would pop up and get rapidly fixed by the new and very active game admins. SOL FSed Collab for Collab supposedly breaking a promise that entailed not attacking SOL last set. LaF got FSed by [[Imaginary Numbers|Imagnum]] and [[Death Knights|Dknights]] (who came from the Earth:2025 1A server because the Alliance server wasn't yet up in EE), which knocked LaF out of the netting race. Other than that, it was smooth sailing for Evolution, who would once again clinch the [[ANW]] crown at $42,837,926.&lt;br /&gt;
&lt;br /&gt;
=== Second Round of the Alliance Server: Feb 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; - Apr 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt;, 2010===&lt;br /&gt;
{{Main|Second Round of the Alliance Server}}&lt;br /&gt;
Evolution set out to once again net to the top of the ANW list, while keeping a wary eye on SOL and SoF. Last set, SOL had once again [[FSed]] a [[netting alliance]] out of the blue, an ominous reminder to Evo members of their past encounters with SOL.&lt;br /&gt;
&lt;br /&gt;
SoF signed a [[uNAP]] with Evolution this set, so Evolution would keep their focus on SOL, who didn't pact, in the first weeks of the set. Collab wanted to [[FS]] SOL for SOL's actions last set, and everyone in the server knew it. So Collab and SOL both got ready for their war.&lt;br /&gt;
&lt;br /&gt;
Evolution was busy netting when, on February 23, at 2:53, a suicider struck Evolution, taking a total of 15,832 acres. It was a country that had detagged from SoF less than 3 days before. It wasn't the best suiciding that Evolution had seen, but it still had to be dealt with. However, most of the members were too focused on netting for Evolution to dispatch the suicider quickly. Only the core membership would put any attacks onto the suicider, which meant it took over 2 days before Evolution was close to killing it. Just before it would have been killed, the country went into vacation mode for just over 3 days, but it was killed soon after coming out of vacation. A couple days later, the suicider's restart tagged up in SoF again.&lt;br /&gt;
&lt;br /&gt;
On March 2, Collab FSed SOL. Both SOL and Collab had been prepping for this war since the beginning of the set. However, after less than a week of fighting, it was clear that SOL was losing the war. Then, it was made abundantly clear to the server that SOL had lost when SOL called in their allies SoF, and TIE. But that was just the beginning.&lt;br /&gt;
&lt;br /&gt;
SoF had also signed a uNAP with Collab, so they weren't supposed to be hitting them. However, under claims of a leadership breakdown inside SoF, [[Ivan]], the new president of SoF, broke most of SoF's countries away from SoF, and formed a new alliance, called [[Natural Selection|Natural Selection]] (or, NaturaLS), and immediately began hitting Collab. They justified their breaking of a uNAP with Collaboration under the false claims that NaturaLS was a different alliance from SoF.&lt;br /&gt;
&lt;br /&gt;
However, Ivan soon found out that justifying a broken uNAP by moving to a different tag works both ways. Since nobody had signed a uNAP with the new NaturaLS tag, then anybody could attack them. And Evolution, DKnights, and NA did that at midnight on March 9, in defense of Collab. They also FSed SOL at the same time. Both NA and Evolution had signed a uNAP with TIE earlier, so they couldn't hit TIE, but TIE cease-fired with Collab immediately after NA and Evolution's first attacks. TIE was then FSed by Imagnum a couple days later, who were then FSed by Elysium and Rage later on in the set.&lt;br /&gt;
&lt;br /&gt;
With the combined might of NA, DKnights, Evolution, and what was left of Collaboration, the forces of SOL and the NaturaLS tag fell relatively quickly. After a couple weeks of fighting, most of the netting tags were unable to hit the tiny enemy countries, due to humanitarians. Some of the remaining larger enemy countries went into vacation mode in order to stall their impending deaths, but once they were booted out of vacation mode 2 weeks before the end of the set, they were quickly killed as well.&lt;br /&gt;
&lt;br /&gt;
However, this had effectively knocked Evolution out of the netting race, so, with so many other netting alliances actually netting, Evolution had very little chance to catch up. So, they used what little stocks were available to send foreign aid to Collab's countries, while netting to the end of the set. Evolution came in 9th place in ANW, with $36,037,715.&lt;br /&gt;
&lt;br /&gt;
=== Third Round of the Alliance Server: Apr 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; - Jun 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt;, 2010===&lt;br /&gt;
{{Main|Third Round of the Alliance Server}}&lt;br /&gt;
With the easy victory the netters had over the warriors last set, Evolution looked forward to an easy netting reset. We had pacted most of the alliances we had helped destroy, and the members were looking forward to rebuilding Evolution. Even though Evolution had spent most of the past 8 months leading the charge against and demolishing the warring alliances that had been threatening the netters' existence, it was Evolution that had paid the heaviest price in terms of membership lost. Netters do not like having to fight for their existence, no matter the reasons supplied, and during the recent months, Evolution had lost about half its membership. So the membership that was left began cautiously setting up for a netting reset.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it soon became quite clear that Evolution wouldn't be netting. SOL not only refused to pact Evolution; they refused to even answer the contact attempts from Evo's FAs, and it was made abundantly clear from their country makeup that they were preparing for war. SOL had also gained quite a few members from recruitment efforts from other Earth clone games.&lt;br /&gt;
&lt;br /&gt;
Worse still, the allies that had helped Evolution defend Collab last reset had pacted SOL and their allies, so none of them would be able to come to Evolution's aid when the time came. And Evolution's membership, while being dwindled from the constant war of attrition, also really didn't feel like fighting anymore. Some of the leadership didn't really have time to plan and coordinate a war effort, due to being involved with game development.&lt;br /&gt;
&lt;br /&gt;
So Evolution adopted a 'wait-and-see' attitude. The leadership knew that if SOL were to FS Evolution, the war would be over in a matter of days.&lt;br /&gt;
&lt;br /&gt;
Still, Evolution had a plan for the upcoming war. Since SOL had recruited members from another game to help them fight, it was understood that those extra members were looking for a fun fight. Evolution decided to take away their fun and not offer them a challenge. And when SOL FSed Evolution on April 24, at 2000 hours, the plan was immediately put into effect.&lt;br /&gt;
&lt;br /&gt;
All countries were ordered to go into vacation mode. The speed of SOL's attacks, however, took out most of Evolution's countries before most of the membership got the order. The fact that SOL FSed Evo and [[Death Knights]] (DK) didn't matter much--Evo and DK's active membership only totalled 39, while SOL boasted 70 active members. Since Evo and DK weren't really allies, working together wasn't really an option.&lt;br /&gt;
&lt;br /&gt;
In just one day, half of Evolution's countries were destroyed, most of the rest were in vacation, and what was left wasn't really worth attacking. With the war pretty much over so soon, Evolution membership was forced to wait over a month until the end of the reset.&lt;br /&gt;
&lt;br /&gt;
SOL would go on to break a uNAP with, and FS NA on May 9, at 2100 hours, for one of their leadership's alleged involvement with a cheating scandal in the [[Free For All]] server. This was more than enough evidence of the sheer boredom of SOL's membership at not having anything to kill. Since about a third of NA's membership no longer existed, due to their hosting site suddenly becoming unavailable, NA fell in relatively short order.&lt;br /&gt;
&lt;br /&gt;
All the countries that had gone into vacation mode were quickly killed by SOL when vacation mode ended 2 weeks before the end of the set. That was part of the deal between Evolution and SOL representatives upon signing a 2-reset-long uNAP that would hopefully bring peace between Evolution and SOL. Most of the vacationers would self-delete in order to keep SOL from achieving any sort of satisfaction in killing their countries.&lt;br /&gt;
&lt;br /&gt;
After that, what little membership was left decided to netgain in order to get Evolution off the bottom of the ANW scores list. Evolution ended the set with an ANW of $15,663,941.&lt;br /&gt;
&lt;br /&gt;
=== Fourth Round of the Alliance Server: Jun 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; - Aug 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt;, 2010===&lt;br /&gt;
{{Main|Fourth Round of the Alliance Server}}&lt;br /&gt;
This reset would be the most uneventful reset in Evolution's existence. After getting a multiple-set pact from SOL, and getting a uNAP from SoF, as well as from just about every other alliance, the stage for pure netting was firmly set. LaF also seemed poised to net as well, so Evo members really wanted another ANW victory.&lt;br /&gt;
&lt;br /&gt;
LaF and Rage/Elysium got into a landtrading issue, where LaF, who wasn't pacted to Rage/Ely, would grab land off Rage countries. Then, Rage would grab more land off other LaF countries. LaF then FSed Rage on Jun 20, and, with Rage being much smaller than LaF (LaF's 74 to Rage's 27), LaF easily overpowered them, and Rage would become their farmland for the rest of the reset. This put LaF in a favorable position, due to the ~4k-acre-average-land-lead they acquired for about half the reset.&lt;br /&gt;
&lt;br /&gt;
Evolution netted like it usually nets. Not even a single suicider gave Evo any trouble. However, inadequacies on Evo's part would soon lead to major impacts on their ANW.&lt;br /&gt;
&lt;br /&gt;
First off, general inactivity due to real life meant that some players quit playing over the course of the reset. One of these members had a country that was then set to farm before it was detagged. Another member had a country that wasn't farmed or detagged, and that country would end up on the bottom of Evo's scores sheet, having a major pull on Evo's ANW.&lt;br /&gt;
&lt;br /&gt;
Second, mistakes during destocking would also have an impact. Some members thought that the $2bil bug was removed for the Alliance server, when it had only been removed for FFA and Express. One of these members sold all stock, and reaped exactly $2 billion for it.&lt;br /&gt;
&lt;br /&gt;
Third, a hastily-planned, but inaccurately-predicted amount of downtime resulted in players losing value in their stocks as they put them on the market to sell during the time the server was down. The lost value would never be reimbursed to the players who had lost their stocks. However, the reset would be extended for a day because of the downtime.&lt;br /&gt;
&lt;br /&gt;
Those scenarios combined to give a very close ANW race between Evo and LaF. The last 2 days of the reset were mostly spent watching the stats as both LaF and Evo took the lead from each other, multiple times. When an inactive LaFer detagged his small country about 5 minutes before the set ended, LaF took the lead by about $650k. LaF didn't want to lose face, so their leadership had the country tagged back up mere seconds before the reset ended. Evolution ended the reset with an ANW of $79,243,746--a mere $173,638 over LaF's $79,070,108 ANW.&lt;br /&gt;
&lt;br /&gt;
=== Fifth Round of the Alliance Server: Aug 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; - Oct 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt;, 2010===&lt;br /&gt;
{{Main|Fifth Round of the Alliance Server}}&lt;br /&gt;
&lt;br /&gt;
This would be another mostly-uneventful netting set. Pacts were obtained that allowed nearly-painless netting. Evo expected yet another close race with [[LaF]], so the members steeled themselves for the purest form of netting in the history of existence.&lt;br /&gt;
&lt;br /&gt;
However, events would take place that required Evo's constant attention. [[TIE]], a couple years after gaining total control of the EC server, merged into [[LCN]], mostly due to dwindling membership and feelings of vulnerability. Also, several smaller alliances - [[PDM]], [[Elysium]], [[Rage]], [[Imag]], and [[NeoFed]] - announced the creation of a coalition, presumably to be able to better defend themselves from larger alliances. If anybody wanted a pact with one alliance in this coalition, they'd have to sign a pact with the rest of this coalition; consequently many netting alliances did so. However, the terms of the coalition had apparently been hastily put together, and it fell apart in short order. Nobody was sure whether or not the pact they signed with this coalition was worth the minuscule amount of bandwidth wasted to do so.&lt;br /&gt;
&lt;br /&gt;
Evolution found out that their pact was worthless when PDM began the first steps in a land-trade war with Evolution. PDM saw this as generating land for the server, thanks to the ghost acres. Evolution saw it as an annoyance that had to be kept track of. Even though Evolution would eventually gain over 10k more acres (not including ghost acres) than PDM from the exchange, each [[retal]] used up [[stock]] in buying up [[jets]] and [[oil]], and wasted economic capital each turn from the extra military units.&lt;br /&gt;
&lt;br /&gt;
Evo's expectations for the reset would change as [[SOL]] [[FSed]] LaF on August 25, at 19:00, over SOL's claims of unacceptable landgrabbing/retal policies form LaF (as well as LaF's destructive policy against Elysium, who had started the reset with only 5 of their members active). Since LaF was set up for netting, their lack of war preparation spelled their doom, despite having a [[TNW]] advantage and about 20 more members than SOL. What was left of Elysium joined forces with SOL. Each alliance would fight until the end of the reset, with LaF ending up in ruins.&lt;br /&gt;
&lt;br /&gt;
[[ICN]] FSed [[SoF]] and got smashed when [[ImagNum]] came to SoF's aid, [[Collaboration]] FSed SoF, [[EEVIL]] FSed Collaboration, some other dudes hit someone or another. [[Netters Anonymous]] prepped for war, then went back to netting, which dampened their netting stats. It was a militarily active reset for the most of the rest of the server.&lt;br /&gt;
&lt;br /&gt;
Once PDM FSed [[The Fist]] on August 30 at about 22:00, the landtrading abruptly ceased, allowing Evolution the ability to net without hindrances. With LaF getting pummeled by SOL, Evo figured that the rest of the set would be easy. PDM would eventually ceasefire with The Fist, and they would begin topfeeding Evo again, but Evo would still coordinate retals so that they almost always came out on top in the land exchange. PDM then FSed Collaboration, and was engaged in battle with them for the rest of the reset.&lt;br /&gt;
&lt;br /&gt;
However, about a week before the set ended, [[Omega]]'s countries began their jump, which eventually placed Omega about $12 million above Evo's [[ANW]]. People predicted that Omega would get a double crown by set's end, but Evolution had yet to jump some of its own countries, and what had already jumped was busy reselling. Three days before the end of the reset, Omega's ANW was about $10 million above Evo's.&lt;br /&gt;
&lt;br /&gt;
However, Evolution sported much higher average land than any other alliance in the server, and they used this to their advantage. The order to jump was given, and Evo's ANW shot up above Omega's within a single day. LCN, the only other alliance that could have gotten more TNW than either Omega or Evo, couldn't catch up with Evolution, probably due to their merger with TIE, which happened at the beginning of the reset.&lt;br /&gt;
&lt;br /&gt;
In conclusion, Evolution ended the round in first place with an ANW of $99,479,453, setting a new server ANW record. The Omega finished in second place, with around 7.5 million networth less than Evolution. The Omega had dropped their lowest country hours before the end of the set, although this did not make a difference in the rankings and it was an inactive one that hadn't played for weeks.  With a TNW of $3,282,821,956, the highest in the server for the reset, Evolution would obtain its first [[double crown]] in [[Earth Empires]].&lt;br /&gt;
&lt;br /&gt;
=== Sixth Round of the Alliance Server: Oct 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; - Dec 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt;, 2010===&lt;br /&gt;
{{Main|Sixth Round of the Alliance Server}}&lt;br /&gt;
&lt;br /&gt;
This reset would see some important changes in the game itself. The $2bil cash limit was removed, and the effect of military tech on private market sell prices was reversed (i.e. it went UP instead of DOWN with the presence of more military tech). The reversal of the effect of military tech on private market sell prices meant that the floor price of bushels on the public market was now at $39, instead of the normal $32. This caused farmer strategies to be stronger.&lt;br /&gt;
&lt;br /&gt;
Once again, we got pacts from the important alliances. PDM began its landtrading routine with Evolution, and the membership almost always took more land from them than they gained from us. Ghost acres were the same, so Evolution took the average land lead early on in the reset.&lt;br /&gt;
&lt;br /&gt;
In other news, SOL was looking for a war, and got one. And another one. LaF, still hurting over their defeat against SOL last reset, believed that SOL would once again strike them. So, LaF preemptively FSed SOL on October 24, at 19:13. However, barely 30 minutes into LaF's FS, SOL began their counterstrike, and killed more LaF countries than LaF killed SOL's countries, during LaF's FS. SOL claimed their fast turnaround time to be due to their phone bot alerting their members to get online as soon as LaF's first attacks commenced. SOL would go on to tagkill LaF, in a repeat of last reset's war. After cease-firing with LaF, SOL still wanted war, so PDM obliged them by FSing SOL on November 9, at 22:11, thus interrupting their landtrading with Evolution. Once again, SOL had a quick turn-around time, and decimated PDM's forces during PDM's FS.&lt;br /&gt;
&lt;br /&gt;
SoF was also looking to war. They forced NA to FS them at November 2 at 00:09 by giving NA an ultimatum to either fight or die. NA, merely a shadow of its former self, did a small FS, which was quickly overpowered by SoF's counterstrike a few minutes after the beginning of NA's FS. SoF then crushed NA. Afterwards, they more or less 'netted', by doing several buyouts on the tech market, and sending the proceeds to at least three of their countries, two of which would end up in the top 10. This would also trigger much discussion on the legitimacy and skill taken of those countries' ending networths.&lt;br /&gt;
&lt;br /&gt;
Elysium, a tiny clan of 5 to 6 members, FSed TheFist on November 10 at 19:14, probably due to Elysium's inability to retal TheFist's grabs.&lt;br /&gt;
&lt;br /&gt;
ImagNuM also FSed TheFist on November 10 at 21:09:50. Fist, being much smaller and not prepared for war at all (especially after Elysium's softening-up strategy), didn't put up much of a fight, and eventually announced that this reset would be their last in Earth:Empires. This stirred up much discussion on the forums about the preservation of the game's playerbase, which members from many alliances participated in. Imag also FSed ICN about a minute after they began their attacks on Fist. NeoFed then FSed Imag November 11 at 23:35. ICN, TheFist, and NeoFed would be decimated until SOL, coming out of their war with PDM, FSed ImagNuM on Nov/23/10 21:08:24, crushing Imag.&lt;br /&gt;
&lt;br /&gt;
After the main wars were over, NA and LaF set up 'civil wars' amongst what remained of their shattered alliances. One of the NA war tags also FSed SOL, just for fun.&lt;br /&gt;
&lt;br /&gt;
NeoFed and Elysium announced their intentions to merge into ICN.&lt;br /&gt;
&lt;br /&gt;
Rage FSed LCN on November 28 at 01:12, due to suicides on both alliances by both alliances, and reparations for those suicides being less than satisfactory. Rage would ultimately lose the war.&lt;br /&gt;
&lt;br /&gt;
As for Evolution, the membership was left alone to net, except for PDM's landtrading practices. With PDM's war with SOL stopping the landtrading, Evolution would then have a mostly-uneventful reset. Some late-set grabs by SoF and LaF would go unretaled due to the fact that the countries grabbed were in the middle of converting or had already converted and jumped.&lt;br /&gt;
&lt;br /&gt;
The new game changes, however, would have the most effect on Evolutions's netting stats. With the farmer strategy being so strong, and with Evolution's many cashers and cheaper-than-normal bushels, many members would be able to stock more bushels than usual, and were also able to sell them for more than normal. The members, once again, had to worry about Omega in the rankings, but the average land lead of about six thousand acres put those fears to rest--and Omega in 2nd place in ANW--when the members began their jumping.&lt;br /&gt;
&lt;br /&gt;
Another double crown would be obtained by Evolution by the end of the reset, with a TNW of $3,920,640,168, and an ANW of $122,520,005--$27,076,569 over Omega's ANW. Evolution would be first, and only, alliance to break the $100mil ANW barrier so far.&lt;br /&gt;
&lt;br /&gt;
=== Seventh Round of the Alliance Server: Dec 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; - Feb 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt;, 2011===&lt;br /&gt;
{{Main|Seventh Round of the Alliance Server}}&lt;br /&gt;
&lt;br /&gt;
Pending writeup.&lt;br /&gt;
&lt;br /&gt;
=== Eighth Round of the Alliance Server: Feb 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; - Apr 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;, 2011===&lt;br /&gt;
{{Main|Eighth Round of the Alliance Server}}&lt;br /&gt;
&lt;br /&gt;
Pending writeup.&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;Executive&amp;lt;/th&amp;gt;&amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;Foreign Affairs&amp;lt;/th&amp;gt;&amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;Internal Affairs&amp;lt;/th&amp;gt;&amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;Training &amp;amp; Retals&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''President'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Yank]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;''ICQ'': 120713939&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Head FA'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Anoniem]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;''ICQ'': 789248&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Head IA'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Kingme]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;--- &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Head Trainer'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Corfu]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;--- &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Vice President'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[qzjul]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;''ICQ'': 46899882&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''FA'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Jigga]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;''MSN'': alainvps@hotmail.com&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''IA'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[weasel]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-- &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''RA'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[AoS]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;''AIM'': giovanescuro&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''FA'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Osso]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;''ICQ'': 635091356&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Netgainers extraordinaire''' - [[diez]], [[al]], [[florian]], etc&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''God of Cherrypicking''' - [[Ozzite]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Members ===&lt;br /&gt;
&lt;br /&gt;
For an ever evolving list of Evolution's members, see [[:Category:Evolution Members | the category of Evolution Members]].&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://evolution2025.com Evolution main site]&lt;br /&gt;
* [http://earthempires.com Earth Empires game site]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Alliances]]&lt;br /&gt;
[[Category:Alliances on the Alliance Server]]&lt;br /&gt;
[[Category:Netgaining Alliances]]&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Missiles&amp;diff=5472</id>
		<title>Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Missiles&amp;diff=5472"/>
				<updated>2011-02-26T17:55:40Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: added missile cap, luck&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Gameplay Basics]]&lt;br /&gt;
[[Category:Missile Attacks]]&lt;br /&gt;
&lt;br /&gt;
Missiles are special military units that may not be manufactured on demand, do not require the use of oil, nor lower a countries' [[readiness]] when deployed.&lt;br /&gt;
&lt;br /&gt;
Missiles are developed by chance and one of any, or all types may be awarded during any turn played. It is entirely possible to develop 1 of each kind of missile during a single turn.&lt;br /&gt;
&lt;br /&gt;
The likelihood of the development of missiles can be increased with investing in [[Technology#Warfare|Warfare Technology]] or by spending bonus points in [[luck|luck]].&lt;br /&gt;
&lt;br /&gt;
The maximum number of missiles a country can have is 1 for every 250 acres or 10, whichever is greater. For example, if a country has 4000 acres and 16 missiles, it will be unable to produce more missiles until it gains 250 more acres or fires off at least one missile. On the other hand, a country with 100 acres can produce up to 10 missiles before reaching the limit.&lt;br /&gt;
&lt;br /&gt;
There are three missile types used;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Nuclear Missile]]&amp;lt;/b&amp;gt; - Abbreviated &amp;lt;b&amp;gt;NM&amp;lt;/b&amp;gt; - Used primarily to destroy land.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Chemical Missile]]&amp;lt;/b&amp;gt; - Abbreviated &amp;lt;b&amp;gt;CM&amp;lt;/b&amp;gt; - Used primarily to kill [[population]], and destroy buildings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Cruise Missile]]&amp;lt;/b&amp;gt; - Abbreviated &amp;lt;b&amp;gt;EM&amp;lt;/b&amp;gt; - Used primarily to destroy military units.&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Oil&amp;diff=5458</id>
		<title>Oil</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Oil&amp;diff=5458"/>
				<updated>2011-02-19T17:28:58Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Oil is produced by the [[Buildings|building]] type [[Buildings#Oil_Rigs|Oil Rigs]]. Oil can be used as a short or long term investment or for [[Stocking|stockpiling]]. Barrels of oil are a very important source of income for the [[oiler]] strategy and countries require oil for most types of [[Attacking|attacks]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
There is an oil requirement for all normal and special attacks. For every 25 [[Military_Units|military units]] sent on the attack, one barrel of oil is consumed. Note that the final amount of oil needed is truncated; thus, attacks using less than 25 units will not consume oil. The amount of units able to be supported by a country's oil is always displayed in the [[Game_Layout#War_Room|War Room]]. Oil does not decay, unlike [[bushels|bushels]] and cash over $2 billion.&lt;br /&gt;
&lt;br /&gt;
In addition, 100 barrels of oil is equal to one dollar in [[networth]].&lt;br /&gt;
&lt;br /&gt;
==Oil Production==&lt;br /&gt;
&lt;br /&gt;
Oil rigs produce barrels of oil per turn. The exact formula for oil production is:&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
round(oil_rigs * govt_oil_bonus)&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
where&lt;br /&gt;
&lt;br /&gt;
oil_rigs is the number of oil rigs&lt;br /&gt;
&lt;br /&gt;
govt_oil_bonus = 1.75 for the [[Governments#Fascism|fascism government]] and 1.00 for all other governments&lt;br /&gt;
&lt;br /&gt;
Note that oil production is not affected by any [[technology]].&lt;br /&gt;
&lt;br /&gt;
==Liquidity of Price==&lt;br /&gt;
&lt;br /&gt;
Oil cannot be purchased or sold on the private market, except on the [[Express|Express server]]. In express, the base selling price for oil is $60 and the base buying price is $400.&lt;br /&gt;
&lt;br /&gt;
The public market oil price can be very variable. The price of oil often jumps when large [[First_Strike|first strikes]] occur or when an alliance does an oil [[Market_buyout|buyout]]. In addition, the price of oil usually crashes very quickly towards the end of the [[reset]].&lt;br /&gt;
&lt;br /&gt;
The minimum price for oil on the public market is $13. Any oil priced at $12 or below will be automatically purchased by the market and will not be available for other players to buy. The maximum price for oil is based on the seller's private market discount. The maximum is $4320 multiplied by all factors which lower private market prices. These factors are military tech, one of the bonuses of the [[theocracy]] government, and [[Buildings#Military_Base|military bases]].&lt;br /&gt;
&lt;br /&gt;
==Invulnerability to attacking==&lt;br /&gt;
&lt;br /&gt;
Oil is the least vulnerable resource to attacking and spy ops. No attack destroys or steals barrels of oil from another country. Oil is only vulnerable to the [[Spying#Raid_Oil_Reserves|raid oil reserves]] spy operation.&lt;br /&gt;
&lt;br /&gt;
==Random Events==&lt;br /&gt;
&lt;br /&gt;
Oil production is affected by two random events. If a country produces at least one barrel of oil per turn, there is a 0.1% chance that oil production will be tripled for a turn and the text &amp;quot;An oil boom occurred!&amp;quot; will be displayed. There is also a 0.1% chance that oil production will be reduced by 2/3 for a turn. If this event happens, the text &amp;quot;A fire in your oilfields impact production this turn!&amp;quot; will be displayed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Talk:Farmer&amp;diff=5342</id>
		<title>Talk:Farmer</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Talk:Farmer&amp;diff=5342"/>
				<updated>2011-01-16T06:38:44Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Why is Dictator listed first? [[User:Slagpit|Slagpit]] 23:38, 15 January 2011 (MST)&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Buildings&amp;diff=4597</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Buildings&amp;diff=4597"/>
				<updated>2010-12-05T20:03:19Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Buildings are essential for long-term success. Buildings provide money, bushels, or other resources and require turns and empty acres to create.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
There are eight different types of buildings. Three types of buildings, industrial complexes, farms, and oil rigs, directly increase some type of production per turn. The other five types of buildings indirectly increase some type of production. For example, construction sites increase the maximum number of buildings that can be constructed per turn and research labs increase the maximum amount of technology that can be produced per turn.&lt;br /&gt;
&lt;br /&gt;
Almost every country needs construction sites, because starting buildings per turn is simply too low for efficient growth. Countries usually pick a [[strategy]], which means that they will only construct one or two types of buildings.&lt;br /&gt;
&lt;br /&gt;
Additionally, each building is worth $35 [[networth]], and one acre of [[land]] is worth $45 networth, bringing the total networth of a built acre of land to $80. &lt;br /&gt;
&lt;br /&gt;
Buildings are lost if the acres supporting them are lost. Buildings can also be destroyed through earthquakes or attacks from other countries.&lt;br /&gt;
&lt;br /&gt;
==Types of Buildings==&lt;br /&gt;
&lt;br /&gt;
===Enterprise Zone===&lt;br /&gt;
&lt;br /&gt;
Enterprise zones increases a country's maximum [[PCI]]. The precise effect is that maximum PCI is multiplied by a factor equal to (1+2*Ent/Land). For example, if a country has 50% of its land covered by enterprise zones, maximum pci is doubled. PCI increases a country's [[tax revenues]].&lt;br /&gt;
&lt;br /&gt;
Enterprise zones are useful only for the [[casher]] strategy.&lt;br /&gt;
&lt;br /&gt;
===Residence===&lt;br /&gt;
&lt;br /&gt;
Residences increase a country's maximum population. At 50% of acres built as residence population is doubled. This is optimal for [[casher]] not considering food consumption. The extra formula for the population increase is&lt;br /&gt;
&lt;br /&gt;
=(24*(1-0.95*Taxrate)*ResTech*GvtPOP)*residences&lt;br /&gt;
&lt;br /&gt;
Residences are essential for the casher strategy.&lt;br /&gt;
&lt;br /&gt;
===Industrial Complex===&lt;br /&gt;
&lt;br /&gt;
Industrial complexes directly produce military units. The percentage of industrial complexes producing each military type can be set in the [[Game_Layout#Manage|manage]] page.&lt;br /&gt;
&lt;br /&gt;
Industrial production can be increased with [[Technology#Industrial|industrial tech]] or by switching to the [[Governments#Communism|communist]] government. At 100% production, one industrial complex can produce 1.86 troops, jets, turrets, 0.4 tanks, or 0.62 spies.&lt;br /&gt;
&lt;br /&gt;
Industrial complexes provide the only way of acquiring [[spies]] and are the quickest way of gaining military, making them favored for certain startups. When producing military to sell on the private market only turrets should be produced. In addition, industrial complexes are heavily used by the [[indy]] strategy.&lt;br /&gt;
&lt;br /&gt;
===Military Base===&lt;br /&gt;
&lt;br /&gt;
Military bases do not directly produce anything. Instead, they decrease military expenditures and private market prices.  Military bases linearly reduce expenses for the first 29.5% of acres. Any additional military bases after the first 29.5% of a country's land will have no affect on military expenses. However, military bases always reduce private market purchase and sale prices. The maximum effect is a 25% discount when 100% of a country's acres are filled with military bases.&lt;br /&gt;
&lt;br /&gt;
Military bases are used in the [[military base reseller]] strategy or for [[destocking]].&lt;br /&gt;
&lt;br /&gt;
===Research Lab===&lt;br /&gt;
&lt;br /&gt;
Constructing research labs increases a country's tech per turn. Research labs provide increasing returns to scale. The exact formula for tech per turn is&lt;br /&gt;
&lt;br /&gt;
=Round(0.13*Labs*(1+Labs/Land)+3,0)&lt;br /&gt;
&lt;br /&gt;
Research labs are used for [[tech starts]] and the [[techer]] strategy. It is unwise to research unless a high percentage of your land is covered with research labs as they lose effectiveness at lower percentages and researching costs a turn.&lt;br /&gt;
&lt;br /&gt;
===Farm===&lt;br /&gt;
&lt;br /&gt;
Each farm produces 5.3 bushels per turn. The number of bushels per farm can be increased with agri tech or by switching to the fascism government. Farms are often used for startups because bushels can be sold on the private market for instant income that is higher than industrial sites on private. In addition, farms are essential for the [[farmer]] strategy.&lt;br /&gt;
&lt;br /&gt;
===Oil Rig===&lt;br /&gt;
&lt;br /&gt;
Each oil rig produces 2 barrels of oil per turn. The number of barrels per rig can be increased by switching to the fascism government. Oil rigs are the main buildings for the [[oiler]] strategy and are sometimes used to self supply attacking needs by offensive players or other countries, specifically when oil prices or supply are unstable.&lt;br /&gt;
&lt;br /&gt;
===Construction Site===&lt;br /&gt;
&lt;br /&gt;
Construction sites (CS) increase [[BPT|buildings per turn (BPT)]], which is a measure of how many non-cs buildings can be constructed in one turn. One construction sites always require one turn to build. For most governments, [[BPT]] starts at 5 and is increased by one for every 4 cs built. Government type effects BPT for [[Theocracy|theocracies]] (+40%) and [[Dictatorship|dictatorships]](-30%)&lt;br /&gt;
&lt;br /&gt;
The formula for BPT is:  BPT=([[CS]]/4+5)*GovtMod&lt;br /&gt;
&lt;br /&gt;
Where GovtMod is 1.4 for [[Theocracy|theocracies]], 0.7 for [[Dictatorship|dictatorships]] and 1.0 for all others.&lt;br /&gt;
&lt;br /&gt;
===Unused Land Area===&lt;br /&gt;
&lt;br /&gt;
Technically not a building, empty acres produce 0.4 bushels per turn. The number of bushels per empty acre can be increased with agri tech or by switching to the fascism government. Buildings require empty acres to construct: if a country wants to construct X buildings, it must have at least X empty acres.&lt;br /&gt;
&lt;br /&gt;
==Acquiring Buildings==&lt;br /&gt;
&lt;br /&gt;
Buildings can be constructed by dedicating turns to that process. The maximum number of non-cs buildings that can be constructed per turn is limited by a country's buildings per turn. For all countries, erecting one construction site requires exactly one turn. Buildings also require money to construct. As a country grows in acres, the money needed to construct buildings increases. The exact cost to build one acre is equal to $1500 + $3 * acres.&lt;br /&gt;
&lt;br /&gt;
Buildings can also be acquired by doing [[Landgrab | landgrabs]] against countries that already have buildings. Part of the gains of a typical successful planned or standard strike are a percentage of the defender's buildings that were on the land captured. All types of buildings except for cs can be acquired in this way.&lt;br /&gt;
&lt;br /&gt;
==Destroying Buildings==&lt;br /&gt;
&lt;br /&gt;
A country can choose to destroy buildings. Destroying buildings does not require turns, but does cost 20% of the typical building cost. Countries usually destroy their own buildings only if they are switching strategies or wish to increase economic efficiency by specializing.&lt;br /&gt;
&lt;br /&gt;
As stated earlier, any buildings inhabiting land that was lost are also lost as well. A small amount of buildings are also lost when a country experiences an [[earthquake]]. Earthquakes occur infrequently and randomly. Buildings can also be destroyed with [[Bombing Run | bombing runs]], [[Artillery Barrage | artillery barrages]], [[Chemical Missile | chemical missiles]], or the spy operation [[Bomb Buildings | bomb structures]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Buildings&amp;diff=4579</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Buildings&amp;diff=4579"/>
				<updated>2010-12-04T20:17:09Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Buildings are essential for long-term success. Buildings provide money, bushels, or other resources and require turns and empty acres to create.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
There are eight different types of buildings. Three types of buildings, industrial complexes, farms, and oil rigs, directly increase some type of production per turn. The other five types of buildings indirectly increase some type of production. For example, construction sites increase the maximum number of buildings that can be constructed per turn and research labs increase the maximum amount of technology that can be produced per turn.&lt;br /&gt;
&lt;br /&gt;
Almost every country needs construction sites, because starting buildings per turn is simply too low for efficient growth. Countries usually pick a [[strategy]], which means that they will only construct one or two types of buildings.&lt;br /&gt;
&lt;br /&gt;
Additionally, each building is worth $35 [[networth]], and one acre of [[land]] is worth $45 networth, bringing the total networth of a built acre of land to $80. &lt;br /&gt;
&lt;br /&gt;
Buildings are lost if the acres supporting them are lost. Buildings can also be destroyed through earthquakes or attacks from other countries.&lt;br /&gt;
&lt;br /&gt;
==Types of Buildings==&lt;br /&gt;
&lt;br /&gt;
===Enterprise Zone===&lt;br /&gt;
&lt;br /&gt;
Enterprise zones increases a country's maximum [[PCI]]. The precise effect is that maximum PCI is multiplied by a factor equal to (1+2*Ent/Land). For example, if a country has 50% of its land covered by enterprise zones, maximum pci is doubled. PCI increases a country's [[tax revenues]].&lt;br /&gt;
&lt;br /&gt;
Enterprise zones are useful only for the [[casher]] strategy.&lt;br /&gt;
&lt;br /&gt;
===Residence===&lt;br /&gt;
&lt;br /&gt;
Residences increase a country's maximum population. At 50% of acres built as residence population is doubled. This is optimal for [[casher]] not considering food consumption. The extra formula for the population increase is&lt;br /&gt;
&lt;br /&gt;
=(24*(1-0.95*Taxrate)*ResTech*GvtPOP)*residences&lt;br /&gt;
&lt;br /&gt;
Residences are essential for the casher strategy.&lt;br /&gt;
&lt;br /&gt;
===Industrial Complex===&lt;br /&gt;
&lt;br /&gt;
Industrial complexes directly produce military units. The percentage of industrial complexes producing each military type can be set in the [[Game_Layout#Manage|manage]] page.&lt;br /&gt;
&lt;br /&gt;
Industrial production can be increased with [[Technology#Industrial|industrial tech]] or by switching to the [[Governments#Communism|communist]] government. At 100% production, one industrial complex can produce 1.86 troops, jets, turrets, 0.4 tanks, or 0.62 spies.&lt;br /&gt;
&lt;br /&gt;
Industrial complexes provide the only way of acquiring [[spies]] and are the quickest way of gaining military, making them favored for certain startups. When producing military to sell on the private market only turrets should be produced. In addition, industrial complexes are heavily used by the [[indy]] strategy.&lt;br /&gt;
&lt;br /&gt;
===Military Base===&lt;br /&gt;
&lt;br /&gt;
Military bases do not directly produce anything. Instead, they decrease military expenditures and private market prices.  Military bases only reduce expenses for the first 29.5% of acres, after that they only reduce private market prices.&lt;br /&gt;
&lt;br /&gt;
Military bases are used in the [[military base reseller]] strategy or for [[destocking]].&lt;br /&gt;
&lt;br /&gt;
===Research Lab===&lt;br /&gt;
&lt;br /&gt;
Constructing research labs increases a country's tech per turn. Research labs provide increasing returns to scale. The exact formula for tech per turn is&lt;br /&gt;
&lt;br /&gt;
=Round(0.13*Labs*(1+Labs/Land)+3,0)&lt;br /&gt;
&lt;br /&gt;
Research labs are used for [[tech starts]] and the [[techer]] strategy. It is unwise to research unless a high percentage of your land is covered with research labs as they lose effectiveness at lower percentages and researching costs a turn.&lt;br /&gt;
&lt;br /&gt;
===Farm===&lt;br /&gt;
&lt;br /&gt;
Each farm produces 5.3 bushels per turn. The number of bushels per farm can be increased with agri tech or by switching to the fascism government. Farms are often used for startups because bushels can be sold on the private market for instant income that is higher than industrial sites on private. In addition, farms are essential for the [[farmer]] strategy.&lt;br /&gt;
&lt;br /&gt;
===Oil Rig===&lt;br /&gt;
&lt;br /&gt;
Each oil rig produces 2 barrels of oil per turn. The number of barrels per rig can be increased by switching to the fascism government. Oil rigs are the main buildings for the [[oiler]] strategy and are sometimes used to self supply attacking needs by offensive players or other countries, specifically when oil prices or supply are unstable.&lt;br /&gt;
&lt;br /&gt;
===Construction Site===&lt;br /&gt;
&lt;br /&gt;
Construction sites (CS) increase [[BPT|buildings per turn (BPT)]], which is a measure of how many non-cs buildings can be constructed in one turn. One construction sites always require one turn to build. For most governments, [[BPT]] starts at 5 and is increased by one for every 4 cs built. Government type effects BPT for [[Theocracy|theocracies]] (+40%) and [[Dictatorship|dictatorships]](-30%)&lt;br /&gt;
&lt;br /&gt;
The formula for BPT is:  BPT=([[CS]]/4+5)*GovtMod&lt;br /&gt;
&lt;br /&gt;
Where GovtMod is 1.4 for [[Theocracy|theocracies]], 0.7 for [[Dictatorship|dictatorships]] and 1.0 for all others.&lt;br /&gt;
&lt;br /&gt;
===Unused Land Area===&lt;br /&gt;
&lt;br /&gt;
Technically not a building, empty acres produce 0.4 bushels per turn. The number of bushels per empty acre can be increased with agri tech or by switching to the fascism government. Buildings require empty acres to construct: if a country wants to construct X buildings, it must have at least X empty acres.&lt;br /&gt;
&lt;br /&gt;
==Acquiring Buildings==&lt;br /&gt;
&lt;br /&gt;
Buildings can be constructed by dedicating turns to that process. The maximum number of non-cs buildings that can be constructed per turn is limited by a country's buildings per turn. For all countries, erecting one construction site requires exactly one turn. Buildings also require money to construct. As a country grows in acres, the money needed to construct buildings increases. The exact cost to build one acre is equal to $1500 + $3 * acres.&lt;br /&gt;
&lt;br /&gt;
Buildings can also be acquired by doing [[Landgrab | landgrabs]] against countries that already have buildings. Part of the gains of a typical successful planned or standard strike are a percentage of the defender's buildings that were on the land captured. All types of buildings except for cs can be acquired in this way.&lt;br /&gt;
&lt;br /&gt;
==Destroying Buildings==&lt;br /&gt;
&lt;br /&gt;
A country can choose to destroy buildings. Destroying buildings does not require turns, but does cost 20% of the typical building cost. Countries usually destroy their own buildings only if they are switching strategies or wish to increase economic efficiency by specializing.&lt;br /&gt;
&lt;br /&gt;
As stated earlier, any buildings inhabiting land that was lost are also lost as well. A small amount of buildings are also lost when a country experiences an [[earthquake]]. Earthquakes occur infrequently and randomly. Buildings can also be destroyed with [[Bombing Run | bombing runs]], [[Artillery Barrage | artillery barrages]], [[Chemical Missile | chemical missiles]], or the spy operation [[Bomb Buildings | bomb structures]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Buildings&amp;diff=4578</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Buildings&amp;diff=4578"/>
				<updated>2010-12-04T20:09:41Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Buildings are essential for long-term success. Buildings provide money, bushels, or other resources and require turns and empty acres to create.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
There are eight different types of buildings. Three types of buildings, industrial complexes, farms, and oil rigs, directly increase some type of production per turn. The other five types of buildings indirectly increase some type of production. For example, construction sites increase the maximum number of buildings that can be constructed per turn and research labs increase the maximum amount of technology that can be produced per turn.&lt;br /&gt;
&lt;br /&gt;
Almost every country needs construction sites, because starting buildings per turn is simply too low for efficient growth. Countries usually pick a [[strategy]], which means that they will only construct one or two types of buildings.&lt;br /&gt;
&lt;br /&gt;
Additionally, each building is worth $35 [[networth]], and one acre of [[land]] is worth $45 networth, bringing the total networth of a built acre of land to $80. &lt;br /&gt;
&lt;br /&gt;
Buildings are lost if the acres supporting them are lost. Buildings can also be destroyed through earthquakes or attacks from other countries.&lt;br /&gt;
&lt;br /&gt;
==Types of Buildings==&lt;br /&gt;
&lt;br /&gt;
===Enterprise Zone===&lt;br /&gt;
&lt;br /&gt;
Enterprise zones increases a country's maximum [[PCI]]. The precise effect is that maximum PCI is multiplied by a factor equal to (1+2*Ent/Land). For example, if a country has 50% of its land covered by enterprise zones, maximum pci is doubled. PCI increases a country's [[tax revenues]].&lt;br /&gt;
&lt;br /&gt;
Enterprise zones are useful only for the [[casher]] strategy.&lt;br /&gt;
&lt;br /&gt;
===Residence===&lt;br /&gt;
&lt;br /&gt;
Residences increase a country's maximum population. At 50% of acres built as residence population is doubled. This is optimal for [[casher]] not considering food consumption. The extra formula for the population increase is&lt;br /&gt;
&lt;br /&gt;
=(24*(1-0.95*Taxrate)*ResTech*GvtPOP)*residences&lt;br /&gt;
&lt;br /&gt;
Residences are essential for the casher strategy.&lt;br /&gt;
&lt;br /&gt;
===Industrial Complex===&lt;br /&gt;
&lt;br /&gt;
Industrial complexes (aka IC) produce military per turn. The percentage of industrial complexes producing each military type can be set in the [[Game_Layout#Manage|manage]] page.&lt;br /&gt;
&lt;br /&gt;
Industrial production can be increased with [[Technology#Industrial|industrial tech]] or by switching to the [[Governments#Communism|communist]] government. At 100% production, one industrial complex can produce 1.86 troops, jets, turrets, 0.4 tanks, or 0.62 spies.&lt;br /&gt;
&lt;br /&gt;
Industrial complexes provide the only way of acquiring [[spies]] and are the quickest way of gaining military, making them favored for certain startups. When producing military to sell on the private market only turrets should be produced. In addition, industrial complexes are heavily used by the [[indy]] strategy.&lt;br /&gt;
&lt;br /&gt;
===Military Base===&lt;br /&gt;
&lt;br /&gt;
Military bases (aka MB) do not directly produce anything. Instead, they decrease military expenditures and private market prices. Military bases are used in the [[military base reseller]] strategy. Military bases only reduce expenses for the first 29.5% of acres, after that they only reduce private market prices.&lt;br /&gt;
&lt;br /&gt;
===Research Lab===&lt;br /&gt;
&lt;br /&gt;
Constructing research labs increases a country's tech per turn. Research labs provide increasing returns to scale. The exact formula for tech per turn is&lt;br /&gt;
&lt;br /&gt;
=Round(0.13*Labs*(1+Labs/Land)+3,0)&lt;br /&gt;
&lt;br /&gt;
Research labs are used for [[tech starts]] and the [[techer]] strategy. It is unwise to research unless a high percentage of your land is covered with research labs as they lose effectiveness at lower percentages and researching costs a turn.&lt;br /&gt;
&lt;br /&gt;
===Farm===&lt;br /&gt;
&lt;br /&gt;
Each farm produces 5.3 bushels per turn. The number of bushels per farm can be increased with agri tech or by switching to the fascism government. Farms are often used for startups because bushels can be sold on the private market for instant income that is higher than industrial sites on private. In addition, farms are essential for the [[farmer]] strategy.&lt;br /&gt;
&lt;br /&gt;
===Oil Rig===&lt;br /&gt;
&lt;br /&gt;
Each oil rig produces 2 barrels of oil per turn. The number of barrels per rig can be increased by switching to the fascism government. Oil rigs are the main buildings for the [[oiler]] strategy and are sometimes used to self supply attacking needs by offensive players or other countries, specifically when oil prices or supply are unstable.&lt;br /&gt;
&lt;br /&gt;
===Construction Site===&lt;br /&gt;
&lt;br /&gt;
Construction sites (CS) increase [[BPT|buildings per turn (BPT)]], which is a measure of how many non-cs buildings can be constructed in one turn. One construction sites always require one turn to build (IE. the are not effected by BPT). [[BPT]] starts at 5 and is increased by one for every 4 cs built. Government type effects BPT for [[Theocracy|theocracies]] (+40%) and [[Dictatorship|dictatorships]](-30%)&lt;br /&gt;
&lt;br /&gt;
The formula for BPT is:  BPT=([[CS]]/4+5)*GovtMod&lt;br /&gt;
&lt;br /&gt;
Where GovtMod is 1.4 for [[Theocracy|theocracies]], 0.7 for [[Dictatorship|dictatorships]] and 1.0 for all others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*140 CS = 40 BPT&lt;br /&gt;
*180 CS = 50 BPT&lt;br /&gt;
*220 CS = 60 BPT&lt;br /&gt;
&lt;br /&gt;
===Unused Land Area===&lt;br /&gt;
&lt;br /&gt;
Technically not a building, empty acres produce 0.4 bushels per turn. The number of bushels per empty acre can be increased with agri tech or by switching to the fascism government. Buildings require empty acres to construct: if a country wants to construct X buildings, it must have at least X empty acres.&lt;br /&gt;
&lt;br /&gt;
==Acquiring Buildings==&lt;br /&gt;
&lt;br /&gt;
Buildings can be constructed by dedicating turns to that process. The maximum number of non-cs buildings that can be constructed per turn is limited by a country's buildings per turn. For all countries, erecting one construction site requires exactly one turn. Buildings also require money to construct. As a country grows in acres, the money needed to construct buildings increases. The exact cost to build one acre is equal to $1500 + $3 * acres.&lt;br /&gt;
&lt;br /&gt;
Buildings can also be acquired by doing [[landgrabs]] against countries that already have buildings. Part of the gains of a typical successful planned or standard strike are a percentage of the defender's buildings that were on the land captured. All types of buildings except for cs can be acquired in this way.&lt;br /&gt;
&lt;br /&gt;
==Destroying Buildings==&lt;br /&gt;
&lt;br /&gt;
A country can choose to destroy buildings. Destroying buildings does not require turns, but does cost 20% of the typical building cost. Countries usually destroy their own buildings only if they are switching strategies or wish to increase economic efficiency by specializing.&lt;br /&gt;
&lt;br /&gt;
As stated earlier, any buildings inhabiting land that was lost are also lost as well. A small amount of buildings are also lost when a country experiences an [[earthquake]]. Earthquakes occur infrequently and randomly. Buildings can also be destroyed with [[bombing runs]], [[artillery barrages]], [[chemical missiles]], or the spy operation [[bomb structures]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Monarchy&amp;diff=3658</id>
		<title>Monarchy</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Monarchy&amp;diff=3658"/>
				<updated>2010-10-14T06:46:42Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Governments]]&lt;br /&gt;
&lt;br /&gt;
{{infobox government&lt;br /&gt;
| bonus = None&lt;br /&gt;
| penalty = None&lt;br /&gt;
| com = 6%&lt;br /&gt;
| turns = 2&lt;br /&gt;
| rev = 0%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The monarchy is one of eight [[governments]]. Monarchy is the only government which does not apply a 14%-39% [[switching penalty]] when players select a new government. It is also the only government without any bonuses or penalties.&lt;br /&gt;
&lt;br /&gt;
==Bonuses and penalties==&lt;br /&gt;
&lt;br /&gt;
The monarchy does not have any bonuses or penalties assigned to it. &lt;br /&gt;
&lt;br /&gt;
==Common strategies==&lt;br /&gt;
&lt;br /&gt;
Most players pick other governments for specialized strategies. It is very uncommon for the top countries to remain long as a monarchy or to finish as a monarchy.&lt;br /&gt;
&lt;br /&gt;
==Other uses==&lt;br /&gt;
&lt;br /&gt;
The monarchy serves its best purpose as a starting or transitional government. The [[tyranny]] and [[dictatorship|dictator]] governments offer very few benefits to countries which are not attacking. Players who plan on warring later in the set often play as a monarchy for an extended period. Once war comes, the player then switches to tyranny or dictatorship without penalty. Of course, it is possible to play as other governments before war. However, switching from a government other than monarchy will lead to, at minimum, a 14% of most resources, including missiles.&lt;br /&gt;
&lt;br /&gt;
Players who do [[construction site]]-heavy [[startups]] may also delay switching to a new government. As an example, suppose a player wishes to eventually play the [[farmer]] strategy with the [[fascist]] government. If the player spends his first few hundred turns building cs and [[exploring]], the fascism government will not offer any benefit. The player should switch to the fascism government only once the increase in bushel production outweighs the loss in tax revenue.&lt;br /&gt;
&lt;br /&gt;
Finally, the monarchy may be a good choice for a transitional government. Suppose that a player explored as a republic and now wishes to switch to a dictator for war. The government switch will cost 50% of the players readiness and a portion of the player's buildings, so the player may wish to build buildings instead of attack for the first 16-17 turns following the switch. The dictator government offers bonuses for attacking and spying and a significant penalty for bpt. It would be best for the player to switch to monarchy, build until readiness is up, then switch to dictator before attacking.&lt;br /&gt;
&lt;br /&gt;
As another example, consider a player who wishes to destock as the theocracy government but wants to finish the set with full readiness. Suppose that this player is playing the farmer strategy. Switching to the theocracy government followed by cashing 16-17 turns offers no benefit: the player will lose a significant amount of bushel income due to the theocracy tech penalty. Instead, the player might consider switching to monarchy, cashing to get readiness up, then switching to theocracy to begin destocking.&lt;br /&gt;
&lt;br /&gt;
[[Category:Advanced Gameplay]]&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Democracy&amp;diff=3657</id>
		<title>Democracy</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Democracy&amp;diff=3657"/>
				<updated>2010-10-14T06:46:19Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Governments]]&lt;br /&gt;
&lt;br /&gt;
{{infobox government&lt;br /&gt;
| bonus = +10% Maximum Technology &lt;br /&gt;
| penalty = None&lt;br /&gt;
| com = 0%&lt;br /&gt;
| turns = 3&lt;br /&gt;
| rev = 14%-39%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The democracy is one of eight [[governments]]. Democracies are commonly used for [[stocking]], [[destocking]], and playing the market. &lt;br /&gt;
&lt;br /&gt;
==Bonuses and penalties==&lt;br /&gt;
&lt;br /&gt;
===+10% Maximum technology===&lt;br /&gt;
&lt;br /&gt;
The increase in tech maximum is applied to the difference between maximum tech and base tech. For example, the maximum percentage for agri tech as a democracy is 243% : 100% + (1.1 * (230% - 100%)) = 243%.&lt;br /&gt;
&lt;br /&gt;
===No market commissions===&lt;br /&gt;
&lt;br /&gt;
Instead of the standard 6% commissions for the public market, democracies enjoy paying no commissions for buying or selling goods on the public market. Zero market commissions allow players to [[resell]] on the public market more effectively. In addition, players get to keep a larger percentage of money received for goods sold on the public market.&lt;br /&gt;
&lt;br /&gt;
===3 turns required to attack===&lt;br /&gt;
&lt;br /&gt;
Instead of the standard 2 turns required per attack, democracies must spend three attacks per attack. This greatly increases the opportunity cost for landgrabbing and decreases the maximum number of attacks which can be done per day.&lt;br /&gt;
&lt;br /&gt;
==Common strategies==&lt;br /&gt;
&lt;br /&gt;
The best fits for the democracy government are strategies which do not offer a government with a large production bonus and which either need lots of tech or require constant use of the public market. For example, the [[oiler]] strategy is usually not played as a democracy because there is no tech to increase oil rig production and players would have to give up the 75% fascism oil bonus. The [[casher]] strategy may be a good choice because it gets the highest percentage of its income from tech and players only have to give up the 20% PCI bonus.&lt;br /&gt;
&lt;br /&gt;
Other strategies commonly played as democracy include [[farmer]], [[techer]], and [[military base reseller]].&lt;br /&gt;
&lt;br /&gt;
==Other uses==&lt;br /&gt;
&lt;br /&gt;
Due to the [[attack]] penalty, Democracy is not commonly used for [[war]] or [[growth]]. Typically the Democratic government is used to take advantage of better [[market]] prices for [[stocking]] and [[destocking]] after [[growth]] phases have been completed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Advanced Gameplay]]&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Republic&amp;diff=3656</id>
		<title>Republic</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Republic&amp;diff=3656"/>
				<updated>2010-10-14T06:44:37Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Governments]]&lt;br /&gt;
&lt;br /&gt;
{{infobox government&lt;br /&gt;
| bonus = +20% Land Exploration, +20% Maximum Per Capita Income&lt;br /&gt;
| penalty = -10% Military Strength &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;
Republic is one of eight [[governments]]. The republic government is often used for all-explore countries.&lt;br /&gt;
&lt;br /&gt;
==Bonuses and penalties==&lt;br /&gt;
&lt;br /&gt;
===+20% explore rate===&lt;br /&gt;
&lt;br /&gt;
The republic government explores for 20% more acres per turn on average than other governments. Instead of the standard minimum exploring rate of 6, republics have a minimum rate of 7. Republics also have an initial exploring rate of 48 instead of 40.&lt;br /&gt;
&lt;br /&gt;
===+20% maximum per capita income===&lt;br /&gt;
&lt;br /&gt;
Republics have a 20% higher maximum PCI over other governments. However, PCI grows and declines at the same rate for other governments.&lt;br /&gt;
&lt;br /&gt;
===-10% military strength===&lt;br /&gt;
&lt;br /&gt;
Republics suffer a 10% penalty on offense and defense. Therefore, republics will have to pay more in military expenses and attacking costs to keep the same military strength as other governments.&lt;br /&gt;
&lt;br /&gt;
==Common strategies==&lt;br /&gt;
&lt;br /&gt;
Republic is an excellent fit for the [[casher]] strategy and a good fit for most other all-X strategies, including [[techer]] and [[farmer]].&lt;br /&gt;
&lt;br /&gt;
==Other uses==&lt;br /&gt;
&lt;br /&gt;
Republic is sometimes used for all explore phases of a strategy. While the country explores it plays as a republic to get more land than other strategies. After the exploring phase is over, it switches governments to one more appropriate for stockpiling or attacking.&lt;br /&gt;
&lt;br /&gt;
The republic strategy is not preferred for war because of the -10% military strength penalty.&lt;br /&gt;
&lt;br /&gt;
[[Category:Advanced Gameplay]]&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Theocracy&amp;diff=3652</id>
		<title>Theocracy</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Theocracy&amp;diff=3652"/>
				<updated>2010-10-14T06:44:10Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Governments]]&lt;br /&gt;
&lt;br /&gt;
{{infobox government&lt;br /&gt;
| bonus = -20% Military Costs, +40% Construction Speed, +50% Maximum Population&lt;br /&gt;
| penalty = -35% Maximum Technology, Double GDI Expenses &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 theocracy is one of eight governments. Theocracy is one of the best governments for destocking.&lt;br /&gt;
&lt;br /&gt;
==Bonuses and penalties==&lt;br /&gt;
&lt;br /&gt;
===-20% private market costs===&lt;br /&gt;
===+40% construction speed===&lt;br /&gt;
===+50% maximum population===&lt;br /&gt;
===-35% maximum technology===&lt;br /&gt;
&lt;br /&gt;
==Common strategies==&lt;br /&gt;
&lt;br /&gt;
The lowered costs allow the Theocracy to [[purchase]] [[military]] on the [[private market]] and&lt;br /&gt;
[[resell]] it on the [[public market]] for profit. Making this form of government ideal as a &lt;br /&gt;
[[military base reseller]].&lt;br /&gt;
&lt;br /&gt;
While its increase to [[construction]] speed is ideal for [[techer]]s, who must gain and build&lt;br /&gt;
upon their [[land]] as efficiently as possible, due to the need for a [[techer]] to spend [[turn]]s&lt;br /&gt;
actively to generate their goods.&lt;br /&gt;
&lt;br /&gt;
The population bonus may make theocracy casher a strong strategy in certain situations. Cashers depend on tech more than any other strategy, but in short resets, situations where cashers need to keep tech low, or servers which allow very fast growth, theocracy cashers may outperform republic or democracy cashers.&lt;br /&gt;
&lt;br /&gt;
==Other uses==&lt;br /&gt;
&lt;br /&gt;
Because of the hit to maximum [[technology]], the Theocracy is highly susceptible to missile attacks&lt;br /&gt;
as its [[sdi]] [[technology]] is substantially lower than other governments. As such it is&lt;br /&gt;
considered the weakest government during [[war]].&lt;br /&gt;
&lt;br /&gt;
During the set, theocracies may take advantage of their low private military prices and resell troops and tanks.&lt;br /&gt;
&lt;br /&gt;
Theocracy is one of the strongest destocking governments. Some countries destock with no military bases on higher than average land, allowing very quick destocking at any time in the set for relatively cheap prices.&lt;br /&gt;
&lt;br /&gt;
[[Category:Advanced Gameplay]]&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Communism&amp;diff=3651</id>
		<title>Communism</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Communism&amp;diff=3651"/>
				<updated>2010-10-14T06:43:30Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Governments]]&lt;br /&gt;
&lt;br /&gt;
{{infobox government&lt;br /&gt;
| bonus = +20% Technology Effectiveness, +35% Industrial Production, +35% Market Sale Size Cap&lt;br /&gt;
| penalty = None&lt;br /&gt;
| com = 10%&lt;br /&gt;
| turns = 2&lt;br /&gt;
| rev = 14%-39%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Communism is one of eight [[governments]]. &lt;br /&gt;
&lt;br /&gt;
==Bonuses and penalties==&lt;br /&gt;
===+20% technology effectiveness===&lt;br /&gt;
===+35% industrial production===&lt;br /&gt;
===+35% market sale size===&lt;br /&gt;
===10% market commissions===&lt;br /&gt;
&lt;br /&gt;
==Common strategies==&lt;br /&gt;
&lt;br /&gt;
Communism is most widely used running an [[indy|industrialist strategy]] - majority of buildings as [[Buildings#Industrial_Complex|industrial complexes]].  The communist industrialist (frequently called commie indy and abbreviated CI at times) will have negative income and food production at most times and will need to sell military on the [[Public_Market|public market]] in order to afford its expenses and buy [[Bushels|food]].  Some CIs will sell military multiple times each day in order to gain extra revenue however with the bonus of larger market sale sizes that is less necessary than in previous rounds.&lt;br /&gt;
&lt;br /&gt;
==Other uses==&lt;br /&gt;
&lt;br /&gt;
Commie indy has traditionally been used as a start-up strategy at the beginning of the reset before converting to another strategy.  Indies generally gain military more quickly than other countries and are able to begin making [[Attacking#Standard_Attacks|land grabs]] sooner.  When someone's country is destroyed in a war they will sometimes restart as a communist industrialist in order to get back in the action sooner.  In alliance games one or more members will often run an industrialist country to provide protection for their teammates.  &lt;br /&gt;
&lt;br /&gt;
Historically many new players were taught how to run commie indies as their first strategy however that has become less popular over time since CIs are not self-sufficient in per turn cash flow or food production.  It is often difficult to balance expenses and buying technology which can make CI a somewhat challenging strategy.&lt;br /&gt;
&lt;br /&gt;
[[Category:Advanced Gameplay]]&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Dictatorship&amp;diff=3649</id>
		<title>Dictatorship</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Dictatorship&amp;diff=3649"/>
				<updated>2010-10-14T06:42:49Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Governments]]&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;
*-30% [[construction]] speed&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 war government that is built for pure power. Its bonus to&lt;br /&gt;
[[military strength]] offer it the greatest power available, making this government ideal&lt;br /&gt;
for [[breaking]].&lt;br /&gt;
&lt;br /&gt;
The bonus to espionage also makes the Dictator the best for specialist [[spy]] countries&lt;br /&gt;
that can carry out a wide array of [[ops]] during times of war with great effect.&lt;br /&gt;
&lt;br /&gt;
In addition, the military bonus allows dictators to landgrab countries closer to them in networth for increased gains. However, the hit to [[construction]] speed however, makes this government the slowest in growth. As such, it is typically used after [[growth]] periods before a [[war]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Advanced Gameplay]]&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Tyranny&amp;diff=3647</id>
		<title>Tyranny</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Tyranny&amp;diff=3647"/>
				<updated>2010-10-14T06:42:23Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Governments]]&lt;br /&gt;
&lt;br /&gt;
{{infobox government&lt;br /&gt;
| bonus = +20% Attack Gains, -10% Military Upkeep Costs&lt;br /&gt;
| penalty = -25% Maximum Per Capita Income &lt;br /&gt;
| com = 6%&lt;br /&gt;
| turns = 1&lt;br /&gt;
| rev = 14%-39%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The tyranny is one of eight governments. Tyrannies can grab more land than other governments and are the most common government for war.&lt;br /&gt;
&lt;br /&gt;
==Bonuses and penalties==&lt;br /&gt;
===+20% attack gains===&lt;br /&gt;
&lt;br /&gt;
All normal and special attack gains are increased by 20%. This includes the primary result of the attack as well as any secondary results, such as resources stolen in standard strikes. Missiles are not affected by the 20% bonus.&lt;br /&gt;
&lt;br /&gt;
===-10% military expenses===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===-25% maximum per capita income===&lt;br /&gt;
&lt;br /&gt;
The -25% penalty is applied to maximum PCI. PCI growth is not affected.&lt;br /&gt;
&lt;br /&gt;
==Common strategies==&lt;br /&gt;
&lt;br /&gt;
Tyranny is a common choice for the techer strategy because techers can spend less turns before stocking. Tyranny farmer is common as well; both for war as well as gaining land quickly.&lt;br /&gt;
&lt;br /&gt;
==Other uses==&lt;br /&gt;
&lt;br /&gt;
The Tyranny is the ultimate attacker in terms of efficiency. With a one [[turn]] [[attack]] it has the ability to dish out double the amount of [[attack]]s than any other form of government.&lt;br /&gt;
&lt;br /&gt;
Tyrannies are sometimes used for very large, aided countries which may get 2 billion in military expenses. The military expenses bonus allows such countries to play turns at higher NWs than other governments without running out of cash.&lt;br /&gt;
&lt;br /&gt;
[[Category:Advanced Gameplay]]&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Fascism&amp;diff=3646</id>
		<title>Fascism</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Fascism&amp;diff=3646"/>
				<updated>2010-10-14T06:41:47Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Governments]]&lt;br /&gt;
&lt;br /&gt;
{{infobox government&lt;br /&gt;
| bonus = +15% Food Production, +75% Oil Production&lt;br /&gt;
| penalty = -10% Per Capita Income, -15% Population&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;
Fascism is one of eight [[governments]]. Fascism, like [[Communism]] is a basic producer government. &lt;br /&gt;
&lt;br /&gt;
==Bonuses and penalties==&lt;br /&gt;
===+15% food production===&lt;br /&gt;
&lt;br /&gt;
Both [[farms]] and [[empty acres]] will produce 15% more [[bushels]].&lt;br /&gt;
&lt;br /&gt;
===+75% oil production===&lt;br /&gt;
&lt;br /&gt;
[[Buildings#Oil_Rig|Oil rigs]] will produce 75% more [[barrels]].&lt;br /&gt;
&lt;br /&gt;
===-15% maximum population===&lt;br /&gt;
&lt;br /&gt;
Fascism has a 15% maximum [[population]] penalty but no penalty to [[population growth]].&lt;br /&gt;
&lt;br /&gt;
===-10% maximum per capita income===&lt;br /&gt;
&lt;br /&gt;
Fascism has a 10% maximum [[pci]] penalty but no penalty to [[pci growth]].&lt;br /&gt;
&lt;br /&gt;
==Common strategies==&lt;br /&gt;
&lt;br /&gt;
Fascism is often used for the [[farmer]] [[strategy]] and is the premiere government for the [[oiler]] strategy. The oil bonus is significant enough to make non-fascist oilers very rare in practice.&lt;br /&gt;
&lt;br /&gt;
==Other uses==&lt;br /&gt;
&lt;br /&gt;
Fascism is a very straightforward government with bonuses for oil and food production. Creative players may try mixing oil rigs and farms. Fascism is a very poor choice for the casher strategy because of the population and PCI penalties.&lt;br /&gt;
&lt;br /&gt;
[[Category:Advanced Gameplay]]&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Governments&amp;diff=3644</id>
		<title>Governments</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Governments&amp;diff=3644"/>
				<updated>2010-10-14T06:31:53Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A country's government defines its [[specialization]], as determined by the bonuses and penalties&lt;br /&gt;
assigned to it.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Your country's government determines its specialty. When first created, every country is a [[Governments#Monarchy|Monarchy]].&lt;br /&gt;
&lt;br /&gt;
==Changing Governments==&lt;br /&gt;
&lt;br /&gt;
===How To Change The Government===&lt;br /&gt;
&lt;br /&gt;
The government may be changed by entering the [[Game_Layout#Manage|manage menu]] on the left hand side&lt;br /&gt;
while logged into the game.&lt;br /&gt;
&lt;br /&gt;
Within this menu is a radio button section with a range of governments. Simply&lt;br /&gt;
select one of the forms and click on the button &amp;quot;start Revolution&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Effects Of Changing Government===&lt;br /&gt;
&lt;br /&gt;
If your current government is a [[Governments#Monarchy|Monarchy]] then there is no penalty for&lt;br /&gt;
changing to another form.&lt;br /&gt;
&lt;br /&gt;
When changing from any other form of government, there is a loss incurred to your countries&lt;br /&gt;
[[resources]] during the change.&lt;br /&gt;
&lt;br /&gt;
This loss is a percentage of all [[Military_Units|military]], [[technology]] and [[buildings]]. Starting at&lt;br /&gt;
14%, this number increases based on your [[networth]].&lt;br /&gt;
&lt;br /&gt;
==Government Forms==&lt;br /&gt;
&lt;br /&gt;
===Monarchy===&lt;br /&gt;
&lt;br /&gt;
{{main|Monarchy}}&lt;br /&gt;
&lt;br /&gt;
The Monarchy does not have any bonuses or penalties associated with it.&lt;br /&gt;
&lt;br /&gt;
===Democracy===&lt;br /&gt;
&lt;br /&gt;
{{main|Democracy}}&lt;br /&gt;
&lt;br /&gt;
*+10% Maximum [[technology]].&lt;br /&gt;
*No market [[Commission]]s.&lt;br /&gt;
*3 [[turn]]s required to [[Attacking|attack]].&lt;br /&gt;
&lt;br /&gt;
===Republic===&lt;br /&gt;
&lt;br /&gt;
{{main|Republic}}&lt;br /&gt;
&lt;br /&gt;
*+20% [[exploration|explore]] rate.&lt;br /&gt;
*+20% Maximum [[PCI|per capita income]].&lt;br /&gt;
*-10% [[military strength]].&lt;br /&gt;
&lt;br /&gt;
===Theocracy===&lt;br /&gt;
&lt;br /&gt;
{{main|Theocracy}}&lt;br /&gt;
&lt;br /&gt;
*-20% [[Private_Market|private market]] costs.&lt;br /&gt;
*+40% [[BPT|construction speed]].&lt;br /&gt;
*+50% maximum [[population]].&lt;br /&gt;
*-35% maximum [[technology]].&lt;br /&gt;
*Double [[GDI]] Expenses&lt;br /&gt;
&lt;br /&gt;
===Communism===&lt;br /&gt;
&lt;br /&gt;
{{main|Communism}}&lt;br /&gt;
&lt;br /&gt;
*+20% [[technology]] effectiveness.&lt;br /&gt;
*+35% [[Buildings#Industrial_Complex|industrial]] production.&lt;br /&gt;
*+35% market sale size.&lt;br /&gt;
*10% market [[commissions]].&lt;br /&gt;
&lt;br /&gt;
===Dictatorship===&lt;br /&gt;
&lt;br /&gt;
{{main|Dictatorship}}&lt;br /&gt;
&lt;br /&gt;
*+25% [[military strength]].&lt;br /&gt;
*+30% [[spy]] effectiveness.&lt;br /&gt;
*-30% [[BPT|construction speed]].&lt;br /&gt;
&lt;br /&gt;
===Tyranny===&lt;br /&gt;
&lt;br /&gt;
{{main|Tyranny}}&lt;br /&gt;
&lt;br /&gt;
*1 Turn Attack&lt;br /&gt;
*+20% [[Attacking|attack]] gains.&lt;br /&gt;
*-10% [[military expenses]].&lt;br /&gt;
*-25% maximum [[PCI|per capita income]].&lt;br /&gt;
&lt;br /&gt;
===Fascism===&lt;br /&gt;
&lt;br /&gt;
{{main|Fascism}}&lt;br /&gt;
&lt;br /&gt;
*+15% [[bushel|food]] production.&lt;br /&gt;
*+75% [[oil]] production.&lt;br /&gt;
*-15% maximum [[population]].&lt;br /&gt;
*-10% maximum [[PCI|per capita income]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;br /&gt;
[[Category: Governments]]&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Governments&amp;diff=3643</id>
		<title>Governments</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Governments&amp;diff=3643"/>
				<updated>2010-10-14T06:28:46Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Governments]]&lt;br /&gt;
&lt;br /&gt;
A country's government defines its [[specialization]], as determined by the bonuses and penalties&lt;br /&gt;
assigned to it.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Your country's government determines its specialty. When first created, every country is a [[Governments#Monarchy|Monarchy]]&lt;br /&gt;
&lt;br /&gt;
==Changing Governments==&lt;br /&gt;
&lt;br /&gt;
===How To Change The Government===&lt;br /&gt;
&lt;br /&gt;
The government may be changed by entering the [[Game_Layout#Manage|manage menu]] on the left hand side&lt;br /&gt;
while logged into the game.&lt;br /&gt;
&lt;br /&gt;
Within this menu is a radio button section with a range of governments. Simply&lt;br /&gt;
select one of the forms and click on the button &amp;quot;start Revolution&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Effects Of Changing Government===&lt;br /&gt;
&lt;br /&gt;
If your current government is a [[Governments#Monarchy|Monarchy]] then there is no penalty for&lt;br /&gt;
changing to another form.&lt;br /&gt;
&lt;br /&gt;
When changing from any other form of government, there is a loss incurred to your countries&lt;br /&gt;
[[resources]] during the change.&lt;br /&gt;
&lt;br /&gt;
This loss is a percentage of all [[Military_Units|military]], [[technology]] and [[buildings]]. Starting at&lt;br /&gt;
14%, this number increases based on your [[networth]].&lt;br /&gt;
&lt;br /&gt;
==Government Forms==&lt;br /&gt;
&lt;br /&gt;
===Monarchy===&lt;br /&gt;
&lt;br /&gt;
The Monarchy does not have any bonuses or penalties associated with it.&lt;br /&gt;
&lt;br /&gt;
For more information, see the main page for [[monarchy]].&lt;br /&gt;
&lt;br /&gt;
===Democracy===&lt;br /&gt;
&lt;br /&gt;
*+10% Maximum [[technology]].&lt;br /&gt;
*No market [[Commission]]s.&lt;br /&gt;
*3 [[turn]]s required to [[Attacking|attack]].&lt;br /&gt;
&lt;br /&gt;
For more information, see the main page for [[democracy]].&lt;br /&gt;
&lt;br /&gt;
===Republic===&lt;br /&gt;
&lt;br /&gt;
*+20% [[exploration|explore]] rate.&lt;br /&gt;
*+20% Maximum [[PCI|per capita income]].&lt;br /&gt;
*-10% [[military strength]].&lt;br /&gt;
&lt;br /&gt;
For more information, see the main page for [[republic]].&lt;br /&gt;
&lt;br /&gt;
===Theocracy===&lt;br /&gt;
&lt;br /&gt;
*-20% [[Private_Market|private market]] costs.&lt;br /&gt;
*+40% [[BPT|construction speed]].&lt;br /&gt;
*+50% maximum [[population]].&lt;br /&gt;
*-35% maximum [[technology]].&lt;br /&gt;
*Double [[GDI]] Expenses&lt;br /&gt;
&lt;br /&gt;
For more information, see the main page for [[theocracy]].&lt;br /&gt;
&lt;br /&gt;
===Communism===&lt;br /&gt;
&lt;br /&gt;
*+20% [[technology]] effectiveness.&lt;br /&gt;
*+35% [[Buildings#Industrial_Complex|industrial]] production.&lt;br /&gt;
*+35% market sale size.&lt;br /&gt;
*10% market [[commissions]].&lt;br /&gt;
&lt;br /&gt;
For more information, see the main page for [[communism]].&lt;br /&gt;
&lt;br /&gt;
===Dictatorship===&lt;br /&gt;
&lt;br /&gt;
*+25% [[military strength]].&lt;br /&gt;
*+30% [[spy]] effectiveness.&lt;br /&gt;
*-30% [[BPT|construction speed]].&lt;br /&gt;
&lt;br /&gt;
For more information, see the main page for [[dictatorship]].&lt;br /&gt;
&lt;br /&gt;
===Tyranny===&lt;br /&gt;
&lt;br /&gt;
*1 Turn Attack&lt;br /&gt;
*+20% [[Attacking|attack]] gains.&lt;br /&gt;
*-10% [[military expenses]].&lt;br /&gt;
*-25% maximum [[PCI|per capita income]].&lt;br /&gt;
&lt;br /&gt;
For more information, see the main page for [[tyranny]].&lt;br /&gt;
&lt;br /&gt;
===Fascism===&lt;br /&gt;
&lt;br /&gt;
*+15% [[bushel|food]] production.&lt;br /&gt;
*+75% [[oil]] production.&lt;br /&gt;
*-15% maximum [[population]].&lt;br /&gt;
*-10% maximum [[PCI|per capita income]].&lt;br /&gt;
&lt;br /&gt;
For more information, see the main page for [[fascism]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Spy_Operations&amp;diff=3639</id>
		<title>Spy Operations</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Spy_Operations&amp;diff=3639"/>
				<updated>2010-10-14T05:49:20Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Spy Operations==&lt;br /&gt;
Spy Operations can be used to find information about your opponents and steal or even destroy their resources. Spies can only be produced with [[Buildings#Industrial_Complex|Industrial Complexes]] and are the only military unit that cannot be bought on the [[Private Market|Private]] or [[Public Market]].  Spy ops are divided into two groups--Normal spy ops and Harmful spy ops.  Normal spy ops simply yield information to the spies, while harmful spy ops damage a country's resources or military capability.&lt;br /&gt;
&lt;br /&gt;
Success of a Spy Op is based on your [[Spying#SPAL|SPAL]] (see below) versus your opponents.&lt;br /&gt;
&lt;br /&gt;
If you fail a Spy Op, your opponent is made aware of your country name and number.&lt;br /&gt;
&lt;br /&gt;
==Normal Spy Operations==&lt;br /&gt;
===Spy===&lt;br /&gt;
{{Main|Spy}}&lt;br /&gt;
The most commonly used Spy Op, if successful you will see what your opponent sees on their [[Game_Layout#Advisor|Advisor]] page.&lt;br /&gt;
===Spy On Alliances===&lt;br /&gt;
{{Main|Spy On Alliances}}&lt;br /&gt;
This Op will show you your opponents [[Relations]] screen and is useful to determine the strength and nature of their pacts with other countries.&lt;br /&gt;
===Market Spy===&lt;br /&gt;
{{Main|Market Spy}}&lt;br /&gt;
Market Spy shows what goods your opponent has for sale on the Public Market.&lt;br /&gt;
===Military Spy===&lt;br /&gt;
{{Main|Military Spy}}&lt;br /&gt;
This Op will show your opponents military including forces that may be away on Planned Strikes.&lt;br /&gt;
&lt;br /&gt;
==Harmful Spy Operations==&lt;br /&gt;
===Stir Rebellions===&lt;br /&gt;
{{Main|Stir Rebellions}}&lt;br /&gt;
Stir Rebellions is a war Spy Op used to cause portions your opponents population to flee.&lt;br /&gt;
===Cause Dissensions===&lt;br /&gt;
{{Main|Cause Dissensions}}&lt;br /&gt;
This Op causes portions of your opponents Troops to flee.&lt;br /&gt;
===Bomb Airbases===&lt;br /&gt;
{{Main|Bomb Airbases}}&lt;br /&gt;
Successful Bomb Airbases Op will destroy a portion of your enemies jets.&lt;br /&gt;
===Espionage===&lt;br /&gt;
{{Main|Espionage}}&lt;br /&gt;
This op steals a percentage of your opponents [[technology]].&lt;br /&gt;
===Bomb Buildings===&lt;br /&gt;
{{Main|Bomb Buildings}}&lt;br /&gt;
Bomb Buildings destroys a portion of your opponents buildings.&lt;br /&gt;
===Sabotage Intelligence===&lt;br /&gt;
{{Main|Sabotage Intelligence}}&lt;br /&gt;
This Op pits your spies against your opponents and, if successful, will kill a number of your opponents spies.&lt;br /&gt;
===Bomb Banks===&lt;br /&gt;
{{Main|Bomb Banks}}&lt;br /&gt;
This Op is used to destroy a portion of your opponents cash supply.&lt;br /&gt;
===Raid Food Stores===&lt;br /&gt;
{{Main|Raid Food Stores}}&lt;br /&gt;
Raid Food Stores captures a portion of your opponents bushel supply.&lt;br /&gt;
===Sabotage Missiles===&lt;br /&gt;
{{Main|Sabotage Missiles}}&lt;br /&gt;
If successful, Sabotage Missiles will destroy a number of your opponents missiles.&lt;br /&gt;
===Demoralize===&lt;br /&gt;
{{Main|Demoralize}}&lt;br /&gt;
Demoralize reduces your opponents military [[readiness]] making them less efficient and easier to defeat in battle.&lt;br /&gt;
===BioTerrorism===&lt;br /&gt;
{{Main|BioTerrorism}}&lt;br /&gt;
This Op will taint your enemies food supply. Until they can cure the plague, portions of their population will die each turn.&lt;br /&gt;
===Raid Oil Reserves===&lt;br /&gt;
{{Main|Raid Oil Reserves}}&lt;br /&gt;
Raid Oil Reserves will capture a portion of your enemies oil.&lt;br /&gt;
==SPAL==&lt;br /&gt;
SPAL stands for Spies Per Acre of Land.  The higher your SPAL, the more likely it is you will succeed in Spy Operations and repel your opponents spies.&lt;br /&gt;
&lt;br /&gt;
Multiple operations performed on a single country increase that countries SPAL and it becomes to succeed an operation.&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Military_Spy&amp;diff=3634</id>
		<title>Military Spy</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Military_Spy&amp;diff=3634"/>
				<updated>2010-10-14T05:46:27Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: Created page with 'Category: Stub Category: Spy Operations Category: Normal Spy Ops  {{infobox spy operation | type =  Normal | stolen = N/A | destroy = N/…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Stub]]&lt;br /&gt;
[[Category: Spy Operations]]&lt;br /&gt;
[[Category: Normal Spy Ops]]&lt;br /&gt;
&lt;br /&gt;
{{infobox spy operation&lt;br /&gt;
| type = [[:Category:Normal Spy Ops | Normal]]&lt;br /&gt;
| stolen = N/A&lt;br /&gt;
| destroy = N/A&lt;br /&gt;
| ret = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
While a regular spy operation will give you information about total army holdings, a more detailed picture of army brigades and where they are is much more useful. Use this option to get a detailed picture of your opponent's military status.&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Market_Spy&amp;diff=3633</id>
		<title>Market Spy</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Market_Spy&amp;diff=3633"/>
				<updated>2010-10-14T05:45:48Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: Created page with 'Category: Stub Category: Spy Operations Category: Normal Spy Ops  {{infobox spy operation | type =  Normal | stolen = N/A | destroy = N/…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Stub]]&lt;br /&gt;
[[Category: Spy Operations]]&lt;br /&gt;
[[Category: Normal Spy Ops]]&lt;br /&gt;
&lt;br /&gt;
{{infobox spy operation&lt;br /&gt;
| type = [[:Category:Normal Spy Ops | Normal]]&lt;br /&gt;
| stolen = N/A&lt;br /&gt;
| destroy = N/A&lt;br /&gt;
| ret = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To get a true picture of a country's strength, you have to be able to get to value all of their assets. The Market Spy lets you check out how much military a country has on the public market.&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Spy_On_Alliances&amp;diff=3632</id>
		<title>Spy On Alliances</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Spy_On_Alliances&amp;diff=3632"/>
				<updated>2010-10-14T05:45:10Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: Created page with 'Category: Stub Category: Spy Operations Category: Normal Spy Ops  {{infobox spy operation | type =  Normal | stolen = N/A | destroy = N/…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Stub]]&lt;br /&gt;
[[Category: Spy Operations]]&lt;br /&gt;
[[Category: Normal Spy Ops]]&lt;br /&gt;
&lt;br /&gt;
{{infobox spy operation&lt;br /&gt;
| type = [[:Category:Normal Spy Ops | Normal]]&lt;br /&gt;
| stolen = N/A&lt;br /&gt;
| destroy = N/A&lt;br /&gt;
| ret = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To be an effective fighter, you must know your opponent. This operation gives you added information about your target's capabilities by displaying detailed alliance information.&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Spy&amp;diff=3631</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Spy&amp;diff=3631"/>
				<updated>2010-10-14T05:44:38Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: Created page with 'Category: Stub Category: Spy Operations Category: Normal Spy Ops  {{infobox spy operation | type =  Normal | stolen = N/A | destroy = N/…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Stub]]&lt;br /&gt;
[[Category: Spy Operations]]&lt;br /&gt;
[[Category: Normal Spy Ops]]&lt;br /&gt;
&lt;br /&gt;
{{infobox spy operation&lt;br /&gt;
| type = [[:Category:Normal Spy Ops | Normal]]&lt;br /&gt;
| stolen = N/A&lt;br /&gt;
| destroy = N/A&lt;br /&gt;
| ret = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If successful, this operation will provide you with detailed information about your opponent; it will contain all information included in your Full Status Display from the main menu.&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Raid_Oil_Reserves&amp;diff=3629</id>
		<title>Raid Oil Reserves</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Raid_Oil_Reserves&amp;diff=3629"/>
				<updated>2010-10-14T05:42:44Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: Created page with 'Category: Stub Category: Spy Operations Category: Harmful Spy Ops  {{infobox spy operation | type =  Harmful | stolen = Oil | destr…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Stub]]&lt;br /&gt;
[[Category: Spy Operations]]&lt;br /&gt;
[[Category: Harmful Spy Ops]]&lt;br /&gt;
&lt;br /&gt;
{{infobox spy operation&lt;br /&gt;
| type = [[:Category:Harmful Spy Ops | Harmful]]&lt;br /&gt;
| stolen = [[Oil]]&lt;br /&gt;
| destroy = Oil&lt;br /&gt;
| ret = Defender oil&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Oil]] is an essential commodity for any nation-state who wishes to engage in war. By burning small pockets of these reserves, you can slowly diminish an opponent's ability to conduct effective war campaigns. In addition, your operatives will capture a small portion of your enemy's reserves.&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Raid_Food_Stores&amp;diff=3625</id>
		<title>Raid Food Stores</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Raid_Food_Stores&amp;diff=3625"/>
				<updated>2010-10-14T05:41:58Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Stub]]&lt;br /&gt;
[[Category: Spy Operations]]&lt;br /&gt;
[[Category: Harmful Spy Ops]]&lt;br /&gt;
&lt;br /&gt;
{{infobox spy operation&lt;br /&gt;
| type = [[:Category:Harmful Spy Ops | Harmful]]&lt;br /&gt;
| stolen = [[Bushels]]&lt;br /&gt;
| destroy = [[Bushels]]&lt;br /&gt;
| ret = Attacker [[networth]], defender bushels&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Similar to bombing banks, burning food stores destroys a portion of another country's food stock, forcing them to not only watch their finances, but their food supplies as well. In addition, your operatives will capture a small portion of your enemy's reserves.&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Raid_Food_Stores&amp;diff=3624</id>
		<title>Raid Food Stores</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Raid_Food_Stores&amp;diff=3624"/>
				<updated>2010-10-14T05:41:27Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Stub]]&lt;br /&gt;
[[Category: Spy Operations]]&lt;br /&gt;
[[Category: Harmful Spy Ops]]&lt;br /&gt;
&lt;br /&gt;
{{infobox spy operation&lt;br /&gt;
| type = [[:Category:Harmful Spy Ops | Harmful]]&lt;br /&gt;
| stolen = [[Oil]]&lt;br /&gt;
| destroy = [[Oil]]&lt;br /&gt;
| ret = Defender oil&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Similar to bombing banks, burning food stores destroys a portion of another country's food stock, forcing them to not only watch their finances, but their food supplies as well. In addition, your operatives will capture a small portion of your enemy's reserves.&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=BioTerrorism&amp;diff=3620</id>
		<title>BioTerrorism</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=BioTerrorism&amp;diff=3620"/>
				<updated>2010-10-14T05:40:36Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: Created page with 'Category: Stub Category: Spy Operations Category: Harmful Spy Ops  {{infobox spy operation | type =  Harmful | stolen = Nothing | destr…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Stub]]&lt;br /&gt;
[[Category: Spy Operations]]&lt;br /&gt;
[[Category: Harmful Spy Ops]]&lt;br /&gt;
&lt;br /&gt;
{{infobox spy operation&lt;br /&gt;
| type = [[:Category:Harmful Spy Ops | Harmful]]&lt;br /&gt;
| stolen = Nothing&lt;br /&gt;
| destroy = [[Population]] growth, population maximum&lt;br /&gt;
| ret = Number of Bios done on target country&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
By releasing biochemical agents into an opposing companies infrastructure -- the water &amp;amp; food supplies -- you can cause disease to spread throughout their kingdom. Until their medical efforts result in a cure, the plagues will spread and kill people across the land.&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Demoralize&amp;diff=3616</id>
		<title>Demoralize</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Demoralize&amp;diff=3616"/>
				<updated>2010-10-14T05:39:20Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: Created page with 'Category: Stub Category: Spy Operations Category: Harmful Spy Ops  {{infobox spy operation | type =  Harmful | stolen = Nothing | destr…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Stub]]&lt;br /&gt;
[[Category: Spy Operations]]&lt;br /&gt;
[[Category: Harmful Spy Ops]]&lt;br /&gt;
&lt;br /&gt;
{{infobox spy operation&lt;br /&gt;
| type = [[:Category:Harmful Spy Ops | Harmful]]&lt;br /&gt;
| stolen = Nothing&lt;br /&gt;
| destroy = [[Readiness]]&lt;br /&gt;
| ret = Defender readiness&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
By sending your agents to weaken an opposing countries military, you may be able to effectively defeat them with a smaller army. The power of a healthy, ready army can never be underestimated.&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Sabotage_Missiles&amp;diff=3614</id>
		<title>Sabotage Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Sabotage_Missiles&amp;diff=3614"/>
				<updated>2010-10-14T05:38:43Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: Created page with 'Category: Stub Category: Spy Operations Category: Harmful Spy Ops  {{infobox spy operation | type =  Harmful | stolen = Nothing | destr…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Stub]]&lt;br /&gt;
[[Category: Spy Operations]]&lt;br /&gt;
[[Category: Harmful Spy Ops]]&lt;br /&gt;
&lt;br /&gt;
{{infobox spy operation&lt;br /&gt;
| type = [[:Category:Harmful Spy Ops | Harmful]]&lt;br /&gt;
| stolen = Nothing&lt;br /&gt;
| destroy = [[Missiles]]&lt;br /&gt;
| ret = Defender missiles&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ruthless countries often stockpile weapons of mass destruction such as Nuclear or Chemical weapons. This operation sends your covert forces out to dismantle as many opponents' missiles as possible.&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Raid_Food_Stores&amp;diff=3613</id>
		<title>Raid Food Stores</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Raid_Food_Stores&amp;diff=3613"/>
				<updated>2010-10-14T05:37:25Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: Created page with 'Category: Stub Category: Spy Operations Category: Harmful Spy Ops  {{infobox spy operation | type =  Harmful | stolen = Oil | destr…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Stub]]&lt;br /&gt;
[[Category: Spy Operations]]&lt;br /&gt;
[[Category: Harmful Spy Ops]]&lt;br /&gt;
&lt;br /&gt;
{{infobox spy operation&lt;br /&gt;
| type = [[:Category:Harmful Spy Ops | Harmful]]&lt;br /&gt;
| stolen = [[Oil]]&lt;br /&gt;
| destroy = [[Oil]]&lt;br /&gt;
| ret = Defender oil&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Oil is an essential commodity for any nation-state who wishes to engage in war. By burning small pockets of these reserves, you can slowly diminish an opponent's ability to conduct effective war campaigns. In addition, your operatives will capture a small portion of your enemy's reserves.&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Bomb_Banks&amp;diff=3608</id>
		<title>Bomb Banks</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Bomb_Banks&amp;diff=3608"/>
				<updated>2010-10-14T05:35:33Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: Created page with 'Category: Stub Category: Spy Operations Category: Harmful Spy Ops  {{infobox spy operation | type =  Harmful | stolen = Nothing | destr…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Stub]]&lt;br /&gt;
[[Category: Spy Operations]]&lt;br /&gt;
[[Category: Harmful Spy Ops]]&lt;br /&gt;
&lt;br /&gt;
{{infobox spy operation&lt;br /&gt;
| type = [[:Category:Harmful Spy Ops | Harmful]]&lt;br /&gt;
| stolen = Nothing&lt;br /&gt;
| destroy = [[money]]&lt;br /&gt;
| ret = Attacker [[networth]], defender money&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To prevent your opponents from stockpiling excess cash, you can opt to attempt to bomb their country's central banks and destroy a portion of their money supply.&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Sabotage_Intelligence&amp;diff=3603</id>
		<title>Sabotage Intelligence</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Sabotage_Intelligence&amp;diff=3603"/>
				<updated>2010-10-14T05:33:52Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: Created page with 'Category: Stub Category: Spy Operations Category: Harmful Spy Ops  {{infobox spy operation | type =  Harmful | stolen = Nothing | destr…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Stub]]&lt;br /&gt;
[[Category: Spy Operations]]&lt;br /&gt;
[[Category: Harmful Spy Ops]]&lt;br /&gt;
&lt;br /&gt;
{{infobox spy operation&lt;br /&gt;
| type = [[:Category:Harmful Spy Ops | Harmful]]&lt;br /&gt;
| stolen = Nothing&lt;br /&gt;
| destroy = [[Spies]]&lt;br /&gt;
| ret = Attacker spies, defender spies&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Pitting your agents directly against your opponent's, in this operation you attempt to assassinate or make ineffective as many as possible of your target's spies, thereby weakening their defensive position.&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Bomb_Buildings&amp;diff=3600</id>
		<title>Bomb Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Bomb_Buildings&amp;diff=3600"/>
				<updated>2010-10-14T05:33:01Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: Created page with 'Category: Stub Category: Spy Operations Category: Harmful Spy Ops  {{infobox spy operation | type =  Harmful | stolen = Nothing | destr…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Stub]]&lt;br /&gt;
[[Category: Spy Operations]]&lt;br /&gt;
[[Category: Harmful Spy Ops]]&lt;br /&gt;
&lt;br /&gt;
{{infobox spy operation&lt;br /&gt;
| type = [[:Category:Harmful Spy Ops | Harmful]]&lt;br /&gt;
| stolen = Nothing&lt;br /&gt;
| destroy = [[Buildings]]&lt;br /&gt;
| ret = Attacker buildings, defender buildings&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
As the name implies, this operation focuses on destroying a portion of your enemy's structures; this can be very costly to your target in terms of turns wasted rebuilding.&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Espionage&amp;diff=3599</id>
		<title>Espionage</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Espionage&amp;diff=3599"/>
				<updated>2010-10-14T05:31:53Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: Created page with 'Category: Stub Category: Spy Operations Category: Harmful Spy Ops  {{infobox spy operation | type =  Harmful | stolen = technology …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Stub]]&lt;br /&gt;
[[Category: Spy Operations]]&lt;br /&gt;
[[Category: Harmful Spy Ops]]&lt;br /&gt;
&lt;br /&gt;
{{infobox spy operation&lt;br /&gt;
| type = [[:Category:Harmful Spy Ops | Harmful]]&lt;br /&gt;
| stolen = [[technology]]&lt;br /&gt;
| destroy = technology&lt;br /&gt;
| ret = Attacker tech, defender tech&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Sending your agents into opposing research labs, this operation is one of the few that physically benefits you. If successful, you will capture a small portion of your opponent's technology points.&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Bomb_Airbases&amp;diff=3598</id>
		<title>Bomb Airbases</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Bomb_Airbases&amp;diff=3598"/>
				<updated>2010-10-14T05:29:57Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Stub]]&lt;br /&gt;
[[Category: Spy Operations]]&lt;br /&gt;
[[Category: Harmful Spy Ops]]&lt;br /&gt;
&lt;br /&gt;
{{infobox spy operation&lt;br /&gt;
| type = [[:Category:Harmful Spy Ops | Harmful]]&lt;br /&gt;
| stolen = Nothing&lt;br /&gt;
| destroy = [[Jets]]&lt;br /&gt;
| ret = Attacker jets, defender jets&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In this operation, your agents will attempt to infiltrate your enemy's airbases and destroy stationary jets.&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Bomb_Airbases&amp;diff=3597</id>
		<title>Bomb Airbases</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Bomb_Airbases&amp;diff=3597"/>
				<updated>2010-10-14T05:29:12Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: Created page with 'Category: Stub Category: Spy Operations Category: Harmful Spy Ops  {{infobox spy operation | type =  Harmful | stolen = Nothing | destr…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Stub]]&lt;br /&gt;
[[Category: Spy Operations]]&lt;br /&gt;
[[Category: Harmful Spy Ops]]&lt;br /&gt;
&lt;br /&gt;
{{infobox spy operation&lt;br /&gt;
| type = [[:Category:Harmful Spy Ops | Harmful]]&lt;br /&gt;
| stolen = Nothing&lt;br /&gt;
| destroy = Jets&lt;br /&gt;
| ret = Attacker jets, defender jets&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In this operation, your agents will attempt to infiltrate your enemy's airbases and destroy stationary jets.&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Cause_Dissensions&amp;diff=3592</id>
		<title>Cause Dissensions</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Cause_Dissensions&amp;diff=3592"/>
				<updated>2010-10-14T05:26:05Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Stub]]&lt;br /&gt;
[[Category: Spy Operations]]&lt;br /&gt;
[[Category: Harmful Spy Ops | Harmful]]&lt;br /&gt;
&lt;br /&gt;
{{infobox spy operation&lt;br /&gt;
| type = [[:Category:Harmful Spy Op | Harmful]]&lt;br /&gt;
| stolen = Nothing&lt;br /&gt;
| destroy = [[Troops]]&lt;br /&gt;
| ret = Attacker troops, defender troops&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Cause_Dissensions&amp;diff=3591</id>
		<title>Cause Dissensions</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Cause_Dissensions&amp;diff=3591"/>
				<updated>2010-10-14T05:25:29Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Stub]]&lt;br /&gt;
[[Category: Spy Operations]]&lt;br /&gt;
[[Category: Harmful Spy Ops | Harmful]]&lt;br /&gt;
&lt;br /&gt;
{{infobox spy operation&lt;br /&gt;
| type = [[Category:Harmful_Spy_Ops|Harmful]]&lt;br /&gt;
| stolen = Nothing&lt;br /&gt;
| destroy = [[Troops]]&lt;br /&gt;
| ret = Attacker troops, defender troops&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Cause_Dissensions&amp;diff=3590</id>
		<title>Cause Dissensions</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Cause_Dissensions&amp;diff=3590"/>
				<updated>2010-10-14T05:25:14Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Stub]]&lt;br /&gt;
[[Category: Spy Operations]]&lt;br /&gt;
[[Category: Harmful Spy Ops | Harmful]]&lt;br /&gt;
&lt;br /&gt;
{{infobox spy operation&lt;br /&gt;
| type = [[Category:Harmful Spy Ops|Harmful]]&lt;br /&gt;
| stolen = Nothing&lt;br /&gt;
| destroy = [[Troops]]&lt;br /&gt;
| ret = Attacker troops, defender troops&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Cause_Dissensions&amp;diff=3586</id>
		<title>Cause Dissensions</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Cause_Dissensions&amp;diff=3586"/>
				<updated>2010-10-14T05:22:34Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: Created page with 'Category: Stub Category: Spy Operations  Harmful  {{infobox spy operation | type = Harmful | stolen = Nothing | destroy = Troops | ret = At…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Stub]]&lt;br /&gt;
[[Category: Spy Operations]]&lt;br /&gt;
[[Category: Harmful Spy Ops | Harmful]]&lt;br /&gt;
&lt;br /&gt;
{{infobox spy operation&lt;br /&gt;
| type = Harmful&lt;br /&gt;
| stolen = Nothing&lt;br /&gt;
| destroy = Troops&lt;br /&gt;
| ret = Attacker troops, defender troops&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Stir_Rebellions&amp;diff=3580</id>
		<title>Stir Rebellions</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Stir_Rebellions&amp;diff=3580"/>
				<updated>2010-10-14T05:19:14Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Spy_operations]]&lt;br /&gt;
[[Category: Harmful_spy_op | Harmful]]&lt;br /&gt;
[[Category: Stub]]&lt;br /&gt;
&lt;br /&gt;
{{infobox spy operation&lt;br /&gt;
| type = Harmful&lt;br /&gt;
| stolen = Nothing&lt;br /&gt;
| destroy = Civilians&lt;br /&gt;
| ret = Attacker civilians, defender civilians&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Stir Rebellions is a type of [[Harmful Spy Operation|Harmful Spy Op]] that immediately causes a victim's country to lose a small percentage of its civilian population.  This spy op is often used in softening up a target before a subsequent [[kill run]], but has also been used in neutralizing the population gain caused by [[stonewalling]].&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Stir_Rebellions&amp;diff=3579</id>
		<title>Stir Rebellions</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Stir_Rebellions&amp;diff=3579"/>
				<updated>2010-10-14T05:18:57Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Spy_operations]]&lt;br /&gt;
[[Category: Harmful_spy_op]]&lt;br /&gt;
&lt;br /&gt;
{{infobox spy operation&lt;br /&gt;
| type = Harmful&lt;br /&gt;
| stolen = Nothing&lt;br /&gt;
| destroy = Civilians&lt;br /&gt;
| ret = Attacker civilians, defender civilians&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Stir Rebellions is a type of [[Harmful Spy Operation|Harmful Spy Op]] that immediately causes a victim's country to lose a small percentage of its civilian population.  This spy op is often used in softening up a target before a subsequent [[kill run]], but has also been used in neutralizing the population gain caused by [[stonewalling]].&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Stir_Rebellions&amp;diff=3573</id>
		<title>Stir Rebellions</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Stir_Rebellions&amp;diff=3573"/>
				<updated>2010-10-14T05:13:07Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Spy_operations]]&lt;br /&gt;
[[Category: Harmful_spy_op]]&lt;br /&gt;
&lt;br /&gt;
{{infobox spy operation&lt;br /&gt;
| type = harmful&lt;br /&gt;
| stolen = nothing&lt;br /&gt;
| destroy = civilians&lt;br /&gt;
| ret = attacker civilians, defender civilians&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Stir Rebellions is a type of [[Harmful Spy Operation|Harmful Spy Op]] that immediately causes a victim's country to lose a small percentage of its civilian population.  This spy op is often used in softening up a target before a subsequent [[kill run]], but has also been used in neutralizing the population gain caused by [[stonewalling]].&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Stir_Rebellions&amp;diff=3572</id>
		<title>Stir Rebellions</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Stir_Rebellions&amp;diff=3572"/>
				<updated>2010-10-14T05:12:46Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Spy_operations]]&lt;br /&gt;
[[Category: Normal_spy_op]]&lt;br /&gt;
&lt;br /&gt;
{{infobox spy operation&lt;br /&gt;
| type = harmful&lt;br /&gt;
| stolen = nothing&lt;br /&gt;
| destroy = civilians&lt;br /&gt;
| ret = attacker civilians, defender civilians&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Stir Rebellions is a type of [[Harmful Spy Operation|Harmful Spy Op]] that immediately causes a victim's country to lose a small percentage of its civilian population.  This spy op is often used in softening up a target before a subsequent [[kill run]], but has also been used in neutralizing the population gain caused by [[stonewalling]].&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Guerilla_Strike&amp;diff=3515</id>
		<title>Guerilla Strike</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Guerilla_Strike&amp;diff=3515"/>
				<updated>2010-10-14T04:40:10Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox attack&lt;br /&gt;
| type = special&lt;br /&gt;
| att = troops&lt;br /&gt;
| def = troops&lt;br /&gt;
| stolen = N/A&lt;br /&gt;
| destroyed = civilians, bushels&lt;br /&gt;
| allies = no&lt;br /&gt;
| mstrat = yes&lt;br /&gt;
| min = 5 C&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Guerilla Strike (abbreviated GS) is one of several types of [[attacks]] in the game. &lt;br /&gt;
&lt;br /&gt;
It pits [[troops]] against troops, with a successful result killing [[population]] and [[bushels]].&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=BobbyATA&amp;diff=3508</id>
		<title>BobbyATA</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=BobbyATA&amp;diff=3508"/>
				<updated>2010-10-14T03:52:36Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Notable Earthers]]&lt;br /&gt;
{{infobox contact&lt;br /&gt;
| alliance = [[Evolution]]&lt;br /&gt;
| alliance_pos =&lt;br /&gt;
| former = &lt;br /&gt;
| former_pos =&lt;br /&gt;
| icq = ?&lt;br /&gt;
| msn = &lt;br /&gt;
| aim = &lt;br /&gt;
| email =&lt;br /&gt;
| forum_pm = [[http://forums.earthempires.com/Messages.php?sid=? message]]&lt;br /&gt;
| alias = &lt;br /&gt;
}}&lt;br /&gt;
attacks with turrets&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Talk:Formulas&amp;diff=841</id>
		<title>Talk:Formulas</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Talk:Formulas&amp;diff=841"/>
				<updated>2010-04-18T01:52:32Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: Created page with 'I'm going to remove formulas from this page as they are referenced in the wiki. I don't see a point in having a page like this. --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm going to remove formulas from this page as they are referenced in the wiki. I don't see a point in having a page like this. --[[User:Slagpit|Slagpit]] 01:52, 18 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Formulas&amp;diff=840</id>
		<title>Formulas</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Formulas&amp;diff=840"/>
				<updated>2010-04-18T01:52:09Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: removed formulas already written into the wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p&amp;gt;'''Please note, a lot of these are old formulas, and need to be updated. This list does not include every formula either.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Earth is a game of numbers and formulas. So here they are:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table border cols=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Calculating&amp;lt;/th&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;th&amp;gt;Formula&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Per Capita Income (PCI)&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;22.5 * (1 - Taxrate) * (1 + (Networth/Land)/90000) * (1 + 2 * Ent/Land)&lt;br /&gt;
* BusTech * GvtPCIBonus&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Revenue&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;PCI * Pop * Taxrate&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Construction Cost&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;3 * Land + 1500&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Destruction Cost&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;0.2 * (3 * Land + 1500)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Oil Consumption&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;Oil is consumed at a rate of 1 Barrel for 25 Military Units (only applies to Troops, Jets and Tanks when attacking). &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Buildings Per Turn&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
(CS/4 + 5) * GvtContrBonus&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Military Upkeep&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Troops Upkeep: Troops * .11 * MilTech% * (1 + Networth/40000000) * GvtBonus * Constant&amp;lt;br /&amp;gt;&lt;br /&gt;
Jets Upkeep: Jets * .14 * MilTech% * (1 + Networth/40000000) * GvtBonus * Constant&amp;lt;br /&amp;gt;&lt;br /&gt;
Turrets Upkeep: Turrets * .18 * MilTech% * (1 + Networth/40000000) * GvtBonus * Constant&amp;lt;br /&amp;gt;&lt;br /&gt;
Tanks Upkeep: Tanks * .57 * MilTech% * (1 + Networth/40000000) * GvtBonus * Constant&amp;lt;br /&amp;gt;&lt;br /&gt;
Spies Upkeep: Spies * 1 * MilTech% * (1 + Networth/40000000) * GvtBonus * Constant&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Constant = If MilBases/Land &amp;amp;lt; .295 Constant = 1 - 1.3*(MilBases/Land) Else (that is, if the number of MilBases built is more than 29.5% of your land) Constant = 0.61&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Alliance Costs&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Defensive Allies: DefAllies * Networth * .002 (0.2% of NW each)&amp;lt;br /&amp;gt;&lt;br /&gt;
Offensive Allies: OffAllies * Networth * .002 (0.2% of NW each)&amp;lt;br /&amp;gt;&lt;br /&gt;
Intelligence Allies: IntelAllies * Networth * .0015 (0.15% of NW each)&amp;lt;br /&amp;gt;&lt;br /&gt;
Research Allies: ResAllies * Networth * .0015 (0.15% of NW each)&amp;lt;br /&amp;gt;&lt;br /&gt;
Trade Pacts: TradePacts * Networth * .0005 (0.05% of NW each)&amp;lt;br /&amp;gt;&lt;br /&gt;
GDI Costs (non-Theocracy): Land * 4&amp;lt;br /&amp;gt;&lt;br /&gt;
GDI Costs (Theocracy): Land * 8&amp;lt;br /&amp;gt;&lt;br /&gt;
Declare War Costs: Land * 10&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;GDI Penalty&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;Because of the defensive nature of the alliance, one side effect of GDI is 10% lower gains from your attacks.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Land Upkeep&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
If land is less than 1500A:&amp;lt;br /&amp;gt;&lt;br /&gt;
Land Upkeep = Land^2 * 7/1500 + Land*3&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If land is more than 1500A:&amp;lt;br /&amp;gt;&lt;br /&gt;
Land Upkeep = Land * 10&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that when Land = 1500, both formulas give the same upkeep.&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Total Expense&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Military Upkeep Costs + Alliance Upkeep Costs + Land Upkeep Costs&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt;&amp;amp;nbsp; A good player does not have to know all the formulas.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Oiler&amp;diff=835</id>
		<title>Oiler</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Oiler&amp;diff=835"/>
				<updated>2010-04-16T14:52:03Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: Created page with '{{Stub}}  Category:Strategies'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategies]]&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Farmer&amp;diff=834</id>
		<title>Farmer</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Farmer&amp;diff=834"/>
				<updated>2010-04-16T14:52:01Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: Created page with '{{Stub}}  Category:Strategies'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategies]]&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Rainbow&amp;diff=833</id>
		<title>Rainbow</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Rainbow&amp;diff=833"/>
				<updated>2010-04-16T14:51:59Z</updated>
		
		<summary type="html">&lt;p&gt;Slagpit: Created page with '{{Stub}}  Category:Strategies'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategies]]&lt;/div&gt;</summary>
		<author><name>Slagpit</name></author>	</entry>

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