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		<id>https://wiki.earthempires.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tertius</id>
		<title>Earth Empires Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://wiki.earthempires.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tertius"/>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php/Special:Contributions/Tertius"/>
		<updated>2026-11-02T05:21:48Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Talk:Buildings&amp;diff=12881</id>
		<title>Talk:Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Talk:Buildings&amp;diff=12881"/>
				<updated>2012-04-23T20:29:32Z</updated>
		
		<summary type="html">&lt;p&gt;Tertius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Industrial production ==&lt;br /&gt;
At 100% production, one industrial complex can produce: 1.86 (troops or jets or turrets), 0.4 tanks, or 0.62 spies.&lt;br /&gt;
&lt;br /&gt;
== Tech rate ==&lt;br /&gt;
TechPerTurn=Round(0.17*Labs*(1+Labs/Land)+3,0)&lt;br /&gt;
&lt;br /&gt;
See [[Tech_Per_Turn|Tech Per Turn]]&lt;br /&gt;
&lt;br /&gt;
== Building rate ==&lt;br /&gt;
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;
See this link to see the actual valuable information (including formulae) posted by a former admin that was removed for some dumb reason:&lt;br /&gt;
&lt;br /&gt;
http://wiki.earthempires.com/index.php?title=Buildings&amp;amp;action=historysubmit&amp;amp;diff=12575&amp;amp;oldid=4597&lt;/div&gt;</summary>
		<author><name>Tertius</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Tertius&amp;diff=12727</id>
		<title>Tertius</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Tertius&amp;diff=12727"/>
				<updated>2012-01-20T07:56:09Z</updated>
		
		<summary type="html">&lt;p&gt;Tertius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{infobox contact&lt;br /&gt;
| alliance = - [[Evolution]]&lt;br /&gt;
| alliance_pos = - Strategy Internal Affairs&lt;br /&gt;
| former = - [[TSE]], [[SkyElitez]], [[KSF]], [[ETFT]]&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 = -&lt;br /&gt;
| alias = -&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Tertius</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Tertius&amp;diff=12726</id>
		<title>Tertius</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Tertius&amp;diff=12726"/>
				<updated>2012-01-20T07:52:36Z</updated>
		
		<summary type="html">&lt;p&gt;Tertius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{infobox contact&lt;br /&gt;
| alliance = - [[Evolution]]&lt;br /&gt;
| alliance_pos = - Strategy Internal Affairs&lt;br /&gt;
| former = - [[TSE]], [[SkyElitez]], [[KSF]]&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 = -&lt;br /&gt;
| alias = -&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Tertius</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=La_Famiglia&amp;diff=11031</id>
		<title>La Famiglia</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=La_Famiglia&amp;diff=11031"/>
				<updated>2011-10-05T18:52:20Z</updated>
		
		<summary type="html">&lt;p&gt;Tertius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Alliances on the Alliance Server]]&lt;br /&gt;
[[Category:Netgaining Alliances]]&lt;br /&gt;
[[Category:Alliances]]&lt;br /&gt;
{{allianceinfo&lt;br /&gt;
| image = &lt;br /&gt;
| founders = El Paco &amp;amp; Daniel&lt;br /&gt;
| founded = August 1998&lt;br /&gt;
| origins = The Dons &amp;amp; SHIELD&lt;br /&gt;
| anw = &lt;br /&gt;
| tnw = &lt;br /&gt;
| num_members =&lt;br /&gt;
| mission = &lt;br /&gt;
| focus = [[Netgaining]]&lt;br /&gt;
| president = [[Hanlong|Don Hanlong]]&lt;br /&gt;
| vps = &lt;br /&gt;
| hfa = [[H4xOr WaNgEr]]&lt;br /&gt;
| fas = &lt;br /&gt;
| hia = [[Don Bakku]]&lt;br /&gt;
| ias = [[Don Chewi]]&lt;br /&gt;
| hwar = [[Lord Tarnava]]&lt;br /&gt;
| war = &lt;br /&gt;
| trainers = [[Mischief|Dona Mischief]]&lt;br /&gt;
| homepage = http://www.lafamiglia.org&lt;br /&gt;
| irc = Private&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''La Famiglia''' is the oldest continually active alliance in Earth Empires, drawing its origins in the 1a server of [[Earth:2025]] in August, 1998.&lt;br /&gt;
&lt;br /&gt;
La Famiglia are successful [[netgainers]] regularly placing many top 10 and top 100 [[countries]]. As well as winning [[total networth]] and [[average networth]] more times than any other alliance. Most of LaF's first place rankings were held in Earth: 2025. The Earth Empires era has seen LaF's share of first place rankings drop significantly, though they still remain one of the most active and successful alliances in the game.&lt;/div&gt;</summary>
		<author><name>Tertius</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=La_Famiglia&amp;diff=10817</id>
		<title>La Famiglia</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=La_Famiglia&amp;diff=10817"/>
				<updated>2011-08-28T02:30:46Z</updated>
		
		<summary type="html">&lt;p&gt;Tertius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Alliances on the Alliance Server]]&lt;br /&gt;
[[Category:Netgaining Alliances]]&lt;br /&gt;
[[Category:Alliances]]&lt;br /&gt;
{{allianceinfo&lt;br /&gt;
| image = &lt;br /&gt;
| founders = El Paco &amp;amp; Daniel&lt;br /&gt;
| founded = August 1998&lt;br /&gt;
| origins = The Dons &amp;amp; SHIELD&lt;br /&gt;
| anw = &lt;br /&gt;
| tnw = &lt;br /&gt;
| num_members =&lt;br /&gt;
| mission = &lt;br /&gt;
| focus = [[Netgaining]]&lt;br /&gt;
| president = [[Hanlong|Don Hanlong]]&lt;br /&gt;
| vps = &lt;br /&gt;
| hfa = [[H4xOr WaNgEr]]&lt;br /&gt;
| fas = &lt;br /&gt;
| hia = [[Don Bakku]]&lt;br /&gt;
| ias = [[Don Chewi]]&lt;br /&gt;
| hwar = [[Lord Tarnava]]&lt;br /&gt;
| war = &lt;br /&gt;
| trainers = [[Mischief|Dona Mischief]]&lt;br /&gt;
| homepage = http://www.lafamiglia.org&lt;br /&gt;
| irc = Private&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''La Famiglia''' is the oldest continually active alliance in Earth Empires, drawing its origins in the 1a server of [[Earth:2025]] in August, 1998.&lt;br /&gt;
&lt;br /&gt;
La Famiglia are successful [[netgainers]] regularly placing many top 10 and top 100 [[countries]]. As well as winning [[total networth]] and [[average networth]] more times than any other alliance. [Edit: this is definitely not true for the Earth Empires era.]&lt;/div&gt;</summary>
		<author><name>Tertius</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Tertius&amp;diff=8568</id>
		<title>Tertius</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Tertius&amp;diff=8568"/>
				<updated>2011-05-26T20:49:19Z</updated>
		
		<summary type="html">&lt;p&gt;Tertius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{infobox contact&lt;br /&gt;
| alliance = - [[Evolution]]&lt;br /&gt;
| alliance_pos = - Strategy Internal Affairs&lt;br /&gt;
| former = - [[TSE]], [[SkyElitez]]&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 = -&lt;br /&gt;
| alias = -&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Tertius</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Template:Munav&amp;diff=8563</id>
		<title>Template:Munav</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Template:Munav&amp;diff=8563"/>
				<updated>2011-05-26T20:27:27Z</updated>
		
		<summary type="html">&lt;p&gt;Tertius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;custnav&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;navtitle&amp;quot; rowspan=&amp;quot;2&amp;quot;|'''[[Military Units]]'''&lt;br /&gt;
|[[Troops]]&lt;br /&gt;
|[[Jets]]&lt;br /&gt;
|[[Turrets]]&lt;br /&gt;
|[[Tanks]]&lt;br /&gt;
|[[Spies]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Missiles]]&lt;br /&gt;
|[[Military expenses]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Site Templates|M]]&lt;br /&gt;
[[Category:Navigation Templates|M]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tertius</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Military_Units&amp;diff=8562</id>
		<title>Military Units</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Military_Units&amp;diff=8562"/>
				<updated>2011-05-26T20:23:41Z</updated>
		
		<summary type="html">&lt;p&gt;Tertius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{munav}}&lt;br /&gt;
[[Category:Basic Gameplay]]&lt;br /&gt;
[[Category:Resources]]&lt;br /&gt;
&lt;br /&gt;
Military units are used to attack and defend against other countries. In addition, military units are the main way of increasing a country's [[networth]]. There are four types of military used in [[Standard Attacks | standard]] and [[special attacks]]: [[troops]], [[jets]], [[turrets]], and [[tanks]].  [[Spies]] are used for [[spy operations]]. For each military unit, there are [[military expenses]] associated for upkeep and food consumption. [[Missiles]] are used for single use [[missile attacks]].&lt;br /&gt;
&lt;br /&gt;
==Troops==&lt;br /&gt;
{{main|Troops}}&lt;br /&gt;
Troops provide 1 unit of offensive and defensive power for [[Attacking#Standard_Strike|standard strikes]], [[Attacking#Planned_Strike|planned strikes]], and [[Attacking#Guerrilla_Strike|guerrilla strikes]].&lt;br /&gt;
&lt;br /&gt;
==Jets==&lt;br /&gt;
{{main|Jets}}&lt;br /&gt;
Jets provide 2 units of offensive power for [[Attacking#Standard_Strike|standard strikes]], [[Attacking#Planned_Strike|planned strikes]], and [[Attacking#Bombing_Run|bombing runs]].&lt;br /&gt;
&lt;br /&gt;
==Turrets==&lt;br /&gt;
{{main|Turrets}}&lt;br /&gt;
Turrets provide 2 units of defensive power against [[Attacking#Standard_Strike|standard strikes]], [[Attacking#Planned_Strike|planned strikes]], and [[Attacking#Bombing_Run|bombing runs]].&lt;br /&gt;
&lt;br /&gt;
==Tanks==&lt;br /&gt;
{{main|Tanks}}&lt;br /&gt;
Tanks provide 4 units of offensive and defensive power for [[Attacking#Standard_Strike|standard strikes]], [[Attacking#Planned_Strike|planned strikes]], and [[Attacking#Artillery_Barrage|artillery barrages]].&lt;br /&gt;
&lt;br /&gt;
==Spies==&lt;br /&gt;
{{main|Spies}}&lt;br /&gt;
Spies do not provide offensive or defensive power, but instead allow countries to carry out and defend against [[Spying|spy operations]].&lt;br /&gt;
&lt;br /&gt;
==Missiles==&lt;br /&gt;
&lt;br /&gt;
Missiles are sometimes counted as military units. For more information, go to the main article for [[Attacking#Missiles|missiles]].&lt;/div&gt;</summary>
		<author><name>Tertius</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Tertius&amp;diff=6254</id>
		<title>Tertius</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Tertius&amp;diff=6254"/>
				<updated>2011-03-23T23:50:20Z</updated>
		
		<summary type="html">&lt;p&gt;Tertius: &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 = - [[TSE]], [[SkyElitez]]&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 = -&lt;br /&gt;
| alias = -&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Tertius</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Fooglmog&amp;diff=6253</id>
		<title>Fooglmog</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Fooglmog&amp;diff=6253"/>
				<updated>2011-03-23T23:45:22Z</updated>
		
		<summary type="html">&lt;p&gt;Tertius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Notable Earthers]]&lt;br /&gt;
[[Category:Evolution Members]]&lt;br /&gt;
[[Category:Imaginary Numbers Members]]&lt;br /&gt;
[[Category:Current &amp;amp; Former Alliance Presidents]]&lt;br /&gt;
{{infobox contact&lt;br /&gt;
| alliance = [[Evolution]]&lt;br /&gt;
| alliance_pos = Member&lt;br /&gt;
| former = [[Imaginary Numbers]]&lt;br /&gt;
| icq = 41753115&lt;br /&gt;
| msn = cassels.jon@gmail.com&lt;br /&gt;
| forum_pm = [[http://forums.earthempires.com/Messages.php?sid=110 message]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Fooglmog, whose real name is Jonathan Cassels, is a long-term member of the Earth community who first began playing [[Earth: 2025]] in February of 1997 and moved to [[Earth: Empires]] with the closing of [[Earth: 2025]] in 2009. During his career, Fooglmog has played in numerous alliances and served as president in [[The Order of the Iron Fist]] (FFA, 2000), [[Overlords]] (FFA, 2000) [[Imaginary Numbers]] (A1, 2001-2002) and [[Vengeance]] (A1, 2004 &amp;amp; 2005). Of these, he's most strongly associated with [[Imaginary Numbers]] to which he has continuously returned and spent the majority of his career. As of December 2010, he is playing in [[Evolution]].&lt;br /&gt;
&lt;br /&gt;
Fooglmog is best known for his participation on the Earth community forums and his whimsical signature &amp;quot;-Fooglmog // Guy with no clue.&amp;quot; which he has consistently attached to the majority of his posts since April of 2002. This signature became notable because there was no signature feature on Earth forums until 2008 when the game was purchases by Jolt Entertainment. As such, all signatures had to be typed manually as part of any post -- something which few did consistently and fewer still (if any) did for as long as Fooglmog. He has continued to type his signature manually on the [[Earth: Empires]] forums (presumably so it can't be blocked by those who use the disable signatures feature) though he is known to use automatic signature features on other forums where he uses the same name.&lt;br /&gt;
&lt;br /&gt;
Fooglmog is also believed to be the player who's been a part of the Earth community for the largest portion of his life. Born in April of 1988, he started playing the game when he was 8 years and and has been a presence within the community since (as of Sept. 2010).&lt;/div&gt;</summary>
		<author><name>Tertius</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Dictatorship&amp;diff=5385</id>
		<title>Dictatorship</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Dictatorship&amp;diff=5385"/>
				<updated>2011-02-03T03:49:36Z</updated>
		
		<summary type="html">&lt;p&gt;Tertius: &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;
*+32% [[Buildings]] capture on landgrabs&lt;br /&gt;
*-30% [[construction]] speed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common strategies==&lt;br /&gt;
&lt;br /&gt;
Having no direct penalties to production means that the Dictator can employ a wide array&lt;br /&gt;
of strategies. Common to the Dictator are [[casher]] and [[farmer]], but most other strategy&lt;br /&gt;
can be used.&lt;br /&gt;
&lt;br /&gt;
==Other uses==&lt;br /&gt;
&lt;br /&gt;
The Dictator is a specialist 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 decrease in [[construction]] speed 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>Tertius</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Dictatorship&amp;diff=5384</id>
		<title>Dictatorship</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Dictatorship&amp;diff=5384"/>
				<updated>2011-02-03T03:49:02Z</updated>
		
		<summary type="html">&lt;p&gt;Tertius: &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;
*+32% [[Buildings]] capture on landgrabs&lt;br /&gt;
*-30% [[construction]] speed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common strategies==&lt;br /&gt;
&lt;br /&gt;
Having no direct penalties to production means that the Dictator can employ a wide array&lt;br /&gt;
of strategies. Common to the Dictator are [[casher]] and [[farmer]], but most other strategy&lt;br /&gt;
can be used.&lt;br /&gt;
&lt;br /&gt;
==Other uses==&lt;br /&gt;
&lt;br /&gt;
The Dictator is a specialist 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 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>Tertius</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Per_Capita_Income&amp;diff=5307</id>
		<title>Per Capita Income</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Per_Capita_Income&amp;diff=5307"/>
				<updated>2011-01-04T19:10:42Z</updated>
		
		<summary type="html">&lt;p&gt;Tertius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Gameplay Basics]]&lt;br /&gt;
&lt;br /&gt;
Per Capita Income is the amount of [[money]] each of a [[country]]'s [[population]] will make each [[turn]], which is then taxed at the country's [[tax rate]], yielding income for the country.  This is the mainstay of the [[casher]] strategy.  &lt;br /&gt;
&lt;br /&gt;
==Maximum Per Capita Income==&lt;br /&gt;
&lt;br /&gt;
==Per Capita Income Growth==&lt;/div&gt;</summary>
		<author><name>Tertius</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Population&amp;diff=5306</id>
		<title>Population</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Population&amp;diff=5306"/>
				<updated>2011-01-04T19:08:52Z</updated>
		
		<summary type="html">&lt;p&gt;Tertius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A country's population is the total number of civilians within that country. In [[Earth:_Empires_Introduction|Earth Empires]], a country's population provides [[Tax_rate|tax revenue]], consumes [[Bushels|food]], and contributes to [[networth]]. Increasing population is one of the principle goals of the [[Casher]] strategy. In addition, a country is [[Kill|destroyed]] if its population reaches zero.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Each civilian consumes 0.03 bushels of food and adds 1/6 Networth to a country. Civilians have no military strength, but the amount of people a country has may affect [[Chemical Missile]] and [[Stir Rebellions]] returns. Almost all strategies at least partially rely on tax revenue generated from population.&lt;br /&gt;
&lt;br /&gt;
==Maximum Population==&lt;br /&gt;
&lt;br /&gt;
A country's population will always converge towards its maximum population. A country's maximum population is increased if land, residences, or residential tech is increased. A country's maximum population is decreased if [[Spying#BioTerrorism|bioterrorism]] is inflicted upon it. Maximum population is also affected by the tax rate: if the tax rate is increased less people will want to live in that country but if the tax rate is decreased more people will want to live in that country.&lt;br /&gt;
&lt;br /&gt;
The exact formula is:&lt;br /&gt;
&lt;br /&gt;
(1-0.95*Taxrate)*(24*Res+12*Land)*ResTech*GvtPOP*BioFactor&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
&lt;br /&gt;
Taxrate = tax rate as a decimal (0.00 - 0.70)&lt;br /&gt;
&lt;br /&gt;
Res = total number of [[Residence#Residence|residences]]&lt;br /&gt;
&lt;br /&gt;
Land = total number of acres&lt;br /&gt;
&lt;br /&gt;
[[Technology#Residential|ResTech]] = amount of residential tech (1.00 - 1.88)&lt;br /&gt;
&lt;br /&gt;
GvtPOP = 0.85 for the [[Fascism]] government, 1.50 for the [[Theocracy]] government, 1.00 for all other governments&lt;br /&gt;
&lt;br /&gt;
BioFactor = 0.5 if the country is suffering from at least one bioterrorism plague, 1.00 otherwise&lt;br /&gt;
&lt;br /&gt;
==Population Growth==&lt;br /&gt;
&lt;br /&gt;
If a country's maximum population is greater than its current population, it will experience population growth. The rate of growth is dependent on tax rate, plague status, the current population, and the maximum population. The exact formula for population growth is:&lt;br /&gt;
&lt;br /&gt;
Min(BioFactor*Trunc(Round((MaxPop-CurrentPop),0)/3,0),BioFactor*Max(40,Round(0.03*(1-Taxrate)*CurrentPop),0)))&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
&lt;br /&gt;
Taxrate = tax rate as a decimal (0.00 - 0.70)&lt;br /&gt;
&lt;br /&gt;
MaxPop = maximum population&lt;br /&gt;
&lt;br /&gt;
CurrentPop = current population&lt;br /&gt;
&lt;br /&gt;
BioFactor = 0.5 if the country is suffering from at least one bioterrorism plague, 1.00 otherwise&lt;br /&gt;
&lt;br /&gt;
Expressed in words, if the current population is close enough to the maximum population, population growth will equal one third of the difference. Otherwise, population growth is a percentage of the current population, with a minimum of 40 population gained per turn (assuming the country is not under a bioterror plague). This formula can be used to design efficient stonewalling strategies, casher strategy start-ups, and to tweak other start-ups as well.&lt;br /&gt;
&lt;br /&gt;
==Population Loss==&lt;br /&gt;
&lt;br /&gt;
If a country's maximum population is less than its current population, it will experience population loss. The rate of loss is dependent on tax rate, plague status, the current population, and the maximum population. The exact formula for population loss is:&lt;br /&gt;
&lt;br /&gt;
Min(Round(BioFactor*(0.05+0.15*Taxrate)*CurrentPop,0),Trunc(BioFactor*Round((CurrentPop-MaxPop),0)/3,0))&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
&lt;br /&gt;
Taxrate = tax rate as a decimal (0.00 - 0.70)&lt;br /&gt;
&lt;br /&gt;
MaxPop = maximum population&lt;br /&gt;
&lt;br /&gt;
CurrentPop = current population&lt;br /&gt;
&lt;br /&gt;
BioFactor = 0.5 if the country is suffering from at least one bioterrorism plague, 1.00 otherwise&lt;br /&gt;
&lt;br /&gt;
Expressed in words, if the current population is close enough to the maximum population, population loss will equal one third of the difference. Otherwise, population loss is a percentage of the current population, based on the tax rate.&lt;br /&gt;
&lt;br /&gt;
==War==&lt;br /&gt;
===Methods of Reducing Population===&lt;br /&gt;
The most common way of killing enemy countries is reducing their population to zero. The following attacks and spy ops reduce the target's population or population growth:&lt;br /&gt;
*[[Attacking#Guerrilla_Strike|Guerrila Strike]]&lt;br /&gt;
*[[Attacking#Bombing_Run|Bombing Run]]&lt;br /&gt;
*[[Chemical_Missile|Chemical Missile]]&lt;br /&gt;
*[[Spying#Stir_Rebellions|Stir Rebellions]]&lt;br /&gt;
*[[Spying#BioTerrorism|Bioterrorism]]&lt;br /&gt;
&lt;br /&gt;
===Stonewalling===&lt;br /&gt;
&lt;br /&gt;
Stonewalling is a method of regaining population while under attack or previously under attack. For the full article, please see [[Stonewalling]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Tertius</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Diminishing_Returns&amp;diff=4639</id>
		<title>Diminishing Returns</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Diminishing_Returns&amp;diff=4639"/>
				<updated>2010-12-07T04:06:31Z</updated>
		
		<summary type="html">&lt;p&gt;Tertius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Diminishing returns is a game mechanic which causes each [[attack]] to yield less [[land]] and [[resources]] captured.  This applies to only [[Standard Strikes]] and [[Planned Strikes]].&lt;br /&gt;
&lt;br /&gt;
The deminishing returns schedule is thus:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class='wikitable'&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Number of Attacks&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Gains Multiplier&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;0-3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;4-5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;6-7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;8-9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.35&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;10-11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;12+&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are also diminishing returns for harmful spy ops which, rather than reduce damage by a proportion as above, reduces the overall rate of success for harmful [[spying]].&lt;/div&gt;</summary>
		<author><name>Tertius</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Spy_Operations&amp;diff=4638</id>
		<title>Spy Operations</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Spy_Operations&amp;diff=4638"/>
				<updated>2010-12-07T04:03:48Z</updated>
		
		<summary type="html">&lt;p&gt;Tertius: &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. In general, a harmful spy op's damage is dependent on the resources of the target as well as that of the spying country. &lt;br /&gt;
&lt;br /&gt;
Success of a Spy Op is based on your [[Spying#SPAL|SPAL]] (see below) versus your opponents. Additionally, [[Diminishing Returns]] (DR) increase the chance of being caught for repeated harmful spy ops against one country. &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. Each demoralize reduces readiness to 95% of what it was. &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;
There are [[diminishing returns]] (DR) for repeated harmful spy ops against one country. Even though your SPAL may be much larger, you will begin to fail more often when targeting the same country. Non-harmful spy ops are not affected by DR and do not increase it as there is no damage to be diminished. &lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Tertius</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Spy_Operations&amp;diff=4637</id>
		<title>Spy Operations</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Spy_Operations&amp;diff=4637"/>
				<updated>2010-12-07T03:57:17Z</updated>
		
		<summary type="html">&lt;p&gt;Tertius: &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;
There are diminishing returns (DR) for repeated harmful spy ops against one country. Even though your SPAL may be much larger, you will begin to fail more often when targeting the same country. Non-harmful spy ops are not affected by DR and do not increase it as there is no damage to be diminished. &lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Tertius</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Reseller&amp;diff=4055</id>
		<title>Reseller</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Reseller&amp;diff=4055"/>
				<updated>2010-11-29T17:00:07Z</updated>
		
		<summary type="html">&lt;p&gt;Tertius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
Here is the idea:&lt;br /&gt;
&lt;br /&gt;
[[Military bases]] reduce [[expenses]] for the first 29.5% of acres, after that they reduce private market prices.&lt;br /&gt;
&lt;br /&gt;
[[Private market]] prices are determined as follows&lt;br /&gt;
&lt;br /&gt;
price = base price*Government Military Bonus (if you are [[Theocracy]])*[[Military Tech]]% * (1 - 0.25*Bases/Land)&lt;br /&gt;
where&lt;br /&gt;
base price = 144 for troops, 192 for jets, 210 for turrets, 588 for tanks, and 360 for bushels&lt;br /&gt;
Government Military Bonus = 0.8 for theocracy, 1.0 for other governments&lt;br /&gt;
Bases = number of military bases&lt;br /&gt;
&lt;br /&gt;
The Strategy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You build a ton of military bases to reduce your private market prices, and using those absolutely stable prices, you sell them onto the public market.  The end result is a net profit that requires very few turns. Many people convert to Theo Military Base Reseller (TMBR) at the end of a set for [[destock]]. This allows the player to buy cheap units off the private market, but may require many days depending on the stock and land of the country (due to [[private market]] replenishment rates).  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One strategy, which is far from ideal, is:&lt;br /&gt;
&lt;br /&gt;
Build 30% of your land into military bases.  With the rest, build a mix of your preference (my suggestion is 50%-60% research labs to max your Military tech bonus).  Assuming a modest empire of 5000 acres, it would look like this ideally:&lt;br /&gt;
&lt;br /&gt;
Base Price * .8333 (Tech maximum without bonuses) * 0.705 for bases = Price per unit on the Private Market&lt;br /&gt;
&lt;br /&gt;
In real numbers:&lt;br /&gt;
 Troop at 144 * 0.8333 * 0.705 = About 84 Dollars a troop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OK, I tried this, and the lowest I could get my troops to go for was 112 a troop.  Perhaps I did something wrong, but it would simply be easier to do a mix of industrial and tech...&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategies]]&lt;/div&gt;</summary>
		<author><name>Tertius</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Reseller&amp;diff=4054</id>
		<title>Reseller</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Reseller&amp;diff=4054"/>
				<updated>2010-11-29T16:58:42Z</updated>
		
		<summary type="html">&lt;p&gt;Tertius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
Here is the idea:&lt;br /&gt;
&lt;br /&gt;
[[Military bases]] reduce [[expenses]] for the first 29.5% of acres, after that they reduce private market prices.&lt;br /&gt;
&lt;br /&gt;
[[Private market]] prices are determined as follows&lt;br /&gt;
&lt;br /&gt;
price = base price*Government Military Bonus (if you are [[Theocracy]])*[[Military Tech]]% * (1 to 0.25*Bases/Land)&lt;br /&gt;
where&lt;br /&gt;
base price = 144 for troops, 192 for jets, 210 for turrets, 588 for tanks, and 360 for bushels&lt;br /&gt;
Government Military Bonus = 0.8 for theocracy, 1.0 for other governments&lt;br /&gt;
Bases = number of military bases&lt;br /&gt;
&lt;br /&gt;
The Strategy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You build a ton of military bases to reduce your private market prices, and using those absolutely stable prices, you sell them onto the public market.  The end result is a net profit that requires very few turns. Many people convert to Theo Military Base Reseller (TMBR) at the end of a set for [[destock]]. This allows the player to buy cheap units off the private market, but may require many days depending on the stock and land of the country (due to [[private market]] replenishment rates).  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One strategy, which is far from ideal, is:&lt;br /&gt;
&lt;br /&gt;
Build 30% of your land into military bases.  With the rest, build a mix of your preference (my suggestion is 50%-60% research labs to max your Military tech bonus).  Assuming a modest empire of 5000 acres, it would look like this ideally:&lt;br /&gt;
&lt;br /&gt;
Base Price * .8333 (Tech maximum without bonuses) * 0.705 for bases = Price per unit on the Private Market&lt;br /&gt;
&lt;br /&gt;
In real numbers:&lt;br /&gt;
 Troop at 144 * 0.8333 * 0.705 = About 84 Dollars a troop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OK, I tried this, and the lowest I could get my troops to go for was 112 a troop.  Perhaps I did something wrong, but it would simply be easier to do a mix of industrial and tech...&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategies]]&lt;/div&gt;</summary>
		<author><name>Tertius</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Reseller&amp;diff=4053</id>
		<title>Reseller</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Reseller&amp;diff=4053"/>
				<updated>2010-11-29T16:57:55Z</updated>
		
		<summary type="html">&lt;p&gt;Tertius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
Here is the idea:&lt;br /&gt;
&lt;br /&gt;
[[Military bases]] reduce [[expenses]] for the first 29.5% of acres, after that they reduce private market prices.&lt;br /&gt;
&lt;br /&gt;
[[Private market]] prices are determined as follows&lt;br /&gt;
&lt;br /&gt;
price = base price*Government Military Bonus (if you are [[Theocracy]])*[[Military Tech]]% * (1 to 0.25*Bases/Land)&lt;br /&gt;
where&lt;br /&gt;
base price = 144 for troops, 192 for jets, 210 for turrets, 588 for tanks, and 360 for bushels&lt;br /&gt;
Government Military Bonus = 0.8 for theocracy, 1.0 for other governments&lt;br /&gt;
Bases = number of military bases&lt;br /&gt;
&lt;br /&gt;
The Strategy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You build a ton of military bases to reduce your private market prices, and using those absolutely stable prices, you sell them onto the public market.  The end result is a net profit that requires very few turns. Many people convert to Theo Military Base Reseller (TMBR) at the end of a set for [[destock]]. This allows the player to buy cheap units off the private market, but may require many days depending on the stock and land of the country (due to private market replenishment rates).  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One strategy, which is far from ideal, is:&lt;br /&gt;
&lt;br /&gt;
Build 30% of your land into military bases.  With the rest, build a mix of your preference (my suggestion is 50%-60% research labs to max your Military tech bonus).  Assuming a modest empire of 5000 acres, it would look like this ideally:&lt;br /&gt;
&lt;br /&gt;
Base Price * .8333 (Tech maximum without bonuses) * 0.705 for bases = Price per unit on the Private Market&lt;br /&gt;
&lt;br /&gt;
In real numbers:&lt;br /&gt;
 Troop at 144 * 0.8333 * 0.705 = About 84 Dollars a troop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OK, I tried this, and the lowest I could get my troops to go for was 112 a troop.  Perhaps I did something wrong, but it would simply be easier to do a mix of industrial and tech...&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategies]]&lt;/div&gt;</summary>
		<author><name>Tertius</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Reseller&amp;diff=4052</id>
		<title>Reseller</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Reseller&amp;diff=4052"/>
				<updated>2010-11-29T16:56:05Z</updated>
		
		<summary type="html">&lt;p&gt;Tertius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
Here is the idea:&lt;br /&gt;
&lt;br /&gt;
[[Military bases]] reduce [[expenses]] for the first 29.5% of acres, after that they reduce private market prices.&lt;br /&gt;
&lt;br /&gt;
[[Private market]] prices are determined as follows&lt;br /&gt;
&lt;br /&gt;
price = base price*Government Military Bonus (if you are [[Theocracy]])*[[Military Tech]]% * (1 to 0.25*Bases/Land)&lt;br /&gt;
where&lt;br /&gt;
base price = 144 for troops, 192 for jets, 210 for turrets, 588 for tanks, and 360 for bushels&lt;br /&gt;
Government Military Bonus = 0.8 for theocracy, 1.0 for other governments&lt;br /&gt;
Bases = number of military bases&lt;br /&gt;
&lt;br /&gt;
The Strategy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You build a ton of military bases to reduce your private market prices, and using those absolutely stable prices, you sell them onto the public market.  The end result is a net profit that requires very few turns. Many people convert to Theo Military Base Reseller (TMBR) at the end of a set for destock. This allows the player to buy cheap units off the private market, but may require many days depending on the stock and land of the country (due to private market replenishment rates).  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One strategy, which is far from ideal, is:&lt;br /&gt;
&lt;br /&gt;
Build 30% of your land into military bases.  With the rest, build a mix of your preference (my suggestion is 50%-60% research labs to max your Military tech bonus).  Assuming a modest empire of 5000 acres, it would look like this ideally:&lt;br /&gt;
&lt;br /&gt;
Base Price * .8333 (Tech maximum without bonuses) * 0.705 for bases = Price per unit on the Private Market&lt;br /&gt;
&lt;br /&gt;
In real numbers:&lt;br /&gt;
 Troop at 144 * 0.8333 * 0.705 = About 84 Dollars a troop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OK, I tried this, and the lowest I could get my troops to go for was 112 a troop.  Perhaps I did something wrong, but it would simply be easier to do a mix of industrial and tech...&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategies]]&lt;/div&gt;</summary>
		<author><name>Tertius</name></author>	</entry>

	</feed>