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		<id>https://wiki.earthempires.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=WaterTowers</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=WaterTowers"/>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php/Special:Contributions/WaterTowers"/>
		<updated>2026-11-02T09:49:25Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Category:SemperFi_Members&amp;diff=11105</id>
		<title>Category:SemperFi Members</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Category:SemperFi_Members&amp;diff=11105"/>
				<updated>2011-10-12T15:12:41Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: Created page with &amp;quot;These are some of the more notable members of SemperFi.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are some of the more notable members of SemperFi.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=SemperFi&amp;diff=11104</id>
		<title>SemperFi</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=SemperFi&amp;diff=11104"/>
				<updated>2011-10-12T15:06:29Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{allianceinfo&lt;br /&gt;
| image              = [[file:semperfilogo.jpg]]&lt;br /&gt;
| caption            = Honors Seal Team 6&lt;br /&gt;
| founders           = [[Walding]]&lt;br /&gt;
| founded            = 2011&lt;br /&gt;
| origins            = Many smaller clans&lt;br /&gt;
| num_members        = Approximately 400 countries as of October 2011&lt;br /&gt;
| motto              = Semper Fidelis (Always faithful)&lt;br /&gt;
| focus              = Both netting and warring&lt;br /&gt;
| extinction         = &amp;lt;!-- When the alliance disbanded --&amp;gt;&lt;br /&gt;
| merged_into        = &amp;lt;!-- name of the alliance clan merged with --&amp;gt;&lt;br /&gt;
| president          = [[Walding]]&lt;br /&gt;
| vps                = [[Aquaview]]&lt;br /&gt;
| hfa                = &lt;br /&gt;
| fas                = &amp;lt;!-- Other FAs' name(s) --&amp;gt;&lt;br /&gt;
| hia                = &amp;lt;!-- HIA's name --&amp;gt;&lt;br /&gt;
| ias                = [[PG]]&lt;br /&gt;
| hwar               = [[Chitty]], [[Nightwolf]]&lt;br /&gt;
| Recruiting Head    = [[Walding]]&lt;br /&gt;
| trainers           = Many&lt;br /&gt;
| irc                = irc.scourge.se #semperfi&lt;br /&gt;
| homepage           = http://semperfi.ghqnet.com/&lt;br /&gt;
| fbpage             = &amp;lt;!-- Facebook page address  (include http://, do not use square brackets)--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alliances on the Free For All Server]]&lt;br /&gt;
[[Category:Alliances]]&lt;br /&gt;
&lt;br /&gt;
'''SemperFi''' has been largest FFA clan in terms of membership since August, 2011. Founded by [[Walding]], the clan consists of a diverse range of players from experts to apprentices. Stategies of the members vary, as many countries are built for war while many are pure netters. &lt;br /&gt;
&lt;br /&gt;
==Round 9, First set==&lt;br /&gt;
Born with humble beginnings as a moderate sized clan, the competitive FFA environment meant that a war was all but inevitable. Within weeks, a war with [[SALT]] ensued in June 2011, which resulted in large casualties on both sides. However, the ultimate victory of the war can be inferred by the fact that SemperFi gained numerous new members after the war while SALT's membership suffered a decline. The clan ended the set as the largest in membership, an achievement that only a few have attained at such an early stage.&lt;br /&gt;
&lt;br /&gt;
The spectacular growth of the clan can be mainly attributed to the strong leadership core, consisting mainly of [[Walding]], [[Aquaview]], [[PG]], and [[Chitty]]. Certain players who were especially active also helped fortify the core strength of the clan.&lt;br /&gt;
&lt;br /&gt;
==Round 10, Second set==&lt;br /&gt;
Coming into the round as the largest clan in membership, SemperFi endured a devastating first strike by [[Natural Born Killers]] within two weeks of the set. The opponent was well recognized by the entire FFA community as the single most elite warring clan that has ever walked on the face of earth.&lt;br /&gt;
&lt;br /&gt;
Though over 60 of the best SemperFi countries were destroyed, there was no letup by either warring party and a war of attrition developed. After more than two weeks of total war, with 500 countries killed by NBK and 513 countries destroyed by SemperFi, and a total hit count exceeding 100,000 for both, SemperFi had amazingly attained the higher kill count, attack number, and total networth. Seeing these undeniable facts, NBK was forced to surrender after one of the largest wars in earth history. &lt;br /&gt;
&lt;br /&gt;
Many players of SemperFi played a pivotal role in finally defeating the most powerful warring clan in FFA. Core members of the clan such as [[Nightwolf]]'s unearthly ability to wall his countries almost continuously and at every moment of the day gained the respect of even members of [[NBK]]. [[Asing]], another core member of the clan was able to build countries with substantially higher networth than those of the enemy, which were able to weather the fiercest attacks from NBK. All the other members contributed greatly to the astounding victory.&lt;br /&gt;
&lt;br /&gt;
Within days of the victory over NBK, SemperFi took its revenge against SALT, which had sucked attacked SemperFi the set before. Within little effort, SALT was entirely eliminated, with its only remaining members under protection. A ceasefire was consequently declared since there was no enemy left to battle.&lt;br /&gt;
&lt;br /&gt;
Despite the numerous wars that it has been involved in, SemperFi does not consider itself to be a warclan at this point.&lt;br /&gt;
&lt;br /&gt;
==Round 11, Third set==&lt;br /&gt;
The third set has been fairly uneventful, with quiet netting by most members.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Pslayer&amp;diff=11079</id>
		<title>Pslayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Pslayer&amp;diff=11079"/>
				<updated>2011-10-11T04:36:18Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: Created page with &amp;quot;Category: SemperFi Members {{stub}} {{infobox contact  | game         =  | alliance     = SemperFi | alliance_pos = Veteran | icq          =  | msn          =  | aim     ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: SemperFi Members]]&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{infobox contact &lt;br /&gt;
| game         = &lt;br /&gt;
| alliance     = [[SemperFi]]&lt;br /&gt;
| alliance_pos = Veteran&lt;br /&gt;
| icq          = &lt;br /&gt;
| msn          = &lt;br /&gt;
| aim          = &lt;br /&gt;
| forum_pm     = &lt;br /&gt;
| former       = &lt;br /&gt;
| former_pos   = &lt;br /&gt;
| gameprofile  = &lt;br /&gt;
| alias        = &lt;br /&gt;
| joined       = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Pslayer is a veteran in the [[SemperFi]] clan of FFA.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Dickie&amp;diff=11078</id>
		<title>Dickie</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Dickie&amp;diff=11078"/>
				<updated>2011-10-11T04:35:51Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: Created page with &amp;quot;Category: SemperFi Members {{stub}} {{infobox contact  | game         =  | alliance     = SemperFi | alliance_pos = Veteran | icq          =  | msn          =  | aim     ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: SemperFi Members]]&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{infobox contact &lt;br /&gt;
| game         = &lt;br /&gt;
| alliance     = [[SemperFi]]&lt;br /&gt;
| alliance_pos = Veteran&lt;br /&gt;
| icq          = &lt;br /&gt;
| msn          = &lt;br /&gt;
| aim          = &lt;br /&gt;
| forum_pm     = &lt;br /&gt;
| former       = &lt;br /&gt;
| former_pos   = &lt;br /&gt;
| gameprofile  = &lt;br /&gt;
| alias        = &lt;br /&gt;
| joined       = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dickie is a veteran in the [[SemperFi]] clan of FFA.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=WarTime&amp;diff=11077</id>
		<title>WarTime</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=WarTime&amp;diff=11077"/>
				<updated>2011-10-11T04:35:26Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: Created page with &amp;quot;Category: SemperFi Members {{stub}} {{infobox contact  | game         =  | alliance     = SemperFi | alliance_pos = Veteran | icq          =  | msn          =  | aim     ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: SemperFi Members]]&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{infobox contact &lt;br /&gt;
| game         = &lt;br /&gt;
| alliance     = [[SemperFi]]&lt;br /&gt;
| alliance_pos = Veteran&lt;br /&gt;
| icq          = &lt;br /&gt;
| msn          = &lt;br /&gt;
| aim          = &lt;br /&gt;
| forum_pm     = &lt;br /&gt;
| former       = &lt;br /&gt;
| former_pos   = &lt;br /&gt;
| gameprofile  = &lt;br /&gt;
| alias        = &lt;br /&gt;
| joined       = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
WarTime is a veteran in the [[SemperFi]] clan of FFA.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Nightwolf&amp;diff=11076</id>
		<title>Nightwolf</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Nightwolf&amp;diff=11076"/>
				<updated>2011-10-11T04:34:14Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: SemperFi Members]]&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{infobox contact &lt;br /&gt;
| game         = &lt;br /&gt;
| alliance     = [[SemperFi]]&lt;br /&gt;
| alliance_pos = Senator&lt;br /&gt;
| icq          = &lt;br /&gt;
| msn          = &lt;br /&gt;
| aim          = &lt;br /&gt;
| forum_pm     = &lt;br /&gt;
| former       = &lt;br /&gt;
| former_pos   = &lt;br /&gt;
| gameprofile  = &lt;br /&gt;
| alias        = &lt;br /&gt;
| joined       = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Nightwolf is a senator in the [[SemperFi]] clan of FFA.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=PG&amp;diff=11075</id>
		<title>PG</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=PG&amp;diff=11075"/>
				<updated>2011-10-11T04:33:55Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: SemperFi Members]]&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{infobox contact &lt;br /&gt;
| game         = &lt;br /&gt;
| alliance     = [[SemperFi]]&lt;br /&gt;
| alliance_pos = Internal Affairs&lt;br /&gt;
| icq          = &lt;br /&gt;
| msn          = &lt;br /&gt;
| aim          = &lt;br /&gt;
| forum_pm     = &lt;br /&gt;
| former       = &lt;br /&gt;
| former_pos   = &lt;br /&gt;
| gameprofile  = &lt;br /&gt;
| alias        = &lt;br /&gt;
| joined       = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''PG''' is the head of internal affairs at [[SemperFi]]. She has done a remarkable job at diplomacy, as well as taking care of many of the most pressing internal affairs issues.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Chitty&amp;diff=11074</id>
		<title>Chitty</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Chitty&amp;diff=11074"/>
				<updated>2011-10-11T04:33:33Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: SemperFi Members]]&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{infobox contact&lt;br /&gt;
| game         = &lt;br /&gt;
| alliance     = [[SemperFi]]&lt;br /&gt;
| alliance_pos = Senator, Head of War&lt;br /&gt;
| icq          = &lt;br /&gt;
| msn          = &lt;br /&gt;
| aim          = &lt;br /&gt;
| forum_pm     = &lt;br /&gt;
| former       = &lt;br /&gt;
| former_pos   = &lt;br /&gt;
| gameprofile  =&lt;br /&gt;
| alias        = &lt;br /&gt;
| joined       = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Chitty''' is a senator of the [[SemperFi]] clan in FFA.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Asing&amp;diff=11073</id>
		<title>Asing</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Asing&amp;diff=11073"/>
				<updated>2011-10-11T04:32:58Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: SemperFi Members]]&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{infobox contact &lt;br /&gt;
| game         = &lt;br /&gt;
| alliance     = [[SemperFi]]&lt;br /&gt;
| alliance_pos = Veteran&lt;br /&gt;
| icq          = &lt;br /&gt;
| msn          = &lt;br /&gt;
| aim          = &lt;br /&gt;
| forum_pm     = &lt;br /&gt;
| former       = &lt;br /&gt;
| former_pos   = &lt;br /&gt;
| gameprofile  = &lt;br /&gt;
| alias        = &lt;br /&gt;
| joined       = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Asing is a veteran in the [[SemperFi]] clan of FFA.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Asing&amp;diff=11072</id>
		<title>Asing</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Asing&amp;diff=11072"/>
				<updated>2011-10-11T04:31:38Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: Created page with &amp;quot;Category: SemperFi Members {{stub}} {{infobox contact  | game         = FFA | alliance     = SemperFi | alliance_pos = Veteran | icq          =  | msn          =  | aim  ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: SemperFi Members]]&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{infobox contact &lt;br /&gt;
| game         = FFA&lt;br /&gt;
| alliance     = [[SemperFi]]&lt;br /&gt;
| alliance_pos = Veteran&lt;br /&gt;
| icq          = &lt;br /&gt;
| msn          = &lt;br /&gt;
| aim          = &lt;br /&gt;
| forum_pm     = &lt;br /&gt;
| former       = &lt;br /&gt;
| former_pos   = &lt;br /&gt;
| gameprofile  = &lt;br /&gt;
| alias        = &lt;br /&gt;
| joined       = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Asing is a veteran in the [[SemperFi]] clan of FFA.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Galleri&amp;diff=11071</id>
		<title>Galleri</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Galleri&amp;diff=11071"/>
				<updated>2011-10-11T04:29:49Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Imaginary Numbers Members]]&lt;br /&gt;
{{playerinfo&lt;br /&gt;
| caption        = &lt;br /&gt;
| image          = [[File:Gallerisig_02.png|300px]]&lt;br /&gt;
| staff          = &amp;lt;!-- title (if a developer/admin/mod for ee) --&amp;gt;&lt;br /&gt;
| game_profile  =&lt;br /&gt;
| game_forum_pm = 116&lt;br /&gt;
| alias      = &amp;lt;!-- Other name(s) this player is/was known by --&amp;gt;&lt;br /&gt;
| joined     = &amp;lt;!-- started playing --&amp;gt;&lt;br /&gt;
| retired    = &amp;lt;!-- last seen/retired on or about --&amp;gt;&lt;br /&gt;
| alliance_clan  = [[Imaginary Numbers]]&lt;br /&gt;
| alliance_pos   = aFA&lt;br /&gt;
| alliance_former     = [[Arrow]], [[Vengeance]], [[Rogue]], [[Tie]], [[Elysium]], [[Rome]] EC, [[HellsSaints]] Limited, [[Chaos]] Limited&lt;br /&gt;
| alliance_former_pos = afa, hfa, vice prez&lt;br /&gt;
| ffa_clan       = &lt;br /&gt;
| ffa_pos        = [[hFA]]&lt;br /&gt;
| ffa_former     = [[NBK]] [[Semper Fi]]&lt;br /&gt;
| ffa_former_pos = FA, hFA (NBK)(Rogue)(Veng)(TIE)(ELY)(Chaos)(HS)&lt;br /&gt;
| team_clan       = &amp;lt;!-- --&amp;gt;&lt;br /&gt;
| team_pos        = &amp;lt;!-- --&amp;gt;&lt;br /&gt;
| team_former     = &amp;lt;!-- --&amp;gt;&lt;br /&gt;
| team_former_pos = &amp;lt;!-- --&amp;gt;&lt;br /&gt;
| msn        = gallerias@hotmail.com&lt;br /&gt;
| icq        = 13096429&lt;br /&gt;
| skype      = &amp;lt;!-- optional contact info --&amp;gt;&lt;br /&gt;
| twitter    = &amp;lt;!-- optional contact info --&amp;gt;&lt;br /&gt;
| facebook   = &amp;lt;!-- optional contact info --&amp;gt;&lt;br /&gt;
| aim        = &amp;lt;!-- optional contact info --&amp;gt;&lt;br /&gt;
| email      = &amp;lt;!-- optional contact info --&amp;gt;&lt;br /&gt;
| xbox       = &amp;lt;!-- optional contact info --&amp;gt;&lt;br /&gt;
| irc        = &amp;lt;!-- irc.server.com, #channel --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Known for her sultry sigs and fighting skills, Galleri plays in [[Imag]] in the [[Alliance Server]] and [[WoG]] /[[FBI]] on the [[Team Server]].&lt;br /&gt;
&lt;br /&gt;
== Previous clans: ==&lt;br /&gt;
*[[Arrow]]&lt;br /&gt;
*[[Vengeance]] DL, aFA&lt;br /&gt;
*[[Rogue]] - aFA, HFA, Asst. Prez, Prez&lt;br /&gt;
*[[TIE]] - aFA&lt;br /&gt;
*[[Imag]]- aFA&lt;br /&gt;
*[[Rome]]&lt;br /&gt;
*[[Elysium]]&lt;br /&gt;
*[[Hells Saints]] - aFA&lt;br /&gt;
*[[xChaoSx]] - aFA, HFA&lt;br /&gt;
*[[United Alliance FFA]] - HFA&lt;br /&gt;
*[[RD]] - Team Server&lt;br /&gt;
*[[NBK]]- FA, hFA&lt;br /&gt;
*[[Semper Fi]] - hFA&lt;br /&gt;
&lt;br /&gt;
==FUN FACTS!!!==&lt;br /&gt;
*Started in Arrow. Few stops in between. Stuck now in Imag.&lt;br /&gt;
*Per [[martian]], galleri is the proud mom of triplets from [[Boltar]]&lt;br /&gt;
*Currently is full of demands according to [[Zarcon]] and holds the Queen of Imag medal.&lt;br /&gt;
&lt;br /&gt;
==Signatures==&lt;br /&gt;
Click on the images for full-sized view.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Gallerisig 01.png&lt;br /&gt;
File:Gallerisig 02.png&lt;br /&gt;
File:Gallerisig 03.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Aquaview&amp;diff=11070</id>
		<title>Aquaview</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Aquaview&amp;diff=11070"/>
				<updated>2011-10-11T04:28:46Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[Category: SemperFi Members]]&lt;br /&gt;
[[Category: NBK Members]]&lt;br /&gt;
{{playerinfo&lt;br /&gt;
| caption        = &amp;lt;!-- for pic --&amp;gt;&lt;br /&gt;
| image          = &amp;lt;!-- File.jpg (file must be on wiki, now auto-links!) --&amp;gt;&lt;br /&gt;
| staff          = &amp;lt;!-- title (if a developer/admin/mod for ee) --&amp;gt;&lt;br /&gt;
| game_profile  = 2647&lt;br /&gt;
| game_forum_pm = &amp;lt;!-- ### ; only SID # required  --&amp;gt;&lt;br /&gt;
| alias      = &amp;lt;!-- Other name(s) this player is/was known by --&amp;gt;&lt;br /&gt;
| joined     = &amp;lt;!-- started playing --&amp;gt;&lt;br /&gt;
| retired    = &amp;lt;!-- last seen/retired on or about --&amp;gt;&lt;br /&gt;
| alliance_clan  = &amp;lt;!-- Current alliance(s) (if any)--&amp;gt;&lt;br /&gt;
| alliance_pos   = &amp;lt;!-- Current alliance(s) positions (if any) --&amp;gt;&lt;br /&gt;
| alliance_former     = &amp;lt;!-- former alliance clans --&amp;gt;&lt;br /&gt;
| alliance_former_pos = &amp;lt;!-- former alliance positions--&amp;gt;&lt;br /&gt;
| ffa_clan       = [[SemperFi]]&lt;br /&gt;
| ffa_pos        = [[Vice President]]&lt;br /&gt;
| ffa_former     = [[NBK]]&lt;br /&gt;
| ffa_former_pos = ?&lt;br /&gt;
| team_clan       = &amp;lt;!-- --&amp;gt;&lt;br /&gt;
| team_pos        = &amp;lt;!-- --&amp;gt;&lt;br /&gt;
| team_former     = &amp;lt;!-- --&amp;gt;&lt;br /&gt;
| team_former_pos = &amp;lt;!-- --&amp;gt;&lt;br /&gt;
| msn        = ?&lt;br /&gt;
| icq        = ?&lt;br /&gt;
| skype      = &amp;lt;!-- optional contact info --&amp;gt;&lt;br /&gt;
| twitter    = &amp;lt;!-- optional contact info --&amp;gt;&lt;br /&gt;
| facebook   = &amp;lt;!-- optional contact info --&amp;gt;&lt;br /&gt;
| aim        = &amp;lt;!-- optional contact info --&amp;gt;&lt;br /&gt;
| email      = &amp;lt;!-- optional contact info --&amp;gt;&lt;br /&gt;
| xbox       = &amp;lt;!-- optional contact info --&amp;gt;&lt;br /&gt;
| irc        = &amp;lt;!-- irc.server.com, #channel --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aquaview is the best! And is no longer playing in NBK. Now, VP of SemperFi..&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=PG&amp;diff=11069</id>
		<title>PG</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=PG&amp;diff=11069"/>
				<updated>2011-10-11T04:28:10Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: SemperFi Members]]&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{infobox contact &lt;br /&gt;
| game         = FFA&lt;br /&gt;
| alliance     = [[SemperFi]]&lt;br /&gt;
| alliance_pos = Internal Affairs&lt;br /&gt;
| icq          = &lt;br /&gt;
| msn          = &lt;br /&gt;
| aim          = &lt;br /&gt;
| forum_pm     = &lt;br /&gt;
| former       = &lt;br /&gt;
| former_pos   = &lt;br /&gt;
| gameprofile  = &lt;br /&gt;
| alias        = &lt;br /&gt;
| joined       = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''PG''' is the head of internal affairs at [[SemperFi]]. She has done a remarkable job at diplomacy, as well as taking care of many of the most pressing internal affairs issues.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Nightwolf&amp;diff=11068</id>
		<title>Nightwolf</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Nightwolf&amp;diff=11068"/>
				<updated>2011-10-11T04:27:46Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: SemperFi Members]]&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{infobox contact &lt;br /&gt;
| game         = FFA&lt;br /&gt;
| alliance     = [[SemperFi]]&lt;br /&gt;
| alliance_pos = Senator&lt;br /&gt;
| icq          = &lt;br /&gt;
| msn          = &lt;br /&gt;
| aim          = &lt;br /&gt;
| forum_pm     = &lt;br /&gt;
| former       = &lt;br /&gt;
| former_pos   = &lt;br /&gt;
| gameprofile  = &lt;br /&gt;
| alias        = &lt;br /&gt;
| joined       = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Nightwolf is a senator in the [[SemperFi]] clan of FFA.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Chitty&amp;diff=11067</id>
		<title>Chitty</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Chitty&amp;diff=11067"/>
				<updated>2011-10-11T04:26:49Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: SemperFi Members]]&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{infobox contact&lt;br /&gt;
| game         = FFA&lt;br /&gt;
| alliance     = [[SemperFi]]&lt;br /&gt;
| alliance_pos = Senator, Head of War&lt;br /&gt;
| icq          = &lt;br /&gt;
| msn          = &lt;br /&gt;
| aim          = &lt;br /&gt;
| forum_pm     = &lt;br /&gt;
| former       = &lt;br /&gt;
| former_pos   = &lt;br /&gt;
| gameprofile  =&lt;br /&gt;
| alias        = &lt;br /&gt;
| joined       = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Chitty''' is a senator of the [[SemperFi]] clan in FFA.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Chitty&amp;diff=11066</id>
		<title>Chitty</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Chitty&amp;diff=11066"/>
				<updated>2011-10-11T04:26:30Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: Created page with &amp;quot;Category: SemperFi Members {{stub}} {{infobox contact | game         = FFA | alliance     = SemperFi | alliance_pos = Senator, Head of War | icq          =  | msn        ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: SemperFi Members]]&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{infobox contact&lt;br /&gt;
| game         = FFA&lt;br /&gt;
| alliance     = [[SemperFi]]&lt;br /&gt;
| alliance_pos = Senator, Head of War&lt;br /&gt;
| icq          = &lt;br /&gt;
| msn          = &lt;br /&gt;
| aim          = &lt;br /&gt;
| forum_pm     = &lt;br /&gt;
| former       = &lt;br /&gt;
| former_pos   = &lt;br /&gt;
| gameprofile  =&lt;br /&gt;
| alias        = &lt;br /&gt;
| joined       = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Chitty''' is a senator of the SemperFi clan in FFA.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Walding&amp;diff=11065</id>
		<title>Walding</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Walding&amp;diff=11065"/>
				<updated>2011-10-11T04:22:40Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: SemperFi Members]]&lt;br /&gt;
[[Category: Current &amp;amp; Former Alliance Presidents]]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{infobox contact&lt;br /&gt;
| game         = &lt;br /&gt;
| alliance     = [[SemperFi]]&lt;br /&gt;
| alliance_pos = President, revelator, and seer&lt;br /&gt;
| icq          = 412023116&lt;br /&gt;
| msn          = Walding_SaR@hotmail.com&lt;br /&gt;
| aim          = &lt;br /&gt;
| forum_pm     = [http://forums.earthempires.com/Messages.php?sid=362 message]&lt;br /&gt;
| former       = [[SOL]], [[NA]], [[Collab]], [[DTCP]], [[CC]], [[SOF]] (ffa), [[AoDT]], [[IMP]]&lt;br /&gt;
| former_pos   = &lt;br /&gt;
| gameprofile  = [http://www.earthempires.com/gameprofile?id=2772 profile]&lt;br /&gt;
| alias        = &lt;br /&gt;
| joined       = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Walding is the leader of [[SemperFi]], and was involved in extensive recruiting which led to many experienced players becoming members of that clan, making [[SemperFi]] the largest clan in number of members in FFA as of July 2011. &lt;br /&gt;
&lt;br /&gt;
It is thought that he once played as part of [[Netters Anonymous]].&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=SemperFi&amp;diff=11064</id>
		<title>SemperFi</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=SemperFi&amp;diff=11064"/>
				<updated>2011-10-11T04:21:21Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{allianceinfo&lt;br /&gt;
| image              = [[file:semperfilogo.jpg]]&lt;br /&gt;
| caption            = Honors Seal Team 6&lt;br /&gt;
| founders           = [[Walding]]&lt;br /&gt;
| founded            = 2011&lt;br /&gt;
| origins            = Many smaller clans&lt;br /&gt;
| num_members        = Approximately 350 as of October 2011&lt;br /&gt;
| motto              = Semper Fidelis (Always faithful)&lt;br /&gt;
| focus              = Both netting and warring&lt;br /&gt;
| extinction         = &amp;lt;!-- When the alliance disbanded --&amp;gt;&lt;br /&gt;
| merged_into        = &amp;lt;!-- name of the alliance clan merged with --&amp;gt;&lt;br /&gt;
| president          = [[Walding]]&lt;br /&gt;
| vps                = [[Aquaview]]&lt;br /&gt;
| hfa                = &lt;br /&gt;
| fas                = &amp;lt;!-- Other FAs' name(s) --&amp;gt;&lt;br /&gt;
| hia                = &amp;lt;!-- HIA's name --&amp;gt;&lt;br /&gt;
| ias                = [[PG]]&lt;br /&gt;
| hwar               = [[Chitty]], [[Nightwolf]]&lt;br /&gt;
| Recruiting Head    = [[Walding]]&lt;br /&gt;
| trainers           = Many&lt;br /&gt;
| irc                = irc.scourge.se #semperfi&lt;br /&gt;
| homepage           = http://semperfi.ghqnet.com/&lt;br /&gt;
| fbpage             = &amp;lt;!-- Facebook page address  (include http://, do not use square brackets)--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alliances on the Free For All Server]]&lt;br /&gt;
[[Category:Alliances]]&lt;br /&gt;
&lt;br /&gt;
'''SemperFi''' has been largest FFA clan in terms of membership since August, 2011. Founded by [[Walding]], the clan consists of a diverse range of players from experts to apprentices. Stategies of the members vary, as many countries are built for war while many are pure netters. &lt;br /&gt;
&lt;br /&gt;
==Round 9, First set==&lt;br /&gt;
Born with humble beginnings as a moderate sized clan, the competitive FFA environment meant that a war was all but inevitable. Within weeks, a war with [[SALT]] ensued in June 2011, which resulted in large casualties on both sides. However, the ultimate victory of the war can be inferred by the fact that SemperFi gained numerous new members after the war while SALT's membership suffered a decline. The clan ended the set as the largest in membership, an achievement that only a few have attained at such an early stage.&lt;br /&gt;
&lt;br /&gt;
The spectacular growth of the clan can be mainly attributed to the strong leadership core, consisting mainly of [[Walding]], [[Aquaview]], [[PG]], and [[Chitty]]. Certain players who were especially active also helped fortify the core strength of the clan.&lt;br /&gt;
&lt;br /&gt;
==Round 10, Second set==&lt;br /&gt;
Coming into the round as the largest clan in membership, SemperFi endured a devastating first strike by [[Natural Born Killers]] within two weeks of the set. The opponent was well recognized by the entire FFA community as the single most elite warring clan that has ever walked on the face of earth.&lt;br /&gt;
&lt;br /&gt;
Though over 60 of the best SemperFi countries were destroyed, there was no letup by either warring party and a war of attrition developed. After more than two weeks of total war, with 500 countries killed by NBK and 513 countries destroyed by SemperFi, and a total hit count exceeding 100,000 for both, SemperFi had amazingly attained the higher kill count, attack number, and total networth. Seeing these undeniable facts, NBK was forced to surrender after one of the largest wars in earth history. &lt;br /&gt;
&lt;br /&gt;
Many players of SemperFi played a pivotal role in finally defeating the most powerful warring clan in FFA. Core members of the clan such as [[Nightwolf]]'s unearthly ability to wall his countries almost continuously and at every moment of the day gained the respect of even members of [[NBK]]. [[Asing]], another core member of the clan was able to build countries with substantially higher networth than those of the enemy, which were able to weather the fiercest attacks from NBK. All the other members contributed greatly to the astounding victory.&lt;br /&gt;
&lt;br /&gt;
Within days of the victory over NBK, SemperFi took its revenge against SALT, which had sucked attacked SemperFi the set before. Within little effort, SALT was entirely eliminated, with its only remaining members under protection. A ceasefire was consequently declared since there was no enemy left to battle.&lt;br /&gt;
&lt;br /&gt;
Despite the numerous wars that it has been involved in, SemperFi does not consider itself to be a warclan at this point.&lt;br /&gt;
&lt;br /&gt;
==Round 11, Third set==&lt;br /&gt;
The third set has been fairly uneventful, with quiet netting by most members.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Nightwolf&amp;diff=11063</id>
		<title>Nightwolf</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Nightwolf&amp;diff=11063"/>
				<updated>2011-10-11T04:20:42Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: Created page with &amp;quot;{{stub}} {{infobox contact  | game         = FFA | alliance     = SemperFi | alliance_pos = Senator | icq          =  | msn          =  | aim          =  | forum_pm     =  | ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{infobox contact &lt;br /&gt;
| game         = FFA&lt;br /&gt;
| alliance     = [[SemperFi]]&lt;br /&gt;
| alliance_pos = Senator&lt;br /&gt;
| icq          = &lt;br /&gt;
| msn          = &lt;br /&gt;
| aim          = &lt;br /&gt;
| forum_pm     = &lt;br /&gt;
| former       = &lt;br /&gt;
| former_pos   = &lt;br /&gt;
| gameprofile  = &lt;br /&gt;
| alias        = &lt;br /&gt;
| joined       = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Nightwolf is a senator in the [[SemperFi]] clan of FFA.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=SemperFi&amp;diff=11062</id>
		<title>SemperFi</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=SemperFi&amp;diff=11062"/>
				<updated>2011-10-11T04:18:32Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{allianceinfo&lt;br /&gt;
| image              = [[file:semperfilogo.jpg]]&lt;br /&gt;
| caption            = Honors Seal Team 6&lt;br /&gt;
| founders           = [[Walding]]&lt;br /&gt;
| founded            = 2011&lt;br /&gt;
| origins            = Many smaller clans&lt;br /&gt;
| num_members        = Approximately 350 as of October 2011&lt;br /&gt;
| motto              = Semper Fidelis (Always faithful)&lt;br /&gt;
| focus              = Both netting and warring&lt;br /&gt;
| extinction         = &amp;lt;!-- When the alliance disbanded --&amp;gt;&lt;br /&gt;
| merged_into        = &amp;lt;!-- name of the alliance clan merged with --&amp;gt;&lt;br /&gt;
| president          = [[Walding]]&lt;br /&gt;
| vps                = [[Aquaview]]&lt;br /&gt;
| hfa                = &lt;br /&gt;
| fas                = &amp;lt;!-- Other FAs' name(s) --&amp;gt;&lt;br /&gt;
| hia                = &amp;lt;!-- HIA's name --&amp;gt;&lt;br /&gt;
| ias                = [[PG]]&lt;br /&gt;
| hwar               = [[Nightwolf]]&lt;br /&gt;
| Recruiting Head    = [[Walding]]&lt;br /&gt;
| trainers           = Many&lt;br /&gt;
| irc                = irc.scourge.se #semperfi&lt;br /&gt;
| homepage           = http://semperfi.ghqnet.com/&lt;br /&gt;
| fbpage             = &amp;lt;!-- Facebook page address  (include http://, do not use square brackets)--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alliances on the Free For All Server]]&lt;br /&gt;
[[Category:Alliances]]&lt;br /&gt;
&lt;br /&gt;
'''SemperFi''' has been largest FFA clan in terms of membership since August, 2011. Founded by [[Walding]], the clan consists of a diverse range of players from experts to apprentices. Stategies of the members vary, as many countries are built for war while many are pure netters. &lt;br /&gt;
&lt;br /&gt;
==Round 9, First set==&lt;br /&gt;
Born with humble beginnings as a moderate sized clan, the competitive FFA environment meant that a war was all but inevitable. Within weeks, a war with [[SALT]] ensued in June 2011, which resulted in large casualties on both sides. However, the ultimate victory of the war can be inferred by the fact that SemperFi gained numerous new members after the war while SALT's membership suffered a decline. The clan ended the set as the largest in membership, an achievement that only a few have attained at such an early stage.&lt;br /&gt;
&lt;br /&gt;
The spectacular growth of the clan can be mainly attributed to the strong leadership core, consisting mainly of [[Walding]], [[Aquaview]], [[PG]], and [[Chitty]]. Certain players who were especially active also helped fortify the core strength of the clan.&lt;br /&gt;
&lt;br /&gt;
==Round 10, Second set==&lt;br /&gt;
Coming into the round as the largest clan in membership, SemperFi endured a devastating first strike by [[Natural Born Killers]] within two weeks of the set. The opponent was well recognized by the entire FFA community as the single most elite warring clan that has ever walked on the face of earth.&lt;br /&gt;
&lt;br /&gt;
Though over 60 of the best SemperFi countries were destroyed, there was no letup by either warring party and a war of attrition developed. After more than two weeks of total war, with 500 countries killed by NBK and 513 countries destroyed by SemperFi, and a total hit count exceeding 100,000 for both, SemperFi had amazingly attained the higher kill count, attack number, and total networth. Seeing these undeniable facts, NBK was forced to surrender after one of the largest wars in earth history. &lt;br /&gt;
&lt;br /&gt;
Many players of SemperFi played a pivotal role in finally defeating the most powerful warring clan in FFA. Core members of the clan such as [[Nightwolf]]'s unearthly ability to wall his countries almost continuously and at every moment of the day gained the respect of even members of [[NBK]]. [[Asing]], another core member of the clan was able to build countries with substantially higher networth than those of the enemy, which were able to weather the fiercest attacks from NBK. All the other members contributed greatly to the astounding victory.&lt;br /&gt;
&lt;br /&gt;
Within days of the victory over NBK, SemperFi took its revenge against SALT, which had sucked attacked SemperFi the set before. Within little effort, SALT was entirely eliminated, with its only remaining members under protection. A ceasefire was consequently declared since there was no enemy left to battle.&lt;br /&gt;
&lt;br /&gt;
Despite the numerous wars that it has been involved in, SemperFi does not consider itself to be a warclan at this point.&lt;br /&gt;
&lt;br /&gt;
==Round 11, Third set==&lt;br /&gt;
The third set has been fairly uneventful, with quiet netting by most members.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=SemperFi&amp;diff=11061</id>
		<title>SemperFi</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=SemperFi&amp;diff=11061"/>
				<updated>2011-10-11T04:15:35Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{allianceinfo&lt;br /&gt;
| image              = [[file:semperfilogo.jpg]]&lt;br /&gt;
| caption            = Honors Seal Team 6&lt;br /&gt;
| founders           = [[Walding]]&lt;br /&gt;
| founded            = 2011&lt;br /&gt;
| origins            = Many small clans&lt;br /&gt;
| num_members        = Approximately 300 as of October 2011&lt;br /&gt;
| motto              = Semper Fidelis (Always faithful)&lt;br /&gt;
| focus              = Both netting and warring&lt;br /&gt;
| extinction         = &amp;lt;!-- When the alliance disbanded --&amp;gt;&lt;br /&gt;
| merged_into        = &amp;lt;!-- name of the alliance clan merged with --&amp;gt;&lt;br /&gt;
| president          = [[Walding]]&lt;br /&gt;
| vps                = [[Aquaview]]&lt;br /&gt;
| hfa                = [[PG]]&lt;br /&gt;
| fas                = &amp;lt;!-- Other FAs' name(s) --&amp;gt;&lt;br /&gt;
| hia                = &amp;lt;!-- HIA's name --&amp;gt;&lt;br /&gt;
| ias                = &amp;lt;!-- Other IAs' name(s) --&amp;gt;&lt;br /&gt;
| hwar               = &amp;lt;!-- Head of war's name --&amp;gt;&lt;br /&gt;
| Recruiting Head    = [[Walding]]&lt;br /&gt;
| trainers           = Many&lt;br /&gt;
| irc                = irc.scourge.se #semperfi&lt;br /&gt;
| homepage           = http://semperfi.ghqnet.com/&lt;br /&gt;
| fbpage             = &amp;lt;!-- Facebook page address  (include http://, do not use square brackets)--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alliances on the Free For All Server]]&lt;br /&gt;
[[Category:Alliances]]&lt;br /&gt;
&lt;br /&gt;
'''SemperFi''' has been largest FFA clan in terms of membership since August, 2011. Founded by [[Walding]], the clan consists of a diverse range of players from experts to apprentices. Stategies of the members vary, as many countries are built for war while many are pure netters. &lt;br /&gt;
&lt;br /&gt;
==Round 9, First set==&lt;br /&gt;
Born with humble beginnings as a moderate sized clan, the competitive FFA environment meant that a war was all but inevitable. Within weeks, a war with [[SALT]] ensued in June 2011, which resulted in large casualties on both sides. However, the ultimate victory of the war can be inferred by the fact that SemperFi gained numerous new members after the war while SALT's membership suffered a decline. The clan ended the set as the largest in membership, an achievement that only a few have attained at such an early stage.&lt;br /&gt;
&lt;br /&gt;
The spectacular growth of the clan can be mainly attributed to the strong leadership core, consisting mainly of [[Walding]], [[Aquaview]], [[PG]], and [[Chitty]]. Certain players who were especially active also helped fortify the core strength of the clan.&lt;br /&gt;
&lt;br /&gt;
==Round 10, Second set==&lt;br /&gt;
Coming into the round as the largest clan in membership, SemperFi endured a devastating first strike by [[Natural Born Killers]] within two weeks of the set. The opponent was well recognized by the entire FFA community as the single most elite warring clan that has ever walked on the face of earth.&lt;br /&gt;
&lt;br /&gt;
Though over 60 of the best SemperFi countries were destroyed, there was no letup by either warring party and a war of attrition developed. After more than two weeks of total war, with 500 countries killed by NBK and 513 countries destroyed by SemperFi, and a total hit count exceeding 100,000 for both, SemperFi had amazingly attained the higher kill count, attack number, and total networth. Seeing these undeniable facts, NBK was forced to surrender after one of the largest wars in earth history. &lt;br /&gt;
&lt;br /&gt;
Many players of SemperFi played a pivotal role in finally defeating the most powerful warring clan in FFA. Core members of the clan such as [[Nightwolf]]'s unearthly ability to wall his countries almost continuously and at every moment of the day gained the respect of even members of [[NBK]]. [[Asing]], another core member of the clan was able to build countries with substantially higher networth than those of the enemy, which were able to weather the fiercest attacks from NBK. All the other members contributed greatly to the astounding victory.&lt;br /&gt;
&lt;br /&gt;
Within days of the victory over NBK, SemperFi took its revenge against SALT, which had sucked attacked SemperFi the set before. Within little effort, SALT was entirely eliminated, with its only remaining members under protection. A ceasefire was consequently declared since there was no enemy left to battle.&lt;br /&gt;
&lt;br /&gt;
Despite the numerous wars that it has been involved in, SemperFi does not consider itself to be a warclan at this point.&lt;br /&gt;
&lt;br /&gt;
==Round 11, Third set==&lt;br /&gt;
The third set has been fairly uneventful, with quiet netting by most members.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=SemperFi&amp;diff=11050</id>
		<title>SemperFi</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=SemperFi&amp;diff=11050"/>
				<updated>2011-10-10T15:06:41Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{allianceinfo&lt;br /&gt;
| image              = [[file:semperfilogo.jpg]]&lt;br /&gt;
| caption            = Honors Seal Team 6&lt;br /&gt;
| founders           = [[Walding]]&lt;br /&gt;
| founded            = 2011&lt;br /&gt;
| origins            = Many small clans&lt;br /&gt;
| num_members        = Approximately 300 as of October 2011&lt;br /&gt;
| motto              = Semper Fidelis (Always faithful)&lt;br /&gt;
| focus              = Both netting and warring&lt;br /&gt;
| extinction         = &amp;lt;!-- When the alliance disbanded --&amp;gt;&lt;br /&gt;
| merged_into        = &amp;lt;!-- name of the alliance clan merged with --&amp;gt;&lt;br /&gt;
| president          = [[Walding]]&lt;br /&gt;
| vps                = [[Aquaview]]&lt;br /&gt;
| hfa                = [[PG]]&lt;br /&gt;
| fas                = &amp;lt;!-- Other FAs' name(s) --&amp;gt;&lt;br /&gt;
| hia                = &amp;lt;!-- HIA's name --&amp;gt;&lt;br /&gt;
| ias                = &amp;lt;!-- Other IAs' name(s) --&amp;gt;&lt;br /&gt;
| hwar               = &amp;lt;!-- Head of war's name --&amp;gt;&lt;br /&gt;
| Recruiting Head    = [[Walding]]&lt;br /&gt;
| trainers           = Many&lt;br /&gt;
| irc                = irc.scourge.se #semperfi&lt;br /&gt;
| homepage           = http://semperfi.ghqnet.com/&lt;br /&gt;
| fbpage             = &amp;lt;!-- Facebook page address  (include http://, do not use square brackets)--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''SemperFi''' has been largest FFA clan in terms of membership since August, 2011. Founded by [[Walding]], the clan consists of a diverse range of players from experts to apprentices. Stategies of the members vary, as many countries are built for war while many are pure netters. &lt;br /&gt;
&lt;br /&gt;
==Round 9, First set==&lt;br /&gt;
Born with humble beginnings as a moderate sized clan, the competitive FFA environment meant that a war was all but inevitable. Within weeks, a war with [[SALT]] ensued in June 2011, which resulted in large casualties on both sides. However, the ultimate victory of the war can be inferred by the fact that SemperFi gained numerous new members after the war while SALT's membership suffered a decline. The clan ended the set as the largest in membership, an achievement that only a few have attained at such an early stage.&lt;br /&gt;
&lt;br /&gt;
The spectacular growth of the clan can be mainly attributed to the strong leadership core, consisting mainly of [[Walding]], [[Aquaview]], [[PG]], and [[Chitty]]. Certain players who were especially active also helped fortify the core strength of the clan.&lt;br /&gt;
&lt;br /&gt;
==Round 10, Second set==&lt;br /&gt;
Coming into the round as the largest clan in membership, SemperFi endured a devastating first strike by [[Natural Born Killers]] within two weeks of the set. The opponent was well recognized by the entire FFA community as the single most elite warring clan that has ever walked on the face of earth.&lt;br /&gt;
&lt;br /&gt;
Though over 60 of the best SemperFi countries were destroyed, there was no letup by either warring party and a war of attrition developed. After more than two weeks of total war, with 500 countries killed by NBK and 513 countries destroyed by SemperFi, and a total hit count exceeding 100,000 for both, SemperFi had amazingly attained the higher kill count, attack number, and total networth. Seeing these undeniable facts, NBK was forced to surrender after one of the largest wars in earth history. &lt;br /&gt;
&lt;br /&gt;
Many players of SemperFi played a pivotal role in finally defeating the most powerful warring clan in FFA. Core members of the clan such as [[Nightwolf]]'s unearthly ability to wall his countries almost continuously and at every moment of the day gained the respect of even members of [[NBK]]. [[Asing]], another core member of the clan was able to build countries with substantially higher networth than those of the enemy, which were able to weather the fiercest attacks from NBK. All the other members contributed greatly to the astounding victory.&lt;br /&gt;
&lt;br /&gt;
Within days of the victory over NBK, SemperFi took its revenge against SALT, which had sucked attacked SemperFi the set before. Within little effort, SALT was entirely eliminated, with its only remaining members under protection. A ceasefire was consequently declared since there was no enemy left to battle.&lt;br /&gt;
&lt;br /&gt;
Despite the numerous wars that it has been involved in, SemperFi does not consider itself to be a warclan at this point.&lt;br /&gt;
&lt;br /&gt;
==Round 11, Third set==&lt;br /&gt;
The third set has been fairly uneventful, with quiet netting by most members.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=SemperFi&amp;diff=11049</id>
		<title>SemperFi</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=SemperFi&amp;diff=11049"/>
				<updated>2011-10-10T15:04:58Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{allianceinfo&lt;br /&gt;
| image              = [[file:semperfilogo.jpg]]&lt;br /&gt;
| caption            = Honors Seal Team 6&lt;br /&gt;
| founders           = [[Walding]]&lt;br /&gt;
| founded            = 2011&lt;br /&gt;
| origins            = Many small clans&lt;br /&gt;
| num_members        = Approximately 300 as of October 2011&lt;br /&gt;
| motto              = Semper Fidelis (Always faithful)&lt;br /&gt;
| focus              = Both netting and warring&lt;br /&gt;
| extinction         = &amp;lt;!-- When the alliance disbanded --&amp;gt;&lt;br /&gt;
| merged_into        = &amp;lt;!-- name of the alliance clan merged with --&amp;gt;&lt;br /&gt;
| president          = [[Walding]]&lt;br /&gt;
| vps                = [[Aquaview]]&lt;br /&gt;
| hfa                = [[PG]]&lt;br /&gt;
| fas                = &amp;lt;!-- Other FAs' name(s) --&amp;gt;&lt;br /&gt;
| hia                = &amp;lt;!-- HIA's name --&amp;gt;&lt;br /&gt;
| ias                = &amp;lt;!-- Other IAs' name(s) --&amp;gt;&lt;br /&gt;
| hwar               = &amp;lt;!-- Head of war's name --&amp;gt;&lt;br /&gt;
| Recruiting Head    = [[Walding]]&lt;br /&gt;
| trainers           = Many&lt;br /&gt;
| irc                = irc.scourge.se #semperfi&lt;br /&gt;
| homepage           = http://semperfi.ghqnet.com/&lt;br /&gt;
| fbpage             = &amp;lt;!-- Facebook page address  (include http://, do not use square brackets)--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
SemperFi has been largest FFA clan in terms of membership since August, 2011. Founded by [[Walding]], the clan consists of a diverse range of players from experts to apprentices. Stategies of the members vary, as many countries are built for war while many are pure netters. &lt;br /&gt;
&lt;br /&gt;
==Round 9, First set==&lt;br /&gt;
Born with humble beginnings as a moderate sized clan, the competitive FFA environment meant that a war was all but inevitable. Within weeks, a war with [[SALT]] ensued in June 2011, which resulted in large casualties on both sides. However, the ultimate victory of the war can be inferred by the fact that SemperFi gained numerous new members after the war while SALT's membership suffered a decline. The clan ended the set as the largest in membership, an achievement that only a few have attained at such an early stage.&lt;br /&gt;
&lt;br /&gt;
The spectacular growth of the clan can be mainly attributed to the strong leadership core, consisting mainly of [[Walding]], [[Aquaview]], [[PG]], and [[Chitty]]. Certain players who were especially active also helped fortify the core strength of the clan.&lt;br /&gt;
&lt;br /&gt;
==Round 10, Second set==&lt;br /&gt;
Coming into the round as the largest clan in membership, SemperFi endured a devastating first strike by [[Natural Born Killers]] within two weeks of the set. The opponent was well recognized by the entire FFA community as the single most elite warring clan that has ever walked on the face of earth.&lt;br /&gt;
&lt;br /&gt;
Though over 60 of the best SemperFi countries were destroyed, there was no letup by either warring party and a war of attrition developed. After more than two weeks of total war, with 500 countries killed by NBK and 513 countries destroyed by SemperFi, and a total hit count exceeding 100,000 for both, SemperFi had amazingly attained the higher kill count, attack number, and total networth. Seeing these undeniable facts, NBK was forced to surrender after one of the largest wars in earth history. &lt;br /&gt;
&lt;br /&gt;
Many players of SemperFi played a pivotal role in finally defeating the most powerful warring clan in FFA. Core members of the clan such as [[Nightwolf]]'s unearthly ability to wall his countries almost continuously and at every moment of the day gained the respect of even members of [[NBK]]. [[Asing]], another core member of the clan was able to build countries with substantially higher networth than those of the enemy, which were able to weather the fiercest attacks from NBK. All the other members contributed greatly to the astounding victory.&lt;br /&gt;
&lt;br /&gt;
Within days of the victory over NBK, SemperFi took its revenge against SALT, which had sucked attacked SemperFi the set before. Within little effort, SALT was entirely eliminated, with its only remaining members under protection. A ceasefire was consequently declared since there was no enemy left to battle.&lt;br /&gt;
&lt;br /&gt;
Despite the numerous wars that it has been involved in, SemperFi does not consider itself to be a warclan at this point.&lt;br /&gt;
&lt;br /&gt;
==Round 11, Third set==&lt;br /&gt;
The third set has been fairly uneventful, with quiet netting by most members.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=SemperFi&amp;diff=11048</id>
		<title>SemperFi</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=SemperFi&amp;diff=11048"/>
				<updated>2011-10-10T15:03:09Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: /* Round 10, Second set */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{allianceinfo&lt;br /&gt;
| image              = [[file:semperfilogo.jpg]]&lt;br /&gt;
| caption            = Honors Seal Team 6&lt;br /&gt;
| founders           = [[Walding]]&lt;br /&gt;
| founded            = 2011&lt;br /&gt;
| origins            = Many small clans&lt;br /&gt;
| num_members        = Approximately 300 as of October 2011&lt;br /&gt;
| motto              = Semper Fidelis (Always faithful)&lt;br /&gt;
| focus              = Both netting and warring&lt;br /&gt;
| extinction         = &amp;lt;!-- When the alliance disbanded --&amp;gt;&lt;br /&gt;
| merged_into        = &amp;lt;!-- name of the alliance clan merged with --&amp;gt;&lt;br /&gt;
| president          = [[Walding]]&lt;br /&gt;
| vps                = [[Aquaview]]&lt;br /&gt;
| hfa                = [[PG]]&lt;br /&gt;
| fas                = &amp;lt;!-- Other FAs' name(s) --&amp;gt;&lt;br /&gt;
| hia                = &amp;lt;!-- HIA's name --&amp;gt;&lt;br /&gt;
| ias                = &amp;lt;!-- Other IAs' name(s) --&amp;gt;&lt;br /&gt;
| hwar               = &amp;lt;!-- Head of war's name --&amp;gt;&lt;br /&gt;
| Recruiting Head    = [[Walding]]&lt;br /&gt;
| trainers           = Many&lt;br /&gt;
| irc                = irc.scourge.se #semperfi&lt;br /&gt;
| homepage           = http://semperfi.ghqnet.com/&lt;br /&gt;
| fbpage             = &amp;lt;!-- Facebook page address  (include http://, do not use square brackets)--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
SemperFi has been largest FFA clan in terms of membership since August, 2011. Founded by [[Walding]], the clan consists of a diverse range of players from experts to apprentices. Stategies of the members vary, as many countries are built for war while many are pure netters. &lt;br /&gt;
&lt;br /&gt;
==Round 9, First set==&lt;br /&gt;
Born with humble beginnings as a moderate sized clan, the competitive FFA environment meant that a war was all but inevitable. Within weeks, a war with [[SALT]] ensued in June 2011, which resulted in large casualties on both sides. However, the ultimate victory of the war can be inferred by the fact that SemperFi gained numerous new members after the war while SALT's membership suffered a decline. The clan ended the set as the largest in membership, an achievement that only a few have attained at such an early stage.&lt;br /&gt;
&lt;br /&gt;
The spectacular growth of the clan can be mainly attributed to the strong leadership core, consisting mainly of [[Walding]], [[Aquaview]], and [[PG]]. Certain players who were especially active also helped the core strength of the clan.&lt;br /&gt;
&lt;br /&gt;
==Round 10, Second set==&lt;br /&gt;
Coming into the round as the largest clan in membership, SemperFi endured a devastating first strike by [[Natural Born Killers]] within two weeks of the set. The opponent was well recognized by the entire FFA community as the single most elite warring clan that has ever walked on the face of earth.&lt;br /&gt;
&lt;br /&gt;
Though over 60 of the best SemperFi countries were destroyed, there was no letup by either warring party and a war of attrition developed. After more than two weeks of total war, with 500 countries killed by NBK and 513 countries destroyed by SemperFi, and a total hit count exceeding 100,000 for both, SemperFi had amazingly attained the higher kill count, attack number, and total networth. Seeing these undeniable facts, NBK was forced to surrender after one of the largest wars in earth history. &lt;br /&gt;
&lt;br /&gt;
Many players of SemperFi played a pivotal role in finally defeating the most powerful warring clan in FFA. [[Nightwolf]]'s unearthly ability to wall his countries almost continuously and at every hour and moment of the day gained the respect of even members of [[NBK]]. [[Asing]], another core member of the clan was able to build countries with substantially higher networth than those of the enemy, which were able to weather the fiercest attacks from NBK. All the other members contributed greatly to the astounding victory.&lt;br /&gt;
&lt;br /&gt;
Within days of the victory over NBK, SemperFi took its revenge against SALT, which had sucked attacked SemperFi the set before. Within little effort, SALT was entirely eliminated, with its only remaining members under protection. A ceasefire was consequently declared since there was no enemy left to battle.&lt;br /&gt;
&lt;br /&gt;
Despite the numerous wars that it has been involved in, SemperFi does not consider itself to be a warclan at this point.&lt;br /&gt;
&lt;br /&gt;
==Round 11, Third set==&lt;br /&gt;
The third set has been fairly uneventful, with quiet netting by most members.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=PG&amp;diff=11047</id>
		<title>PG</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=PG&amp;diff=11047"/>
				<updated>2011-10-10T14:58:09Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: Created page with &amp;quot;{{stub}} {{infobox contact  | game         = FFA | alliance     = SemperFi | alliance_pos = Internal Affairs | icq          =  | msn          =  | aim          =  | forum_pm ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{infobox contact &lt;br /&gt;
| game         = FFA&lt;br /&gt;
| alliance     = [[SemperFi]]&lt;br /&gt;
| alliance_pos = Internal Affairs&lt;br /&gt;
| icq          = &lt;br /&gt;
| msn          = &lt;br /&gt;
| aim          = &lt;br /&gt;
| forum_pm     = &lt;br /&gt;
| former       = &lt;br /&gt;
| former_pos   = &lt;br /&gt;
| gameprofile  = &lt;br /&gt;
| alias        = &lt;br /&gt;
| joined       = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''PG''' is the head of internal affairs at [[SemperFi]]. She has done a remarkable job at diplomacy, as well as taking care of many of the most pressing internal affairs issues.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=SemperFi&amp;diff=11046</id>
		<title>SemperFi</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=SemperFi&amp;diff=11046"/>
				<updated>2011-10-10T14:55:29Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: /* Round 9, First set */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{allianceinfo&lt;br /&gt;
| image              = [[file:semperfilogo.jpg]]&lt;br /&gt;
| caption            = Honors Seal Team 6&lt;br /&gt;
| founders           = [[Walding]]&lt;br /&gt;
| founded            = 2011&lt;br /&gt;
| origins            = Many small clans&lt;br /&gt;
| num_members        = Approximately 300 as of October 2011&lt;br /&gt;
| motto              = Semper Fidelis (Always faithful)&lt;br /&gt;
| focus              = Both netting and warring&lt;br /&gt;
| extinction         = &amp;lt;!-- When the alliance disbanded --&amp;gt;&lt;br /&gt;
| merged_into        = &amp;lt;!-- name of the alliance clan merged with --&amp;gt;&lt;br /&gt;
| president          = [[Walding]]&lt;br /&gt;
| vps                = [[Aquaview]]&lt;br /&gt;
| hfa                = [[PG]]&lt;br /&gt;
| fas                = &amp;lt;!-- Other FAs' name(s) --&amp;gt;&lt;br /&gt;
| hia                = &amp;lt;!-- HIA's name --&amp;gt;&lt;br /&gt;
| ias                = &amp;lt;!-- Other IAs' name(s) --&amp;gt;&lt;br /&gt;
| hwar               = &amp;lt;!-- Head of war's name --&amp;gt;&lt;br /&gt;
| Recruiting Head    = [[Walding]]&lt;br /&gt;
| trainers           = Many&lt;br /&gt;
| irc                = irc.scourge.se #semperfi&lt;br /&gt;
| homepage           = http://semperfi.ghqnet.com/&lt;br /&gt;
| fbpage             = &amp;lt;!-- Facebook page address  (include http://, do not use square brackets)--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
SemperFi has been largest FFA clan in terms of membership since August, 2011. Founded by [[Walding]], the clan consists of a diverse range of players from experts to apprentices. Stategies of the members vary, as many countries are built for war while many are pure netters. &lt;br /&gt;
&lt;br /&gt;
==Round 9, First set==&lt;br /&gt;
Born with humble beginnings as a moderate sized clan, the competitive FFA environment meant that a war was all but inevitable. Within weeks, a war with [[SALT]] ensued in June 2011, which resulted in large casualties on both sides. However, the ultimate victory of the war can be inferred by the fact that SemperFi gained numerous new members after the war while SALT's membership suffered a decline. The clan ended the set as the largest in membership, an achievement that only a few have attained at such an early stage.&lt;br /&gt;
&lt;br /&gt;
The spectacular growth of the clan can be mainly attributed to the strong leadership core, consisting mainly of [[Walding]], [[Aquaview]], and [[PG]]. Certain players who were especially active also helped the core strength of the clan.&lt;br /&gt;
&lt;br /&gt;
==Round 10, Second set==&lt;br /&gt;
Coming into the round as the largest clan in membership, SemperFi endured a devastating first strike by [[Natural Born Killers]] within two weeks of the set. The opponent was well recognized by the entire FFA community as the single most elite warring clan that has ever walked on the face of the planet.&lt;br /&gt;
&lt;br /&gt;
Though over 60 of the best SemperFi countries were destroyed, there was no letup by either warring party and a war of attrition developed. After more than two weeks of total war, with 500 countries killed by NBK and 513 countries destroyed by SemperFi, and a total hit count exceeding 100,000 for both, SemperFi had amazingly attained the higher kill count, attack number, and total networth. Seeing these undeniable facts, NBK was forced to surrender after one of the largest wars in earth history. &lt;br /&gt;
&lt;br /&gt;
Within days of the victory over NBK, SemperFi took its revenge against SALT, which had sucked attacked SemperFi the set before. Within little effort, SALT was entirely eliminated, with its only remaining members under protection. A ceasefire was consequently declared.&lt;br /&gt;
&lt;br /&gt;
==Round 11, Third set==&lt;br /&gt;
The third set has been fairly uneventful, with quiet netting by most members.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=SemperFi&amp;diff=11044</id>
		<title>SemperFi</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=SemperFi&amp;diff=11044"/>
				<updated>2011-10-09T14:03:59Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{allianceinfo&lt;br /&gt;
| image              = [[file:semperfilogo.jpg]]&lt;br /&gt;
| caption            = Honors Seal Team 6&lt;br /&gt;
| founders           = [[Walding]]&lt;br /&gt;
| founded            = 2011&lt;br /&gt;
| origins            = Many small clans&lt;br /&gt;
| num_members        = Approximately 300 as of October 2011&lt;br /&gt;
| motto              = Semper Fidelis (Always faithful)&lt;br /&gt;
| focus              = Both netting and warring&lt;br /&gt;
| extinction         = &amp;lt;!-- When the alliance disbanded --&amp;gt;&lt;br /&gt;
| merged_into        = &amp;lt;!-- name of the alliance clan merged with --&amp;gt;&lt;br /&gt;
| president          = [[Walding]]&lt;br /&gt;
| vps                = [[Aquaview]]&lt;br /&gt;
| hfa                = [[PG]]&lt;br /&gt;
| fas                = &amp;lt;!-- Other FAs' name(s) --&amp;gt;&lt;br /&gt;
| hia                = &amp;lt;!-- HIA's name --&amp;gt;&lt;br /&gt;
| ias                = &amp;lt;!-- Other IAs' name(s) --&amp;gt;&lt;br /&gt;
| hwar               = &amp;lt;!-- Head of war's name --&amp;gt;&lt;br /&gt;
| Recruiting Head    = [[Walding]]&lt;br /&gt;
| trainers           = Many&lt;br /&gt;
| irc                = irc.scourge.se #semperfi&lt;br /&gt;
| homepage           = http://semperfi.ghqnet.com/&lt;br /&gt;
| fbpage             = &amp;lt;!-- Facebook page address  (include http://, do not use square brackets)--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
SemperFi has been largest FFA clan in terms of membership since August, 2011. Founded by [[Walding]], the clan consists of a diverse range of players from experts to apprentices. Stategies of the members vary, as many countries are built for war while many are pure netters. &lt;br /&gt;
&lt;br /&gt;
==Round 9, First set==&lt;br /&gt;
Born with humble beginnings as a moderate sized clan, the competitive FFA environment meant that a war was all but inevitable. Within weeks, a war with [[SALT]] ensued in June 2011, which resulted in large casualties on both sides. However, the ultimate victory of the war can be inferred by the fact that SemperFi gained numerous new members after the war while SALT's membership suffered a decline. The clan ended the set as the largest in membership, an achievement that only a few have attained.&lt;br /&gt;
&lt;br /&gt;
==Round 10, Second set==&lt;br /&gt;
Coming into the round as the largest clan in membership, SemperFi endured a devastating first strike by [[Natural Born Killers]] within two weeks of the set. The opponent was well recognized by the entire FFA community as the single most elite warring clan that has ever walked on the face of the planet.&lt;br /&gt;
&lt;br /&gt;
Though over 60 of the best SemperFi countries were destroyed, there was no letup by either warring party and a war of attrition developed. After more than two weeks of total war, with 500 countries killed by NBK and 513 countries destroyed by SemperFi, and a total hit count exceeding 100,000 for both, SemperFi had amazingly attained the higher kill count, attack number, and total networth. Seeing these undeniable facts, NBK was forced to surrender after one of the largest wars in earth history. &lt;br /&gt;
&lt;br /&gt;
Within days of the victory over NBK, SemperFi took its revenge against SALT, which had sucked attacked SemperFi the set before. Within little effort, SALT was entirely eliminated, with its only remaining members under protection. A ceasefire was consequently declared.&lt;br /&gt;
&lt;br /&gt;
==Round 11, Third set==&lt;br /&gt;
The third set has been fairly uneventful, with quiet netting by most members.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=SemperFi&amp;diff=11043</id>
		<title>SemperFi</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=SemperFi&amp;diff=11043"/>
				<updated>2011-10-09T13:59:28Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{allianceinfo&lt;br /&gt;
| image              = [[file:semperfilogo.jpg]]&lt;br /&gt;
| caption            = Honors Seal Team 6&lt;br /&gt;
| founders           = [[Walding]]&lt;br /&gt;
| founded            = 2011&lt;br /&gt;
| origins            = Many small clans&lt;br /&gt;
| num_members        = Approximately 300 as of October 2011&lt;br /&gt;
| motto              = Semper Fidelis (Always faithful)&lt;br /&gt;
| focus              = Both netting and warring&lt;br /&gt;
| extinction         = &amp;lt;!-- When the alliance disbanded --&amp;gt;&lt;br /&gt;
| merged_into        = &amp;lt;!-- name of the alliance clan merged with --&amp;gt;&lt;br /&gt;
| president          = [[Walding]]&lt;br /&gt;
| vps                = [[Aquaview]]&lt;br /&gt;
| hfa                = [[PG]]&lt;br /&gt;
| fas                = &amp;lt;!-- Other FAs' name(s) --&amp;gt;&lt;br /&gt;
| hia                = &amp;lt;!-- HIA's name --&amp;gt;&lt;br /&gt;
| ias                = &amp;lt;!-- Other IAs' name(s) --&amp;gt;&lt;br /&gt;
| hwar               = &amp;lt;!-- Head of war's name --&amp;gt;&lt;br /&gt;
| Recruiting Head    = [[Walding]]&lt;br /&gt;
| trainers           = Many&lt;br /&gt;
| irc                = irc.scourge.se #semperfi&lt;br /&gt;
| homepage           = http://semperfi.ghqnet.com/&lt;br /&gt;
| fbpage             = &amp;lt;!-- Facebook page address  (include http://, do not use square brackets)--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
SemperFi has been largest FFA clan in terms of membership since August, 2011. Founded by [[Walding]], the clan consists of a diverse range of players from experts to apprentices. Stategies of the members vary, as many countries are built for war while many are pure netters. &lt;br /&gt;
&lt;br /&gt;
==Round 9, First set==&lt;br /&gt;
Born with humble beginnings as a moderate sized clan, the competitive FFA environment meant that a war was all but inevitable. Within weeks, a war with [[SALT]] ensued in June 2011, which resulted in large casualties on both sides. However, the ultimate victory of the war can be based on the fact that SemperFi gained numerous new members after the war while SALT's membership suffered a decline. The clan ended the set as the largest in membership in FFA, an achievement that few have attained.&lt;br /&gt;
&lt;br /&gt;
==Round 10, Second set==&lt;br /&gt;
Coming into the round as the largest clan in membership, SemperFi endured a devastating first strike by [[Natural Born Killers]] within two weeks of the set. The opponent was well recognized as the single most elite warring clan that has ever walked on the face of the planet.&lt;br /&gt;
&lt;br /&gt;
Though over 60 of the best SemperFi countries were destroyed, there was no letup by either warring party and a war of attrition developed. After more than two weeks of total war, with 500 countries killed by NBK and 513 countries destroyed by SemperFi, and a total hit count exceeding 100,000 for both, SemperFi had amazingly attained the higher kill count, attack number, and total networth. Seeing these undeniable facts, NBK was forced to surrender after one of the largest wars in earth history. &lt;br /&gt;
&lt;br /&gt;
Within days of the victory over NBK, SemperFi took its revenge against SALT, which had sucked attacked SemperFi the set before. Within little effort, SALT was entirely eliminated, with its only remaining members under protection. A ceasefire was consequently declared.&lt;br /&gt;
&lt;br /&gt;
==Round 11, Third set==&lt;br /&gt;
The third set has been fairly uneventful, with quiet netting by most members.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Llaar&amp;diff=10866</id>
		<title>Llaar</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Llaar&amp;diff=10866"/>
				<updated>2011-09-07T20:20:05Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox contact&lt;br /&gt;
| alliance = [[Netters Anonymous]]&lt;br /&gt;
| alliance_pos = President/Founder&lt;br /&gt;
| icq = 317567881&lt;br /&gt;
| msn = llaar@hotmail.com&lt;br /&gt;
| aim = llaar3&lt;br /&gt;
| forum_pm = [[http://forums.earthempires.com/Messages.php?sid=153 message]]&lt;br /&gt;
| former = [[--]]&lt;br /&gt;
| former_pos = --&lt;br /&gt;
| gameprofile =[[http://www.earthempires.com/gameprofile?id=153 profile]]&lt;br /&gt;
| alias = --&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
llaar is currently the President of [[Netters Anonymous]] in Alliance server and [[llaar]] in the Free For All server.&lt;br /&gt;
&lt;br /&gt;
His game history started in 2002, with Tournament Server in Earth 2025, the precursor to Earth Empires. He was shown to have connections to the recent LaE multi-country running scandal. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History in Tournament: ==&lt;br /&gt;
&lt;br /&gt;
2002-2003: played for a year&lt;br /&gt;
&lt;br /&gt;
then again in 2008-2009: winning about 4 sets as rank 1 in Game A&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Clan History in Alliance: ==&lt;br /&gt;
&lt;br /&gt;
August, 2003: Thunderdragons, 1 set&lt;br /&gt;
&lt;br /&gt;
September-November, 2003: Saints, which merged to The Inner Circle of Saints (TICS)&lt;br /&gt;
&lt;br /&gt;
December, 2003 - February 2006: TICS merged into [[Paradigm]], played in Paradigm for 2.5 years, moved up the ranks to Captain.&lt;br /&gt;
&lt;br /&gt;
March 2006 - January 2010: Founded the [[Renegades]] Clan, and reigned as President for 3 years, before stepping down, and letting Hellfish take over&lt;br /&gt;
&lt;br /&gt;
February 2010: Alliance server as it was known, ceased to exist, and Earth Council was renamed to Alliance.  [[Netters Anonymous]] took over in this server, where llaar still plays, and Renegades moved to the team server, where llaar no longer plays.&lt;br /&gt;
&lt;br /&gt;
February 2010 - Present: [[Netters Anonymous]] President&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Clan History in Free For All: ==&lt;br /&gt;
&lt;br /&gt;
December, 2003: Mercenaries Incorporated for 1 set, then FFA closed for a year and a half&lt;br /&gt;
&lt;br /&gt;
Summer, 2004: Paradigm FFA, for 1 set&lt;br /&gt;
&lt;br /&gt;
Summer, 2004: Mindless Self Indulgence (MSI) for part of set, then Atlantis, then LaE&lt;br /&gt;
&lt;br /&gt;
Fall, 2004: DWAR, then LaE&lt;br /&gt;
&lt;br /&gt;
Winter, 2004 - September 2005: LaE,SysooLaE,Dominance,LaE, ending up in the head Senate of LaE&lt;br /&gt;
&lt;br /&gt;
October 2005: Closed LaE down, and with Juggernaut (eljager/cloudstrike/st. cloud) and Behemoth (Halaphas/St. Hala), founded [[Netters Anonymous]], as the President.  Merged remaining LaE'ers into [[Netters Anonymous]]&lt;br /&gt;
&lt;br /&gt;
October 2005 - June 2006: [[Netters Anonymous]] President in FFA&lt;br /&gt;
&lt;br /&gt;
July 2005: FFA was shut down and UM server starter&lt;br /&gt;
&lt;br /&gt;
January 2010: FFA restarted on the Earth Empires Server, and [[Legends at Earth]] was reborn&lt;br /&gt;
&lt;br /&gt;
January 2010 - Fall 2010: [[Legends_at_Earth]] leader&lt;br /&gt;
&lt;br /&gt;
Winter 2010/2011: [[Killers Anonymous]] leader&lt;br /&gt;
&lt;br /&gt;
March 2011: [[cerevisi]] member&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Clan History in User Managed Server: ==&lt;br /&gt;
&lt;br /&gt;
July 2006 - September 2006: [[Netters Anonymous]] President, moved NA to the test UM server&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Clan History in Earth Council Server: ==&lt;br /&gt;
&lt;br /&gt;
October 2006: User Managed server was renamed Earth Council server, where NA continued to play&lt;br /&gt;
&lt;br /&gt;
October 2006 - January 2010: [[Netters Anonymous]] President, until Earth Council ended, and then NA moved to Alliance server&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Currently Held Personal Records: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Highest NW in Earth Council server in Earth 2025 - [[Top Networth (Council)]] - $872,000,143 NW&lt;br /&gt;
&lt;br /&gt;
Highest NW in FFA server in Earth Empires - [[Top Networth (FFA)]] - $6,452,670,010 NW&lt;br /&gt;
&lt;br /&gt;
Highest Land in Free for All Server in Earth 2025 - 278k acres&lt;br /&gt;
&lt;br /&gt;
Highest Land in Free for All Server in Earth Empires - [[Top Land (FFA)]] - 90,778,247 Acres&lt;br /&gt;
&lt;br /&gt;
Largest Landgrab in Free for All Server in Earth Empires - [[Biggest Land Grabs (FFA)]] - 1,240,729 Acres Gained&lt;br /&gt;
&lt;br /&gt;
Most Restarts in a set in Alliance Server in Earth 2025 - 77 (While in PDM vs RD)&lt;br /&gt;
&lt;br /&gt;
Most Kills in a set in Free For All Server in Earth 2025 - 232 kills, March 2011&lt;br /&gt;
&lt;br /&gt;
Most attacks in FFA - 79,144 (current total)&lt;br /&gt;
&lt;br /&gt;
(Most restarts in FFA in a single set, 80, not sure the record, has to be higher though)&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=SemperFi&amp;diff=10865</id>
		<title>SemperFi</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=SemperFi&amp;diff=10865"/>
				<updated>2011-09-07T20:17:03Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: /* Round 10, Second set */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{allianceinfo&lt;br /&gt;
| image              = [[file:semperfilogo.jpg]]&lt;br /&gt;
| caption            = Honors Seal Team 6&lt;br /&gt;
| founders           = [[Walding]]&lt;br /&gt;
| founded            = 2011&lt;br /&gt;
| origins            = Many small clans&lt;br /&gt;
| num_members        = Over 300 as of July 2011&lt;br /&gt;
| motto              = Semper Fidelis (Always faithful)&lt;br /&gt;
| focus              = &amp;lt;!-- netters? warrers? --&amp;gt;&lt;br /&gt;
| extinction         = &amp;lt;!-- When the alliance disbanded --&amp;gt;&lt;br /&gt;
| merged_into        = &amp;lt;!-- name of the alliance clan merged with --&amp;gt;&lt;br /&gt;
| president          = [[Walding]]&lt;br /&gt;
| vps                = [[Aquaview]]&lt;br /&gt;
| hfa                = &lt;br /&gt;
| fas                = &amp;lt;!-- Other FAs' name(s) --&amp;gt;&lt;br /&gt;
| hia                = &amp;lt;!-- HIA's name --&amp;gt;&lt;br /&gt;
| ias                = &amp;lt;!-- Other IAs' name(s) --&amp;gt;&lt;br /&gt;
| hwar               = &amp;lt;!-- Head of war's name --&amp;gt;&lt;br /&gt;
| Recruiting Head    = [[Walding]]&lt;br /&gt;
| trainers           = Many&lt;br /&gt;
| irc                = irc.scourge.se #semperfi&lt;br /&gt;
| homepage           = &amp;lt;!-- http://yoursite.com (include http://, do not use square brackets)--&amp;gt;&lt;br /&gt;
| fbpage             = &amp;lt;!-- Facebook page address  (include http://, do not use square brackets)--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
SemperFi is a relative new clan in FFA that was the largest FFA clan in terms of membership as of September, 2011. Founded by [[Walding]], the clan consists of a diverse range of players from experts to apprentices. Stategies of the clan vary, as many countries are built for war while many are pure netters. &lt;br /&gt;
&lt;br /&gt;
==Round 9, First set==&lt;br /&gt;
The clan was involved in a war with [[SALT]] in June 2011, which resulted in large casualties on both sides. However, the ultimate victory of the war can be seen based on the fact that SemperFi gained numerous new members after the war while SALT's membership suffered a decline.&lt;br /&gt;
&lt;br /&gt;
==Round 10, Second set==&lt;br /&gt;
Coming into the round as the largest clan in membership, SemperFi endured a first strike by [[Natural Born Killers]] within two weeks of the set. Though over 60 of the best SemperFi countries were destroyed, there was no letup by either warring party and a war of attrition ensued. After more than two weeks of total war, with 500 countries killed by NBK and 513 countries destroyed by SemperFi, and a total hit count exceeding 100,000 for both, SemperFi appeared to have clearly achieved victory. NBK was forced to surrender after one of the largest wars on earth. &lt;br /&gt;
&lt;br /&gt;
Within days of the victory over NBK, SemperFi took its revenge against SALT, which had sucked attacked SemperFi the set before. Within little effort, SALT was entirely eliminated, with its only remaining members under protection. A ceasefire was consequently declared.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=SemperFi&amp;diff=10864</id>
		<title>SemperFi</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=SemperFi&amp;diff=10864"/>
				<updated>2011-09-07T20:16:35Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{allianceinfo&lt;br /&gt;
| image              = [[file:semperfilogo.jpg]]&lt;br /&gt;
| caption            = Honors Seal Team 6&lt;br /&gt;
| founders           = [[Walding]]&lt;br /&gt;
| founded            = 2011&lt;br /&gt;
| origins            = Many small clans&lt;br /&gt;
| num_members        = Over 300 as of July 2011&lt;br /&gt;
| motto              = Semper Fidelis (Always faithful)&lt;br /&gt;
| focus              = &amp;lt;!-- netters? warrers? --&amp;gt;&lt;br /&gt;
| extinction         = &amp;lt;!-- When the alliance disbanded --&amp;gt;&lt;br /&gt;
| merged_into        = &amp;lt;!-- name of the alliance clan merged with --&amp;gt;&lt;br /&gt;
| president          = [[Walding]]&lt;br /&gt;
| vps                = [[Aquaview]]&lt;br /&gt;
| hfa                = &lt;br /&gt;
| fas                = &amp;lt;!-- Other FAs' name(s) --&amp;gt;&lt;br /&gt;
| hia                = &amp;lt;!-- HIA's name --&amp;gt;&lt;br /&gt;
| ias                = &amp;lt;!-- Other IAs' name(s) --&amp;gt;&lt;br /&gt;
| hwar               = &amp;lt;!-- Head of war's name --&amp;gt;&lt;br /&gt;
| Recruiting Head    = [[Walding]]&lt;br /&gt;
| trainers           = Many&lt;br /&gt;
| irc                = irc.scourge.se #semperfi&lt;br /&gt;
| homepage           = &amp;lt;!-- http://yoursite.com (include http://, do not use square brackets)--&amp;gt;&lt;br /&gt;
| fbpage             = &amp;lt;!-- Facebook page address  (include http://, do not use square brackets)--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
SemperFi is a relative new clan in FFA that was the largest FFA clan in terms of membership as of September, 2011. Founded by [[Walding]], the clan consists of a diverse range of players from experts to apprentices. Stategies of the clan vary, as many countries are built for war while many are pure netters. &lt;br /&gt;
&lt;br /&gt;
==Round 9, First set==&lt;br /&gt;
The clan was involved in a war with [[SALT]] in June 2011, which resulted in large casualties on both sides. However, the ultimate victory of the war can be seen based on the fact that SemperFi gained numerous new members after the war while SALT's membership suffered a decline.&lt;br /&gt;
&lt;br /&gt;
==Round 10, Second set==&lt;br /&gt;
Coming into the round as the largest clan in membership, SemperFi endured a first strike by [[Natural Bork Killers]] within two weeks of the set. Though over 60 of the best SemperFi countries were destroyed, there was no letup by either warring party and a war of attrition ensued. After more than two weeks of total war, with 500 countries killed by NBK and 513 countries destroyed by SemperFi, and a total hit count exceeding 100,000 for both, SemperFi appeared to have clearly achieved victory. NBK was forced to surrender after one of the largest wars on earth. &lt;br /&gt;
&lt;br /&gt;
Within days of the victory over NBK, SemperFi took its revenge against SALT, which had sucked attacked SemperFi the set before. Within little effort, SALT was entirely eliminated, with its only remaining members under protection. A ceasefire was consequently declared.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Strategies&amp;diff=10092</id>
		<title>Strategies</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Strategies&amp;diff=10092"/>
				<updated>2011-07-15T03:31:50Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: /* Notes on difficulty of play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stratnav}}&lt;br /&gt;
[[Category:Strategies]]&lt;br /&gt;
[[Category:Basic Gameplay]]&lt;br /&gt;
&amp;lt;b&amp;gt;Strategies&amp;lt;/b&amp;gt;, or &amp;quot;Strats&amp;quot;, are just as they sound. Specialized playing methods to maximize a countries growth potential.&lt;br /&gt;
&lt;br /&gt;
There are several strategies recommended for various purposes in Earth Empires. They are chiefly developed to capitalize from the bonuses offered by the various [[governments]] you may choose from, as well as situational requirements such as [[netgaining]] or [[warfare]].&lt;br /&gt;
&lt;br /&gt;
Some strategies may assist you in focusing heavily on the production of [[Military_Units|military units]], [[oil]], [[bushels]], or [[technology]] for sale on the public market to generate a profit, where others will have you generating high amounts of income in order to purchase these goods from market.&lt;br /&gt;
&lt;br /&gt;
With all strategies it is important to understand that there are always pros and cons, and to build a successful country you have to depend heavily on the [[Public Market]] system that is known to become quite volatile at times.&lt;br /&gt;
&lt;br /&gt;
Below is listed a few of the more common, and popular strategies within the Earth Empires community;&lt;br /&gt;
&lt;br /&gt;
*[[indy|Industrialist]]&lt;br /&gt;
*[[casher|Casher]]&lt;br /&gt;
*[[farmer|Farmer]]&lt;br /&gt;
*[[oiler|Oiler]]&lt;br /&gt;
*[[techer|Techer]]&lt;br /&gt;
*[[Military_base_reseller|Reseller]]&lt;br /&gt;
&lt;br /&gt;
These are only a basic examples. Many more strategies exist and are constantly being tweaked and redesigned to enhance game play.&lt;br /&gt;
&lt;br /&gt;
==Summary of strategies==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot; align=&amp;quot;center&amp;quot;|'''Summary of strategies'''&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Growth potential&lt;br /&gt;
!Primary buildings used&lt;br /&gt;
!Primary tech needed&lt;br /&gt;
!Importance of tech&lt;br /&gt;
!Primary government&lt;br /&gt;
!Secondary governments&lt;br /&gt;
!War ability&lt;br /&gt;
!General difficulty of play&lt;br /&gt;
|-&lt;br /&gt;
|'''Industrialist'''&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Industrial Complex]]&lt;br /&gt;
|[[Industrial technology|Industrial]]&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Communism]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Medium high&lt;br /&gt;
|Suitable for beginner&lt;br /&gt;
|-&lt;br /&gt;
|'''Farmer'''&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Farm]]&lt;br /&gt;
|[[Agricultural technology|Agricultural]]&lt;br /&gt;
|High&lt;br /&gt;
|[[Fascism]]&lt;br /&gt;
|[[Dictatorship]], [[Republic]], [[Democracy]]&lt;br /&gt;
|High&lt;br /&gt;
|Suitable for beginner&lt;br /&gt;
|-&lt;br /&gt;
|'''Casher'''&lt;br /&gt;
|Medium high&lt;br /&gt;
|[[Enterprise Zone]], [[Residence]]&lt;br /&gt;
|[[Business technology|Business]], [[Residential technology|Residential]]&lt;br /&gt;
|Very high&lt;br /&gt;
|[[Republic]]&lt;br /&gt;
|[[Democracy]], [[Dictatorship]], [[Theocracy]]&lt;br /&gt;
|Low&lt;br /&gt;
|Intermediate&lt;br /&gt;
|-&lt;br /&gt;
|'''Techer'''&lt;br /&gt;
|High&lt;br /&gt;
|[[Research Lab]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Low&lt;br /&gt;
|[[Theocracy]], [[Tyranny]]&lt;br /&gt;
|[[Democracy]]&lt;br /&gt;
|Medium low&lt;br /&gt;
|Experienced&lt;br /&gt;
|-&lt;br /&gt;
|'''Reseller'''&lt;br /&gt;
|variable &lt;br /&gt;
|[[Military Base]]&lt;br /&gt;
|[[Military technology|Military]]&lt;br /&gt;
|High&lt;br /&gt;
|[[Theocracy]]&lt;br /&gt;
|[[Democracy]]&lt;br /&gt;
|Medium&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|'''Oiler'''&lt;br /&gt;
|variable&lt;br /&gt;
|[[Oil Rig]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Low&lt;br /&gt;
|[[Fascism]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Medium high&lt;br /&gt;
|Experienced&lt;br /&gt;
|-&lt;br /&gt;
|'''Rainbow'''&lt;br /&gt;
|Low&lt;br /&gt;
|Every building&lt;br /&gt;
|Medium&lt;br /&gt;
|Variable&lt;br /&gt;
|Any government&lt;br /&gt;
|N/A&lt;br /&gt;
|Medium&lt;br /&gt;
|(do not use)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Notes on difficulty of play====&lt;br /&gt;
&lt;br /&gt;
It is generally agreed that industrialist and farmer are the most stable strategies due to the constant demand for their products on the public market. Farmer is thought to be somewhat easier than industrialist since food can always be sold on the private market instantly. The stability of the two strategies is also based on their high resilence to [[warfare|war]], although farmer is better than industrialist in war, and indeed is the best warring strategy of all because it takes less time for them to purchase technology and balance resources spent between technology and military. Furthermore, it is extremely difficult to destroy a farmer's continued mode of growth, and farmers work quite well on the most powerful warring government, [[Dictatorship]]. However, both strategies only have medium potential of growth, meaning that in a non war environment, experienced cashers and techers generally outpace them on the long run.&lt;br /&gt;
&lt;br /&gt;
Cashers are next on the tier of difficulty because the casher is very vulnerable in the beginning and relies heavily on tech, requiring the player to carefully balance military and tech based on general community conditions, alliances, presence of potential enemies, etc. Also, it is very easy to destroy civilians that form the basis of a casher's growth, meaning that a relatively few number of [[special attacks]] would cripple a casher. &lt;br /&gt;
&lt;br /&gt;
Techers must spend turns exclusively for teching, while all the other strategies except resaler generate their income passively no matter how the turns are used. This adds another element of complexity, but techers usually have greater potential for growth than the other strategies. Unfortunately, techers are not a good warring strategy because the amount of technology researched falls quickly with the destruction of relatively few research labs.&lt;br /&gt;
&lt;br /&gt;
Oiler is a very difficult strategy because oil is the least demanded commodity and prices are highly variable requiring a very deep understanding of the public market and the earth community as a whole. It is also very luck based.&lt;br /&gt;
&lt;br /&gt;
Resellers also require the same demonstration of knowledge as oiler, except resalers must buy and sell many times daily on a constant basis, which makes the strategy even more difficult to play. Although it might seem deceptive given a resaler's high amount of military on hand, resellers are actually poor in wars because they incur huge expenses per turn on military that is not necessarily needed, and the main government they use, theocracy, has a low maximum SDI technology percentage, preventing them from stopping missiles launched by enemies.&lt;br /&gt;
&lt;br /&gt;
In the current earth environment (Early to mid 2011), it is thought that the majority of players are farmers, cashers, or techers.&lt;br /&gt;
&lt;br /&gt;
In general, it is agreed that over long peaceful periods, the techer has the best, most stable potential for growth.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Strategies&amp;diff=10091</id>
		<title>Strategies</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Strategies&amp;diff=10091"/>
				<updated>2011-07-15T03:30:44Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: /* Notes on difficulty of play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stratnav}}&lt;br /&gt;
[[Category:Strategies]]&lt;br /&gt;
[[Category:Basic Gameplay]]&lt;br /&gt;
&amp;lt;b&amp;gt;Strategies&amp;lt;/b&amp;gt;, or &amp;quot;Strats&amp;quot;, are just as they sound. Specialized playing methods to maximize a countries growth potential.&lt;br /&gt;
&lt;br /&gt;
There are several strategies recommended for various purposes in Earth Empires. They are chiefly developed to capitalize from the bonuses offered by the various [[governments]] you may choose from, as well as situational requirements such as [[netgaining]] or [[warfare]].&lt;br /&gt;
&lt;br /&gt;
Some strategies may assist you in focusing heavily on the production of [[Military_Units|military units]], [[oil]], [[bushels]], or [[technology]] for sale on the public market to generate a profit, where others will have you generating high amounts of income in order to purchase these goods from market.&lt;br /&gt;
&lt;br /&gt;
With all strategies it is important to understand that there are always pros and cons, and to build a successful country you have to depend heavily on the [[Public Market]] system that is known to become quite volatile at times.&lt;br /&gt;
&lt;br /&gt;
Below is listed a few of the more common, and popular strategies within the Earth Empires community;&lt;br /&gt;
&lt;br /&gt;
*[[indy|Industrialist]]&lt;br /&gt;
*[[casher|Casher]]&lt;br /&gt;
*[[farmer|Farmer]]&lt;br /&gt;
*[[oiler|Oiler]]&lt;br /&gt;
*[[techer|Techer]]&lt;br /&gt;
*[[Military_base_reseller|Reseller]]&lt;br /&gt;
&lt;br /&gt;
These are only a basic examples. Many more strategies exist and are constantly being tweaked and redesigned to enhance game play.&lt;br /&gt;
&lt;br /&gt;
==Summary of strategies==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot; align=&amp;quot;center&amp;quot;|'''Summary of strategies'''&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Growth potential&lt;br /&gt;
!Primary buildings used&lt;br /&gt;
!Primary tech needed&lt;br /&gt;
!Importance of tech&lt;br /&gt;
!Primary government&lt;br /&gt;
!Secondary governments&lt;br /&gt;
!War ability&lt;br /&gt;
!General difficulty of play&lt;br /&gt;
|-&lt;br /&gt;
|'''Industrialist'''&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Industrial Complex]]&lt;br /&gt;
|[[Industrial technology|Industrial]]&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Communism]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Medium high&lt;br /&gt;
|Suitable for beginner&lt;br /&gt;
|-&lt;br /&gt;
|'''Farmer'''&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Farm]]&lt;br /&gt;
|[[Agricultural technology|Agricultural]]&lt;br /&gt;
|High&lt;br /&gt;
|[[Fascism]]&lt;br /&gt;
|[[Dictatorship]], [[Republic]], [[Democracy]]&lt;br /&gt;
|High&lt;br /&gt;
|Suitable for beginner&lt;br /&gt;
|-&lt;br /&gt;
|'''Casher'''&lt;br /&gt;
|Medium high&lt;br /&gt;
|[[Enterprise Zone]], [[Residence]]&lt;br /&gt;
|[[Business technology|Business]], [[Residential technology|Residential]]&lt;br /&gt;
|Very high&lt;br /&gt;
|[[Republic]]&lt;br /&gt;
|[[Democracy]], [[Dictatorship]], [[Theocracy]]&lt;br /&gt;
|Low&lt;br /&gt;
|Intermediate&lt;br /&gt;
|-&lt;br /&gt;
|'''Techer'''&lt;br /&gt;
|High&lt;br /&gt;
|[[Research Lab]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Low&lt;br /&gt;
|[[Theocracy]], [[Tyranny]]&lt;br /&gt;
|[[Democracy]]&lt;br /&gt;
|Medium low&lt;br /&gt;
|Experienced&lt;br /&gt;
|-&lt;br /&gt;
|'''Reseller'''&lt;br /&gt;
|variable &lt;br /&gt;
|[[Military Base]]&lt;br /&gt;
|[[Military technology|Military]]&lt;br /&gt;
|High&lt;br /&gt;
|[[Theocracy]]&lt;br /&gt;
|[[Democracy]]&lt;br /&gt;
|Medium&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|'''Oiler'''&lt;br /&gt;
|variable&lt;br /&gt;
|[[Oil Rig]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Low&lt;br /&gt;
|[[Fascism]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Medium high&lt;br /&gt;
|Experienced&lt;br /&gt;
|-&lt;br /&gt;
|'''Rainbow'''&lt;br /&gt;
|Low&lt;br /&gt;
|Every building&lt;br /&gt;
|Medium&lt;br /&gt;
|Variable&lt;br /&gt;
|Any government&lt;br /&gt;
|N/A&lt;br /&gt;
|Medium&lt;br /&gt;
|(do not use)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Notes on difficulty of play====&lt;br /&gt;
&lt;br /&gt;
It is generally agreed that industrialist and farmer are the most stable strategies due to the constant demand for their products on the public market. Farmer is thought to be somewhat easier than industrialist since food can always be sold on the private market instantly. The stability of the two strategies is also based on their high resilence to [[warfare|war]], although farmer is better than industrialist in war, and indeed is the best warring strategy of all because it takes less time for them to purchase technology and balance resources spent between technology and military. Furthermore, it is extremely difficult to destroy a farmer's continued mode of growth, and farmers work quite well on the most powerful warring government, [[Dictatorship]]. However, both strategies only have medium potential of growth, meaning that in a non war environment, experienced cashers and techers generally outpace them on the long run.&lt;br /&gt;
&lt;br /&gt;
Cashers are next on the tier of difficulty because the casher is very vulnerable in the beginning and relies heavily on tech, requiring the player to carefully balance military and tech based on general community conditions, alliances, presence of potential enemies, etc. Also, it is very easy to destroy civilians that form the basis of a casher's growth, meaning that a relatively few number of [[special attack]]s would badly cripple a casher. &lt;br /&gt;
&lt;br /&gt;
Techers must spend turns exclusively for teching, while all the other strategies except resaler generate their income passively no matter how the turns are used. This adds another element of complexity, but techers usually have far greater potential for growth than the other strategies. Unfortunately, techers are not a good warring strategy because the amount of technology researched falls quickly with the destruction of relatively few research labs.&lt;br /&gt;
&lt;br /&gt;
Oiler is a very difficult strategy because oil is the least demanded commodity and prices are highly variable requiring a very deep understanding of the public market and the earth community as a whole. It is also very luck based.&lt;br /&gt;
&lt;br /&gt;
Resellers also require the same demonstration of knowledge as oiler, except resalers must buy and sell many times daily on a constant basis, which makes the strategy even more difficult to play. Although it might seem deceptive given a resaler's high amount of military on hand, resellers are actually poor in wars because they incur huge expenses per turn on military that is not necessarily needed, and the main government they use, theocracy, has a low maximum SDI technology percentage, preventing them from stopping missiles launched by enemies.&lt;br /&gt;
&lt;br /&gt;
In the current earth environment (Early to mid 2011), it is thought that the majority of players are farmers, cashers, or techers.&lt;br /&gt;
&lt;br /&gt;
In general, it is agreed that over long peaceful periods, the techer has the best, most stable potential for growth.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Strategies&amp;diff=10090</id>
		<title>Strategies</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Strategies&amp;diff=10090"/>
				<updated>2011-07-15T03:29:15Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: take to talk before such a major edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stratnav}}&lt;br /&gt;
[[Category:Strategies]]&lt;br /&gt;
[[Category:Basic Gameplay]]&lt;br /&gt;
&amp;lt;b&amp;gt;Strategies&amp;lt;/b&amp;gt;, or &amp;quot;Strats&amp;quot;, are just as they sound. Specialized playing methods to maximize a countries growth potential.&lt;br /&gt;
&lt;br /&gt;
There are several strategies recommended for various purposes in Earth Empires. They are chiefly developed to capitalize from the bonuses offered by the various [[governments]] you may choose from, as well as situational requirements such as [[netgaining]] or [[warfare]].&lt;br /&gt;
&lt;br /&gt;
Some strategies may assist you in focusing heavily on the production of [[Military_Units|military units]], [[oil]], [[bushels]], or [[technology]] for sale on the public market to generate a profit, where others will have you generating high amounts of income in order to purchase these goods from market.&lt;br /&gt;
&lt;br /&gt;
With all strategies it is important to understand that there are always pros and cons, and to build a successful country you have to depend heavily on the [[Public Market]] system that is known to become quite volatile at times.&lt;br /&gt;
&lt;br /&gt;
Below is listed a few of the more common, and popular strategies within the Earth Empires community;&lt;br /&gt;
&lt;br /&gt;
*[[indy|Industrialist]]&lt;br /&gt;
*[[casher|Casher]]&lt;br /&gt;
*[[farmer|Farmer]]&lt;br /&gt;
*[[oiler|Oiler]]&lt;br /&gt;
*[[techer|Techer]]&lt;br /&gt;
*[[Military_base_reseller|Reseller]]&lt;br /&gt;
&lt;br /&gt;
These are only a basic examples. Many more strategies exist and are constantly being tweaked and redesigned to enhance game play.&lt;br /&gt;
&lt;br /&gt;
==Summary of strategies==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot; align=&amp;quot;center&amp;quot;|'''Summary of strategies'''&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Growth potential&lt;br /&gt;
!Primary buildings used&lt;br /&gt;
!Primary tech needed&lt;br /&gt;
!Importance of tech&lt;br /&gt;
!Primary government&lt;br /&gt;
!Secondary governments&lt;br /&gt;
!War ability&lt;br /&gt;
!General difficulty of play&lt;br /&gt;
|-&lt;br /&gt;
|'''Industrialist'''&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Industrial Complex]]&lt;br /&gt;
|[[Industrial technology|Industrial]]&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Communism]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Medium high&lt;br /&gt;
|Suitable for beginner&lt;br /&gt;
|-&lt;br /&gt;
|'''Farmer'''&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Farm]]&lt;br /&gt;
|[[Agricultural technology|Agricultural]]&lt;br /&gt;
|High&lt;br /&gt;
|[[Fascism]]&lt;br /&gt;
|[[Dictatorship]], [[Republic]], [[Democracy]]&lt;br /&gt;
|High&lt;br /&gt;
|Suitable for beginner&lt;br /&gt;
|-&lt;br /&gt;
|'''Casher'''&lt;br /&gt;
|Medium high&lt;br /&gt;
|[[Enterprise Zone]], [[Residence]]&lt;br /&gt;
|[[Business technology|Business]], [[Residential technology|Residential]]&lt;br /&gt;
|Very high&lt;br /&gt;
|[[Republic]]&lt;br /&gt;
|[[Democracy]], [[Dictatorship]], [[Theocracy]]&lt;br /&gt;
|Low&lt;br /&gt;
|Intermediate&lt;br /&gt;
|-&lt;br /&gt;
|'''Techer'''&lt;br /&gt;
|High&lt;br /&gt;
|[[Research Lab]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Low&lt;br /&gt;
|[[Theocracy]], [[Tyranny]]&lt;br /&gt;
|[[Democracy]]&lt;br /&gt;
|Medium low&lt;br /&gt;
|Experienced&lt;br /&gt;
|-&lt;br /&gt;
|'''Reseller'''&lt;br /&gt;
|variable &lt;br /&gt;
|[[Military Base]]&lt;br /&gt;
|[[Military technology|Military]]&lt;br /&gt;
|High&lt;br /&gt;
|[[Theocracy]]&lt;br /&gt;
|[[Democracy]]&lt;br /&gt;
|Medium&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|'''Oiler'''&lt;br /&gt;
|variable&lt;br /&gt;
|[[Oil Rig]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Low&lt;br /&gt;
|[[Fascism]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Medium high&lt;br /&gt;
|Experienced&lt;br /&gt;
|-&lt;br /&gt;
|'''Rainbow'''&lt;br /&gt;
|Low&lt;br /&gt;
|Every building&lt;br /&gt;
|Medium&lt;br /&gt;
|Variable&lt;br /&gt;
|Any government&lt;br /&gt;
|N/A&lt;br /&gt;
|Medium&lt;br /&gt;
|(do not use)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Notes on difficulty of play====&lt;br /&gt;
&lt;br /&gt;
It is generally agreed that industrialist and farmer are the most stable strategies due to the constant demand for their products on the public market. Farmer is thought to be somewhat easier than industrialist since food can always be sold on the private market instantly. The stability of the two strategies is also based on their high resilence to [[warfare|war]], although farmer is better than industrialist in war, and indeed is the best warring strategy of all because it takes less time for them to purchase technology and balance resources spent between technology and military. Furthermore, it is extremely difficult to destroy a farmer's continued mode of growth, and farmers work quite well on the most powerful warring government, [[Dictatorship]]. However, both strategies only have medium potential of growth, meaning that in a non war environment, experienced cashers and techers generally outpace them on the long run.&lt;br /&gt;
&lt;br /&gt;
Cashers are next on the tier of difficulty because the casher is very vulnerable in the beginning and relies heavily on tech, requiring the player to carefully balance military and tech based on general community conditions, alliances, presence of potential enemies, etc. Also, it is very easy to destroy civilians that form the basis of a casher's growth, meaning that a relatively few number of attacks would badly cripple a casher. &lt;br /&gt;
&lt;br /&gt;
Techers must spend turns exclusively for teching, while all the other strategies except resaler generate their income passively no matter how the turns are used. This adds another element of complexity, but techers usually have far greater potential for growth than the other strategies. Unfortunately, techers are not a good warring strategy because the amount of technology researched falls quickly with the destruction of relatively few research labs.&lt;br /&gt;
&lt;br /&gt;
Oiler is a very difficult strategy because oil is the least demanded commodity and prices are highly variable requiring a very deep understanding of the public market and the earth community as a whole. It is also very luck based.&lt;br /&gt;
&lt;br /&gt;
Resellers also require the same demonstration of knowledge as oiler, except resalers must buy and sell many times daily on a constant basis, which makes the strategy even more difficult to play. Although it might seem deceptive given a resaler's high amount of military on hand, resellers are actually poor in wars because they incur huge expenses per turn on military that is not necessarily needed, and the main government they use, theocracy, has a low maximum SDI technology percentage, preventing them from stopping missiles launched by enemies.&lt;br /&gt;
&lt;br /&gt;
In the current earth environment (Early to mid 2011), it is thought that the majority of players are farmers, cashers, or techers.&lt;br /&gt;
&lt;br /&gt;
In general, it is agreed that over long peaceful periods, the techer has the best, most stable potential for growth.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Grab&amp;diff=10089</id>
		<title>Grab</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Grab&amp;diff=10089"/>
				<updated>2011-07-15T03:22:31Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: Redirected page to Landgrabbing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect[[Landgrabbing]]&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Strategies&amp;diff=10064</id>
		<title>Strategies</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Strategies&amp;diff=10064"/>
				<updated>2011-07-14T05:48:17Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: /* Summary of strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stratnav}}&lt;br /&gt;
[[Category:Strategies]]&lt;br /&gt;
[[Category:Basic Gameplay]]&lt;br /&gt;
&amp;lt;b&amp;gt;Strategies&amp;lt;/b&amp;gt;, or &amp;quot;Strats&amp;quot;, are just as they sound. Specialized playing methods to maximize a countries growth potential.&lt;br /&gt;
&lt;br /&gt;
There are several strategies recommended for various purposes in Earth Empires. They are chiefly developed to capitalize from the bonuses offered by the various [[governments]] you may choose from, as well as situational requirements such as [[netgaining]] or [[warfare]].&lt;br /&gt;
&lt;br /&gt;
Some strategies may assist you in focusing heavily on the production of [[Military_Units|military units]], [[oil]], [[bushels]], or [[technology]] for sale on the public market to generate a profit, where others will have you generating high amounts of income in order to purchase these goods from market.&lt;br /&gt;
&lt;br /&gt;
With all strategies it is important to understand that there are always pros and cons, and to build a successful country you have to depend heavily on the [[Public Market]] system that is known to become quite volatile at times.&lt;br /&gt;
&lt;br /&gt;
Below is listed a few of the more common, and popular strategies within the Earth Empires community;&lt;br /&gt;
&lt;br /&gt;
*[[indy|Industrialist]]&lt;br /&gt;
*[[casher|Casher]]&lt;br /&gt;
*[[farmer|Farmer]]&lt;br /&gt;
*[[oiler|Oiler]]&lt;br /&gt;
*[[techer|Techer]]&lt;br /&gt;
*[[Military_base_reseller|Reseller]]&lt;br /&gt;
&lt;br /&gt;
These are only a basic examples. Many more strategies exist and are constantly being tweaked and redesigned to enhance game play.&lt;br /&gt;
&lt;br /&gt;
==Summary of strategies==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot; align=&amp;quot;center&amp;quot;|'''Summary of strategies'''&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Growth potential&lt;br /&gt;
!Primary buildings used&lt;br /&gt;
!Primary tech needed&lt;br /&gt;
!Importance of tech&lt;br /&gt;
!Primary government&lt;br /&gt;
!Secondary governments&lt;br /&gt;
!War ability&lt;br /&gt;
!General difficulty of play&lt;br /&gt;
|-&lt;br /&gt;
|'''Industrialist'''&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Industrial Complex]]&lt;br /&gt;
|[[Industrial technology|Industrial]]&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Communism]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Medium high&lt;br /&gt;
|Suitable for beginner&lt;br /&gt;
|-&lt;br /&gt;
|'''Farmer'''&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Farm]]&lt;br /&gt;
|[[Agricultural technology|Agricultural]]&lt;br /&gt;
|High&lt;br /&gt;
|[[Fascism]]&lt;br /&gt;
|[[Dictatorship]], [[Republic]], [[Democracy]]&lt;br /&gt;
|High&lt;br /&gt;
|Suitable for beginner&lt;br /&gt;
|-&lt;br /&gt;
|'''Casher'''&lt;br /&gt;
|Medium high&lt;br /&gt;
|[[Enterprise Zone]], [[Residence]]&lt;br /&gt;
|[[Business technology|Business]], [[Residential technology|Residential]]&lt;br /&gt;
|Very high&lt;br /&gt;
|[[Republic]]&lt;br /&gt;
|[[Democracy]], [[Dictatorship]], [[Theocracy]]&lt;br /&gt;
|Low&lt;br /&gt;
|Intermediate&lt;br /&gt;
|-&lt;br /&gt;
|'''Techer'''&lt;br /&gt;
|High&lt;br /&gt;
|[[Research Lab]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Low&lt;br /&gt;
|[[Theocracy]], [[Tyranny]]&lt;br /&gt;
|[[Democracy]]&lt;br /&gt;
|Medium low&lt;br /&gt;
|Experienced&lt;br /&gt;
|-&lt;br /&gt;
|'''Reseller'''&lt;br /&gt;
|variable &lt;br /&gt;
|[[Military Base]]&lt;br /&gt;
|[[Military technology|Military]]&lt;br /&gt;
|High&lt;br /&gt;
|[[Theocracy]]&lt;br /&gt;
|[[Democracy]]&lt;br /&gt;
|Medium&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|'''Oiler'''&lt;br /&gt;
|variable&lt;br /&gt;
|[[Oil Rig]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Low&lt;br /&gt;
|[[Fascism]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Medium high&lt;br /&gt;
|Experienced&lt;br /&gt;
|-&lt;br /&gt;
|'''Rainbow'''&lt;br /&gt;
|Low&lt;br /&gt;
|Every building&lt;br /&gt;
|Medium&lt;br /&gt;
|Variable&lt;br /&gt;
|Any government&lt;br /&gt;
|N/A&lt;br /&gt;
|Medium&lt;br /&gt;
|(do not use)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Notes on difficulty of play====&lt;br /&gt;
&lt;br /&gt;
It is generally agreed that industrialist and farmer are the most stable strategies due to the constant demand for their products on the public market. Farmer is thought to be somewhat easier than industrialist since food can always be sold on the private market instantly. The stability of the two strategies is also based on their high resilence to [[warfare|war]], although farmer is better than industrialist in war, and indeed is the best warring strategy of all because it takes less time for them to purchase technology and balance resources spent between technology and military. Furthermore, it is extremely difficult to destroy a farmer's continued mode of growth, and farmers work quite well on the most powerful warring government, [[Dictatorship]]. However, both strategies only have medium potential of growth, meaning that in a non war environment, experienced cashers and techers generally outpace them on the long run.&lt;br /&gt;
&lt;br /&gt;
Cashers are next on the tier of difficulty because the casher is very vulnerable in the beginning and relies heavily on tech, requiring the player to carefully balance military and tech based on general community conditions, alliances, presence of potential enemies, etc. Also, it is very easy to destroy civilians that form the basis of a casher's growth, meaning that a relatively few number of attacks would badly cripple a casher. &lt;br /&gt;
&lt;br /&gt;
Techers must spend turns exclusively for teching, while all the other strategies except resaler generate their income passively no matter how the turns are used. This adds another element of complexity, but techers usually have far greater potential for growth than the other strategies. Unfortunately, techers are not a good warring strategy because the amount of technology researched falls quickly with the destruction of relatively few research labs.&lt;br /&gt;
&lt;br /&gt;
Oiler is a very difficult strategy because oil is the least demanded commodity and prices are highly variable requiring a very deep understanding of the public market and the earth community as a whole. It is also very luck based.&lt;br /&gt;
&lt;br /&gt;
Resellers also require the same demonstration of knowledge as oiler, except resalers must buy and sell many times daily on a constant basis, which makes the strategy even more difficult to play. Although it might seem deceptive given a resaler's high amount of military on hand, resellers are actually poor in wars because they incur huge expenses per turn on military that is not necessarily needed, and the main government they use, theocracy, has a low maximum SDI technology percentage, preventing them from stopping missiles launched by enemies.&lt;br /&gt;
&lt;br /&gt;
In the current earth environment (Early to mid 2011), it is thought that the majority of players are farmers, cashers, or techers.&lt;br /&gt;
&lt;br /&gt;
In general, it is agreed that over long peaceful periods, the techer has the best, most stable potential for growth.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Strategies&amp;diff=10063</id>
		<title>Strategies</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Strategies&amp;diff=10063"/>
				<updated>2011-07-14T05:45:31Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: /* Summary of strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stratnav}}&lt;br /&gt;
[[Category:Strategies]]&lt;br /&gt;
[[Category:Basic Gameplay]]&lt;br /&gt;
&amp;lt;b&amp;gt;Strategies&amp;lt;/b&amp;gt;, or &amp;quot;Strats&amp;quot;, are just as they sound. Specialized playing methods to maximize a countries growth potential.&lt;br /&gt;
&lt;br /&gt;
There are several strategies recommended for various purposes in Earth Empires. They are chiefly developed to capitalize from the bonuses offered by the various [[governments]] you may choose from, as well as situational requirements such as [[netgaining]] or [[warfare]].&lt;br /&gt;
&lt;br /&gt;
Some strategies may assist you in focusing heavily on the production of [[Military_Units|military units]], [[oil]], [[bushels]], or [[technology]] for sale on the public market to generate a profit, where others will have you generating high amounts of income in order to purchase these goods from market.&lt;br /&gt;
&lt;br /&gt;
With all strategies it is important to understand that there are always pros and cons, and to build a successful country you have to depend heavily on the [[Public Market]] system that is known to become quite volatile at times.&lt;br /&gt;
&lt;br /&gt;
Below is listed a few of the more common, and popular strategies within the Earth Empires community;&lt;br /&gt;
&lt;br /&gt;
*[[indy|Industrialist]]&lt;br /&gt;
*[[casher|Casher]]&lt;br /&gt;
*[[farmer|Farmer]]&lt;br /&gt;
*[[oiler|Oiler]]&lt;br /&gt;
*[[techer|Techer]]&lt;br /&gt;
*[[Military_base_reseller|Reseller]]&lt;br /&gt;
&lt;br /&gt;
These are only a basic examples. Many more strategies exist and are constantly being tweaked and redesigned to enhance game play.&lt;br /&gt;
&lt;br /&gt;
==Summary of strategies==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot; align=&amp;quot;center&amp;quot;|'''Summary of strategies'''&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Growth potential&lt;br /&gt;
!Primary buildings used&lt;br /&gt;
!Primary tech needed&lt;br /&gt;
!Importance of tech&lt;br /&gt;
!Primary government&lt;br /&gt;
!Secondary governments&lt;br /&gt;
!War ability&lt;br /&gt;
!General difficulty of play&lt;br /&gt;
|-&lt;br /&gt;
|'''Industrialist'''&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Industrial Complex]]&lt;br /&gt;
|[[Industrial technology|Industrial]]&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Communism]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Medium high&lt;br /&gt;
|Suitable for beginner&lt;br /&gt;
|-&lt;br /&gt;
|'''Farmer'''&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Farm]]&lt;br /&gt;
|[[Agricultural technology|Agricultural]]&lt;br /&gt;
|High&lt;br /&gt;
|[[Fascism]]&lt;br /&gt;
|[[Dictatorship]], [[Republic]], [[Democracy]]&lt;br /&gt;
|High&lt;br /&gt;
|Suitable for beginner&lt;br /&gt;
|-&lt;br /&gt;
|'''Casher'''&lt;br /&gt;
|Medium high&lt;br /&gt;
|[[Enterprise Zone]], [[Residence]]&lt;br /&gt;
|[[Business technology|Business]],[[Residential technology|Residential]]&lt;br /&gt;
|Very high&lt;br /&gt;
|[[Republic]]&lt;br /&gt;
|[[Democracy]], [[Dictatorship]], [[Theocracy]]&lt;br /&gt;
|Low&lt;br /&gt;
|Intermediate&lt;br /&gt;
|-&lt;br /&gt;
|'''Techer'''&lt;br /&gt;
|High&lt;br /&gt;
|[[Research Lab]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Low&lt;br /&gt;
|[[Theocracy]], [[Tyranny]]&lt;br /&gt;
|[[Democracy]]&lt;br /&gt;
|Medium low&lt;br /&gt;
|Experienced&lt;br /&gt;
|-&lt;br /&gt;
|'''Reseller'''&lt;br /&gt;
|variable &lt;br /&gt;
|[[Military Base]]&lt;br /&gt;
|[[Military technology|Military]]&lt;br /&gt;
|High&lt;br /&gt;
|[[Theocracy]]&lt;br /&gt;
|[[Democracy]]&lt;br /&gt;
|Medium&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|'''Oiler'''&lt;br /&gt;
|variable&lt;br /&gt;
|[[Oil Rig]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Low&lt;br /&gt;
|[[Fascism]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Medium high&lt;br /&gt;
|Experienced&lt;br /&gt;
|-&lt;br /&gt;
|'''Rainbow'''&lt;br /&gt;
|Low&lt;br /&gt;
|Every building&lt;br /&gt;
|Any government&lt;br /&gt;
|Medium&lt;br /&gt;
|Variable&lt;br /&gt;
|N/A&lt;br /&gt;
|Medium&lt;br /&gt;
|(do not use)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Notes on difficulty of play====&lt;br /&gt;
&lt;br /&gt;
It is generally agreed that industrialist and farmer are the most stable strategies due to the constant demand for their products on the public market. Farmer is thought to be somewhat easier than industrialist since food can always be sold on the private market instantly. The stability of the two strategies is also based on their high resilence to [[warfare|war]], although farmer is better than industrialist in war, and indeed is the best warring strategy of all because it takes less time for them to purchase technology and balance resources spent between technology and military. Furthermore, it is extremely difficult to destroy a farmer's continued mode of growth, and farmers work quite well on the most powerful warring government, [[Dictatorship]]. However, both strategies only have medium potential of growth, meaning that in a non war environment, experienced cashers and techers generally outpace them on the long run.&lt;br /&gt;
&lt;br /&gt;
Cashers are next on the tier of difficulty because the casher is very vulnerable in the beginning and relies heavily on tech, requiring the player to carefully balance military and tech based on general community conditions, alliances, presence of potential enemies, etc. Also, it is very easy to destroy civilians that form the basis of a casher's growth, meaning that a relatively few number of attacks would badly cripple a casher. &lt;br /&gt;
&lt;br /&gt;
Techers must spend turns exclusively for teching, while all the other strategies except resaler generate their income passively no matter how the turns are used. This adds another element of complexity, but techers usually have far greater potential for growth than the other strategies. Unfortunately, techers are not a good warring strategy because the amount of technology researched falls quickly with the destruction of relatively few research labs.&lt;br /&gt;
&lt;br /&gt;
Oiler is a very difficult strategy because oil is the least demanded commodity and prices are highly variable requiring a very deep understanding of the public market and the earth community as a whole. It is also very luck based.&lt;br /&gt;
&lt;br /&gt;
Resellers also require the same demonstration of knowledge as oiler, except resalers must buy and sell many times daily on a constant basis, which makes the strategy even more difficult to play. Although it might seem deceptive given a resaler's high amount of military on hand, resellers are actually poor in wars because they incur huge expenses per turn on military that is not necessarily needed, and the main government they use, theocracy, has a low maximum SDI technology percentage, preventing them from stopping missiles launched by enemies.&lt;br /&gt;
&lt;br /&gt;
In the current earth environment (Early to mid 2011), it is thought that the majority of players are farmers, cashers, or techers.&lt;br /&gt;
&lt;br /&gt;
In general, it is agreed that over long peaceful periods, the techer has the best, most stable potential for growth.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Strategies&amp;diff=10062</id>
		<title>Strategies</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Strategies&amp;diff=10062"/>
				<updated>2011-07-14T05:44:26Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: /* Summary of strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stratnav}}&lt;br /&gt;
[[Category:Strategies]]&lt;br /&gt;
[[Category:Basic Gameplay]]&lt;br /&gt;
&amp;lt;b&amp;gt;Strategies&amp;lt;/b&amp;gt;, or &amp;quot;Strats&amp;quot;, are just as they sound. Specialized playing methods to maximize a countries growth potential.&lt;br /&gt;
&lt;br /&gt;
There are several strategies recommended for various purposes in Earth Empires. They are chiefly developed to capitalize from the bonuses offered by the various [[governments]] you may choose from, as well as situational requirements such as [[netgaining]] or [[warfare]].&lt;br /&gt;
&lt;br /&gt;
Some strategies may assist you in focusing heavily on the production of [[Military_Units|military units]], [[oil]], [[bushels]], or [[technology]] for sale on the public market to generate a profit, where others will have you generating high amounts of income in order to purchase these goods from market.&lt;br /&gt;
&lt;br /&gt;
With all strategies it is important to understand that there are always pros and cons, and to build a successful country you have to depend heavily on the [[Public Market]] system that is known to become quite volatile at times.&lt;br /&gt;
&lt;br /&gt;
Below is listed a few of the more common, and popular strategies within the Earth Empires community;&lt;br /&gt;
&lt;br /&gt;
*[[indy|Industrialist]]&lt;br /&gt;
*[[casher|Casher]]&lt;br /&gt;
*[[farmer|Farmer]]&lt;br /&gt;
*[[oiler|Oiler]]&lt;br /&gt;
*[[techer|Techer]]&lt;br /&gt;
*[[Military_base_reseller|Reseller]]&lt;br /&gt;
&lt;br /&gt;
These are only a basic examples. Many more strategies exist and are constantly being tweaked and redesigned to enhance game play.&lt;br /&gt;
&lt;br /&gt;
==Summary of strategies==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot; align=&amp;quot;center&amp;quot;|'''Summary of strategies'''&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Growth potential&lt;br /&gt;
!Primary buildings used&lt;br /&gt;
!Primary tech needed&lt;br /&gt;
!Importance of tech&lt;br /&gt;
!Primary government&lt;br /&gt;
!Secondary governments&lt;br /&gt;
!War ability&lt;br /&gt;
!General difficulty of play&lt;br /&gt;
|-&lt;br /&gt;
|'''Industrialist'''&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Industrial Complex]]&lt;br /&gt;
|[[Industrial technology|Industrial]]&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Communism]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Medium high&lt;br /&gt;
|Suitable for beginner&lt;br /&gt;
|-&lt;br /&gt;
|'''Farmer'''&lt;br /&gt;
|Medium&lt;br /&gt;
|[[Farm]]&lt;br /&gt;
|[[Agricultural technology|Agricultural]]&lt;br /&gt;
|High&lt;br /&gt;
|[[Fascism]]&lt;br /&gt;
|[[Dictatorship]], [[Republic]], [[Democracy]]&lt;br /&gt;
|High&lt;br /&gt;
|Suitable for beginner&lt;br /&gt;
|-&lt;br /&gt;
|'''Casher'''&lt;br /&gt;
|Medium high&lt;br /&gt;
|[[Enterprise Zone]], [[Residence]]&lt;br /&gt;
|[[Business technology|Business]],[[Residential technology|Residential]]&lt;br /&gt;
|[[Republic]]&lt;br /&gt;
|[[Democracy]], [[Dictatorship]], [[Theocracy]]&lt;br /&gt;
|Low&lt;br /&gt;
|Intermediate&lt;br /&gt;
|-&lt;br /&gt;
|'''Techer'''&lt;br /&gt;
|High&lt;br /&gt;
|[[Research Lab]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Low&lt;br /&gt;
|[[Theocracy]], [[Tyranny]]&lt;br /&gt;
|[[Democracy]]&lt;br /&gt;
|Medium low&lt;br /&gt;
|Experienced&lt;br /&gt;
|-&lt;br /&gt;
|'''Reseller'''&lt;br /&gt;
|variable &lt;br /&gt;
|[[Military Base]]&lt;br /&gt;
|[[Military technology|Military]]&lt;br /&gt;
|[[Theocracy]]&lt;br /&gt;
|[[Democracy]]&lt;br /&gt;
|Medium&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|'''Oiler'''&lt;br /&gt;
|variable&lt;br /&gt;
|[[Oil Rig]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Low&lt;br /&gt;
|[[Fascism]]&lt;br /&gt;
|(none)&lt;br /&gt;
|Medium high&lt;br /&gt;
|Experienced&lt;br /&gt;
|-&lt;br /&gt;
|'''Rainbow'''&lt;br /&gt;
|Low&lt;br /&gt;
|Every building&lt;br /&gt;
|Any government&lt;br /&gt;
|Medium&lt;br /&gt;
|Variable&lt;br /&gt;
|N/A&lt;br /&gt;
|Medium&lt;br /&gt;
|(do not use)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Notes on difficulty of play====&lt;br /&gt;
&lt;br /&gt;
It is generally agreed that industrialist and farmer are the most stable strategies due to the constant demand for their products on the public market. Farmer is thought to be somewhat easier than industrialist since food can always be sold on the private market instantly. The stability of the two strategies is also based on their high resilence to [[warfare|war]], although farmer is better than industrialist in war, and indeed is the best warring strategy of all because it takes less time for them to purchase technology and balance resources spent between technology and military. Furthermore, it is extremely difficult to destroy a farmer's continued mode of growth, and farmers work quite well on the most powerful warring government, [[Dictatorship]]. However, both strategies only have medium potential of growth, meaning that in a non war environment, experienced cashers and techers generally outpace them on the long run.&lt;br /&gt;
&lt;br /&gt;
Cashers are next on the tier of difficulty because the casher is very vulnerable in the beginning and relies heavily on tech, requiring the player to carefully balance military and tech based on general community conditions, alliances, presence of potential enemies, etc. Also, it is very easy to destroy civilians that form the basis of a casher's growth, meaning that a relatively few number of attacks would badly cripple a casher. &lt;br /&gt;
&lt;br /&gt;
Techers must spend turns exclusively for teching, while all the other strategies except resaler generate their income passively no matter how the turns are used. This adds another element of complexity, but techers usually have far greater potential for growth than the other strategies. Unfortunately, techers are not a good warring strategy because the amount of technology researched falls quickly with the destruction of relatively few research labs.&lt;br /&gt;
&lt;br /&gt;
Oiler is a very difficult strategy because oil is the least demanded commodity and prices are highly variable requiring a very deep understanding of the public market and the earth community as a whole. It is also very luck based.&lt;br /&gt;
&lt;br /&gt;
Resellers also require the same demonstration of knowledge as oiler, except resalers must buy and sell many times daily on a constant basis, which makes the strategy even more difficult to play. Although it might seem deceptive given a resaler's high amount of military on hand, resellers are actually poor in wars because they incur huge expenses per turn on military that is not necessarily needed, and the main government they use, theocracy, has a low maximum SDI technology percentage, preventing them from stopping missiles launched by enemies.&lt;br /&gt;
&lt;br /&gt;
In the current earth environment (Early to mid 2011), it is thought that the majority of players are farmers, cashers, or techers.&lt;br /&gt;
&lt;br /&gt;
In general, it is agreed that over long peaceful periods, the techer has the best, most stable potential for growth.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Buildings&amp;diff=9900</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Buildings&amp;diff=9900"/>
				<updated>2011-07-08T01:55:57Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: /* Industrial Complex */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{buildnav}}&lt;br /&gt;
{{gamectlnav}}&lt;br /&gt;
[[Category:Basic Gameplay]]&lt;br /&gt;
&lt;br /&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 rate|tax revenues]].&lt;br /&gt;
&lt;br /&gt;
Useful only for the [[casher]] strategy, enterprise zones can be greatly improved in efficiency through [[business technology]].&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 and its efficiency can be greatly improved through [[residential technology]].&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 earliest fast 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;
Because they are the only buildings capable of producing spies, industrial complexes are the only buildings that are necessary, albeit in small quantities, for every [[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 formula for tech per turn is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;TechPerTurn=Round(0.17*Labs*(1+Labs/Land)+3,0)&amp;lt;/pre&amp;gt;&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. [[Oiler]]s are also able to build some farms without jeopardizing their strategy. &lt;br /&gt;
&lt;br /&gt;
The production of food can be increased greatly by [[agricultural technology]].&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. Along with research labs, this is one of the main buildings with a production rate that is unaffected by [[technology]].&lt;br /&gt;
&lt;br /&gt;
===Construction Site===&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:  &lt;br /&gt;
&amp;lt;pre&amp;gt;BPT=([[CS]]/4+5)*GovtMod&amp;lt;/pre&amp;gt;&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;
Nearly every country will have somewhere between 50 BPT and 100 BPT, and will get this BPT very early on.  The exceptions to this being countries warring very soon after leaving protection only having around 25 to 40 BPT, and countries which plan on growing extra big (well over 30k acres), or switching to TMBR later in the set going over 100 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 [[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;
{{buildnav}}&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Buildings&amp;diff=9899</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Buildings&amp;diff=9899"/>
				<updated>2011-07-08T01:53:46Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: /* Enterprise Zone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{buildnav}}&lt;br /&gt;
{{gamectlnav}}&lt;br /&gt;
[[Category:Basic Gameplay]]&lt;br /&gt;
&lt;br /&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 rate|tax revenues]].&lt;br /&gt;
&lt;br /&gt;
Useful only for the [[casher]] strategy, enterprise zones can be greatly improved in efficiency through [[business technology]].&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 and its efficiency can be greatly improved through [[residential technology]].&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 formula for tech per turn is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;TechPerTurn=Round(0.17*Labs*(1+Labs/Land)+3,0)&amp;lt;/pre&amp;gt;&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. [[Oiler]]s are also able to build some farms without jeopardizing their strategy. &lt;br /&gt;
&lt;br /&gt;
The production of food can be increased greatly by [[agricultural technology]].&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. Along with research labs, this is one of the main buildings with a production rate that is unaffected by [[technology]].&lt;br /&gt;
&lt;br /&gt;
===Construction Site===&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:  &lt;br /&gt;
&amp;lt;pre&amp;gt;BPT=([[CS]]/4+5)*GovtMod&amp;lt;/pre&amp;gt;&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;
Nearly every country will have somewhere between 50 BPT and 100 BPT, and will get this BPT very early on.  The exceptions to this being countries warring very soon after leaving protection only having around 25 to 40 BPT, and countries which plan on growing extra big (well over 30k acres), or switching to TMBR later in the set going over 100 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 [[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;
{{buildnav}}&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Buildings&amp;diff=9898</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Buildings&amp;diff=9898"/>
				<updated>2011-07-08T01:53:03Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: /* Residence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{buildnav}}&lt;br /&gt;
{{gamectlnav}}&lt;br /&gt;
[[Category:Basic Gameplay]]&lt;br /&gt;
&lt;br /&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 rate|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 and its efficiency can be greatly improved through [[residential technology]].&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 formula for tech per turn is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;TechPerTurn=Round(0.17*Labs*(1+Labs/Land)+3,0)&amp;lt;/pre&amp;gt;&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. [[Oiler]]s are also able to build some farms without jeopardizing their strategy. &lt;br /&gt;
&lt;br /&gt;
The production of food can be increased greatly by [[agricultural technology]].&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. Along with research labs, this is one of the main buildings with a production rate that is unaffected by [[technology]].&lt;br /&gt;
&lt;br /&gt;
===Construction Site===&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:  &lt;br /&gt;
&amp;lt;pre&amp;gt;BPT=([[CS]]/4+5)*GovtMod&amp;lt;/pre&amp;gt;&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;
Nearly every country will have somewhere between 50 BPT and 100 BPT, and will get this BPT very early on.  The exceptions to this being countries warring very soon after leaving protection only having around 25 to 40 BPT, and countries which plan on growing extra big (well over 30k acres), or switching to TMBR later in the set going over 100 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 [[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;
{{buildnav}}&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Buildings&amp;diff=9897</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Buildings&amp;diff=9897"/>
				<updated>2011-07-08T01:52:14Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: /* Farm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{buildnav}}&lt;br /&gt;
{{gamectlnav}}&lt;br /&gt;
[[Category:Basic Gameplay]]&lt;br /&gt;
&lt;br /&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 rate|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 formula for tech per turn is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;TechPerTurn=Round(0.17*Labs*(1+Labs/Land)+3,0)&amp;lt;/pre&amp;gt;&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. [[Oiler]]s are also able to build some farms without jeopardizing their strategy. &lt;br /&gt;
&lt;br /&gt;
The production of food can be increased greatly by [[agricultural technology]].&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. Along with research labs, this is one of the main buildings with a production rate that is unaffected by [[technology]].&lt;br /&gt;
&lt;br /&gt;
===Construction Site===&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:  &lt;br /&gt;
&amp;lt;pre&amp;gt;BPT=([[CS]]/4+5)*GovtMod&amp;lt;/pre&amp;gt;&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;
Nearly every country will have somewhere between 50 BPT and 100 BPT, and will get this BPT very early on.  The exceptions to this being countries warring very soon after leaving protection only having around 25 to 40 BPT, and countries which plan on growing extra big (well over 30k acres), or switching to TMBR later in the set going over 100 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 [[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;
{{buildnav}}&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Buildings&amp;diff=9896</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Buildings&amp;diff=9896"/>
				<updated>2011-07-08T01:51:12Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: /* Oil Rig */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{buildnav}}&lt;br /&gt;
{{gamectlnav}}&lt;br /&gt;
[[Category:Basic Gameplay]]&lt;br /&gt;
&lt;br /&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 rate|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 formula for tech per turn is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;TechPerTurn=Round(0.17*Labs*(1+Labs/Land)+3,0)&amp;lt;/pre&amp;gt;&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. [[Oiler]]s are also able to build some farms without jeopardizing their 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. Along with research labs, this is one of the main buildings with a production rate that is unaffected by [[technology]].&lt;br /&gt;
&lt;br /&gt;
===Construction Site===&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:  &lt;br /&gt;
&amp;lt;pre&amp;gt;BPT=([[CS]]/4+5)*GovtMod&amp;lt;/pre&amp;gt;&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;
Nearly every country will have somewhere between 50 BPT and 100 BPT, and will get this BPT very early on.  The exceptions to this being countries warring very soon after leaving protection only having around 25 to 40 BPT, and countries which plan on growing extra big (well over 30k acres), or switching to TMBR later in the set going over 100 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 [[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;
{{buildnav}}&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Buildings&amp;diff=9895</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Buildings&amp;diff=9895"/>
				<updated>2011-07-08T01:50:19Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: /* Farm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{buildnav}}&lt;br /&gt;
{{gamectlnav}}&lt;br /&gt;
[[Category:Basic Gameplay]]&lt;br /&gt;
&lt;br /&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 rate|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 formula for tech per turn is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;TechPerTurn=Round(0.17*Labs*(1+Labs/Land)+3,0)&amp;lt;/pre&amp;gt;&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. [[Oiler]]s are also able to build some farms without jeopardizing their 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;
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:  &lt;br /&gt;
&amp;lt;pre&amp;gt;BPT=([[CS]]/4+5)*GovtMod&amp;lt;/pre&amp;gt;&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;
Nearly every country will have somewhere between 50 BPT and 100 BPT, and will get this BPT very early on.  The exceptions to this being countries warring very soon after leaving protection only having around 25 to 40 BPT, and countries which plan on growing extra big (well over 30k acres), or switching to TMBR later in the set going over 100 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 [[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;
{{buildnav}}&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Mehul_Patel&amp;diff=9891</id>
		<title>Mehul Patel</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Mehul_Patel&amp;diff=9891"/>
				<updated>2011-07-08T01:47:13Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox contact&lt;br /&gt;
| game = Earth: 2025 Creator&lt;br /&gt;
| alliance = &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 = &lt;br /&gt;
| alias = Swirve&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mehul Patel was the creator of [[Earth: 2025]] and thus the founder of the [[Earth]] community.  Earth: 2025 had its first round in October 1996 and was originally on Solaria Games, which was later rebranded Solaria Interactive, when Mehul opened Utopia; Solaria interactive was later rebranded Echelon Entertainment and later Swirve.com; Jolt/OMAC Industries bought Swirve from Mehul in 2008.&lt;br /&gt;
&lt;br /&gt;
He was responsible for letting the game fall into decline.&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Rainbow&amp;diff=9890</id>
		<title>Rainbow</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Rainbow&amp;diff=9890"/>
				<updated>2011-07-08T01:45:48Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
== Definition ==&lt;br /&gt;
A rainbow is a common term used to describe a build strategy, or lack there of. Specialization is the optimal way to build a country in [[Earth Empires]] and Rainbow is used to describe the opposite. Having a little of everything is refered to as running a &amp;quot;Rainbow&amp;quot;. For help with specialization, see the [[Strategy]] page.&lt;br /&gt;
&lt;br /&gt;
If your country looks like this stop and ask for help from more advanced players.&lt;br /&gt;
&lt;br /&gt;
:[[Enterprise Zones]] 315&lt;br /&gt;
:[[Residences]] 200&lt;br /&gt;
:[[Industrial Complexes]] 236&lt;br /&gt;
:[[Military Bases]] 512&lt;br /&gt;
:[[Research Labs]] 212&lt;br /&gt;
:[[Farms]] 600&lt;br /&gt;
:[[Oil Rigs]] 201&lt;br /&gt;
:[[Construction Sites]] 60&lt;br /&gt;
&lt;br /&gt;
Unused Lands 16''&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
This is what you'll get (in building order):&lt;br /&gt;
&lt;br /&gt;
1 &amp;amp; 2 ) Maybe enough cash to use some turns.&lt;br /&gt;
&lt;br /&gt;
3) Not enough military to defend any attacks.&lt;br /&gt;
&lt;br /&gt;
4) Slightly lower military prices on the [[private market]], but not low enough to be cheaper than the [[public market]].&lt;br /&gt;
&lt;br /&gt;
5) 50 tech points per turn, which will prevent you from ever getting the technology a good country needs.&lt;br /&gt;
&lt;br /&gt;
6) Enough food to use some turns, and maybe sell for a relatively small amount of money.&lt;br /&gt;
&lt;br /&gt;
7) Enough oil to make a few attacks a day.&lt;br /&gt;
&lt;br /&gt;
8) A [[BPT]] which is far from optimal.&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategies]]&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=User:Watertowers&amp;diff=9889</id>
		<title>User:Watertowers</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=User:Watertowers&amp;diff=9889"/>
				<updated>2011-07-08T01:41:41Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: Redirected page to User:WaterTowers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect[[User:WaterTowers]]&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=User:Watertowers&amp;diff=9888</id>
		<title>User:Watertowers</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=User:Watertowers&amp;diff=9888"/>
				<updated>2011-07-08T01:41:22Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: Redirected page to WaterTowers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect[[WaterTowers]]&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Cheating&amp;diff=9887</id>
		<title>Cheating</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Cheating&amp;diff=9887"/>
				<updated>2011-07-08T01:39:04Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: /* Notable cheaters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{eartherwiki}}&lt;br /&gt;
In Earth:2025, cheating is considered unethical by most, and entirely necessary by a select few. Cheating takes on many different forms, but Earth:2025 explicitly states the following as cheating:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Running multis==&lt;br /&gt;
Multi is short for multiple accounts. This is the oldest known form of cheating in the game, and is widely condemned. Today, most multis are hand-run, and they often get deleted by the Deletion Script that runs twice or so a month. When the FFA server existed, and the User-Managed server didn't, most multis were run by software, and these multis often numbered in the hundreds to thousands per illegitimate player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Running bots==&lt;br /&gt;
Bot is short for Robot, but the Robot in relation to Earth:2025 is a piece of software that facilitates the gaining of an advantage over other players by the use of a script or group of scripts. Some bots are more sophisticated than others. During the BotWars era, most known bots made running multis easier. Today, most bots are used to automatically buy cheap items off the public markets in each of the respective servers. For it to be cheating, however, the software or script in question has to have direct interaction with an account or accounts in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Babysitting==&lt;br /&gt;
Babysitting is the act of logging into an account that is not one's own. Swirve rules specifically state that one should only have access to his or her own account. One can babysit for many different reasons, such as to save a country that is under attack when the legitimate owner of that country cannot log in, or just to send aid to another country. Whatever the reason, babysitting is illegal, and is widely condemned.&lt;br /&gt;
&lt;br /&gt;
==Hacking==&lt;br /&gt;
Hacking is, of course, the worse offense as the actual game is hacked for passwords, access to mod accounts, etc. &lt;br /&gt;
&lt;br /&gt;
==Notable cheaters==&lt;br /&gt;
*'''[[Ronnie]]'''&lt;br /&gt;
*'''[[bsnake]]'''&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	<entry>
		<id>https://wiki.earthempires.com/index.php?title=Cheating&amp;diff=9886</id>
		<title>Cheating</title>
		<link rel="alternate" type="text/html" href="https://wiki.earthempires.com/index.php?title=Cheating&amp;diff=9886"/>
				<updated>2011-07-08T01:38:24Z</updated>
		
		<summary type="html">&lt;p&gt;WaterTowers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{eartherwiki}}&lt;br /&gt;
In Earth:2025, cheating is considered unethical by most, and entirely necessary by a select few. Cheating takes on many different forms, but Earth:2025 explicitly states the following as cheating:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Running multis==&lt;br /&gt;
Multi is short for multiple accounts. This is the oldest known form of cheating in the game, and is widely condemned. Today, most multis are hand-run, and they often get deleted by the Deletion Script that runs twice or so a month. When the FFA server existed, and the User-Managed server didn't, most multis were run by software, and these multis often numbered in the hundreds to thousands per illegitimate player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Running bots==&lt;br /&gt;
Bot is short for Robot, but the Robot in relation to Earth:2025 is a piece of software that facilitates the gaining of an advantage over other players by the use of a script or group of scripts. Some bots are more sophisticated than others. During the BotWars era, most known bots made running multis easier. Today, most bots are used to automatically buy cheap items off the public markets in each of the respective servers. For it to be cheating, however, the software or script in question has to have direct interaction with an account or accounts in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Babysitting==&lt;br /&gt;
Babysitting is the act of logging into an account that is not one's own. Swirve rules specifically state that one should only have access to his or her own account. One can babysit for many different reasons, such as to save a country that is under attack when the legitimate owner of that country cannot log in, or just to send aid to another country. Whatever the reason, babysitting is illegal, and is widely condemned.&lt;br /&gt;
&lt;br /&gt;
==Hacking==&lt;br /&gt;
Hacking is, of course, the worse offense as the actual game is hacked for passwords, access to mod accounts, etc. &lt;br /&gt;
&lt;br /&gt;
==Notable cheaters==&lt;br /&gt;
[[Ronnie]]&lt;br /&gt;
[[bsnake]]&lt;/div&gt;</summary>
		<author><name>WaterTowers</name></author>	</entry>

	</feed>