Difference between revisions of "Communism"

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Communism is one of eight [[governments]].
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<noinclude>[[Category:Governments]]{{Main|Government types}}{{list-top}}{{list-head|name=Governments}}</noinclude>
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{{list-item-govt
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==Bonuses and penalties==
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|type      = [[Communism]]
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===+20% technology effectiveness===
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|bonuses    = <ul><li>+20% tech effectiveness</li> <li>+35% industrial production</li> <li>+35% market sale cap</li></ul>
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===+35% industrial production===
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|penalties  =  
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===+35% market sale size===
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|marketcomm = 10%
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===10% market commissions===
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|attturns  = 2
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|notes      = Communists are renowned for their larger industrial capacity than other governments. Though a communist can do quite well selling [[military units]] on the [[public market]], a considerably higher market tax helps bring them in-line with other governments.
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==Common strategies==
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}}<noinclude>{{list-bottom}}</noinclude>
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Communism is most widely used running [[indy|industrialist]] production as its [[Category:Strategies|strategy]] - majority of buildings as [[Buildings#Industrial_Complex|industrial complexes]].  The communist industrialist (frequently called commie indy and abbreviated CI at times) will have negative income and food production at most times and will need to sell military on the [[Public_Market|public market]] in order to afford its expenses and buy [[Bushels|food]].  Some CIs will sell military multiple times each day in order to gain extra revenue however with the bonus of larger market sale sizes that is less necessary than in previous rounds.
 
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==Other uses==
 
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Commie indy has traditionally been used as a start-up strategy at the beginning of the reset before converting to another strategy.  Indies generally gain military more quickly than other countries and are able to begin making [[Attacking#Standard_Attacks|land grabs]] sooner. When someone's country is destroyed in a war they will sometimes restart as a communist industrialist in order to get back in the action sooner.  In alliance games one or more members will often run an industrialist country to provide protection for their teammates. 
 
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Historically many new players were taught how to run commie indies as their first strategy however that has become less popular over time since CIs are not self-sufficient in per turn cash flow or food production.  It is often difficult to balance expenses and buying technology which can make CI a somewhat challenging strategy.
 
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[[Category:Advanced Gameplay]]
 

Latest revision as of 20:09, 30 November 2011

Government About this type... Bonuses Penalties Public Market Commission Turns to Attack

Communism

Communists are renowned for their larger industrial capacity than other governments. Though a communist can do quite well selling military units on the public market, a considerably higher market tax helps bring them in-line with other governments.
  • +20% tech effectiveness
  • +35% industrial production
  • +35% market sale cap
10% 2