Difference between revisions of "Governments"

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A country's government defines its [[specialization]], as determined by the bonuses and penalties
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#REDIRECT[[Government types]]
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assigned to it.
 
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==Overview==
 
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Your country's government determines it's specialty. When first created, every country is a [[Governments#Monarchy|Monarchy]]
 
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==Changing Governments==
 
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===How To Change The Government===
 
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The government may be changed by entering the "Manage" link on the left hand side
 
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while logged into the game.
 
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Within this menu is a radio button section with a range of governments. Simply
 
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select one of the forms and click on the button "Start Revolution".
 
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===Effects Of Changing Government===
 
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==Government Forms==
 
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===Monarchy===
 
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The starting government type. There are no penalties or advantages for the monarchy except for the no losses in switching to other government types.
 
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===Democracy===
 
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The Democracy specializes in Technology and the public market, at the cost of being able
 
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to war effectively.
 
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This government has its technology cap raised by 10%, and incurs no market commissions on the
 
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public market.
 
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Democracies require 3 turns to make any attack, limiting the capability of its offense.
 
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===Republic===
 
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The Republic specializes in Revenue and exploration. As such it is an ideal government for
 
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a peaceful player.
 
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This government offers a bonus of 20% on gains from exploring, and a 20% increase to maximum per
 
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capita income.
 
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The republic, like a democracy, suffers in the military department; with a -10% penalty to its
 
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Military Strength.
 
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===Theocracy===
 
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The Theocracy specializes in reselling and the private market. A government that eschews technology
 
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in favour of construction speed, military numbers and small profits.
 
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This government has a 20% reduced cost on all military on its private market, a 40% increase on
 
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construction speed and double the maximum population of others.
 
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The drawback, a -35% penalty to its effective maximum technology.
 
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===Communism===
 
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The Communism Focuses on technology effectiveness, industrial production and market volume.
 
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This government receives a 20% increase on its technology effect; the same amount of technology is 20% more effective for a communism than another. Industrial Complexes run by a Communism produce
 
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35% more military.
 
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The Communism suffers from higher market commissions, 10% taxes on its goods. However, they may
 
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place 35% more goods on the market at any one time.
 
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===Dictatorship===
 
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The Dictator trades construction speed for pure military power. For the cost of -30% construction
 
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speed, they receive +25% Military Strength and +30% Spy Effectiveness. Making them powerful
 
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warring nations.
 
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===Tyranny===
 
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The Tyranny is the ultimate attacker. This government trades revenue for attacking gains and speed.
 
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-25% maximum per capita income is the cost for a 1 turn attack, +20% gains on attacks and a -10%
 
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military upkeep bonus.
 
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===Fascism===
 
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The basic producer of food and oil. Fascists suffer from population and income for large gains in
 
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productivity of the necessities. This government has a -15% maximum population, -10% per capita income and produces 15% more food and 75% more oil than other governments.
 
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[[Category:Gameplay Basics]]
 

Latest revision as of 05:26, 25 November 2011

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