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| − | A country's government defines its [[specialization]], as determined by the bonuses and penalties
| + | #REDIRECT[[Government types]] |
| − | 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]]
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