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]] menu 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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If your current government is a [[Governments#Monarchy|Monarchy]] then there is no penalty for
 
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changing to another form.
 
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When changing from any other form of government, there is a loss incurred to your countries
 
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resources during the change.
 
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This loss is a percentage of all [[military]], [[technology]] and [[buildings]]. Starting at
 
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14%, this number increases based on your [[net worth]].
 
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==Government Forms==
 
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===Monarchy===
 
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The initial form of government that all countries begin the game as. The Monarchy does
 
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not have any bonuses or penalties associated with it.
 
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It is used as a transitional government or a [[growth]] or [[stocking]] government before
 
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a switch is made later to another form. Usage of the Monarchy for [[stocking]] is common
 
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prior to a war.
 
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===Democracy===
 
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Effects:
 
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+10% Maximum [[technology]].<br>
 
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No market [[Commission]]s.<br>
 
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3 [[turn]]s required to [[attack]].<br>
 
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This government [[specializes]] in technology and the public market, at the cost of
 
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being able to [[attack]] efficiently.
 
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The maximum [[technology]] afforded and no market [[commission]]s allow a broad range
 
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of [[strategies]] to be used by this government. Typical ones include the [[farmer]],
 
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[[techer]], [[casher]] and [[military base reseller]].
 
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Because of the [[attack]] penalty, the Democracy is not commonly used for [[war]] or
 
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for [[growth]]. It is typically a form that is switched to after [[growth]] periods to
 
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take advantage of better [[market]] prices for [[stocking]] and [[destocking]].
 
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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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