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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]] 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]]
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