|
|
| (39 intermediate revisions by 10 users not shown) |
| Line 1: |
Line 1: |
| − | A country's government defines its [[specialization]], as determined by the bonuses and penalties
| + | #REDIRECT[[Government types]] |
| − | assigned to it.
| |
| − | | |
| − | ==Overview==
| |
| − | | |
| − | Your country's government determines it's specialty. When first created, every country is a [[Governments#Monarchy|Monarchy]]
| |
| − | | |
| − | ==Changing Governments==
| |
| − | | |
| − | ===How To Change The Government===
| |
| − | | |
| − | The government may be changed by entering the [[manage]] menu on the left hand side
| |
| − | while logged into the game.
| |
| − | | |
| − | Within this menu is a radio button section with a range of governments. Simply
| |
| − | select one of the forms and click on the button "start Revolution".
| |
| − | | |
| − | ===Effects Of Changing Government===
| |
| − | | |
| − | If your current government is a [[Governments#Monarchy|Monarchy]] then there is no penalty for
| |
| − | changing to another form.
| |
| − | | |
| − | When changing from any other form of government, there is a loss incurred to your countries
| |
| − | resources during the change.
| |
| − | | |
| − | This loss is a percentage of all [[military]], [[technology]] and [[buildings]]. Starting at
| |
| − | 14%, this number increases based on your [[net worth]].
| |
| − | | |
| − | ==Government Forms==
| |
| − | | |
| − | ===Monarchy===
| |
| − | | |
| − | The initial form of government that all countries begin the game as. The Monarchy does
| |
| − | not have any bonuses or penalties associated with it.
| |
| − | | |
| − | It is used as a transitional government or a [[growth]] or [[stocking]] government before
| |
| − | a switch is made later to another form. Usage of the Monarchy for [[stocking]] is common
| |
| − | prior to a war.
| |
| − | | |
| − | ===Democracy===
| |
| − | | |
| − | Effects:
| |
| − | | |
| − | +10% Maximum [[technology]].<br>
| |
| − | No market [[Commission]]s.<br>
| |
| − | 3 [[turn]]s required to [[attack]].<br>
| |
| − | | |
| − | This government [[specializes]] in technology and the public market, at the cost of
| |
| − | being able to [[attack]] efficiently.
| |
| − | | |
| − | The maximum [[technology]] afforded and no market [[commission]]s allow a broad range
| |
| − | of [[strategies]] to be used by this government. Typical ones include the [[farmer]],
| |
| − | [[techer]], [[casher]] and [[military base reseller]].
| |
| − | | |
| − | Because of the [[attack]] penalty, the Democracy is not commonly used for [[war]] or
| |
| − | for [[growth]]. It is typically a form that is switched to after [[growth]] periods to
| |
| − | take advantage of better [[market]] prices for [[stocking]] and [[destocking]].
| |
| − | | |
| − | ===Republic===
| |
| − | | |
| − | Effects:
| |
| − | | |
| − | +20% [[explore]] rate.<br>
| |
| − | +20% Maximum [[per capita income]].<br>
| |
| − | -10% [[military strength]].<br>
| |
| − | | |
| − | The Republics increase to land via [[exploration]] allows it a faster [[growth]] rate
| |
| − | than other governments when [[exploring]], making it an ideal form for the early stages
| |
| − | of the game. While its increase to [[per capita income]] give it the highest ability to
| |
| − | generate [[revenue]] through [[taxes]].
| |
| − | | |
| − | The penalty to its [[military strength]] make it less than ideal for [[war]].<br>
| |
| − | | |
| − | Common [[strategies]] employed by the Republic are [[casher]]s and [[farmer]]s. Less
| |
| − | common are [[techer]]s.<br>
| |
| − | | |
| − | ===Theocracy===
| |
| − | | |
| − | Effects:
| |
| − | | |
| − | -20% [[private market]] costs.<br>
| |
| − | +40% [[construction]] speed.<br>
| |
| − | +50% maximum [[population]].<br>
| |
| − | -35% maximum [[technology]].<br>
| |
| − | | |
| − | The two primary [[strategies]] employed by the theocracy seek to take advantage of its reduced
| |
| − | costs on the [[private market]] and its increase to [[construction]] speed.
| |
| − | | |
| − | The lowered costs allow the Theocracy to [[purchase]] [[military]] on the [[private market]] and
| |
| − | [[resell]] it on the [[public market]] for profit. Making this form of government ideal as a
| |
| − | [[military base reseller]].
| |
| − | | |
| − | While its increase to [[construction]] speed is ideal for [[techer]]s, who must gain and build
| |
| − | upon their [[land]] as efficiently as possible, due to the need for a [[techer]] to spend [[turn]]s
| |
| − | actively to generate their goods.
| |
| − | | |
| − | The Theocracy is also uncommonly used as an [[industrialist]], to generate the capital income
| |
| − | necessary to begin [[reselling]].
| |
| − | | |
| − | Because of the hit to maximum [[technology]], the Theocracy is highly susceptible to missile attacks
| |
| − | as its [[sdi]] [[technology]] is substantially lower than other governments. As such it is
| |
| − | considered the weakest government during [[war]].
| |
| − | | |
| − | ===Communism===
| |
| − | | |
| − | Effects:
| |
| − | | |
| − | +20% [[technology]] effectiveness.<br>
| |
| − | +35% [[industrial]] production.<br>
| |
| − | +35% market sale size.<br>
| |
| − | 10% market [[commissions]].<br>
| |
| − | | |
| − | The Communism's increase to [[industrial]] production, [[technology]] effectiveness and
| |
| − | market sale volume allow it the ability to produce more [[military]] than any other form
| |
| − | of government. Thus the Communism is the ideal government for the [[Industrialist]] strategy.
| |
| − | | |
| − | The [[technology]] bonus helps bolster the the governments ability to efficiently produce
| |
| − | with less [[money]] spent.
| |
| − | | |
| − | Its ability to generate massive [[military]] make this government stellar in individual and
| |
| − | early [[war]]. Its difficulty in managing [[military expenses]] however, can hurt its ability
| |
| − | to fight effectively in later stages of the game.
| |
| − | | |
| − | With the hefty [[commissions]] placed on this government, and better bonuses available to
| |
| − | other governments outside of [[industrial]] production, this government is not commonly used
| |
| − | for other [[strategies]].
| |
| − | | |
| − | ===Dictatorship===
| |
| − | | |
| − | Effects:
| |
| − | | |
| − | +25% [[military strength]].<br>
| |
| − | +30% [[spy]] effectiveness.<br>
| |
| − | -30% [[construction]] speed.<br>
| |
| − | | |
| − | The Dictator is a specialist war government that is built for pure power. Its bonus to
| |
| − | [[military strength]] offer it the greatest power available, making this government ideal
| |
| − | for [[breaking]].
| |
| − | | |
| − | The bonus to espionage also makes the Dictator the best for specialist [[spy]] countries
| |
| − | that can carry out a wide array of [[ops]] during times of war with great effect.
| |
| − | | |
| − | Having no direct penalties to production means that the Dictator can employ a wide array
| |
| − | of strategies. Common to the Dictator are [[casher]] and [[farmer]], but any other strategy
| |
| − | can be used.
| |
| − | | |
| − | The hit to [[construction]] speed however, makes this government the slowest in growth. As
| |
| − | such, it is typically used after [[growth]] periods before a [[war]].
| |
| − | | |
| − | ===Tyranny===
| |
| − | | |
| − | Effects:
| |
| − | | |
| − | +20% [[attack]] gains.<br>
| |
| − | -10% [[military expenses]].<br>
| |
| − | -25% maximum [[per capita income]].<br>
| |
| − | | |
| − | The Tyranny is the ultimate attacker in terms of efficiency. With a one [[turn]] [[attack]] it
| |
| − | has the ability to dish out double the amount of [[attack]]s than any other form of government.
| |
| − | | |
| − | In addition to this, each [[attack]] has an increase to the gains. Allowing the tyranny to take
| |
| − | or destroy more [[resources]] than any other form of government.
| |
| − | | |
| − | This government is used both for [[growth]] and as a primary [[war]] country. It is rivaled only
| |
| − | by the sheer power of the Dictator.
| |
| − | | |
| − | Because of the hit to [[revenue]], this government is not used as a [[casher]]. Common [[strategies]]
| |
| − | for the tyranny include [[farmer]] and [[techer]].
| |
| − | | |
| − | ===Fascism===
| |
| − | | |
| − | Effects:
| |
| − | | |
| − | +15% [[food]] production.<br>
| |
| − | +75% [[oil]] production.<br>
| |
| − | -15% maximum [[population]].<br>
| |
| − | -10% maximum [[per capita income]].<br>
| |
| − | | |
| − | The Fascism, like the Communism is a basic producer government. This government offers bonuses
| |
| − | to both [[food]] and [[oil]] production, and as such, it is commonly used for [[farmer]] and
| |
| − | [[oiler]] strategies.
| |
| − | | |
| − | Because of the hit to [[revenue]] and [[population]] this government is not used as a [[casher]].
| |
| − | | |
| − | [[Category:Gameplay Basics]]
| |