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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Effects:
 
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+20% [[explore]] rate.<br>
 
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+20% Maximum [[per capita income]].<br>
 
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-10% [[military strength]].<br>
 
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The Republics increase to land via [[exploration]] allows it a faster [[growth]] rate
 
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than other governments when [[exploring]], making it an ideal form for the early stages
 
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of the game. While its increase to [[per capita income]] give it the highest ability to
 
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generate [[revenue]] through [[taxes]].
 
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The penalty to its [[military strength]] make it less than ideal for [[war]].<br>
 
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Common [[strategies]] employed by the Republic are [[casher]]s and [[farmer]]s. Less
 
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common are [[techer]]s.<br>
 
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===Theocracy===
 
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Effects:
 
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-20% [[private market]] costs.<br>
 
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+40% [[construction]] speed.<br>
 
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+50% maximum [[population]].<br>
 
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-35% maximum [[technology]].<br>
 
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The two primary [[strategies]] employed by the theocracy seek to take advantage of its reduced
 
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costs on the [[private market]] and its increase to [[construction]] speed.
 
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The lowered costs allow the Theocracy to [[purchase]] [[military]] on the [[private market]] and
 
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[[resell]] it on the [[public market]] for profit. Making this form of government ideal as a
 
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[[military base reseller]].
 
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While its increase to [[construction]] speed is ideal for [[techer]]s, who must gain and build
 
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upon their [[land]] as efficiently as possible, due to the need for a [[techer]] to spend [[turn]]s
 
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actively to generate their goods.
 
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The Theocracy is also uncommonly used as an [[industrialist]], to generate the capital income
 
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necessary to begin [[reselling]].
 
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Because of the hit to maximum [[technology]], the Theocracy is highly susceptible to missile attacks
 
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as its [[sdi]] [[technology]] is substantially lower than other governments. As such it is
 
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considered the weakest government during [[war]].
 
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===Communism===
 
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Effects:
 
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+20% [[technology]] effectiveness.<br>
 
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+35% [[industrial]] production.<br>
 
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+35% market sale size.<br>
 
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10% market [[commissions]].<br>
 
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The Communism's increase to [[industrial]] production, [[technology]] effectiveness and
 
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market sale volume allow it the ability to produce more [[military]] than any other form
 
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of government. Thus the Communism is the ideal government for the [[Industrialist]] strategy.
 
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The [[technology]] bonus helps bolster the the governments ability to efficiently produce
 
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with less [[money]] spent.
 
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Its ability to generate massive [[military]] make this government stellar in individual and
 
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early [[war]]. Its difficulty in managing [[military expenses]] however, can hurt its ability
 
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to fight effectively in later stages of the game.
 
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With the hefty [[commissions]] placed on this government, and better bonuses available to
 
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other governments outside of [[industrial]] production, this government is not commonly used
 
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for other [[strategies]].
 
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===Dictatorship===
 
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Effects:
 
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+25% [[military strength]].<br>
 
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+30% [[spy]] effectiveness.<br>
 
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-30% [[construction]] speed.<br>
 
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The Dictator is a specialist war government that is built for pure power. Its bonus to
 
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[[military strength]] offer it the greatest power available, making this government ideal
 
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for [[breaking]].
 
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The bonus to espionage also makes the Dictator the best for specialist [[spy]] countries
 
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that can carry out a wide array of [[ops]] during times of war with great effect.
 
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Having no direct penalties to production means that the Dictator can employ a wide array
 
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of strategies. Common to the Dictator are [[casher]] and [[farmer]], but any other strategy
 
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can be used.
 
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The hit to [[construction]] speed however, makes this government the slowest in growth. As
 
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such, it is typically used after [[growth]] periods before a [[war]].
 
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===Tyranny===
 
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Effects:
 
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+20% [[attack]] gains.<br>
 
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-10% [[military expenses]].<br>
 
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-25% maximum [[per capita income]].<br>
 
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The Tyranny is the ultimate attacker in terms of efficiency. With a one [[turn]] [[attack]] it
 
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has the ability to dish out double the amount of [[attack]]s than any other form of government.
 
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In addition to this, each [[attack]] has an increase to the gains. Allowing the tyranny to take
 
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or destroy more [[resources]] than any other form of government.
 
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This government is used both for [[growth]] and as a primary [[war]] country. It is rivaled only
 
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by the sheer power of the Dictator.
 
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Because of the hit to [[revenue]], this government is not used as a [[casher]]. Common [[strategies]]
 
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for the tyranny include [[farmer]] and [[techer]].
 
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===Fascism===
 
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Effects:
 
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+15% [[food]] production.<br>
 
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+75% [[oil]] production.<br>
 
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-15% maximum [[population]].<br>
 
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-10% maximum [[per capita income]].<br>
 
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The Fascism, like the Communism is a basic producer government. This government offers bonuses
 
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to both [[food]] and [[oil]] production, and as such, it is commonly used for [[farmer]] and
 
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[[oiler]] strategies.
 
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Because of the hit to [[revenue]] and [[population]] this government is not used as a [[casher]].
 
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[[Category:Gameplay Basics]]
 

Latest revision as of 05:26, 25 November 2011

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