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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 not
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| − | being able to [[attack]] efficiently.
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| − | Higher [[technology]] maximums and no market [[commission]]s allow a broad range
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| − | of [[strategies]] to be utilized by this government. Typical strategies include [[farmer]],
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| − | [[techer]], [[casher]] and [[military base reseller]].
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| − | Due to the [[attack]] penalty, Democracy is not commonly used for [[war]] or
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| − | [[growth]]. Typically the Democratic government is used to take advantage of better [[market]] prices for [[stocking]] and [[destocking]] after [[growth]] phases have been completed.
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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 Republic's [[exploration]] bonus allows for faster [[land]] [[growth]] via exploring than
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| − | what is achievable by other governments. This accelerated exploration rate makes Republic an appealing government for the early stages of the reset, when exploring is at its highest relative viability. The bonus in [[per capita income]] creates an advantage by allowing the country to generate more [[revenue]] through [[taxes]].
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| − | The penalty to [[military strength]] causes Republics to be perceived as an inferior during times of [[war]]. This penalty also causes this government type to be more vulnerable to military attacks.<br>
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| − | The primary [[strategy]] used in combination with Republic is [[casher]], but all explore [[farmer]]s are also common. All explore [[techer]]s have also been known to utilize Republics, but this combination is less widely seen.<br>
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| − | Republics are a favored government when applying strategies that rely solely on exploration for [[land]] [[growth]].
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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]]
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