Difference between revisions of "Communism"

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[[Category: Governments]]
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{{infobox government
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| bonus = +20% Technology Effectiveness, +35% Industrial Production, +35% Market Sale Size Cap
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| penalty = None
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| com = 10%
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| turns = 2
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| rev = 14%-39%
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}}
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Communism is one of eight [[governments]].  
 
Communism is one of eight [[governments]].  
  

Revision as of 06:43, 14 October 2010

Template:Infobox government

Communism is one of eight governments.

Bonuses and penalties

+20% technology effectiveness

+35% industrial production

+35% market sale size

10% market commissions

Common strategies

Communism is most widely used running an industrialist strategy - majority of buildings as industrial complexes. The communist industrialist (frequently called commie indy and abbreviated CI at times) will have negative income and food production at most times and will need to sell military on the public market in order to afford its expenses and buy food. Some CIs will sell military multiple times each day in order to gain extra revenue however with the bonus of larger market sale sizes that is less necessary than in previous rounds.

Other uses

Commie indy has traditionally been used as a start-up strategy at the beginning of the reset before converting to another strategy. Indies generally gain military more quickly than other countries and are able to begin making land grabs sooner. When someone's country is destroyed in a war they will sometimes restart as a communist industrialist in order to get back in the action sooner. In alliance games one or more members will often run an industrialist country to provide protection for their teammates.

Historically many new players were taught how to run commie indies as their first strategy however that has become less popular over time since CIs are not self-sufficient in per turn cash flow or food production. It is often difficult to balance expenses and buying technology which can make CI a somewhat challenging strategy.