Difference between revisions of "Governments"

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with less [[money]] spent.
 
with less [[money]] spent.
  
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However, with the hefty [[commissions]] placed on this government, and better bonuses
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Its ability to generate massive [[military]] make this government stellar in individual and
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available to other governments outside of [[industrial]] production, this government is not
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early [[war]]. Its difficulty in managing [[military expenses]] however, can hurt its ability
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commonly used for other [[strategies]].
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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
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for other [[strategies]].
  
 
===Dictatorship===
 
===Dictatorship===

Revision as of 18:47, 15 March 2010

A country's government defines its specialization, as determined by the bonuses and penalties assigned to it.

Overview

Your country's government determines it's specialty. When first created, every country is a 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 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.
No market Commissions.
3 turns required to attack.

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 commissions 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.
+20% Maximum per capita income.
-10% military strength.

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.

Common strategies employed by the Republic are cashers and farmers. Less common are techers.

Theocracy

Effects:

-20% private market costs.
+40% construction speed.
+50% maximum population.
-35% maximum technology.

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 techers, who must gain and build upon their land as efficiently as possible, due to the need for a techer to spend turns 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.
+35% industrial production.
+35% market sale size.
10% market commissions.

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

The Dictator trades construction speed for pure military power. For the cost of -30% construction speed, they receive +25% Military Strength and +30% Spy Effectiveness. Making them powerful warring nations.

Tyranny

The Tyranny is the ultimate attacker. This government trades revenue for attacking gains and speed. -25% maximum per capita income is the cost for a 1 turn attack, +20% gains on attacks and a -10% military upkeep bonus.

Fascism

The basic producer of food and oil. Fascists suffer from population and income for large gains in 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.