|
|
| Line 31: |
Line 31: |
| | ===Monarchy=== | | ===Monarchy=== |
| | | | |
| − | The initial form of government that all countries begin the game as. The Monarchy does
| + | The Monarchy does not have any bonuses or penalties associated with it. |
| − | not have any bonuses or penalties associated with it. | |
| | | | |
| − | It is used as a transitional government or a [[growth]] or [[stocking]] government before
| + | For more information, see the main page for [[monarchy]]. |
| − | a switch is made later to another form. Usage of the Monarchy for [[stocking]] is common
| |
| − | prior to a war.
| |
| | | | |
| | ===Democracy=== | | ===Democracy=== |
| − |
| |
| − | Effects:
| |
| | | | |
| | +10% Maximum [[technology]].<br> | | +10% Maximum [[technology]].<br> |
| Line 46: |
Line 41: |
| | 3 [[turn]]s required to [[attack]].<br> | | 3 [[turn]]s required to [[attack]].<br> |
| | | | |
| − | This government [[specializes]] in technology and the public market, at the cost of not
| + | For more information, see the main page for [[democracy]]. |
| − | being able to [[attack]] efficiently.
| |
| − | | |
| − | Higher [[technology]] maximums and no market [[commission]]s allow a broad range
| |
| − | of [[strategies]] to be utilized by this government. Typical strategies include [[farmer]],
| |
| − | [[techer]], [[casher]] and [[military base reseller]].
| |
| − | | |
| − | Due to the [[attack]] penalty, Democracy is not commonly used for [[war]] or
| |
| − | [[growth]]. Typically the Democratic government is used to take advantage of better [[market]] prices for [[stocking]] and [[destocking]] after [[growth]] phases have been completed.
| |
| | | | |
| | ===Republic=== | | ===Republic=== |
| − |
| |
| − | Effects:
| |
| | | | |
| | +20% [[explore]] rate.<br> | | +20% [[explore]] rate.<br> |
| Line 64: |
Line 49: |
| | -10% [[military strength]].<br> | | -10% [[military strength]].<br> |
| | | | |
| − | The Republic's [[exploration]] bonus allows for faster [[land]] [[growth]] via exploring than
| + | For more information, see the main page for [[republic]]. |
| − | 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]].
| |
| − | | |
| − | 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>
| |
| − | | |
| − | 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>
| |
| − | | |
| − | Republics are a favored government when applying strategies that rely solely on exploration for [[land]] [[growth]].
| |
| | | | |
| | ===Theocracy=== | | ===Theocracy=== |
| − |
| |
| − | Effects:
| |
| | | | |
| | -20% [[private market]] costs.<br> | | -20% [[private market]] costs.<br> |
| Line 82: |
Line 58: |
| | -35% maximum [[technology]].<br> | | -35% maximum [[technology]].<br> |
| | | | |
| − | The two primary [[strategies]] employed by the theocracy seek to take advantage of its reduced
| + | For more information, see the main page for [[theocracy]]. |
| − | 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=== | | ===Communism=== |
| − |
| |
| − | Effects:
| |
| | | | |
| | +20% [[technology]] effectiveness.<br> | | +20% [[technology]] effectiveness.<br> |
| Line 109: |
Line 67: |
| | 10% market [[commissions]].<br> | | 10% market [[commissions]].<br> |
| | | | |
| − | The Communism's increase to [[industrial]] production, [[technology]] effectiveness and
| + | For more information, see the main page for [[communism]]. |
| − | 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=== | | ===Dictatorship=== |
| − |
| |
| − | Effects:
| |
| | | | |
| | +25% [[military strength]].<br> | | +25% [[military strength]].<br> |
| Line 132: |
Line 75: |
| | -30% [[construction]] speed.<br> | | -30% [[construction]] speed.<br> |
| | | | |
| − | The Dictator is a specialist war government that is built for pure power. Its bonus to
| + | For more information, see the main page for [[dictatorship]]. |
| − | [[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=== | | ===Tyranny=== |
| − |
| |
| − | Effects:
| |
| | | | |
| | +20% [[attack]] gains.<br> | | +20% [[attack]] gains.<br> |
| Line 154: |
Line 83: |
| | -25% maximum [[per capita income]].<br> | | -25% maximum [[per capita income]].<br> |
| | | | |
| − | The Tyranny is the ultimate attacker in terms of efficiency. With a one [[turn]] [[attack]] it
| + | For more information, see the main page for [[tyranny]]. |
| − | 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=== | | ===Fascism=== |
| − |
| |
| − | Effects:
| |
| | | | |
| | +15% [[food]] production.<br> | | +15% [[food]] production.<br> |
| Line 175: |
Line 92: |
| | -10% maximum [[per capita income]].<br> | | -10% maximum [[per capita income]].<br> |
| | | | |
| − | The Fascism, like the Communism is a basic producer government. This government offers bonuses
| + | For more information, see the main page for [[fascism]]. |
| − | 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]] | | [[Category:Gameplay Basics]] |
A country's government defines its specialization, as determined by the bonuses and penalties
assigned to it.
Overview
Your country's government determines its 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 Monarchy does not have any bonuses or penalties associated with it.
For more information, see the main page for monarchy.
Democracy
+10% Maximum technology.
No market Commissions.
3 turns required to attack.
For more information, see the main page for democracy.
Republic
+20% explore rate.
+20% Maximum per capita income.
-10% military strength.
For more information, see the main page for republic.
Theocracy
-20% private market costs.
+40% construction speed.
+50% maximum population.
-35% maximum technology.
For more information, see the main page for theocracy.
Communism
+20% technology effectiveness.
+35% industrial production.
+35% market sale size.
10% market commissions.
For more information, see the main page for communism.
Dictatorship
+25% military strength.
+30% spy effectiveness.
-30% construction speed.
For more information, see the main page for dictatorship.
Tyranny
+20% attack gains.
-10% military expenses.
-25% maximum per capita income.
For more information, see the main page for tyranny.
Fascism
+15% food production.
+75% oil production.
-15% maximum population.
-10% maximum per capita income.
For more information, see the main page for fascism.