Difference between revisions of "Communism"
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==Other uses== | ==Other uses== | ||
| − | Commie indy has traditionally been used as a start-up | + | 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 [[Attacking#Standard_Attacks|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. | 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. | ||
[[Category:Advanced Gameplay]] | [[Category:Advanced Gameplay]] | ||
Revision as of 01:28, 23 June 2010
Communism is one of eight governments.
Contents
Bonuses and penalties
+20% technology effectiveness
+35% industrial production
+35% market sale size
10% market commissions
Common strategies
Communism is most widely used running industrialist production as its - 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.