Difference between revisions of "Governments"
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==Overview== | ==Overview== | ||
| − | Your country's government determines | + | Your country's government determines its specialty. When first created, every country is a [[Governments#Monarchy|Monarchy]] |
==Changing Governments== | ==Changing Governments== | ||
Revision as of 01:43, 17 March 2010
A country's government defines its specialization, as determined by the bonuses and penalties assigned to it.
Contents
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 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 not being able to attack efficiently.
Higher technology maximums and no market commissions 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
Effects:
+20% explore rate.
+20% Maximum per capita income.
-10% military strength.
The Republic's exploration bonus allows for faster land growth via exploring than 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.
The primary strategy used in combination with Republic is casher, but all explore farmers are also common. All explore techers have also been known to utilize Republics, but this combination is less widely seen.
Republics are a favored government when applying strategies that rely solely on exploration for land growth.
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
Effects:
+25% military strength.
+30% spy effectiveness.
-30% construction speed.
The Dictator is a specialist war government that is built for pure power. Its bonus to 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
Effects:
+20% attack gains.
-10% military expenses.
-25% maximum per capita income.
The Tyranny is the ultimate attacker in terms of efficiency. With a one turn attack it has the ability to dish out double the amount of attacks 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
Effects:
+15% food production.
+75% oil production.
-15% maximum population.
-10% maximum per capita income.
The Fascism, like the Communism is a basic producer government. This government offers bonuses 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.