Governments
A country's government defines its specialization, as determined by the bonuses and penalties assigned to it.
Contents
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
The Communism Focuses on technology effectiveness, industrial production and market volume. This government receives a 20% increase on its technology effect; the same amount of technology is 20% more effective for a communism than another. Industrial Complexes run by a Communism produce 35% more military. The Communism suffers from higher market commissions, 10% taxes on its goods. However, they may place 35% more goods on the market at any one time.
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.