Countries
Basic: There are 74 real life countries in eRepublik. The original territory and borders countries have are based on the real life as well. All countries have in common the following things:
Society: Countries are built from citizens. New players can choose to start the game in any country. The population may also grow by acceptance of citizenship requests by the congress.
Politics: Countries are based on a democratic regime, the citizens are the ones who run the country. The president and the congress are chosen by the citizens in democratic elections while the ministers are chosen by the president. Parties can propose candidate(s) for the presidential & congressional elections.
Military: Countries can expand their territories by conquering regions of other countries, or alternatively lose regions by being under occupation. Mutual protection pacts can be signed between countries to help each other in direct wars. To have a war with a country, common borders between them are required. Countries may also lunch an airstrike, which doesn't require a common border with the defender.
Economy: Each country has a treasury to which its incomes are forwarded to. The main income sources of each country are tax revenue and donations. The value of the taxes can be changed by the congress. Trade embargoes can be declared between countries to stop the trade. Each country has a market in which citizens can buy and sell goods. To sell goods in a country citizens must have an export license.
Resources: Regions contain resources that increase the production of the citizens. Countries may achieve these resources by conquering regions. There are 15 kinds of resources, each adds a bonus of 20% to the basic production. 5 resources boost the production of food, 5 resources boost the production of weapons and 5 boost the production of house raw materials. To achieve maximum production bonus countries must own all the available resources.
Borders: Each region shares a border with one or more region(s). In order to have the bonuses affective, the regions that own resources must have a direct row to the capital (continuous borders between regions owned by the country to its capital). However, regions with resources, which do not share a border with the other regions, will be only half effective (10% bonus) in terms of bonuses. Countries that share a common border can attack each other.
Capital: Each country has a capital. The capital can be changed if the original capital is under occupation. The capital is important as in order to have countries's resources to be taken into full consideration, the regions must have a direct row to the capital. In most cases the capital has the highest population.
Society: Countries are built from citizens. New players can choose to start the game in any country. The population may also grow by acceptance of citizenship requests by the congress.
Politics: Countries are based on a democratic regime, the citizens are the ones who run the country. The president and the congress are chosen by the citizens in democratic elections while the ministers are chosen by the president. Parties can propose candidate(s) for the presidential & congressional elections.
Military: Countries can expand their territories by conquering regions of other countries, or alternatively lose regions by being under occupation. Mutual protection pacts can be signed between countries to help each other in direct wars. To have a war with a country, common borders between them are required. Countries may also lunch an airstrike, which doesn't require a common border with the defender.
Economy: Each country has a treasury to which its incomes are forwarded to. The main income sources of each country are tax revenue and donations. The value of the taxes can be changed by the congress. Trade embargoes can be declared between countries to stop the trade. Each country has a market in which citizens can buy and sell goods. To sell goods in a country citizens must have an export license.
Resources: Regions contain resources that increase the production of the citizens. Countries may achieve these resources by conquering regions. There are 15 kinds of resources, each adds a bonus of 20% to the basic production. 5 resources boost the production of food, 5 resources boost the production of weapons and 5 boost the production of house raw materials. To achieve maximum production bonus countries must own all the available resources.
Borders: Each region shares a border with one or more region(s). In order to have the bonuses affective, the regions that own resources must have a direct row to the capital (continuous borders between regions owned by the country to its capital). However, regions with resources, which do not share a border with the other regions, will be only half effective (10% bonus) in terms of bonuses. Countries that share a common border can attack each other.
Capital: Each country has a capital. The capital can be changed if the original capital is under occupation. The capital is important as in order to have countries's resources to be taken into full consideration, the regions must have a direct row to the capital. In most cases the capital has the highest population.
Empires
Empire - A country that dominates the new world through its extreme military power & vast territories.
A state that reaches 4,000 country power will be automatically declared an empire.
A state that reaches 4,000 country power will be automatically declared an empire.
- Country Power - Index of the country's power, determined by its Military power & Controlled regions.
- Military Power - The offensive capability of all the active soldiers enrolled in military units.
- Controlled Regions - The number of both original & conquered regions owned.
- When located in a region owned by an empire, a special background will be presented.
- When a country becomes an empire or an empire falls, a pop-up window is shown.