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MilitaryEdit

This guide was written for new recruits who never experienced the war system on Cybernations. It borrows heavily from Greek Spartans 2's Official NADC War Guide, but its main focus is the basic ground attack, whereas GS2's guide also discusses tanks, bombing runs, cruise missiles and nuclear warfare. If you find that reading this guide insults your intelligence, you are welcome to go directly to GS2's guide for more advanced tactics and strategies.


Part I: Knowing your enemy Before declaring war on another nation, you should try to know as much as possible about it. Even if the information you find doesn't make you change your mind, it will help you prepare for the war.

a) War/Peace preference For most nations, war is an option. But some nations are peaceful and cannot be attacked. This is sometimes referred to as "hippie mode" and is symbolized by a small dove, whereas war mode's symbol is a red star. Don't waste time declaring war on nations in peace mode.

B) Strength A nation's strength is given in this nation's screen, as well as your own strength. In Cybernations, you can only declare war on nations which are within a range of 75% to 133 1/3% of your own strength. This is indicated by two swords crossed next to the strength value.

Note that once war is declared, it continues even if the other nation goes out of range. Hence you can declare war to a nation half your strength, then buy technology and soldiers to be even stronger. Be careful not to buy troops before declaring war, as you might go out of range.

c) Number of soldiers The number of soldiers (and tanks) a nation has is also available in this nation's screen. Always remember that troops can either be defending the homeland or deployed against foreign nations. Deployed troops are of no help in defending a nation. The number of soldiers given in the nation's screen is the total number of soldiers - you will have to guess how many of those soldiers are actually defending this nation.

d) Involvement in other wars Going to the Wars across the globe screen, you can search for a nation or ruler name. If the nation you are planning to attack shows up in the search results, this nation is or was already involved in a war with another nation. The War Search Results screen indicates whether the war is still on or if peace was declared. It also tells you when the war will expire (all wars expire after seven days). By following the link to the other nation, you can get an idea of whose side is winning the war. You may also want to PM the other nation before attacking.

e) Government type The government type is given in a nation's screen. It is only of meaningful interest if the nation is in anarchy. A nation already in anarchy from a previous war (or from extremely bad decisions) will have a harder time defending itself, as its economy is crippled.

f) DEFCON level A nation's DEFCON level is an indication of its war preparedness. DEFCON 1 corresponds to maximal war efficiency, whereas DEFCON 5 is the normal, unprepared state. DEFCON levels 1 through 4 hurt a nation's economy, so they are usually not set in times of peace. A nation's DEFCON level is given in this nation's screen; if it is at level 5, the first wave of attack will likely be devastating for the defending nation.

g) Infrastructure and technology Infrastructure and technology levels are not given in a foreign nation's screen. To obtain this information, go to the Nation Rankings screen, which gives all nation within your range. Then click on either the Name or Strength column to sort the nations. Knowing the nation's name and strength, you can quickly find it in the list (change the offset in the address bar to quickly jump to a given point in the list). You will find the nation's land area, infrastructure and technology level.

Both infrastructure and technology contribute to a nation's strength. Given two nations of equal strength, a nation with a higher technology level will have better soldiers, better tanks, better aircraft, etc. A nation with better technology than yours may be able to purchase weapons you don't have yourself (tanks, aircraft or cruise missiles), so think twice before attacking a more advanced nation. On the other hand, a nation with a better infrastructure will probably have a stronger economy, so it makes more money than you every day and might outlast you in the long run.


Part II: Declaring war

Once you have made up your mind to declare war on another nation, go to this nation's screen and click on the Declare War link at the top of the page. You will then have to provide a reason for the war, then click on the Declare War button. The reason for war you give will be available in the Wars Across the Globe screen, so either leave it as "A general dispute" or find another, equally valid reason. Bad reasons like "Bored", "I feel like it" or "I want your tech" make you (and, indirectly, the rest of the NADC) look like a rogue.

A nation can be involved in wars against several foreign nation at the same time. This is represented by a nation's war slots. A nation can declare war on up to three nations, and up to three nations can declare war on it. If three nations already declared war on the nation you want to attack, this nation's war slots are said to be full and you cannot attack.

Always remember that declaring war on other nations does not prevent other nations from declaring war on you.


Part III: Setting DEFCON level

You should generally only use two of the five DEFCON levels: DEFCON 1 in times of war and DEFCON 5 in times of peace. Being at DEFCON 1 hurts your economy, so you should avoid collecting taxes at this level. After declaring war, you should collect taxes at DEFCON 5 than switch to DEFCON 1. To switch DEFCON levels, go to the Edit My Nation screen and change the DEFCON level. You can only do this once a day, so make sure you don't want to collect taxes after you go to DEFCON 1.

If you want to collect taxes when at war against another nation, you should always do it right after update, i.e. at the very beginning of the day in Cybernations. Change your DEFCON to level 5 right before the update, then collect taxes after the update, then quickly change your DEFCON level back to 1. Obviously, you can only collect taxes every second day using this method, because you cannot change your DEFCON level twice during the same day.


Part IV: Buying and deploying troops

Troops should generally be bought and deployed after declaring war, because buying troops before declaring war might put you out of range of the other nation's strength. You should also wait before buying soldiers to know exactly how many of them you need.

Remember that the other nation's screen only indicates the total number of soldiers for this nation: you do not know how many of these soldiers are stationed at home, and how many are deployed against you. In order to know the number of soldiers defending the other nation, click on the War & Battles link and, in the Action column, choose one of the ground attacks. You will be taken to the Battle Odds screen. Do not click the Battle button at this point, but note down how many soldiers are currently defending the other nation then click the Back button on your browser to go back to the War & Battles page.

At this point, you need to figure out how many troops you want to deploy against the other nation. First, figure the other nation's military strength. Military strength is used to determine battle odds, it does not correspond to the nation's strength. The defending nation's military strength is equal to

Defending strength = Number of soldiers + (17 x Number of tanks)

Updated on May 16, 2007 Depending on what your goal is, there are a number of battle modes / battle odds combination you can choose from. The success of your attack will depend both on the battle mode, the battle odds, the troops ratio between the two nations (both for the soldiers and the tanks) and the technology levels involved. There are basically four possible outcomes for a ground attack: a) Victory: If you are victorious, you will kill a lot of enemy soldiers. You will also destroy his infrastructure and steal some of his land and money. If his technology level is above 10, you will also steal some of his technology. You can increase your chances of victory by sending a lot of troops against your enemy. b) Draw: In case of a draw, no soldiers are killed and nothing is destroyed on either side of the battlefield. Draws are very rare. c) Defeat: If you are defeated, you will only kill a relatively low number of enemy soldiers. You will not destroy infrastructure or steal technology, and you will leave some of your equipment (money) on the battlefield. This outcome is generally to be avoided. d) Defeat with the Underdog Bonus: If your battle odds are very low, you could end up being defeated but still be able to kill a fair number of enemy soldiers, destroy infrastructure, steal land and technology. You will not, however, loot money from your enemy but rather lose equipment. Remember not to attack with too much money in store if you plan to rely on the underdog bonus.

To put your opponent in anarchy To put your opponent in anarchy, you must kill enough of his soldiers so his troops / citizen ratio drops below 10%. Send as many soldiers as you can deploy to maximize the damage you will inflict to his troops. You should use an aggressive battle mode for any battle odds below 35% or above 55%. Use a planned attack for battle odds between 35% and 55%.

To destroy infrastructure and steal technology If your aim is mainly to destroy infrastructure or steal technology, use a cautious or standard battle mode for odds up to 20%, a planned battle mode for odds between 20% and 50%, and a cautious or standard battle mode for odds above 50%. This combination maximizes your chances of destroying infrastructure while minimizing the number of soldiers killed on either side. This allows you to keep some of your enemy's soldiers alive, because you cannot attack anymore if his troops count falls to zero.

To minimize your losses If you are not the only nation at war with an enemy, you might want to minimize your losses and hope that the sheer number of opponents facing him will defeat your enemy. In this case, use a standard battle mode for odds up to 20%, and a cautious battle mode for odds above 20%.

Evaluate the military strength you want to deploy against the other nation. Remember that you are allowed two ground attacks per day, but only one troop deployment, i.e. you will probably have to send a relatively strong deployment for the first attack, and hope that your military strength will still be above the 5% battle odds lower limit for the second attack. The military strength of your deployed troops is equal to

Attacking strength = Number of soldiers + (15 x Number of tanks)

Finally, remember that if your technology level is very different from the other nation's, you need to adjust the strength of your deployment.

To buy soldiers, go to the Military screen and click on Soldiers. You will be given the option of buying or dismissing soldiers. You should purchase enough soldiers to have 50% of your civil population in defending soldiers, plus the amount of soldiers you wish to deploy against your enemies.

To deploy soldiers, go to the Deploy Military screen and specify the soldier and tank deployment numbers. Be careful when deploying troops to always keep enough soldiers to defend your home - you can send your nation into anarchy if you deploy too many soldiers at once.


Part V: Attacking

When attacking an enemy, you should always strike first with cruise missiles, then with bombers, then with ground troops. Cruise missiles and bombing runs destroy infrastructure and tanks, and make ground attacks easier. This guide being aimed at new recruits with only soldiers (and maybe tanks), you are referred to Greek Spartans 2's War guide for more information about cruise missiles and aircraft.

To attack another nation, go to the Wars & Battles page and select a type of attack. Cautious attacks correspond to a minimal damage, but also minimize the risks to your troops. Aggressive attacks will inflict maximal damage, but you will also lose more soldiers and leave more equipment on the battlefield.

After clicking on the Battle button, you will be given the results of the battle. In the North Atlantic Defense Coalition, battle reports are generally posted in a thread to keep track of the damages inflicted to an enemy, as well as the damages for which NADC members are to be compensated. Copy the information from the battle report and post it in the thread corresponding to this attack. Keep all battle reports in the same post to avoid cluttering the thread: for each additional attack, edit your original post with the data from the latest battle report. If for some reason you fail to copy the information right after a battle, you will find the battle report in your Sent Messages on the Cybernations website.


Part VI: Going into anarchy

Your nation will fall into anarchy if your number of defending soldiers falls below 20% of your civil population. While your nation is in anarchy, your economy is severely disrupted for many days and your income is significantly reduced. In such a situation, try to buy troops to come out of anarchy. Collect a minimum of taxes and wait to come out of anarchy with a solid economy before collecting. And of course, ask your fellow NADC members for help.


Now that you know how to wage war, you are ready to sign-up for military training at the NADC Military Academy. Simply follow the link to your first exercise, First Blood.

Econ Edit

INTRODUCTION


This starter guide provides some preliminary discussion about economy in Cybernation (CN), an online game at http://cybernations.net/. The purpose of this guide is to teach new members of North Atlantic Defense Coalition (NADC) how to build a better economy, especially on how to use the 300,000 starter guide and how to use the technology market. Detailed economy guide will be provided in another file later.

NADC runs its private forum at http://forum.cn-nadc.com/. New members are strongly encouraged to read every sub-forum especially Financial Department. The security of NADC depends on the ability of ALL members to grow their nations efficiently and currently NADC provides the following programs: 3,000,000 starter aid - http://forum.cn-nadc.com/index.php?showtopic=81 400,000 – 900,000 through assigned tech deal - http://forum.cn-nadc.com/index.php?showtopic=12536 1,000,000 Growth Grant - http://forum.cn-nadc.com/index.php?showtopic=3126 30,000,000 Nation Building Plan - http://forum.cn-nadc.com/index.php?showtopic=13993


ECONOMY BASICS


The money you can generate from your own nation is calculated as “Number of Citizens” X “Avg. Gross Income per Citizen” X “Tax Rate”. Number of citizens can be increased by - Buying Infrastructure - Trading Resources (you come with 2) - Buying Improvements - Buying Wonders Gross income can be increased by - Improving Happiness - Trading Resources - Buying Improvements - Buying Wonders Tax rate - Should always be at 28% One contra-intuitive key concept about CN is that tax and expenses are only calculated when you collect/pay it. In real life, everyone knows that you should invest your money on hand as early as possible, so the compounding returns will ensure you a larger nested egg at the end. The contrary is true in CN: you should only invest your money right before you collect tax. If you can’t collect tax today, do NOT buy infrastructure.

Consider a simple example when you have 9.99 infrastructures now and no resources, and you have $5,000+ on hand, enough to buy another 10 level infrastructure. You have already collected tax today. If you buy 10 infrastructures now, tomorrow you will need to pay bill of 20 infrastructures, and can collect tax on 20 infrastructures. If you push purchase back to tomorrow and pay bill first, you will pay bill on 10 infrastructures. Then buy 10 infrastructures and collect tax on 20 infrastructure. Of course, employing this on a large scale, means that you are going to pay the bills of potentially, 100 infrastructure, whilst collecting the taxes of perhaps 400 infrastructure, and then investing that income. Therefore you figured out the most important principle in CN: you should collect tax as infrequently as possible if you can borrow money in some form, or save up your collected taxes. (ignoring other factors like war) You only need that money for a minute and repay it right after collecting tax.


NEW ADMITTED NADC MEMBERS


In-game Checklist

a. Go to “Edit my nation: i. Change to Blue team if you have not ii. Change Alliance Affiliation to 'North Atlantic Defense Coalition' iii. Change Flag to Custom 15 iv. Change government type and religion to the types people desires. 1. Search http://cybernations.wikia.com/wiki/Government 2. Search http://cybernations.wikia.com/wiki/Religion v. Change DEFCON to 5 vi. Change Threat Level to Low vii. Change to “War is an option” viii. Add NADC to your biography. b. Set your tax rate to 28% c. Ensure that your population density is always at around 30 or below.

To-do Checklist

1. Join a trade guild via our alliance's Trade Bureau to obtain stable, reliable, and more overly, a profitable set of trades. The sign up topic can be found here.

This may take days, so do the following at the same time.

2. Start doing the Infrastructure Jumps as explained above. 3. Ensure that you have signed in at the Immigration & Naturalisation Office 4. Starter aid is automatic but you can PM financial minister anyway. 5. If you are below 1500 in Strength, you will receive the $ 300 000 in Starter Aid 6. If you are a smaller nation, join the Technology Market

If you have less than 50 Technology, then you should join the Technology Market. The reason is that the price of purchasing technology increases as your level of technology is higher. Technology has several different advantages to one's nation, and larger nations are keen on having high levels. It therefore makes sense to have a market whereby smaller nations receive money from larger nations to buy technology, which they then send back to the larger nations. For each 50 levels of technology, you keep $ 400 000 as profit for partaking as a tech seller. These funds can really accelerate your growth when you are a smaller nation.


SEVERAL REMINDERS Don't purchase significant amounts of technology for your own nation until you're above 5000 strength The longer you save taxes (but keep paying bills) the better your economic result. Feel free to browse the CN's Official forums to become more aware of the politics behind the game Spend at least 2 hours at http://forum.cn-nadc.com/, try to figure out what each sub-forum is about. Consider purchasing a harbor or foreign ministry as the first improvement.







Improvement Swapping


Improvement swapping is the process of doing exactly what you think-Swapping Improvements. This process can be quite tedious especially if you have a short attention span, but can generate a tremendous amount of money if followed and used correctly. In most cases, the amount of extra money generated will be up to 15%. I strongly urge all nations from 1499.99 to 4999.99 infrastructure levels to enter this cycle unless you are in a war situation or anything of that nature.

The theory behind improvement swapping is that you pay bills at the lowest rate, whilst collecting taxes at the highest rate. Following the process explained in this guide will help you achieve this.

Step 1: The prerequisites.

Save up enough money to pay off 10 days worth of bills, with an additional $650k for buying 5 labor camps, and $600k for 5 income boosters. If you don't save enough money to pay your bills, then you won't be able to swap improvements before collecting taxes.

NOTE: Make sure you have enough money and you may want to save an extra $500k to make sure you don't mess up. If you do not, things will go badly. When in doubt, get a little more money than you actually need.

Step 2: The cycle begins. [1.] Destroy 5 of your improvements. Start with factories because they only help infrastructure cost. If you do not have 5 factories, start to destroy the improvements that give you the smallest benefit to your income until you have destroyed a total of 5 improvements. [2.] Next, you must build 5 labor camps. [3.] For the next 10 days, pay bills every day, but it is important to not collect taxes any of those days. [4.] On the 10th day (after you have payed your bills), demolish the labor camps; put up the income boosters that increase your money the most (figure this out by using the improvement calculator but DO NOT build factories or labor camps even if they increase your income the most). [5.] Collect taxes. This will ensure that the new tax money that is being collected is collected at the new increased rate. Do not spend your money. Step 3: Money time. [1.] It is now time to destroy the income boosters you put up in step 2 phase 4. [2.] Build 5 labor camps like before. [3.] As in step 2 phase 3, pay bills every day for 10 days. [4.] On the 10th day, after you have payed your bills, destroy the labor camps you have put up, but instead of income boosters build 5 factories. [5.] Do not collect taxes. Now spend all of your money on infrastructure and buy income boosters when you have enough citizens to. When you have only 600k left, stop spending...IMMEDIATELY. [6.] Destroy your factories. [7.] Put up the income boosters best for your nation using the improvement calculator, and collect for the previous 10 days at the new tax rate. [8.] Go back to 1st phase of Step 3 and repeat! Congratulations, you now know the process of increasing your growth and nations earnings by a significant amount!

The reason that this process works is because when you collect taxes at the new improved rate while in the cycle, the extra income is more than fifteen times greater than the money spent on buying new improvements while in the cycle. Start today.


Economy I Guide


DEFCON

Go to Defcon 5 unless otherwise specified. It helps your happiness a lot. DEFCON stands for 'DEFense CONdition'.

DEFCON 5 is normal peacetime readiness. It is the state that is the usual setting of a nation during peacetime, as it offers bonuses to happiness at the expense of military readiness.

- Grants a +2 Population Happiness bonus. - Soldiers are 20% more expensive to buy. - The nation's military operates at 76% normal battle strength.

DEFCON 4 is a more precautionary setting. It provides a smaller happiness bonus, but the increase in soldier costs declines and battle strength is higher than in DEFCON 5.

- Grants a +1 Population Happiness bonus. - Soldiers are 10% more expensive to buy. - The nation's military operates at 81% normal battle strength.

DEFCON 3 is the middle-of-the-way setting. Neither happiness nor initial soldier cost suffer, but battle strength is still not at full efficiency.

- No bonus or penalty to Population Happiness. - Soldiers are the normal purchase price. - The nation's military operates at 86% normal battle strength.

DEFCON 2 is the second to lowest setting available. Cheaper soldiers and an increased military strength offset a penalty to happiness for such a high alert.

- Population Happiness suffers a -1 penalty. - Soldiers are 10% cheaper to buy. - The nation's military operates at 93% normal battle strength.

DEFCON 1 is the lowest setting possible and represents the highest alert status. Military operates at maximum efficiency and soldiers are considerably cheaper, but population happiness takes a hit as a result. This is the most common setting during a war.

- Population Happiness suffers a -2 penalty. - Soldiers are 20% cheaper to buy. - The nation's military operates at 100% normal battle strength.


War/Peace Preference

You will be protected here at NADC, so choose war mode. If you are in peace mode, your economy will soon crumble because of the negative effects.

Newly registered nations have a 7 day "grace period" that will allow them to remain peaceful without any penalties taken upon them. Nations older than one week, however, do receive penalties for remaining in peace mode over various amounts of time. 4 days = -3 population happiness 6 days = -5 population happiness 8 days = -6 population happiness 10 days = -7 population happiness 12 days = -8 population happiness 14 days = -9 population happiness Nations in peace mode for more than 5 days also receive economic penalties. (This economic penalty is a horrendous one. Your income per day is cut in half if you are in peace mode more than 5 days and then face the additional penalties, too.)

Nations in peace mode may not send foreign aid to any other nation, but they can receive foreign aid offers. This was created because bank nations could send aid while in peace mode which would be very cheap because they couldn't be attacked. In order to exit peace mode, a nation is required to collect taxes on the same day they wish to do so. This was created to counteract people not collecting taxes in peace mode, and then collecting them after exiting so that they could collect at a higher rate with no penalty.


Tax Rate

Lowering your tax rate lowers the percentage of taxes each of your citizens pay on their income but increases your population happiness. The happier your population is the more money they will make, so sometimes lower tax rates will earn you more money than would a higher tax rate. In general this is not true because after experimenting with with tax rates with nations in the early stages and even now, we have found that the Laffer curve does not apply to this game. A tax rate of 28% is always better. 10% - 16% = +0 population happiness 17% - 20% = -1 population happiness 21% - 23% = -3 population happiness 24% - 25% = -5 population happiness 26% - 28% = -7 population happiness Despite how 'angry' your citizens may get about the amount they are paying, there are no other negative effects to a higher tax rate.


National Religion

Since religion does not have any other bonuses like government selection does, it is always best to set your national religion to what your people want because of the increased happiness. And each happiness point results into a + $ 2 citizen income.

You can easily find out the exact details about religion preferences here: http://cybernations.wikia.com/wiki/National_Religion


Government Positions

When you start out your nation, your government positions should be set to the following as soon as possible to get some easy money.

If you do not choose the correct government position for each one, you will lose 0.4 happiness for every one you do not answer like the game wants. You can change government positions by going to the “My Government Position” link below “Nation Map.”

1.You can choose any without a penalty except the first one which means you are in peace mode, giving yourself a penalty. Note that you can’t choose it without being in peace mode.

2. A foreign nation has asked you to sign a nuclear non-proliferation treaty whereby you will sign off on your option to research and develop nuclear technology including nuclear weapons. What is your government’s position? You should choose “We will sign the treaty in order to appease the other nation. We are opposed to all nuclear research and weapons” to avoid a penalty.

If however, you have uranium as a native resource or as a traded resource, you should choose; Our government will not sign the treaty because our nation believes in the use of nuclear technology to build power plants, however we do not promote the use of nuclear technology for weapons of mass destruction.

This will add + $3.00 in revenue per citizen and + $0.15 per level of technology purchased, up to 30 tech.

3. Drug traffickers are crossing into your borders from all sides bringing with them narcotics and an assortment of recreational drugs. Many of your citizens are becoming addicted and have been unable to hold steady jobs which is both endangering your citizen’s lives and hurting your economy. What is your government’s position? You can choose either “Our nation will open new rehabilitation centers and educate our citizens to the dangers of drugs, but we are not prepared to declare an all out war on drugs” or “Our military has been positioned at all border crossings and is arresting all drug traffickers. Drugs are illegal in this nation” to avoid a penalty.

4. Does not matter what you choose.

5. The nation closest to your northern borders has experienced a disastrous economic failure. Hordes of immigrants cross over onto your borders seeking new jobs and opportunities. This new wave of job seekers could bring a similar devastation to your own economy. What is your government’s position? You should choose “We have an open border policy, but in order for the immigrants to remain in the country they will have to become citizens first” to avoid a penalty.

6. Does not matter what you choose 7. Does not matter what you choose 8. Does not matter what you choose


Government Type

Set your government position to what will benefit you the most which is explained below. Do this immediately to improve your nation easily.

Choosing the correct government type gives you a +1 happiness bonus, but in most cases you will choose monarchy except a few that are listed below. The +1 happiness comes with choosing the correct government and is not included in the bonuses unless and extra happiness bonus on top of the +1 comes with the government type. For starters here is what you choose: If your people want Capitalist, choose Capitalist If your people want Communism, choose Monarchy If your people want Democracy, choose Monarchy or Democracy (Democracy is +1 happiness and Monarchy is -5 infrastructure –choose which one helps you the most) If your people want Dictatorship, choose Monarchy If your people want Federal Government, choose Monarchy If your people want Monarchy, choose Monarchy If your people want Republic, choose Republic If your people want Revolutionary Government, choose Revolutionary Government If your people want Totalitarian State, choose Monarchy or Totalitarian State (Monarchy gives -5 infrastructure cost and Totalitarian State gives +.6 happiness – choose what helps you the most) If your people want Transitional, choose Monarchy This is based on the following chart:


You can find out government hints at: The Cybernations Wikia Government Page

As you get more involved in the game, you may decide to base your government choice on your own theories and observations.


Trade Agreements

Trade agreements are what move you forth in the game. Make sure you have the proper trade agreements if you wish to prosper. There are many paths to trade agreements, so choose the one that will suit your nation the best or is the best overall trade combination.

PATH #1

Below illustrates the best resource combination possible in this game.

1. Aluminum, Cattle, Fish, Gems, Iron, Lumber, Marble, Pigs, Spices, Sugar, Water, and Wheat

2. The second best resource combination is this one: Aluminum, Cattle, Fish, Iron, Lumber, Marble, Pigs, Spices, Sugar, Water, Wheat, and Wine.

3. The resource combination tied for second is this one: Aluminum, Cattle, Fish, Iron, Lumber, Marble, Pigs, Silver, Spices, Sugar, Water, and Wheat.

The common things among those three combinations are: Aluminum, Lumber, Iron, Marble, Water, Wheat, Fish, Cattle, Sugar, Pigs, and Spices

If your native resources permit it, gather those 11 resources and a 12th which will act as an income booster like silver, gems, wine, gold, etc. Those 11 alone can get you the necessary construction, fast food, and beer, so any other good resource is a good finish up for the great combination.

This path allows you to maximize your population, giving you a large income. While doing such, it gives you a great amount of infrastructure cost reduction.

PATH #2

If you start with Coal, Oil, or Rubber, you should choose a different path because the path above would not join with your natural resources properly.

1. Aluminum, Coal Fish, Iron, Lumber, Marble, Oil, Pigs, Rubber, Sugar, Water, and Wheat

This combination allows you to have the bonus resources of construction, steel, automobiles, beer, and asphalt. The only resource within this combination that can be switched out without a great impact is sugar. Sugar is the best resource that you can have that acts as a money booster. Any money booster like gold, gems, silver, etc. can act in its place if your nation’s native resources do not permit sugar.

PATH #3

The 7 (8 with scholars) bonus set is only worth it if you start with lead along with either coal, oil, or rubber.

1. Aluminum, Coal, Fish, Gold, Iron, Lead, Lumber, Marble, Oil, Rubber, Water, Wheat

2. Aluminum, Coal, Gems, Gold, Iron, Lead, Lumber, Marble, Oil, Rubber, Water, Wheat

These resources will give you several bonus resources, but don't be fooled by the bonus resources. It is not the best possible combination, but it is still a fairly good one.

PATH #4

1. Aluminum, Cattle, Coal, Fish, Gold, Iron, Lumber, Marble, Oil, Rubber, Water, and Wheat

This combination is very good in terms of balance between subtracting infrastructure cost and population building.

PATH #5

If you are stuck with TWO of the following resources listed as your native resources, you will be in an awkward position: Furs, Gold, Gems, Lead, Silver, Uranium, and Wine. They do not coincide well when combined with any resource combination because most combinations only allow 1 extra, money-increasing resource. You will need to forge your own path.

Get Aluminum, Fish, Iron, Lumber, Marble, Water, and Wheat and combine that with your current resources. Next, get 3 more resources that will fit your agenda, offer bonus resources (if needed) and others.

Gathering Resources

When you are trying to look for resources, type in the team color and the resources you are looking for. Then, click the box with the word “Everything” to open a dropdown bar. Click Team + Resources and click “Search.” This will give you a list of everyone who has resources.

Look at everyone’s nation. Mark down somewhere those who have bad trade agreements, an odd number of resources, or those who are missing trade agreements (you need 12 resources to have a full set if you have a harbor). Of those, you can send PMs asking if they are interested in trading.

If you wish to go further, you can scroll your mouse over the checkmark to the right of the nation name in the list. After a few seconds, a little thing pops up telling you how many trades and pending trades they have. You can choose the ones without many trades/pending trades. Also, it is smart to ask people who do not have resources already that are your native resources.

Young nations are more likely to trade but are more likely to drop you sooner or quit suddenly than larger nations. You may offer rewards for long-term trade agreements to keep trades for long periods of time without as much worry.



Economy II Guide


Land

Land plays a role in your nation's economy. You receive a +1 happiness bonus if your population density is under 60. The only other affect it has is giving you a -1 environment penalty (.4 happiness) if your infrastructure to land ratio is over 2:1. The +1 happiness bonus is an easy gain (it adds + $2 to your daily tax collections per citizen). But the money you would have to invest in land to get such a miniscule bonus is nothing compared to the extra amounts of money you will get without investing in land, but rather investing in tech and infra. So don't overkill on land purchases.

Land grows naturally in the game at a rate of 0.5 miles per day. This rate can be increased through resource bonuses. You can also purchase land as well as gain land through military conquest. Land starts out at $400 per acre, but goes up in cost the more you buy.

At first, you will need to buy land almost daily because your population may be doubling every day and to keep up, you will need to buy an adequate amount of land, though not in large amounts. After your nation is a few days old, you only should buy land when your population density rises near the 60 mark.

Donations are the key to buying as little land as possible. Get a donation once per month, and you will probably never need to buy land again. Donations are more useful for large nations as the gains from a $20 donation are worth more and more in CN $ value as the prices for infrastructure, land, and technology increase. After the donation, the huge boost to land keeps population density low.


Technology

Technology is a very important aspect to the game, and you should have at least 1 technology level for every ten infrastructure levels. At the beginning, though, do not abide by this rule because you won’t have enough money to accomplish that goal without hurting yourself. You should, at first, buy 2 tech. Then, you should buy 2 more tech. Then, you should buy 10 more tech. This is because your technology price increases after 4, and if you do this, you save money. After 4, keep buying in groups of 10.

Technology aids in your happiness as follows: Technology = 0 then happiness = -1 Technology > 0 and ≤ .5 then happiness = +0 Technology > .5 and ≤ 1 then happiness = +1 Technology > 1 and ≤ 3 then happiness = +2 Technology > 3 and ≤ 6 then happiness = +3 Technology > 6 and ≤ 10 then happiness = +4 Technology > 10 and ≤ 15 then happiness = +5 Technology > 15 then happiness = 5 + (Tech Purchased * .02) up to level 200

It aids in military effectiveness as follows:

Battle outcomes are affected by your technology level. Having a higher technology level allows you to equip your soldiers with better weapons and get more kills. The effect works for both attacking and defending nations. Here's the current equation: Normal Number of Kills + (Normal Number of Kills * Tech Purchased * 10%) (Though admin states that the equation is: "Normal Number of Kills * (Technology Purchased * 10%)", this means that having 0 tech would reduce your kills to 0.) This means that if you have a technology level of 5 and in a regular battle you would normally get 100 kills you would actually get 50 more kills as a result of your technology level. (100 + 100(5*.10) = 150)

Technology also increases the effectiveness of both tanks and cruise missiles. In addition to the above benefits, technology is also required in order to receive certain improvements to your nation: Tanks - Level 10 Cruise Missiles - Level 15 Nuclear Weapons - Level 75 Automobiles - Level 5 Construction - Level 5 Microchips - Level 10 Technology is also the main item that increases your literacy rate. Literacy rate over 90% allows you to get scholars, which is about 200 technology levels. Literacy rate's only known purpose is to help get scholars.

As the military advantages induced by the level of technology is in no way restricted by the game, it is advised that when your nation grows larger, you start / continue purchasing technology from time to time. Our alliance technology market is a lucrative business for both larger and smaller nations. Smaller nations are wholeheartedly encouraged to sign up to our Technology Market where they are able to obtain a lot of profit. Larger nations are encouraged to expand on their Technology levels so that they better prepare themselves for war, and contribute to the alliance strength as a whole. And for your information, a singe battle can only lose you five levels of technology.


Infrastructure

Your nation's first concern should always be infrastructure especially when you start out playing the game. Infrastructure increases your population, which in turn allows you to make more money. Invest as much money as possible on infrastructure as much as you possibly can, only spending your money on anything else when it is necessary such as military and technology. Make sure you buy infrastructure in groups of 10 because that optimizes the money that you spend.

Ex:

1. Infrastructure Price: $1500 per level - Buy 10 infrastructure levels for $15000

2. Infrastructure Price: $1500 per level - Buy 5 infrastructure levels for $7500 New Infrastructure Price: $1530 per level - Buy 5 infrastructure levels for 7650

Buying 10 infrastructure the 2nd way lost you 150 dollars. Buying it in groups of 10 maximizes the amount of infrastructure you purchase.


Infrastructure Jumps

When you reach "infrastructure borders", save up before you cross them, so you do not lose money when you cross them because of rising bills.

"Infrastructure borders" are certain points in time in which initial infrastructure cost per level and infrastructure upkeep cost per level suddenly spike upward. This happens at certain barriers. If you do not save up before crossing these barriers, your bills will grow so much that you will make even less than you did before the barrier. You should stay .01 infrastructure under the infrastructure spike and save up enough money to buy a lot of infrastructure at once. When you are at the 2000 infrastructure border, you should wait at 1999.99 infrastructure and save up money.

Note: Buying a lot of infrastructure at once may cause you to have too little land, if you didn't have a good amount of land to start with, so always take that into account.

The infrastructure are as follows and to the right of that is the percentage of price increase:

200 infrastructure - 29% rise 1000 infrastructure - 24% rise 2000 infrastructure - none 3000 infrastructure - 20% rise 4000 infrastructure - 33% rise 5000 infrastructure - 50% rise 6000 infrastructure - no spike 7000 infrastructure - no spike 8000 infrastructure - no spike

The infrastructure upkeep cost spikes are as follows:

200 infrastructure - 7% rise 300 infrastructure - 8% rise 500 infrastructure - 8% rise 700 infrastructure - 9% rise 1000 infrastructure- 18% rise 2000 infrastructure - 17% rise 3000 infrastructure - 15% rise 4000 infrastructure - 13% rise 5000 infrastructure - 11%rise 6000 and 7000 infrastructure - no spike 8000 infrastructure - Spike said to be in existence but price unknown

Save up several days worth of money to overcome infrastructure borders. You need to save up more, relative to how much you make, for higher infrastructure jumps.


Surviving Infrastructure Jumps

Rather than using a complicated formula, a good rule of thumb is to do the following:

Infrastructure Border ----- Amount of infra required to make a successful infra jump

1000 ----- 200 infrastructure 2000 ----- 200 infrastructure 3000 ----- 300 infrastructure 4000 ----- 400 infrastructure 5000 ----- 500 infrastructure 6000 ----- none because no spike 7000 ----- none because no spike 8000 ----- not sure as of this moment

It is advisable to get a donation when crossing every infrastructure barrier to help with the cost. If you do this, remember to purchase as much infrastructure as you can with your money allocated to it before you make the donation so that you can buy the initial infrastructure at a cheaper cost. I highly recommend crossing the 5000 infrastructure border with two donations (one on the last day of one month and one of the first day of the next month).

Crossing the 5000 infrastructure border is near impossible without an interstate system and a social security system.


Events

Event 1: Another nations container ship carrying valuable items has crashed on you shores.

Option 1: Keep the ship wreck a secret and disperse the items throughout your country. Population happiness +2 Option 2: Return the items to the owners and receive a finders reward. Citizen income +$5.00 No Response: Population happiness -1

Option #2 is the best option.

Event 2: Recently a cure for the flu has been found within your nation. There is a limited amount of vaccinations to go around.

Option 1: Deliver the cure to the world health organization. You will lose all vaccinations but will receive worldwide recognition. Population happiness +3 Option 2: Keep the cure secret and only vaccinate your citizens. Citizen count +15% No Response: Population happiness +1

Option #1 or Option #2 could be the best option.

Add 6 dollars to the amount of money each person makes a day. Multiply that by the number of citizens you have. Finally, multiply that number by your tax rate as a decimal ex. 28% would be .28.

Then, you multiply the amount of citizens you have by 1.15. You multiply this number by the amount of money each person makes a day. You multiply that by your tax rate as a decimal ex. 28% would be .28.

If the first number is higher, choose option one. If the second number is higher, choose option 2. Note that option 2 is most likely the correct option unless you are a very young nation.

Event 3: Recently business has been at an all time high, your economy has been going great and your people are thrilled.

Option 1: Allow the economy to ride the boom out. Population happiness +2 Option 2: Raise interest rates to slow the economy down. Citizen income -$5.00 No Response: Population happiness +1

Option #1 is the best option.

Event 4: A widespread viral infection has spread among your populace. Should you take action?

Option 1: Allow the outbreak to run its course. Citizen count -15% Option 2: Send in soldiers to every community within your nation to contain the outbreak. Population happiness -3 No Response: Population happiness -4

Option #2 is the best option.

Event 5: Your main ethnic group and a small minority are experiencing various inter-racial problems. During a heated debate recently violence broke out in your capital city and many buildings were burned.

Option 1:Support only one side as you allow only one ethnic group in your nation. Do nothing about the buildings until the opposition is expelled. Population happiness -2 Option 2: Send in armed soldiers to quell the violence and restore the buildings to show you retain order in your capital. Active Military -5%, Citizen income -$3.00. No Response: Population happiness -3

Option #2 is the best option.

Event 6: Flooding has recently become a problem in your Nation due to the recent rains.

Option 1: Take action and build dams and levy's in the areas prone to flooding. Citizen income -$5.00. Option 2: Refuse to take action. They should not have built their homes in flood prone areas. Population happiness -3 No Response: Population happiness -4

Option #1 is the best option.

Event 7: Due to some rather exceptional blunders by members of your government a portion of your population is rising up in rebellion.

Option 1: Hold a public speech pleading with your citizens to remain orderly. Population happiness -2 Option 2: Send a group of elite special forces to quell the rebellion. Active Military -10% No Response: Population Happiness -4

Option #2 is the best option.

Event 8: Several months have passed since the last rains in your outlying territories. Your people are now suffering from Drought and your Advisors state that food is a problem and health issues are expected soon.

Option 1: Ration your nations water supply severely. Citizen income -$5.00 Option 2: Abandon your outlying territories and bring your citizen in where fresh water is more abundant. Land area -10% No Response: Citizen income -$8.00

Option #2 is the best option.

Event 9: Your economy is in a deep recession. Your government leaders have been asked for an official response.

Option 1: Let the recession heal itself. Citizen income -$5.00 Option 2: Lower interest rates. Population happiness +2 No Response: Population happiness -4

Option #2 is the best option.

Event 10: There was a radiation leak at one of your nations nuclear power plants

Option 1: Pay for the healthcare of the victims and research ways to minimize the damage to your economy. Daily infrastructure cost +15% Option 2: Send in your armed forces to contain the radiation and abandon the affected territory. Active Military -10% No Response: Population happiness -4

Option #2 is the best option.

Event 11: An unexpected drop in the price of oil per barrel has surprised your nation. Should you take action?

Option 1: Build infrastructure within your nation to store the oil while it is cheap to buy. Daily infrastructure costs +10%, Population happiness -2 Option 2: Buy surplus oil and release it directly to the public. Population happiness +3 No Response: Population happiness +1

Option #2 is the best option.

Event 12: A plane containing some of your nations beloved citizens has recently crashed in a neighboring nation who is holding the citizens hostage and refuses to turn the survivors over to you.

Option 1: Plead with the foreign nation to free the hostages. Population happiness -2 Option 2: Send a group of elite special forces to rescue the hostages. Active Military -10% No Response: Population happiness -4

Option #2 is the best option.

Event 13: Your nation has been asked to host a major 30 day sporting event. While this could entertain your citizens and make them happy, it will also make them quite unproductive during the event.

Option 1: Host the sporting event. Population happiness +2 Option 2: Refuse the sporting event. Citizen income +$5.00 No Response: Population happiness -1

Option #2 is the best option.

Event 14: There has been a terrorist attack in the center of your capital city killing many citizens.

Option 1: Use the military to search for those responsible. Active Military -10% Option 2: Increase security on all public buildings. Citizen income -$5.00 No Response: Population happiness -3

Option #1 is the best option.

Event 15: One of your foreign embassy's was bombed killing your foreign ambassador and his family.

Option 1: Send your special forces to find the perpetrators and execute them. Active Military -10% Option 2: Plead with an international agency to take action. Population happiness -2 No Response: Population happiness -4

Option #1 is the best option.

Event 16: A neighboring Nation has been hit hard by war, its citizens are deserting into your territories droves.

Option 1: Allow the immigrants to enter your nation and become part of your workforce. Citizen count +10%, Citizen income -$5.00 Option 2: Deport the immigrants and close all borders to immigration. Citizen count -10%, Citizen income +$5.00 No Response: Population happiness -2

Option #1 or Option #2 could be the best option depending on the nation.

Multiply 1.1 to your population. Subtract 5 dollars from your citizen’s income per day. Multiple those two numbers. Then, multiply the result by your tax rate as a decimal ex. 28% is .28.

Multiple .9 to your population. Add 5 dollars to your citizen’s income per day. Multiply those two numbers. Multiply the result by your tax rate in a decimal ex. 28% is .28.

If the higher answer is the first one, choose Option 1. If the higher answer is the second one, choose option 2.

Event 17: A major earthquake has rocked your northern territories causing severe damage to some of the villages located there.

Option 1: Send building materials to rebuild the damaged areas. Citizen income -$5.00. Option 2 : Refuse to acknowledge that your people need help. Population happiness -3 No Response: Population happiness -4

Option #1 is the best option.

Event 18: Counterfeiters raided the national mint last night and stole your nation’s precious printing plates. They are now printing large amounts of counterfeit money.

Option 1: Redesign the beloved national bank notes. Population happiness -2 Option 2: Devote military resources to counterfeit detection. Active Military -10% No Response: Citizen income -$10.00

Option #2 is the best option.

Event 19: Your nation's crop output has recently surged.

Option 1: Destroy the crops in order to keep from flooding the market. Population happiness -2, Citizen income +$10.00 Option 2: Allow the crops to be harvested and sent to the market. Population happiness +2, Citizen income -$10.00 No Response: Population happiness +2

Option #1 is the best option.






I. Introduction II. Trades III. Infrastructure a. Infrastructure Purchase Cost b. Infrastructure Upkeep Cost c. Infra Jumps IV. Improvements a. Basic improvement order b. Improvement Swapping I. Introduction

I have played this game for over a year now and I’m willing to share this knowledge with the more inexperienced players, this is a simple guide for nation building, to find the information you desire press Ctrl + F to pop up the “Find” function of your browser and type in the name of the section you want (ex: V. Infrastructure), it should take you to the section.

Also, always buy infrastructure, technology and land in bulk (10/10/20 levels respectively), this now a written rule, you’ll spend more money if you buy uneven amounts, as the price increases as you buy more of them. Keep your soldiers at 20-30% of your total citizens during peace time, there’s no need to pay extra upkeep because of them. Your government should be either Monarchy or Revolutionary (if your citizens desire it).

I’d like to thank Letum and TiMBus for their help (they’ll know why). II. Trades

Trades are vital for your nation’s growth, without them your nation can’t grow. I’ll talk about each resource, bonuses and the best resource combinations.

Resources

Aluminum – Aluminum is one of the best resources there is, it gives 7% infra cost reduction and is needed for Construction and Beer.
Cattle – Not one of the best, but should be considered in any nation build, population boosters are essential to get improvements.
Coal – Not exactly great, some like it because it’s part of Steel , Automobiles and Fine Jewelry, personally, I don’t use it.
Fish – Best resource there is, right up there with Wheat. Should be included in any trade build.
Furs – This resource is bad, if you have it, my condolences, you’ll have a hard time keeping trades.
Gold – Almost as bad as Furs, but it’s good for tech dealers, part of Microchips and Fine Jewelry.
Gems – Good resource, best income booster.
Iron – Good resource, part of Steel and Construction.
Lead –Terrible resource, worse than furs.
Lumber –Like Iron, it’s a good resource, part of Beer, Construction and Scholars.
Marble – It’s a -10% infra cost reduction, I don’t need to say more. Part of Construction.
Oil – It’s not that good, sure it gets you Asphalt and Microchips, but there are better resources.
Pigs – Used to be crap, it’s good now, it’s a pop booster, and it’s part of Fast Food.
Rubber – Not a very good resource if you don’t have Oil and Construction.
Silver – Good income booster.
Spices – Not very good on it’s own, consider getting Fast Food
Sugar – It’s good, try to get Fast Food with it.
Uranium – This one is tough, trade for it when you have at least 10 tech, if it’s one of your nation’s starting resources you’ll have trouble keeping trades.
Water – Good but not necessary, Beer is the deciding factor to get it.
Wheat – See Fish.
Wine – It’s like Silver, but Affluent Population instead of Jewels.

Bonus Resources:

Affluent Population – Only go for it if you have Furs and one of the other needed resources.
Asphalt – It’s good, but not all nations will find it useful, only worth it if you have Steel as well.
Automobiles – Gets you a nice happiness boost, but some of the resources you need to get it are not worth it.
Beer – Great, it requires good resources anyways, so it’s win/win.
Construction – Best bonus resource, but it’s not like Fish or Wheat, you are not forced to have it.
Fast Food - Not too shabby, you should consider if you have any of the required resources.
Fine Jewelry – Not great, but if you have two of the needed resources, you might as well get it.
Microchips – Good for tech dealers, not very good besides that, Lead is the problem.
Radiation Cleanup – No nation should aim for it, don’t bother.
Scholars – Might as well get it if you have Lead.
Steel – Good, nothing special, but Coal and Iron are decent resources.

Trade Combos

Never aim to get as many bonus resources as you can, it’s not worth it at ALL. I’ll give some different setups with some tips.

Trade Set I. With Harbor: [Aluminum] [Cattle] [Fish] [Gems] [Iron] [Lumber] [Marble] [Pigs] [Spices] [Sugar] [Water] [Wheat] Bonus Resources: [Fast Food] [ Beer] [Construction] No Harbor: [Aluminum] [Cattle] [Fish] [Gems] [Iron] [Lumber] [Marble] [Sugar] [Water] [Wheat] Bonus Resources: [Construction] [Beer]

Option 1 Option 2

This is my personal favourite, it gives a good base income boost, reasonable infra cost/upkeep reduction and max population boost. If you don’t have one of the resources, Gems can be replaced, if you have none of them, consider another combo.

Trade Set II. With Harbor: [Aluminum] [Cattle] [Coal] [Fish] [Iron] [Lumber] [Marble] [Oil] [Rubber] [Sugar] [Water] [Wheat] Bonus Resources: [Steel] [Automobiles] [Beer] [Construction] [Asphalt]

Option 1

This is usually for larger nations, as it’s infra reduction heavy, if you have a small nation, but you have Oil and/or Rubber, this might be the only way to go.

Trade Set III. With Harbor: [Cattle] [Fish] [Gems] [Gold] [Furs] [Pigs] [Silver] [Spices] [Sugar] [Water] [Wheat] [Wine] Bonus Resources: [Fast Food] No Harbor: [Cattle] [Fish] [Gems] [Pigs] [Silver] [Spices] [Sugar] [Water] [Wheat] [Wine] Bonus Resources: [Fast Food]

Option 1 Option 2

This one is good for bank nations and people who want to save up money for infra jumps, you can switch Furs and Gold for anything else, I suggest it to be Uranium, Lumber or Iron, Lumber and Iron are important if you have a nation with a lot of infra. But don’t buy infrastructure with this, you’ll end up losing money.

Trade Set IV. With Harbor: [Aluminum] [Coal] [Fish] [Furs] [Gems] [Gold] [Iron] [Lumber] [Silver] [Wheat] [Wine] [Water] Bonus Resources: [Beer] [Steel] [Fine Jewelry] [Affluent Population]

Option 1

This trade setup provided by Gen. Chaos, is made for those who have Furs and one of the other resources. It's a good income booster and gives a moderate reduction for infrastructure cost/upkeep.

I’ll add more when I find other good ones. V. Infrastructure


Infrastructure is the most important thing in the game; it’s your source of income as it gives citizens and Improvements, always try to buy it.

These are the formulas (thanks again, Letum):

a. Infrastructure Purchase Cost: 0-19.99 = 500 20-99.99 = 12 X Infra Level + 500 100-199.99 = 15 X Infra Level + 500 200-999.99 = 20 X Infra Level + 500 1000-2999.99 = 25 X Infra Level + 500 3000-3999.99 = 30 X Infra Level + 500 4000-4999.99 = 40 X Infra Level + 500 5000-5999.99 = 50 X Infra Level + 500 6000-7999.99 = 60 X Infra Level + 500 Here's a graph (by Allnighte):


To calculate infrastructure cost reduction multiply your infra cost by: 0.94 for lumber, 0.95 for iron, 0.93 for aluminum, 0.9 for marble, 0.96 for coal, 0.98 for steel, 0.97 for rubber, 0.95 for construction, 0.92 for interstate system and 0.95 for government (Monarchy, Capitalist, Dictatorship, Federal, Republic and Revolutionary)

For factories pick one of the following), 0.92 for 1, 0.84 for 2, 0.76 for 3, 0.68 for 4 and 0.6 for 5.

Ex: At 1000 infra, on level costs 25500, but he has lumber, marble and 2 factories. 25500*0.94*0.9*0.86 = 18552.78 The cost is $18552.78 per level.

b. Infrastructure Upkeep Cost: 20-99.99 = 0.04 X Infra Level + 20 100-199.99 = 0.05 X Infra Level + 20 200-299.99 = 0.06 X Infra Level + 20 300-499.99 = 0.07 X Infra Level + 20 500-699.99 = 0.08 X Infra Level + 20 700-999.99 = 0.09 X Infra Level + 20 1000-1999.99 = 0.11 X Infra Level + 20 2000-2999.99 = 0.13 X Infra Level + 20 3000-3999.99 = 0.15 X Infra Level + 20 4000-4999.99 = 0.17 X Infra Level + 20 5000-7999.99 = 0.19 X Infra Level + 20 Graph (by Allnighte):


The upkeep reduction works the same way as the cost, multiply by: 0.9 for iron, 0.92 for lumber, 0.97 for uranium, 0.95 for asphalt and 0.92 for interstate system.

Labor Camps' effects add up like the Factories'. Multiply by 0.9 for 1, by 0.8 for 2, 0.7 for 3, 0.6 for 4, 0.5 for 5. Remember to pick only one of them to add in the formula.

Tech also reduces your infra upkeep, to calculate the discount use (2 * Technology Level) / Nation Strength = x). 1-x = The number you should use to multiply.

c. Infra Jumps

Alright, now that I have tackled the costs, I’ll talk about infra jumps. Infra jumps are those times that a nation breaks an infrastructure upkeep cost barrier; the most important ones are the 1000, 2000, 3000, 4000 and 5000 infra marks. 1000 infra jump: This jump is by far the worst percentage wise, it’s a 22.2% infra upkeep cost increase, translating it into real numbers (using a Trade set I setup), your 88,000 bill will go up to 104,000 with a measly .01 infra purchased. It’s a total loss of 16,000 in income. To calculate how much money you will need to “make the jump”, divide the total money you would lose with the jump (22.2% of your current infra bill) by your citizen tax income (the second one) get the result and divide by 10. That’s how much infra you need, to calculate how much money, get the number that is between the total infra you need (999.99+x) and 999.99 and apply the purchase cost formula (don’t forget the reducers). Now multiply by x. That’s how much you approximately need to make the jump without losing money.

Example: You have 999.99 infra, your infra bills are at $88,000, if you made the jump, you’d lose $16,000. Your citizens give you $35 in taxes each. 16,000/35 = 457 citizens 457/10 = 45.7 infra Total infra needed = 1045.69, the middle is 1022.84. (1022.84 * 25 + 500) * 0.5 = $13,035.5 cost per infra level $13,035.5 * 45.7 = $595,722.25 total amount needed. 2000 infra jump: This jump raises your infra upkeep bill by 18.2%. Use the same formula as the 1,000 jump, but don’t forget to replace 999.99 by 1999.99. 3000 infra jump: This jump increases your infra upkeep bill by 15.4%. Use the same formula as the previous jumps, just replace the infra purchase cost multiplier (25 to 30) and the infra level to 2999.99. 4000 infra jump: This one increases the infra bill by 13.3%. Use the same formula as the previous jump, just replace the infra purchase cost multiplier (30 to 40) and the infra level to 3999.99. 5000 infra jump: The last infra jump increases your infra bill by 11.8%. Use the same formula as the previous jump, just replace the infra purchase cost multiplier (40 to 50) and the infra level to 4999.99. VI. Improvements


Improvements are important to keep up with your infra bills and infra purchase cost increases. You’ll be allowed to buy one for every 1000 taxpaying citizens you have.

a. Basic improvement order

Harbor, *Bank, Bank, Bank, Bank, Bank, Factory, Factory, Factory, Factory, Factory, Stadium, Stadium, School, School, School, University, University, Foreign Ministry, Stadium, Stadium, Stadium, School, School, Clinic, Clinic, Hospital, ***Police Headquarters, Police Headquarters, Police Headquarters, Police Headquarters, Police Headquarters, Clinic, Clinic, Clinic, **Church, Church, Church, Church, Church, Intelligence Agency, Intelligence Agency, Intelligence Agency, Intelligence Agency, Intelligence Agency, Labor Camp, Labor Camp, Labor Camp, Labor Camp, Labor Camp.

  • Get a Stadium if the citizens are making less than $85 of gross income.
    • Intel Agencies and Churches are pretty much the same, the order doesn’t matter.
      • You may buy Labor Camps before the Police HQ if you don't want to do improvement swapping. (props to Deathangel)

As Caesar_101 has kindly pointed out, if your nation receives a lot of aid, Factories are a better choice for the 2nd to 6th improvements than Banks and Stadiums.

I know many won’t agree with me about getting Banks before Factories, but the deal is: Banks are better than Factories, while Factories give a -8% infra cost reduction, Banks give a +7% total income, considering that smaller nations have to buy other things besides infra, besides that, you have to pay bills, unless your bills correspond to less than 15% of your gross income, banks are the way to go.

b. Improvement Swapping

Some of you may not have heard of this wonderful little strategy, when your infra bills reach roughly $500,000, you can replace 5 improvements with 5 Labor Camps, they will decrease your infra bills by about 45%, make sure that you have enough money for 5 days of bills and enough money to re-buy 5 of the improvements you destroyed . 5 days later, pay your bills, destroy your Labor Camps, buy the Improvements you replaced and collect 5 days worth of income. There you go, you saved about $800,000.

When you have all the worthwhile improvements, get rid of your Labor Camps to collect and buy them again to pay bills, once every 2 or more days, be careful, you can’t stay more than 2 days without paying bills, otherwise you won’t be able to buy Labor Camps, resulting in loss of money.


Previous discussion split here: http://z15.invisionfree.com/Cyber_Nations/...showtopic=62049

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