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National Wonders

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National wonders are much like regular nation improvements in that they allow you to further modify your nation based on your own strategies. The difference between national wonders and nation improvements is that national wonders do not require a specific number of citizens to develop but instead have an enormous cost associated with them. Another difference to national wonders is that you can only purchase one of each type of national wonder and you may only develop one national wonder once every 30 days. National wonders cost $5,000 a day to maintain.

List of National WondersEdit

Economic WondersEdit

Name Price Description
Agriculture Development Program $30,000,000 Increases land size by 15%, Increases citizen income +$2.00, Increases the citizen-bonus for land from 0.2 to 0.5. Requires 3,000 land purchased, 500 technology.
Disaster Relief Agency $40,000,000 The disaster relief agency helps restore your nation and its people after emergency situations. Increases population +3% and opens one extra foreign aid slot.
Federal Aid Commission $25,000,000 Raises the cap on foreign money aid +50% provided that the foreign aid recipient also has a Federal Aid Commission wonder. Allows two nations with the Federal Aid Commission wonder to send secret foreign aid. Secret foreign aid costs the sender 200% the value of the items that is sent.
Federal Reserve $100,000,000 + (Nation Strength * 1000) Increases the number of banks that can be purchased +2. Requires Stock Market.
Great Monument $35,000,000 The great monument is a testament to your great leadership. Increases happiness +4 and your population will always be happy with your government choice.
Great Temple $35,000,000 The great temple is a dedicated shrine to your national religion. Increases happiness +5 and your population will always be happy with your religion choice.
Great University $35,000,000 The great university is a central location for scholars within your nation. Decreases technology costs -10% and increases population happiness +.2% (+2 for every 1000) of your nation's technology level over 200 up to 3,000 tech.
Internet $35,000,000 Provides Internet infrastructure throughout your nation. Increases population happiness +5.
Interstate System $45,000,000 The interstate system allows goods and materials to be transported throughout your nation with greater ease. Decreases initial infrastructure cost -8% and decreases infrastructure upkeep costs -8%.
Mining Industry Consortium $25,000,000 Increases population income by $2.00 for the resources Coal, Lead, Oil, Uranium that your nation has access to. Requires 5,000 infrastructure, 3,000 land purchased, 1,000 technology.
Movie Industry $26,000,000 The movie industry provides a great source of entertainment to your people. Increases population happiness +3.
National Environment Office $100,000,000 The national environment office removes the penalties for Coal, Oil, and Uranium when a nation imports them, improves environment by 1 point, increases population +3%, and reduces infrastructure upkeep -3%. Requires 13,000 infrastructure.
National Research Lab $35,000,000 The national research lab is a central location for scientists seeking cures for common diseases among your population. Increases population +5% and decreases technology costs -3%.
National War Memorial $27,000,000 The war memorial allows your citizens to remember its fallen soldiers. This improvement is only available to nations that have lost over 50,000 soldiers during war throughout the life of your nation. Increases population happiness +4.
Nuclear Power Plant $75,000,000 The nuclear power plant allows nations to receive Uranium financial bonus (+$3 citizen income +$0.15 per technology level up to 30 technology levels. Requires an active Uranium trade.) even when maintaining nuclear weaponry. The nuclear power plant by itself, even without a Uranium trade, reduces infrastructure upkeep -5%, national wonder upkeep -5%, and improvement upkeep -5%. Requires 12,000 infrastructure, 1,000 technology, and a Uranium resource to build. Nations that develop the Nuclear Power Plant must keep their government position on nuclear weapons set to option 2 or 3.
Scientific Development Center $150,000,000 The scientific development center increases the productivity of your factories from -8% infrastructure cost to -10% infrastructure cost, increases the productivity of your universities from +8% citizen income to +10% citizen income, allows the Great University to give its technology happiness bonus up to 5,000 technology levels (+2 happiness each 1,000 technology levels). Requires 14,000 infrastructure, 3,000 technology, Great University, National Research Lab.
Social Security System $40,000,000 The social security system provides benefits to aging members of your nation. Allows you to raise taxes above 28% up to 30% without additional happiness penalties.
Space Program $30,000,000 The space program sends your astronauts to the moon and beyond. Increases happiness +3, lowers technology cost -3% and lowers aircraft cost -5%.
Stock Market $30,000,000 The stock market provides a boost to your economy. Increases citizen income +$10.00.
Universal Health Care $100,000,000 A Universal Health Care program increases population +3% and increases population happiness +2. Requires 11,000 infrastructure, Hospital, National Research Lab.

Military WondersEdit

Name Price Description
Air Defense Network $50,000,000 Reduces odds of incoming aircraft attacks against your nation -25%. Reduces aircraft attack damages against your nation -10%.
Central Intelligence Agency $40,000,000 Increases the number of spies that your nation can support +250 and increases your nation's spy attack strength +10%. Only viewable by the user who owns it.
Fallout Shelter System $40,000,000 Allows 50% of your defending soldiers to survive a nuclear strike (Does not prevent nuclear Anarchy but does prevent troops from being totally depleted), Reduces tank, cruise missile, and aircraft, losses from a nuclear strike by -25%, Reduces nuclear vulnerable navy losses by 12%, Reduces nuclear anarchy effects by 1 day. Requires 6,000 infrastructure, 2,000 technology.
Foreign Air Force Base $35,000,000 Raises the aircraft limit +20 for your nation and increases the number of aircraft that can be sent in each attack mission +20.
Foreign Naval Base $200,000,000 Allows +2 naval vessels to be purchased per day (+1 in Peace Mode) and also allows +1 naval deployment per day. Requires 20,000 infrastructure.
Hidden Nuclear Missile Silo $30,000,000 Allows your nation to develop +5 nuclear missiles that cannot be destroyed in spy attacks. (Nations must first be nuclear capable in order to purchase nukes.)
Interceptor Missile System $50,000,000 Thwarts Cruise Missile Attacks, 50% of the time (removes 1 attackers CM strike chance for that day). Requires 5,000 technology and a Strategic Defense Initiative (SDI).
Manhattan Project $100,000,000 The Manhattan Project allows nations below 5% of the top nations in the game to develop nuclear weapons. The Manhattan Project cannot be destroyed once it is created. The wonder requires 3,000 infrastructure, 300 technology, and a uranium resource.
Pentagon $30,000,000 The Pentagon serves as your nation's headquarters for military operations. Increases attacking and defending ground battle strength +20%.
Strategic Defense Initiative (SDI) $75,000,000 Reduces odds of a successful nuclear attack against your nation by 60%. The SDI wonder also requires 3 satellites and 3 missile defenses and those satellites and missile defenses cannot be deleted once the wonder is developed.
Superior Logistical Support $80,000,000 Provides supplies more efficiently to your nation's military. Reduces Aircraft and Naval Maintenance Cost by -10% and Tank Maintenance Cost by -5%. Increases attacking and defending ground battle strength +10%. Requires Pentagon.
Weapons Research Complex $150,000,000 Increases the technology bonus to damage from 0.01% to 0.02% per technology level, Increases the number of nukes that can be purchased per day to 2, hurts environment by +1, Increases the purchase costs of all military by 0.01% per technology level. Requires 8,500 infrastructure, 2,000 technology, National Research Lab, Pentagon Wonder.

Moon & Mars WondersEdit

The Moon and Mars wonders are such unique wonders that they deserve their own section in order to provide a full description on how the wonders work. High level nations with a Space Program and the required funds can purchase either a Moon Base or a Mars Base. Once a nation builds a Moon Base or any other Moon facilities they will be unable to build facilities on Mars, unless first destroying those facilities on the Moon and vice versa, so choose your destination wisely. Once a Moon Base or a Mars Base is purchased you will see a new Moon or Mars icon appear beside your nation name on your nation display page. Clicking this icon will take you to the Moon or Mars map where you can view and operate your Moon or Mars facilities. One of the key concepts behind the Moon and Mars wonders is that of a position on the Moon and Mars that provides premium solar and resource utilization known as a hidden hotspot that affects the effectiveness of Moon or Mars facilities in the game. The closer in miles that a facility is to the hotspot the more effective that wonder becomes for your nation up to a maximum of 100% and a minimum of 50%. Players can relocate any of their Moon or Mars facilities once every 7 days at a price of (Nation Strength * 10). The Moon and Mars hotspots randomly change once every 30 days.

Name Price Description
Mars Base $100,000,000 + (6,000 * (Nation Strength - (Technology Purchased * 2))) Reduces infrastructure cost and bills -3%. Provides a gradually increasing happiness bonus that peaks at +6 happiness at the end of the life of the wonder. Expires at 1,200 days. Cannot build Moon wonders if you build Mars wonders. Requires Space Program.
Mars Colony $100,000,000 + (5,000 * (Nation Strength - (Technology Purchased * 2))) Stores 5% of citizen count at time of purchase. Provides a gradually increasing happiness bonus that peaks at +4 happiness at the end of the life of the wonder. Expires at 900 days. Relocating your Mars Colony gives you the option to reset the stored citizen count based on your current citizen population for a fee. Cannot build Moon wonders if you build Mars wonders. Requires Space Program and Mars Base.
Mars Mine $100,000,000 + (5,000 * (Nation Strength - (Technology Purchased * 2))) Provides access to a randomly selected bonus resource of Basalt, Sodium, Magnesium, or Potassium. Provides a gradually increasing happiness bonus that peaks at +4 happiness at the end of the life of the wonder. Expires at 900 days. Relocating your Mars Mine gives you the option to randomly select a new Mars resource for a fee. Cannot build Moon wonders if you build Mars wonders. Requires Space Program and Mars Base.
Moon Base $50,000,000 + (3,000 * (Nation Strength - (Technology Purchased * 2))) Reduces infrastructure cost and bills -4%. Provides +5 happiness that degrades over the life of the wonder. Expires at 600 days. Cannot build Mars wonders if you build Moon wonders. Requires Space Program.
Moon Colony $50,000,000 + (2,500 * (Nation Strength - (Technology Purchased * 2))) Stores 6% of citizen count at time of purchase. Provides +3 happiness that degrades over the life of the wonder. Expires at 450 days. Relocating your Moon Colony gives you the option to reset the stored citizen count based on your current citizen population for a fee. Cannot build Mars wonders if you build Moon wonders. Requires Space Program and Moon Base.
Moon Mine $50,000,000 + (2,500 * (Nation Strength - (Technology Purchased * 2))) Provides access to a randomly selected bonus resource of Silicon, Titanium, Radon, or Calcium. Provides +3 happiness that degrades over the life of the wonder. Expires at 450 days. Relocating your Moon Mine gives you the option to randomly select a new Moon resource for a fee. Cannot build Mars wonders if you build Moon wonders. Requires Space Program and Moon Base.
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