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#Post#: 173--------------------------------------------------
found a cheat lol start up guide
By: commander_ragnar Date: February 13, 2012, 10:34 pm
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Ok first
+1 Happiness = +$2 income per person. Remember to include
improvement income modifiers.
Also remember all references to extra income a day are gross
(i.e, an extra $2.00 (+1 Happiness) a day would be an extra
$0.56 per citizen in taxes, for a tax rate of 28%).
a. Starting up information
So you have just made your nation, it is brand new, and you are
wondering what to set all your preferences to. Under normal
circumstances you should choose these following:
•DEFCON 5 - this will maximise your economy.
•War as an option.
•Your tax rate should be 28%.
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. If you purchase too many your population will
riot!
b. Religion and Government
Unless your citizens desire Revolutionary or Capitalist, your
government should be Monarchy. Don't choose the rest.
To find out which religion your people desire, use the religion
guide.
c. My Government Positions
Options in "My Government Position" change your population
income and happiness. The recommended government positions are,
starting from top to bottom, B,A,B,B,B,A,B,A without uranium,
and B,B,B,B,B,A,B,A with the uranium resource, there is no point
choosing you support nuclear weaponry until you are in the top
5% or have the wonder to do so. Thanks to William Bonney for
this!!
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. If you want to play cybernations
seriously, then you need good trades, and you need to use all
your slots up. Make sure you get your trades sorted early on.
Consider offering young nations money to trade with you if you
like their resources, remember you gain +1 happiness point if
they are on your same team color.
Below are short descriptions for each resources in themselves,
some resources which may be considered bad, are needed for a
bonus resource which is good, so don't read too much into the
descriptions.
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 - Terrible resource, worse than lead.
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 - This resource is bad, if you have it, you may have a
hard time keeping trades. Lead now, however, reduced the
environmental impact from nuclear weapons by 50%. Thus it may be
quite useful.
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. Get 30 Tech if you have this
resource (see Technology chapter).
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 - Can be advantagous to go for it to get
increased population to get extra improvements. Consider
temporalily getting this resource and buying extra improvements.
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 - Quite a useful bonus resource, 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, can be quite useful if you are
purchasing a lot of Navy. Coal and Iron are decent resources
(which you need to get Steel).
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 and feperirs 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.
III. Technology
Technology now influences war outcomes upto an infinite amount,
the 300 level cap has been removed. When your technology cost
surpasses $30,000 per level, you should start buying from other
nations (see below). Try to buy 0.51 tech when you start making
enough money for it in one day.
Remember that if you have the Uranium resource then for every
level of tech you have you receive +$0.15 per citizen extra up
to a maximum of 30tech, a total of $4.50. You must have selected
that your government favours nuclear technology for the use of
nuclear power plants but does not support nuclear weapons to
receive the bonus.
These are the important "milestones" of tech purchasing:•10
levels - Aircraft and tank requirement and major happiness boost
(+5)
•15 levels - Enables you to purchase cruise missiles and have
the radiation cleanup resources
•200 levels - You don’t get more anymore happiness out of it
(total of 9 happiness gained)
•500 levels - You can purchase level 9 aircraft.
Technology is also helpful to decrease infrastructure upkeep
costs, smaller nations won’t benefit as much from this as
stronger ones will, though. It also gives a bonus to the
literacy rate, as literacy rate is hardly used, you may ignore
this feature.
A good tech : infra ratio is 1 : 10
a. Tech Deals
Tech Deals can benefit both older and young nations, when you
reach around 150 technology levels, you should consider
purchasing it from other nations who are willing to do a tech
deal in the Gameplay Sales Thread, make sure you post in this
thread. I suggest you sell 50 levels at a price of $1.5 million,
or around $3 million for 100 technology (tech has inflated a lot
recently). You’ll get a profit of at least $400,000 per 50
technology. Be a good seller, and they may offer you another
tech deal. Don’t try to fool anyone and steal their money, it’s
bad for you, and they will pay someone to punish you.
IV. Land
Land isn’t like technology and infra, it’s pretty much useless,
the only real benefits are: 1. Happiness bonus (not really a
bonus, you just don’t lose one point) if population density is
below 70; 2. it gives a small population boost when bought,
around 1 citizen for every 2 miles of land; 3. Small war
advantage
I suggest that small nations (<1000 infra) keep the population
density below 30, and that larger nations disregard population
density, especially if you have Water. You can buy it from time
to time, but there’s a time that land is so expensive for what
it does that it’s better to buy technology or infrastructure in
it’s place.
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
•5000-7999.99 = 60 X Infra Level + 500
•8000-14999.99 = 70 X Infra Level + 500
•15000-????? = 80 X Infra Level + 500
Here's a graph (by Amnesiasoft):
Graph (by Amnesiasoft): (Click Here)
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 = 0.1725 X Infra Level + 20
•8000-14999.99 = 0.175 X Infra Level + 20
•15000-????? = 0.1755 X Infra Level + 20
Graph (by Amnesiasoft):
Graph (by Amnesiasoft): (Click Here)
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
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. An easy way of
making an infra jump is get a $20 donation once you are at x999
infrastructure, that way you will jump 200 infrastructure which
is enough in most/all cases.
The links below should give you a rough estimate of what you
should save up to make a jump.
Arkady of Phobos' (updated by TheBFG) Infra Jump Calculator
Spreadsheet (link)
Mr Fixit's Infra Jump Calculator (link)* 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” use the formula (provided by Cheesejaguar)
(x)(Population Gain per level of infra)(net income per citizen)
- ( (999.99+x)(New Upkeep)-(999.99)(Old Upkeep) ) = 0
And you solve for 0.
x is the amount of infra you need.
New upkeep = ((999.99+x)*0.11+20)*infra upkeep reducers
Old upkeep = (999.99*0.09+20)*infra reducers
Calculate how much x infra costs. To do that, divide x by 2 and
add that to 999.99 and apply the cost formula to 999.99+(x/2).
* 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 3%. Use the
same formula as the previous jump, just replace the infra
purchase cost multiplier (40 to 60) and the infra level to
4999.99.
The next major jump occurs at 15,000 infra. Please let me know
if you get there :-)
An alternative/different formula (if you can't get your head
round the one above) is.. (Thanks to Aeroflech)
X equals:
(Amount of Infra Before Jump*(New Upkeep - Old Upkeep))
((Pop. Per Infra Level * Income per Citizen.) - New Upkeep)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. Thanks to Deathangel for
information on Labour Camps.
a. Basic Improvement Order
A. Harbor, *Bank, Stadium, Stadium, Bank, Stadium, Bank,
Stadium, Bank, Stadium, Bank, Factory, Factory, Factory,
Factory, Factory, School, School, School, University,
University, Foreign Ministry, School, School, Clinic, Clinic,
Hospital, Labor Camp, Labor Camp, Labor Camp, Labor Camp, Labor
Camp, Police Headquarters, Police Headquarters, Police
Headquarters, Police Headquarters, Police Headquarters, Clinic,
Clinic, Clinic, Intelligence Agency, Intelligence Agency,
Intelligence Agency, Intelligence Agency, Intelligence Agency,
Church, Church, Church, Church, Church. **Border Walls
B. Harbor, *Bank, Factory, Factory, Factory, Factory, Factory,
Bank, Bank, Stadium, Stadium, Bank, Bank, Stadium, Stadium,
Stadium, Clinic, Clinic, Hospital, School, School, School,
University, University, Foreign Ministry, School, School, Labor
Camp, Labor Camp, Labor Camp, Labor Camp, Labor Camp, Police
Headquarters, Police Headquarters, Police Headquarters, Police
Headquarters, Police Headquarters, Clinic, Clinic, Clinic,
Intelligence Agency, Intelligence Agency, Intelligence Agency,
Intelligence Agency, Intelligence Agency, Church, Church,
Church, Church, Church. **Border Walls
*Get a Stadium if the citizens are making less than $85 of gross
income.
**With the new environent penality in place, Border Walls now
have a more advantageous part to play than what they used to. My
advice is this: When you next come to collect taxes, before you
do, write down the current tax collection amount, then, buy 1
Border Wall, if it goes up, buy another Border Wall, if it does
not, delete it, keep doing this until you have reached the
optimal amount of Border Walls. Do not assume it will either be
0 or 5, because it won't be.
Which order is best is still debated by many experienced
players, if you receive a lot of aid (through tech deals, for
example) then order B is recommended. I reccomend order A under
most circumstances myself. What is for sure though, make sure
you buy banks before schools, and stadiums before police
headquarters, if it requires you to have to save up for a few
more days, it is worth it.
Keep in mind that the citizen boost from clinics and hospitals
also allows you to get the next improvement faster.
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.
This is only recommended for serious players, as it requires
more effort than usual.
VII. National Wonders
As nations have got stronger on cybernations, National Wonders
have been added on to give players something new to invest in.
They are similar to improvements, they cannot be destroyed in
war, however unlike improvements, they cost a lot more and only
one can be purchased every month.
Wonders start at $26,000,000 up to $150,000,000, and they cost
$5000 a day to maintain.
Generally at around 4000 infrastructure it is worthwhile to buy
a wonder. Sooner rather than later, as once you pass 5000
infrastructure, things become slow. To work out if it is worth
it consider the extra money gained from spending the money on
infrastructure, compared to the extra money gained a day
purchasing the wonder, there are a few other factors that
influence it, but it will give you a rough estimate as to
whether it is remotely worth it. Err on the side of the wonder
in most cases, as remember you can only purchase one every 30
days, even when you will be making enough to purchase one every
10 days. The social security system and stock market are
considered to be the best wonders to purchase first.
Please give credit to Feperir who wrote this guide and Royalty
who has updated it if you decide to use it elsewhere.
ALL CREDIT TO FEPERIR AND ROYALTY
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