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       #Post#: 173--------------------------------------------------
       found a  cheat lol start up guide
       By: commander_ragnar Date: February 13, 2012, 10:34 pm
       ---------------------------------------------------------
       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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