18/03/07

CYBERNATIONS 101


HOW TO SUCEED IN CYBERNATIONS




Hello guys and welcome to the CRRN bootcamp. We are gatherd here today to learn the key fundamentals to gaining the precious edge over our the rest of the cyberverse. Now this article may seem long and daunting but every single word is VERY important, afterall if i had the time to write it you should have the time to read and learn from it.




LET CLASS COMMENCE!!!






STEP 1: GETTING STARTED





First thing to do after you have created your nation is to select the CRRN as your alliance affiliation. In order to do this click on the option called 'SPECIFY OTHER' and then simply type in our beloved letters CRRN.








This is the order that you should do things in order to suceed:







  1. after creating nation select CRRN as alliance affliation then add 'proud member of the CRRN' into your nation biography to prove you are a real member and not a spy.


  2. Make sure your nation is set to 'War is an option' mode and not peace mode as this is bad for your economy.


  3. set your government type, gov positions and reliogion to which ever you desire.



  4. Buy some soldiers (50 or so )



  5. Select your optimum tax rate (see below}



  6. Collect taxes and pay bills



  7. Pour it all into infrastructure



  8. Get quality trades (explained below)



  9. Continue pouring everything into infrastructure



  10. You might also want to buy some land to calm your people the f**k down, since your population density will be extremely high to start out.








Government Position





The stance your government takes on certain issues can help or hurt your nation. Here's what you need to do to take advantage of this fact:Go to your nation screen and click on "My Government Position"


Now, there are three things you need to set. First, scroll down to the second issue (the one about nuclear power). If you are trading for uranium, make sure to set this position to Option 2 (the "use uranium for power" option). This will allow you to use your uranium to increase your income. If you are not trading for uranium, set it to Option 1. This will improve your environment.


Next, go to the third issue (the one about drug traffickers). Set this to either Option 2 or Option 3. If you set it to Option 1 (our leaders are too addicted to drugs themselves), your environment will suffer.


Finally, go to the fifth issue (the one about immigration). Set it to Option 2 or Option 3. Option 1 (open borders) hurts your environment.






Government Type


In the "Edit My Nation" page, you will find a tab that allows you to select your government type. On your nation page, you will also find a description of the type your people want. Picking your population's desired government will give you a +1 happiness bonus. However, unless your people desire Revolutionary Government, you should set your government to Monarchy.

*Revolutionary, totalitarian, dictatorship, transitional, communism, and possibly a few others hurt your environment as well.

Monarchy gives you +1 happiness and -5% infra cost, and unlike Revolutionary, it doesn't hurt your environment, making it the best government out there.





National Religion

Picking your population's desired religion will give you a +1 happiness bonus.



Tax Rate

You will need to pick the optimum tax rate for your nation. If your people are extremely happy, 28% will probably be best, but check each of these rates and see which one gives the highest Avg Individual Income Taxes Paid Per Day (pay no attention to happiness):16%, 20%, 23%, 25%, 28%. Keep in mind that your optimum tax rate is subject to change based upon your nation's economy and happiness. Check to make sure you're using the optimum rate often, especially when starting out. As a final note, it's often brought up that one could exploit the system by setting the tax rate to 10% for most of the day, then switch to 28% to collect. This doesn't work, since income is only calculated when you collect.



Trading and Resources




You may have up to four trade agreements with other nations at any time, wherein you acquire all the benefits your trading partners' resources. Do not underestimate the importance of getting good trades. Getting access to the right resources can supercharge your nation overnight. Here are all the resources and their effects:

Aluminum -- Increases soldier count +20% and lowers inital infrastructure cost -7%.

Cattle -- Increases number of citizens +5% and lowers initial land cost -10%.
Coal -- Increases the purchased land area of a nation by 15%, increases soldier count +8%, and decreases infrastructure purchase cost -4% (-10% environment in addition).
Fish - Increases number of citizens +8% and lowers initial land cost -5%.
Furs -- Increases citizen's daily income +$3.00 and increases the natural growth of a nation by 10%.
Gold -- Increases citizen's daily income +$3.00 and lowers technology cost by 5%.
Gems -- Increases citizen's daily income +$1.50 and increases population happiness +2.5.
Iron --Lowers initial soldier cost -$3.00, lowers infrastructure upkeep costs -10%, lowers initial infrastructure costs -5%, lowers tank cost and upkeep costs -5%.
Lead -- Lower inital cruise missile cost -10%, nuclear cost -10%, cruise missile upkeep cost -20%, and lowers nuclear upkeep costs -20%.
Lumber -- Lower inital infrastructure cost -6% and lowers infrastructure upkeep costs -8%.Marble -- Lower inital infrastructure cost -10%.
Oil - Lowers initial soldier cost -$3.00, increases population happiness +1.5, and increases solder count +10% (-10% environment in addition).
Pigs -- Lowers soldier upkeep cost -$0.50, increases solder count +15%, and increases population +3%.
Rubber - Increases purchased land area of a nation by 20%, lowers initial land cost -10%, triples the value of land when selling (from $100 to $300), and decreases infrastructure purchase cost -3%.
Silver -- Increases citizen's daily income +$2.00 and increases population happiness +2.
Spices -- Increases the natural land growth of a nation by 8% and increases population happiness +2.
Sugar -- Increases the natural growth of a nation by 5%, increases number of citizens +3%, and increases population happiness +1.
Uranium -- Reduces infrastructure upkeep cost -3%. Allow nations to develop nuclear weapons only if that nations government preference supports nuclear weapons. If a nations government preference favors nuclear technology for the use of nuclear power plants but does not support nuclear weapons then the nation will receive +$3.00 per citizen and +$0.15 for every level of tech purchased up to level 30 but loses -1 population happiness.
Water -- Increases number of citizens per mile before population unhappienss by 50, increases population happiness +2.5, and improves a nations environment by 10%.
Wheat -- Increases the natural growth of a nation by 5% and increases number of citizens +8%.
Wine -- Increases population happiness +3.

Also note that you should always trade with nations on the same team as you (in this case, the red team). This will give you a +1 happiness bonus for every trade. In approximate order of importance, here is the ranking of resources*:

Group I: Must-haves for everyone
Fish
Wheat
Lumber
Marble
Iron
Aluminum
WaterGroup

Group II: If your native resources are anything other than coal, oil, or rubber
Cattle
Sugar
Pigs
Spices

Group III: If your native resources include coal, oil, or rubber
Coal
Rubber
Oil

Group IV: Everything Else
Gems
Silver
Wine
Uranium (if you want a nuke, rank this higher. Also, this ranking assumes that you have at least 30 tech.)
Gold
Furs
Lead

If you don't have coal, oil, or rubber as a native resource, you should get all of the resources from Groups I and II, plus Gems (if your native resources permit). If you have coal, oil, or rubber as a native resource, get all of the resources from Groups I and III, plus Cattle and Sugar.*This list is based on the assumption that infrastructure will constitute a large portion of your purchases, which it should. If you're going to purchase more tech than infra, gold and uranium go up on the list; lumber, marble, and iron get pushed down; and spices, sugar, silver, wine, gems, fish and wheat become more important. However, it is highly recommended that you stick to a mostly infrastructure based economy, as it will grow your nation the fastest and most sustainably, so the list I provided above should be accurate for most of you. Also, make sure to check out the section below before you go resource hunting.



Bonus Resources



If you have certain combinations of resources, you can get what are called "bonus resources"; that is, additional boosts to your nation. The seven bonus resources are as follows:

Affluent Population - Increases population happiness +2. Requires Fine Jewelry (see below), Fish, Furs, and Wine.

Asphalt - Decreases infrastructure upkeep cost -5%. Requires Construction, Oil, and Rubber.

Automobiles - Increases population happiness +3. Requires Asphalt and Steel.Beer - Increases population happiness + 2. Requires Water, Wheat, Lumber, and Aluminum.

Construction - Reduces infrastructure cost -5%. Requires Lumber, Iron, Marble, Aluminum, and a technology level greater than 5.

Fast Food - Increases population happiness + 2. Requires Cattle, Sugar, Spices, and Pigs.

Fine Jewelry (updated) - Increases population happiness + 1.5. Requires Gold, Silver, Gems, and Coal.

Microchips (new) - Reduces technology cost -8%, increases population happiness +2. Requires Gold, Lead, Oil, and a technology level greater than 10.

Radiation Cleanup - Reduces global radiation effect on an individual nation -30%. Requires Construction, Microchips, Lead, and a technology level greater than 15.

Scholars - Increases population income +$3.00. Requires a literacy rate greater than 95% (read: tech greater than 800), Lumber, and Lead.

Steel - Reduces infrastructure cost -2%. Requires Coal and Iron.

Depending on what your native resources are, it may be to your advantage to try and get some of these bonus resources. Everyone should try to get construction, as marble, lumber, and iron are three of the best resources anyway. However, you may notice that all the other combinations require at least one "bad" resource (one that isn't in the top 12). If you have a "bad resource" as a native resource, though, getting some of these bonuses may mitigate your disadvantage. For example, I have pigs as a native resource, which would normally be one of the worst. However, since I have them and there's no getting rid of them, it's better for me to have spices than uranium, even though spices is lower on the list I showed you before (assuming I have the already-good resources of cattle and sugar). Why? This combination gives me fast food, which provides a +2 happiness bonus on top of everything else, essentially getting me +4 happiness from my spices instead of +2. The bonus resources are also the reason why coal isn't last on the list. It combines with other "good" resources to make steel and fine jewelry. Even with these bonuses, it's not a very good resource, but at least it gets you something, and if you have it as a native, you'd better have iron, gold, silver, and gems too. So depending on what bonuses your crappy native resources can potentially give you, your personal ranking of resources may be different from what I described above.

Here is a list of situations in which it is "worth it" to go for each bonus resource:

Affluent Population: Never worth it.
Asphalt: Worth it if you have coal, rubber, or oil as a native resource.
Automobiles: Worth it if you have coal, rubber, or oil as a native resource.
Beer: Always worth it (everyone should have this)
Construction: Always worth it (everyone should have this)
Fast food: Worth it as long as you don't have oil, rubber, or coal as a native resource.
Fine jewelry: Never worth it.
Microchips: Worth it if you have lead and oil as your native resources; close to being worth it if you have either lead or oil as a native resource.
Radiation Cleanup: Worth it if you have lead and oil as your native resources; close to being worth it if you have either lead or oil as a native resource.
Scholars: Never worth it.
Steel: Worth it if you have coal as a native resource

Here's how you get trade agreements:

At the bottom of your nation screen, do a search for “team + resources” and type in [resource 1] [resource 2].” This will give you a list of nations on the with the resources you're looking for. Pick a few that aren't already trading for your resources and message them, telling them about the benefits of trading with you (make sure they've been active within the last couple days when selecting which countries to message). Explain to them how to propose a trade agreement with you and accept once they offer the agreement. Having them offer it to you does a couple things: first of all, it keeps you from having to use your precious trade slots on pending agreements when you have no idea whether they'll be accepted or declined. Second, if you already have the maximum number of trades, it lets you wait until the last possible moment before you have to cancel a previous one.





STEP 2: BUILDING YOUR NATION





There is but one word that is the key to success in CN. Everything else revolves around this word: infrastructure. Buying infrastructure increases your population, thereby increasing the amount of revenue you take in each day. When in doubt, buy infrastructure. Also, make sure you keep your soldier count between 20% and 60% of your citizen count (this changes when you're in a war, but that's outside the scope of this guide). Here are a few other things that should be on your plate from time to time:



LandAs a general rule, don't buy land. It doesn't do much for you, and you can get it in war anyway. However, it might be a good idea to keep your land area at over half of your amount of infrastructure (although this stops being worth it once land starts getting expensive). This will improve your environment. Additionally, if your population density gets too high, you can experience a loss of up to 2 happiness points, so make sure to have enough land when your nation is small (seriously, though, don't bother with it if your nation isn't new. It's just not worth it).



TechnologyTogether with infra, tech should make up the bulk of your purchases once you get your nation making a significant amount of money. Once you make $5K per day, buy the minimum amount of tech that the game allows. Then, once you make $10K a day, buy a tech level a day until you're over level 10. This will give you several successive happiness bonuses. If you have Uranium, tech will continue boosting your income significantly until you get to level 30. Otherwise, it's mainly a strength booster and military advantage (see the War Tips thread for more info on this).



Improvements



You can get one of these for every 1,000 citizens, so choose wisely. Improvements give your nation a specific bonus and cannot be destroyed in war. The improvements are listed below:



Bank - $100,000.00 - Increases population income +7%.



Barracks - $50,000.00 - Increases soldier count +10%, reduces soldier upkeep cost -10%.



Border Walls - $60,000.00 - Decreases citizen count -2%, increases population happiness +2, Improves environment +1.



Church - $40,000.00 - Increases population happiness +1.



Clinic - $50,000.00 - Increases population count by 2%. Purchasing 2 or more clinics allows you to purchase hospitals.



Factory - $80,000.00 - Decreases cost of missiles -5%, decreases tank cost -10%, reduces initial infrastructure purchase cost -8%.



Foreign Ministry - $120,000.00 - Increases population income by 5%. Opens +1 extra foreign aid slot. Limit one foreign ministry per nation.



Guerilla Camp - $20,000.00 - Increases soldier count +35%, reduces soldier upkeep cost -10%, reduces citizen income -8%.



Harbor - $200,000.00 - Increases population income by 1%. Opens +1 extra trade slot. Limit one harbor per nation.



Hospital - $180,000.00 - Increases population count by 6%. Need 2 clinics for a hospital. Limit one hospital per nation.



Intelligence Agency - $35,000.00 - Increases happiness for tax rates greater than 23% +1.



Labor Camp - $50,000.00 - Reduces infrastructure upkeep costs -10%, reduces population happiness -1.



Missile Defense - $90,000.00 - Reduces effectiveness of incoming cruise missiles used against your nation -10%.



Police Headquarters - $75,000.00 - Increases population happiness +2.



Satellite - $90,000.00 - Increases effectiveness of cruise missiles use by your nation +10%.



School - $85,000.00 - Increases population income by 5%. Purchasing 3 or more schools allows you to purchase universities.



Stadium - $110,000.00 - Increases population happiness + 3.



University - $180,000.00 - Increases population income by 8%, reduces technology cost -10%. You must have 3 schools before you can begin purchasing universities. Limit two universities per nation.



Your first improvement, without doubt, should be a harbor. The extra trade slot that it gives you can be used to shore up any weaknesses your nation might have and is much more effective than any single improvement. After this point, there is a general consensus that 5 factories, followed by 5 banks, is the way to go (note that you can only buy 1 harbor, 1 foreign ministry, and 5 of anything else).For reference, here's what is most widely considered to be the recommended order in which to buy improvements*:



1 harbor
5 factories
10 banks/stadiums**
3 schools
2 universities
2 clinics
1 hospital
1 foreign ministry
2 schools
3 clinics
5 police headquarters
5 labor camps
5 intelligence agencies
5 churches
5 missile defenses (if you don't have them already)
5 satellites (if you don't have them already)
5 border walls (although they hardly give you anything)
5 barracks (although they hardly give you anything)*



You may wish to substitute satellites and/or missile defenses into the above list if you are concerned with being a military power more than an economic one. While I cannot personally recommend that you stray from the list above (since satellites and missile defenses do absolutely nothing for you economically), if you wish to make your military strength more potent by sacrificing economic power, I recommend you purchase 5 missile defenses, since these will halve the infra damage you receive from cruise missiles



National Wonders



National wonders are extremely expensive, low-return on investment additions to your nation intended for people who have run out of useful things to buy. Don't even think about touching these until you've gotten all the income-increasing improvements (and perhaps a healthy complement of satellites/missile defenses as well). You can only buy one of these every 30 days. Here are the available national wonders, along with their effects:



Internet - $35,000,000 - Provides Internet infrastructure throughout your nation. Increases population happiness +5.



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%



.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.



Movie Industry - $26,000,000 - The movie industry provides a great source of entertainment to your people. Increases population happiness +3.



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.



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%.



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.



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.



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%.



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.



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 +3, Increases soldier count +10%.



Stock Market - $30,000,000 - The stock market provides a boost to your economy. Increases citizen income +$10.00.



Here is the recommended order in which you should buy national wonders (see note at the bottom):
Interstate System
Social Security System
Stock Market
Internets
Great Temple
National Research Lab
Great Monument
Movie Industry
National War Memorial
Space Program
Disaster Relief Agency



NOTE: You may have noticed that I left the Great University out of this list. That's because it requires a bit of explanation. If you have a tech level higher than about 1470, get the GU before the Disaster Relief Agency; otherwise, get the agency first. If you have a tech level higher than 2200, get the GU before you get the Great Monument. If your tech level is higher than about 2320, get the GU before you get the National Research Lab. If your tech level is higher than 2700, get the GU before you get the Stock Market, Internet, or Great Temple. Note that you really shouldn't have a tech level anywhere near this high, and that spending money on tech past level 200 is essentially pissing it away, since it quite literally does nothing for you after that point. Finally, the amount of money required to get the necessary tech to max out the GU (even through tech trading) is over $60 million, making it effectively the most expensive wonder there is after tacking on the $35 million purchase cost, for a total of about $95 million (and that's if you do it through trading, assuming a cost of $1.1M per 50 levels; buying it directly will likely cost much more).





But What About Nukes?



Nuclear weapons cost $200,000 and require Uranium and a ranking in the top 5%. They are very expensive to maintain, since they hurt your environment and require you to switch your government position to use uranium for nukes instead of power, costing you your uranium income bonus. If you're interested in economic supremacy, nukes will hurt you, but some players prefer the security provided by a nuclear warhead. Ultimately, it's the player's choice as to which route he or she wishes to take.






















TIPS & TRICKS



If you somehow get into anarchy or riots (due to a nuke or whatever), try not collecting taxes until the riots are over, if you can. That way, your entire collection will be calculated on the post-riots income (which will be much more than your during-riots income).



The same goes for trades. If a trade gets broken on you unexpectedly, don't collect taxes until you find a suitable replacement.



If you have an economically bad event (i.e. decreased citizens, decreased income, decreased happiness, etc.) expiring in the near future, do the above. Wait until after it expires to collect.
Buy infra, tech, and land in big chunks ( packets of 10 for infra, 10 for tech, and 20 for land), but spend all of your money regardless (even if you can't buy the largest possible packet at the end). For example, if I have enough money for 27 infra, I should buy 10, then 10, and then 7, spending all my money in the process. It turns out that this is the most profitable way to buy it in the end



You get happiness bonuses on certain anniversaries for your nation (7 days, 14 days, 30 days, 60 days, 90 days, 180 days, and 365 days, to be exact). Since your income is calculated when you collect taxes, you can make that bonus apply to several days' worth of income by not collecting in the days leading up to your nation's anniversaries. Then, when the bonus comes, you can collect a substantial amount of extra cash.



If you are waiting to receive a large sum of foreign aid through the bank, you can get a lot more money by not collecting taxes for several days leading up to the receipt of the aid. Once you get the aid, pay your bills, then spending it all on infrastructure, and then collect all the taxes you had been building up. That way, you pay the fewest bills and get the maximum income (since you will produce more money after investing in infrastructure).





Well, if you managed to make it through that entire guide, congratulations! You're now prepared to handle the challenges that the CN world will throw at you. If you have any questions or suggestions for the guide, just PM me or query me on IRC and I'll be happy to help you.





HOW NOT TO SUCEED:



Under copyright law, this document is the intellectual property of poster zindabad, and it is not permitted to share it with anyone other than whom the user intends. Stealing this guide (defined as reposting or sharing it in whole or in part, in any form, without my express permission) is the surest way to earn your nation and alliance a ticket to the ZI (zero infrastructure) club, thereby rendering any benefits it may confer completely useless, as your nation will be unable to use the tips provided herein due to merciless and wanton destruction on the part of the CRRN.
















































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