Kitty
08-18-2007, 11:36 PM
1. Be Fatal
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 effect Populations Happyness and therefor effects thier and your income.
Setting it to these options will get you the best returns.
2nd issue, option 1. 3rd issue, option 2 or 3. 5th issue option 2 or 3.
Now your Government Type should be set to Monarchy. All other government hurt the environment which also effect happyness. The -1 to happyness due to having the wrong governemnt is countered by the bonus to environment (+2) now if you people want a revolutionary government, give it to them, that's good too.
You'll have to experiment with TAX RATES to see which gives you the most income per citizen. Mine is set at 28%, try everything from 16%-28% and check it often. Income is calculated at collection time so setting it low all day and changing it right before collection won't work.
RESOURCES:
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.
BONUS RESOURCES:
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.
INFRASTRUTURE:
only one word is the key to success in Cybernations. Buy it, as much as you can, whenever you can. This increases your population and therefore the amount of income your nation with generate. You can buy a max of 10 blocks per purchase, and the cost goes up with EVERY PURCHASE. So buy as many blocks of 10 as you can. Whatever you have left over should be spend on Tech
IMPROVMENTS:
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.
Generally anythiung that decreases your cost while boosting population and happyness is what you want. Start off with a Harbor as your first improvement, this allows you to have one extra trade slot for more resources. Then buy as many factories as you can (max of 5) and so on down the line.
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.
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 effect Populations Happyness and therefor effects thier and your income.
Setting it to these options will get you the best returns.
2nd issue, option 1. 3rd issue, option 2 or 3. 5th issue option 2 or 3.
Now your Government Type should be set to Monarchy. All other government hurt the environment which also effect happyness. The -1 to happyness due to having the wrong governemnt is countered by the bonus to environment (+2) now if you people want a revolutionary government, give it to them, that's good too.
You'll have to experiment with TAX RATES to see which gives you the most income per citizen. Mine is set at 28%, try everything from 16%-28% and check it often. Income is calculated at collection time so setting it low all day and changing it right before collection won't work.
RESOURCES:
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.
BONUS RESOURCES:
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.
INFRASTRUTURE:
only one word is the key to success in Cybernations. Buy it, as much as you can, whenever you can. This increases your population and therefore the amount of income your nation with generate. You can buy a max of 10 blocks per purchase, and the cost goes up with EVERY PURCHASE. So buy as many blocks of 10 as you can. Whatever you have left over should be spend on Tech
IMPROVMENTS:
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.
Generally anythiung that decreases your cost while boosting population and happyness is what you want. Start off with a Harbor as your first improvement, this allows you to have one extra trade slot for more resources. Then buy as many factories as you can (max of 5) and so on down the line.
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.