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-   -   OT: Cyber Nation (http://forum.shrapnelgames.com/showthread.php?t=33362)

Santiago May 4th, 2007 10:20 PM

Re: OT: Cyber Nation
 
Have offered you a trade, some rubberized fur coats http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities May 4th, 2007 11:09 PM

Re: OT: Cyber Nation
 
Thanks those were helpful tips. 16.5 happiness... I need to get it higher!

NullAshton May 4th, 2007 11:18 PM

Re: OT: Cyber Nation
 
Huh. Turning my tax rate from 23% to 28% increased my tax income a lot... whooo! That'll increase my growth by nearly 50%.

And should be getting my second improvement soon... dang it, I want steel.

Atrocities May 4th, 2007 11:21 PM

Re: OT: Cyber Nation
 
I am thinking about a Stadium next followed by at least 2 more banks and a second stadium as my population grows. Do improvements stack?

NullAshton May 4th, 2007 11:22 PM

Re: OT: Cyber Nation
 
If they don't stack, you simply can't build any more. Yes, most of them stack. You're actually encouraged to stack some of them such as Schools, since three schools allow you to build universities.

Beck May 4th, 2007 11:50 PM

Re: OT: Cyber Nation
 
Atrocities, if you have the money available, I would swap out the church. Churches are way down on the list since they only give you a +1 happiness. Given your resource mix, I think the best option for you is to switch between banks/stadiums and factories until you have 5 of each. That's assuming your citizen income is above $85. If it's below, then buy a stadium instead of a bank. As a frame of reference, I have 41 improvements and it was only the last one that I bought my first church. This is a suggested basic improvement list:

a. Basic improvement order

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, ***Police Headquarters, Police Headquarters, Police Headquarters, Police Headquarters, Police Headquarters, Clinic, Clinic, Clinic, **Church, Church, Church, Church, Church, Intelligence Agency, Intelligence Agency, Intelligence Agency, Intelligence Agency, Intelligence Agency, Labor Camp, Labor Camp, Labor Camp, Labor Camp, Labor Camp.

*Get a Stadium if the citizens are making less than $85 of gross income.
**Intel Agencies and Churches are pretty much the same, the order doesn’t matter.
***You may buy Labor Camps before the Police HQ if you don't want to do improvement swapping.

I adjust the order based on the resources I have since the lack of infrastructure reducing resources for example means you'll be paying higher infrastructure costs. In that case pushing up factories makes sense. Based on your resources, you might go something like bank, factory, bank, bank, factory, bank, factory, stadium, stadium factory, stadium factory, stadium, stadium just to get some of those infrastructure cost cutting in earlier. When you're at a decision point as to which to do, look at your upkeep cost per point of infrastructure and multiple it by your total infrastructure and compare it to the 7% for banks and $6.00 for stadiums added to income times your tax rate times the number of citizens. Whichever makes the makes or saves the most money, buy.

Edit: After typing this, I realized you're still under restrictions from your terms of surrender as regards factories. You have another 36-37 days to go before you can buy any factories. So for the time being, you're definitely banks/stadiums depending on what your citizen income is. Factories will have to wait until after the restriction is lifted.

Atrocities May 5th, 2007 12:08 AM

Re: OT: Cyber Nation
 
Thanks Beck, will do. http://forum.shrapnelgames.com/images/smilies/happy.gif I need to save up some $$ before I can buy the stadium. Will scrap the church when I can buy a stadium. http://forum.shrapnelgames.com/images/smilies/happy.gif

Trying to work a $20 donation for 5mil CN right now. If it goes through I will have 3 mil up front and 2 mil two weeks later.

Beck May 5th, 2007 12:27 AM

Re: OT: Cyber Nation
 
I'm guessing that is an in-house deal since the standard street price for a $20 donation is $3 million. It's tough get actual value on the street because of the aid slots. For a really large nation, $5 million for your donation is cheap. I know nations that $5 million will only buy 50 points of infrastructure when you get 200 for the donation.
I overpay for tech if it's with an alliance member since it serves as aid and I get what I want out of the deal to boot. I'm in the process of buying 135 levels of tech for $3 million, normal street is 150 levels for $3 million.

Definitely only swap out when you have the money to replace it. +1 happiness is better than nothing, it's $2.00 on citizen income unmodified.

capnq May 6th, 2007 05:27 PM

Re: OT: Cyber Nation
 
Quote:

capnq said: I am having intermittent problems with my telephone service which is making it really difficult to access the Web. [...] My net connection is so flaky right now that the best way to contact me about CyberNations issues is in-game messages to my username, AndyCarnegie.

OK, the telephone is finally fixed (had to replace maybe 60' of external wire), but now I'm having problems with the CyberNations in-game messages. "Sent Messages" isn't displaying anything after I send something. I had one message show up when I tried to send it a second time the next day.

Anyone else seeing this problem? I checked the Bug Report Forum but didn't see any similar compaints on the first page, and the internal search engine there is off-line.

capnq May 14th, 2007 10:54 AM

Re: OT: Cyber Nation
 
An update to bump the thread back onto the "active in past week" page.

Fiducia now has a fledgling air force. We've got enough income to pay our bills for several days without collecting taxes, so we've been earning a little bit of interest.

NullAshton May 14th, 2007 12:31 PM

Re: OT: Cyber Nation
 
For those of you that play Lunar Wars, I started an alliance called CoRN: Coalition of Rogue Nations.

Atrocities May 14th, 2007 04:24 PM

Re: OT: Cyber Nation
 
Deep sigh.

Combat Wombat May 20th, 2007 04:17 PM

Re: OT: Cyber Nation
 
How is it going GuyofDoom?

GuyOfDoom May 20th, 2007 05:15 PM

Re: OT: Cyber Nation
 
Alright. My second nation is growing at a decent rate.

Atrocities May 20th, 2007 09:51 PM

Re: OT: Cyber Nation
 
Quote:

GuyOfDoom said:
Alright. My second nation is growing at a decent rate.

In CyberNation or other? http://forum.shrapnelgames.com/images/smilies/happy.gif

Will May 21st, 2007 02:11 AM

Re: OT: Cyber Nation
 
*sigh*. I just had two trade partners drop on me. Again. Anyone got slots open for Fur and Spices? Anyone? Bueler?

Renegade 13 May 21st, 2007 06:23 PM

Re: OT: Cyber Nation
 
Bwahaha, making over $100,000 per day now in taxes http://forum.shrapnelgames.com/image...es/biggrin.gif Just about to purchase my second bank tomorrow or the next day!

NullAshton May 22nd, 2007 08:54 AM

Re: OT: Cyber Nation
 
Sorry, but I'm quite happy with my 6 bonus resources. Hehehe.

capnq May 29th, 2007 12:32 PM

Re: OT: Cyber Nation
 
(Another "active in last week" bump.)

Fiducia is in the midst of a recession, but our economy is still strong. We're currently pushing to get our infrastructure high enough to add some more advanced aircraft to our token air force.

Atrocities May 29th, 2007 05:49 PM

Re: OT: Cyber Nation
 
My economy is doing well. I have nearly 10k pop with 37.90 per person. How long that remains is any ones guess.

Atrocities June 2nd, 2007 03:05 AM

Re: OT: Cyber Nation
 
As a member of IRON now I am looking for people who want to join IRON and become members of my trade guilds. If any of you want to join IRON please let me know.

IRON offers good protection, good aid programs, and good long term trade partners.

Will June 2nd, 2007 03:12 AM

Re: OT: Cyber Nation
 
We'll see how long my current trade setup lasts. Somehow managed to get three bonus resources (Steel, Fast Food, and Microchips) just a week after having only two trade partners left. Only 6.4k pop, but they bring in $38.95 each in taxes, so that's nice http://forum.shrapnelgames.com/images/smilies/happy.gif

capnq June 2nd, 2007 04:35 AM

Re: OT: Cyber Nation
 
Fiducia just (barely) cracked the Nation Strength 1000 mark.

NullAshton June 2nd, 2007 11:22 AM

Re: OT: Cyber Nation
 
I'll stay with the Wombat Protectorate right now.

Renegade 13 June 2nd, 2007 05:03 PM

Re: OT: Cyber Nation
 
As shall I.

Santiago June 2nd, 2007 09:53 PM

Re: OT: Cyber Nation
 
I see no real reason to leave the Wombat Protectorate either.

Atrocities June 2nd, 2007 11:42 PM

Re: OT: Cyber Nation
 
http://forum.shrapnelgames.com/images/smilies/happy.gif You guys are indeed good guys. http://forum.shrapnelgames.com/images/smilies/happy.gif

Combat Wombat June 3rd, 2007 10:49 PM

Re: OT: Cyber Nation
 
You trying to steal people away Atrocities? Also wern't you in another Alliance before?

Everyone in the Protectorate seems to be doing fine, we are contnuing to stay under the radar and I don't believe there have been any major attacks against our members so I would judge this to be a success so far.

Atrocities June 3rd, 2007 11:18 PM

Re: OT: Cyber Nation
 
No, just making an offer to new players. If a few older ones wanted to come along then that would be fine. I am mainly looking for long term trade partners. I didn't expect any WP member to bail.. I am glad to see that that was true. http://forum.shrapnelgames.com/images/smilies/happy.gif

Randallw June 4th, 2007 08:47 AM

Re: OT: Cyber Nation
 
I got an event today, as hppens occasionally, but I am perplexed by this one.

Bumper crop
choice A: Burn the crops so as not to flood the market. Happiness -2, population income +$10.
choice B: Harvest crops. +2 Happiness, population income -$10
don't choose: +2 Happiness.

It seems doing nothing is better than choosing A or B. A would fit my nation if I thought it was beneficial, but it just appears to me to be better not to do anything.

Atrocities June 4th, 2007 09:42 AM

Re: OT: Cyber Nation
 
Crop Surplus
Your nation's crop output has recently surged.

Option 1: Destroy the crops in order to keep from flooding the market. Population happiness -2, Citizen income +$10.00
Option 2: Allow the crops to be harvested and sent to the market. Population happiness +2, Citizen income -$10.00

No Response: Population happiness +2

**Choose Option One.

Randallw June 4th, 2007 11:03 AM

Re: OT: Cyber Nation
 
As I said it's the sort of thing my government would do, but I wasn't sure as it says income not tax, so I wondered if the reduction in happiness would cancel out the increase income.

NullAshton June 4th, 2007 11:50 AM

Re: OT: Cyber Nation
 
You could..... just not do anything.

Atrocities June 4th, 2007 12:09 PM

Re: OT: Cyber Nation
 
Choose OPTION 1. Hell man there are dozens of guilds dealing with events to look at and THEY all say take option 1.

Combat Wombat June 4th, 2007 04:42 PM

Re: OT: Cyber Nation
 
Yep I would agree option one gives a far greater reward than the other two.

Will June 5th, 2007 12:43 AM

Re: OT: Cyber Nation
 
Quote:

Randallw said:
I got an event today, as hppens occasionally, but I am perplexed by this one.

Bumper crop
choice A: Burn the crops so as not to flood the market. Happiness -2, population income +$10.
choice B: Harvest crops. +2 Happiness, population income -$10
don't choose: +2 Happiness.

It seems doing nothing is better than choosing A or B. A would fit my nation if I thought it was beneficial, but it just appears to me to be better not to do anything.

+1 happiness without any other modifiers is +$2 population income. So, the options really are:
Option A: +$6 population income
Option B: -$6 population income
Do Nothing: +$4 population income

If you happen to have 5 banks, then doing nothing is slightly more beneficial than choosing the other options, since the income boost from banks applies to the income from happiness... so +$4 becomes +$5.40, and the options become (+$4.60, -$4.60, +5.40).

narf poit chez BOOM June 5th, 2007 02:08 AM

Re: OT: Cyber Nation
 
...Will the happens penalty stay? Take a look at long-term, too.

capnq June 20th, 2007 09:21 AM

Re: OT: Cyber Nation
 
Just discovered a new feature on the site today. They've added a third icon next to the Alliance Affiliation field that brings up a map showing where the top 100 members of the alliance are.

The Wombat Protectorate has been totally at peace for several days now.

Fiducia has virtually stopped growing in population, and I'm not sure why. We're only gaining 2-3 workers/day.

Randallw June 20th, 2007 10:08 AM

Re: OT: Cyber Nation
 
I noticed that alliance map feature today as well. I am slowly building up my infastructure. A month or two ago someone offered me a trade agreement along with #500K. I recall I bought a lot of land which in retrospect wasn't wise as it just lowered my population ratio. I bought some technology, which interests me as the level I have allows space travel appearently, a picture, yet there are empires with much larger technology. I can only imagine what picture they get, space colonies? I'm just building up more population and choosing improvements.

Beck June 20th, 2007 07:55 PM

Re: OT: Cyber Nation
 
Quote:

Will said:
Quote:

Randallw said:
I got an event today, as hppens occasionally, but I am perplexed by this one.

Bumper crop
choice A: Burn the crops so as not to flood the market. Happiness -2, population income +$10.
choice B: Harvest crops. +2 Happiness, population income -$10
don't choose: +2 Happiness.

It seems doing nothing is better than choosing A or B. A would fit my nation if I thought it was beneficial, but it just appears to me to be better not to do anything.

+1 happiness without any other modifiers is +$2 population income. So, the options really are:
Option A: +$6 population income
Option B: -$6 population income
Do Nothing: +$4 population income

If you happen to have 5 banks, then doing nothing is slightly more beneficial than choosing the other options, since the income boost from banks applies to the income from happiness... so +$4 becomes +$5.40, and the options become (+$4.60, -$4.60, +5.40).

Banks or not, option A is always the best option. The bank bonus is applied to the $6 same as the other options and you get $9 not $4.60 if you have all five banks. There is no difference in getting +$6 income or +3 happiness, they are the same. Happiness is converted into dollars before any of the modifiers are applied. All events last 30 days, then they expire.

Renegade 13 June 20th, 2007 09:42 PM

Re: OT: Cyber Nation
 
My nation is progressing nicely, just moved into 5th position from 6th in the alliance yesterday http://forum.shrapnelgames.com/image...es/biggrin.gif . Pulling in over $200k per day, minus about 47k in bills per day.

Randallw June 21st, 2007 12:37 AM

Re: OT: Cyber Nation
 
If no one else has done this, I only collect taxes every 2 days that way I get 12% interest. As long as I leave my reserves around 100K that means I get the maximum 10K interest. I have reached the stage though where it seems it might be better to collect taxes and add infastructure every day.

Atrocities June 21st, 2007 01:24 AM

Re: OT: Cyber Nation
 
I hate the resources I have been saddled with. Rubber and sugar are about the two most unwanted resources known to exist in the game. I cannot get good trade partners to save my ***.

Will June 21st, 2007 01:48 AM

Re: OT: Cyber Nation
 
Soon I'll be hitting the 1000 infra barrier... so I'm gonna have to not collect for like a week to get enough cash to balance out the price spikes.

Ragnarok June 21st, 2007 12:08 PM

Re: OT: Cyber Nation
 
My nation has progressed nicely as well. I have moved from 16th in the alliance standings to 8th currently in the last 2 weeks.

I am bringing in 145K a day and spending 33K in bills. Still have a long way to go but I'm getting there.

Renegade 13 June 21st, 2007 08:08 PM

Re: OT: Cyber Nation
 
Quote:

Will said:
Soon I'll be hitting the 1000 infra barrier... so I'm gonna have to not collect for like a week to get enough cash to balance out the price spikes.

Price spikes? Could you elaborate? I'm getting close to that stage as well, so would like to know http://forum.shrapnelgames.com/images/smilies/happy.gif
Quote:

Rubber and sugar are about the two most unwanted resources known to exist in the game.

Trust me, it's not worse than mine; coal and uranium. No one wants uranium, unless they want to buy nukes; other than that it's nearly useless. The strategy I used to get trading partners is to target players who have obviously just created a nation, and send them trade offers if they have resources I want. Since they're new to the game, they usually don't know that uranium sucks to be trading for http://forum.shrapnelgames.com/image...es/biggrin.gif

Atrocities June 21st, 2007 10:52 PM

Re: OT: Cyber Nation
 
I earn near a half a million a day in taxes. But since we are at war with FAN most of that goes for Tank and Military upkeep now. http://forum.shrapnelgames.com/images/smilies/frown.gif

Beck June 22nd, 2007 06:29 PM

Re: OT: Cyber Nation
 
Quote:

Renegade 13 said:
Quote:

Will said:
Soon I'll be hitting the 1000 infra barrier... so I'm gonna have to not collect for like a week to get enough cash to balance out the price spikes.

Price spikes? Could you elaborate? I'm getting close to that stage as well, so would like to know http://forum.shrapnelgames.com/images/smilies/happy.gif
Quote:

Rubber and sugar are about the two most unwanted resources known to exist in the game.

Trust me, it's not worse than mine; coal and uranium. No one wants uranium, unless they want to buy nukes; other than that it's nearly useless. The strategy I used to get trading partners is to target players who have obviously just created a nation, and send them trade offers if they have resources I want. Since they're new to the game, they usually don't know that uranium sucks to be trading for http://forum.shrapnelgames.com/image...es/biggrin.gif

The price/upkeep on infrastructure jumps 22.2%. Thus at 1000, you make thousands less income than at 999.99. It's called a jump because you need to be able to purchase a huge block of infrastrcuture at the same time to avoid making less money than you were before you made the jump. The amount needed varies depending on your resources and improvements. In general 80-120 infrastructure will see you clear it easily. Some can make it with as little as 5-60. Here is the formula if you want to do the math and get a more accurate estimate.

Excerpt from Feperier's Nation Building Guide
Quote:

Alright, now that I have tackled the costs, I’ll talk about 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.
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.



NullAshton June 22nd, 2007 06:54 PM

Re: OT: Cyber Nation
 
Rubber unwanted? My asphalt SCOFF at you, sir!

Same for coal. Yaaaay, iron. Yay automobiles, yay steel.

Uranium... I don't need that much, at least until I get nukes. You can reset your nation and randomize the resources you have, though.

Atrocities June 23rd, 2007 04:51 PM

Re: OT: Cyber Nation
 
Coal and lumber, or aluminum and water are probably two of the best resources combination to start the game with. EVERY ONE wants those.


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