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-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   OT: Cyber Nation (http://forum.shrapnelgames.com/showthread.php?t=33362)

capnq July 25th, 2007 08:00 AM

Re: OT: Cyber Nation
 
Quote:

NullAshton said: I personally have never had a problem with trade breakers.

Fiducia has repeatedly had trade partners deleted for inactivity.

capnq July 25th, 2007 08:09 AM

Re: OT: Cyber Nation
 
Quote:

AgentZero said: I posted an appeal, but I don't have high hopes, since it says in the FAQ that you're required to include your Nation Name, Ruler name and a link to your nation. The first two are fine, but the third is problematic, given that my nation has been deleted and thus I cannot provide a link to it. Convenient that.

I saved a copy of all that info plus the admin's username when I was reading the FAQ for some other reason.

capnq July 25th, 2007 08:15 AM

Re: OT: Cyber Nation
 
Quote:

NullAshton said: Who's Sala-ma-Song?

Sala-ma-Sond is our glorious leader Combat Wombat's nation. It's one of the few nations I've bookmarked in My Saved Nations.

I try to remember to mention my nation, Fiducia, in every post where it's relevant.

capnq July 25th, 2007 08:35 AM

Re: OT: Cyber Nation
 
Quote:

President_Elect_Shang said: It would also help if you formed some kind of cohesive government to send out ambassadors. There are a number of alliances in Aqua such as The Aquatic Brotherhood which can help you out if you only made an official offer toward them. This game is very heavily steeped in politics and intrigue. It's hard to operate as a serious alliance when you don't have a charter or interact with other alliances. Have you guys even posted on the CN forums that you are an alliance? How much do you guys interact with the CN forum?

Why do you assume we want to be a "serious" alliance? It has been mentioned in this thread that we're generally trying to lay low and not be noticed by any of the Big Boys.

I look at the CN Forums once a week on the off chance there will be something of interest posted; I don't recall finding anything worth replying to so far. Outside the informational admin posts, the signal-to-noise ratio is hellish. I use the in-game e-mail (when it works) to talk to people, mainly to add a personal touch to trade offers.

capnq July 25th, 2007 08:47 AM

Re: OT: Cyber Nation
 
Quote:

President_Elect_Shang said: If a game doesn't have challenging features why play?

The borders between "challenging", "frustrating", and "tedious" vary from person to person. They can even vary over time for the same person.

I've currently got three SEIV solo games running. I will play one until I get tired of some facet of it, then switch to the next one in rotation. If I don't feel up to dealing with any of the current ones, I'll start another new one. Between the three solos and the two PBW games I'm in, the game stays fresh for me.

Randallw July 25th, 2007 10:01 AM

Re: OT: Cyber Nation
 
Someone gave me 500K once to agree to a trade and said he'd give me 500K a month If I kept the trade. After the first month I never received any more and since I didn't think to note who it was don't know if it is someone I still trade with or someone who left. I'm too lazy to pursue the situation. Same reason I never really followed up the fact I haven't received war debts from whoever I last had a war with.

GuyOfDoom July 25th, 2007 11:39 AM

Re: OT: Cyber Nation
 
Quote:

President_Elect_Shang said:
http://forum.shrapnelgames.com/image...s/confused.gif If a game doesn't have challenging features why play? It's like playing a game of SE5 without other players or AI.

The are only two "challenges" in this game:
1) Keeping a solid circle of trade agreements, in which case it is very easy to get a disadvantage with your starting resources.

2) Not getting killed by an alliance for making an offense which at best is vague given the limited actions in the game.

I honestly don't see much strategy to the game. The initial reason I liked it was it looked like a more detailed version of Nationstates, but I've come to realize sense that some people take it as serious as a heart attack.

I've just discovered Travian (www.travian.com or www.travian.us) and I find it far more entertaining. It also has rules against most of the things I find most annoying in Cybernations.

Desert Rat July 25th, 2007 01:36 PM

Re: OT: Cyber Nation
 
Greetings from Tucson (the nation that is)!

Started the game about a month ago after reading this forum and checking out the game. Been playing SEIV and SEV for years now.

Slowly getting to the point where I can start to build my technology up.

And yes, GuyofDoom, I am working on my Lucky 7. Will be swapping out some resources when my tech gets to >5 so that I can get Construction.

If anyone wants to buy Technology cheaper, let me know. We can work a deal. My cost right now is $9500 per level.

Atrocities July 25th, 2007 01:45 PM

Re: OT: Cyber Nation
 
For reference what are the Lucky Seven resources?

Desert Rat July 25th, 2007 01:58 PM

Re: OT: Cyber Nation
 
If I have it right (please correct if not), the object is to trade for the resources that will give you seven of the Bonus Resources.

Asphalt
Automotive
Construction
Fine Jewelry
Microchips
Radiation Cleanup
Steel
and maybe even Scholars

I have two (Steel and Fine Jewelry) and need Technology >5 before I swap some resources to get Construction, then Asphalt and then Automotive. Need higher Technology before I get Microchips and Radiation Cleanup. I am limited by my starting resources as to how far I can go.

The following eleven resources are what you are looking for:

Aluminum
Coal
Gold
Gems
Iron
Lead
Lumber
Marble
Oil
Rubber
Silver


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