Aircraft - There are 18 different aircraft in the game consisting of fighters and bombers (9 of each type). When launched on bombing runs bomber aircraft have the ability to destroy up to 20 infrastructure, 20 tanks, and up to 5 cruise missiles per bombing run. Fighter aircraft help defend your bombers during bombing runs and can also be launched without bomber aircraft for dog fights with enemy fighters. Fighter aircraft are your only line of defense against enemy bombers and fighters. Fighter aircraft cannot destroy enemy infrastructure, tanks, or cruise missiles. Each aircraft type has an aircraft strength rating from 1 to 9. The more advanced (and more expensive) aircraft have the highest strength ratings and can therefore inflict more damage on your opponent. To determine how much an aircraft will affect your nation strength level multiply the aircraft strength x 5. For costs and analysis of all aircraft in the game view your Aircraft Purchase screen.
Several resources reduce the initial cost of aircraft including aluminum, oil,
and rubber. You may purchase up to 50 aircraft (60 with construction). Your aircraft purchases may consist of any variety of fighter and bombers. You may elect to focus your air force only on fighters or only on bombers or whatever
combination you desire. When attacking an enemy with aircraft you are limited to two attacks per war per day.
Tips: It is a good idea to always keep fighter aircraft on hand at all times. Bombers have no defense beyond their strength rating so always escort your bombers when attacking. While there is a chance your bombing run will still be successful without fighter escorts, your odds are much better with escorts. If your enemy does not have fighter aircraft your bombers will be free to attack unharmed.
Alliances - Alliances are player created groups managed outside the game. Alliances offer player protection during wars, organized strategies in game, increased player interaction, and often offsite forums and communities of their own.
To specify your nation's alliance go to your Edit My Nation screen and make a
selection from one of the existing alliances under the Alliance Affiliation
selector. If you wish to create your own alliance then select Specify Other on
the Alliance Affiliation selector and enter the name of your new alliance. To
have other players join your alliance, have them enter your alliance name when
they select Specify Other. There are no hard coded benefits in the game to being part of a player created alliance. Many of the player created alliances attempt to gain �control� over particular teams. This gives the various alliances a color identity and an opportunity to gain happiness by trading with one another in the game. There are a few in game screens in the World Statistics
page that provide statistics and detail player created alliances.
Alliance score is determined by the following equation:
((alliance nations / total nations * 1,000) + (alliance strength / 100,000)) / 3
Teams - In the game teams are open to all players.
There are 12 available teams in the game with include: Aqua, White, Red, Green, Brown, Blue, Purple, Orange, Maroon,
Black, Yellow, Pink, None (Grey). Teams provide an added dynamic to the game by
allowing team members who trade with one another an extra population happiness
point. Being a member of an in game team that is �controlled� by an alliance
does not mean that you are a member of that particular alliance.
Cruise Missiles - Cruise missiles cost a base
of $20,000 and cost a base of $200 to maintain. The results of a cruise missile
launch are generated randomly. The base damage of tanks destroyed is 10,
technology destroyed is 1, and infrastructure destroyed is 5. These values are
adjusted based on satellites, missile defenses, technology mod, and supporting
navy. You may launch up to 2 cruise missile attacks per battle front per day.
Cruise missile attacks do not count against ground battle attacks or vice versa.
DEFCON - DEFCON (DEFense CONdition) level allows nations to specify their national defense condition. DEFCON is a series of different alert conditions that players can set for their nation in the event of an emergency. The five levels of DEFCON are:
- DEFCON 5 - Normal peacetime military readiness. (+2 happiness, +20% initial soldier cost, 76%
soldier efficiency, tank, navy, aircraft strength in battle)
- DEFCON 4 - Normal military readiness, increased intelligence and strengthened security measures. (+1 happiness, +10% initial soldier cost, 81%
soldier efficiency, tank, navy, aircraft strength in battle)
- DEFCON 3 - Increased military readiness above normal readiness. (+0 happiness, +0% initial soldier cost, 86%
soldier efficiency, tank, navy, aircraft strength in battle)
- DEFCON 2 - Increased military readiness, but less than maximum readiness. (-1 happiness, -10% initial soldier cost, 93%
soldier efficiency, tank, navy, aircraft strength in battle)
- DEFCON 1 - Maximum military readiness. (-2 happiness, -20% initial soldier cost, 100%
soldier efficiency, tank, navy, aircraft strength in battle)
Efficiency Rating - Efficiency is a
rough indicator of how well a nation is doing in the game. The formula is
Efficiency = Strength / Days Played. Efficiency does not take into account wars,
foreign aid, and older nations will have lower efficiency ratings since the cost
of most items in the game increases as you grow stronger.
Environment - Environment consists of a nation's
nature and surrounding conditions as well as its social and political
atmosphere. Environment effects both your nations population happiness and
population count. There are numerous variables in the environment bar which
include some of the connected resources (coal, oil, and uranium bring your
environment down), a nations tech level, infrastructure to land ratio, military
to population ratio, not having access to water, certain government types, your
responses to the drug and immigration government policy questions, owning
nuclear weapons, etc... The better your environment the more citizens you get
and the happier your total population will be.
Foreign Aid -
The foreign aid screen allows you to send aid to any other nation within Cyber Nations in the form of money, technology, and/or military assistance. Sending foreign aid does not require nations to be on the same team nor is strength a factor in the foreign aid system. To send aid to another nation view the nations details screen for the nation you want to send aid to and click the 'Aid' link at the top of the page. Fill in the details of the foreign aid offer that you are sending and click the 'Offer Foreign Aid' button. Once your aid offer is submitted a private message will be sent to the recipient notifying them of your foreign aid offer. Until the recipient reviews the foreign aid offer and accepts it the aid offer will be placed in pending status. While in pending status both nations have the option to cancel the offer.
Until the aid offer is accepted no items are deducted from the sender of the aid
offer. Once accepted however an aid offer cannot be canceled or deleted until the offer expires. By accepting a foreign aid offer the aid items sent will be credited to the receiver's nation and debited from the sender's nation. For example, if Nation A sends $100,000, 50 technology, and
1,000 soldiers Nation B will be credited with those items and Nation A will lose those items upon acceptance. The maximum offer for any foreign aid offer is $6,000,000 cash,
100 technology, and 4,000 soldiers.
The limit of foreign aid that can be received in a 10 day period cannot exceed 4 aid agreements
(5 with a Foreign Ministry). There are no requirements in the game for foreign aid payback. The terms of foreign aid agreements are up to the players themselves to determine. Keep in mind however that all your foreign aid agreements are available for public viewing in the All Foreign Aid Offers Across the Globe screen.
The Federal Aid Commission wonder allows two nations that have the wonder to
participate in secret foreign aid. If both nations have a Federal Aid Commission
wonder you may send foreign aid in secret by clicking the secret aid box in the
aid offer screen. When you send foreign aid in secret it will cost the sending
nation 200% of the items that are sent. The receiving nation will still get the
actual amounts of the items that are sent as usual. Secret aid offers hide the
receiver's information and aid details with ????? instead of displaying that
information to the rest of the world. Successful 'Gather Intelligence' spy
operations can expose the sender of a secret foreign aid agreement and who they
send secret foreign aid to.
DO NOT attempt to abuse the foreign aid system with multiple accounts by the same player. Any puppet nation used in the foreign aid system is against the rules. This includes player created nations to send aid to themselves, alliance created puppets to use as a 'bank' for their alliance, etc... Players are asked to help keep the foreign aid system honest and report any violations discovered of these rules in the Report Game Abuse forum immediately. Nations that do cheat will be flagged with a cheat indicator in the All Foreign Aid Offers Across the Globe screen for everyone to see:
When you send aid you must keep money on hand to pay for the money
sent. You cannot send more items than what you have. You cannot send aid and
spend it, otherwise the offer will be rejected by the game system. Furthermore you can only
send up to 100 technology, and as the same with money you cannot cause a
technological deficit. The game will not allow you to send money if you
have less than $500.
Government Type - When you first create your nation and select your government type a random government type will be selected for your people's �desired government.� If your nation's government type is not the same as your people's desired government then your nation's population happiness will be negatively affected. How do you know what your people's desired government type is? The only way to tell is by changing your government type until you see the message �Your people are pleased with this government type.� Of course you can only change your government type once every 3 days.
The 11 available government types to choose from are as follows:
- Anarchy - A complete lack of government that usually results in a state of lawlessness and disorder.
- Capitalist - A government that invests capital in a business (especially a large business).
- Communist - A theoretical system of social organization and a political movement based on common ownership of the means of production. As a political movement, communism seeks to establish a classless society.
- Democracy - A form of government where all the state's decisions are exercised directly or indirectly by a majority of its citizenry through a fair elective process.
- Dictatorship - Government by a single person or group of people who are in no way held responsible to the general population. Their discretion in using the powers and resources of the state is unrestrained by any fixed legal or constitutional rules.
- Federal Government - A government with strong central powers and usually comprised of a system of government where there is a division of legislation, executive and judicial power between two main levels of governments.
- Monarchy - Form of government in which political power belongs largely to one ruler, generally called a king or queen, who receives his or her position by claim of divine or inherited right.
- Republic - A form of government whose head of state is not a monarch but instead is led by people who do not base their political power on any principle beyond the control of the people living in that state or country.
- Revolutionary Government - A government that is formed on radical and revolutionary governing ideals.
- Totalitarian State - A form of government that exercises massive, direct control over virtually all the activities of its subjects.
- Transitional - A transitional government is a temporary ruling organization usually put into place pending the establishment of a permanent government.
Here's a chart of how the various governments play an effect on the game:
Improvements -
Nation improvements are buildings that you can purchase to further mold your nation into your own choosing. Nation improvements are quite expensive but the benefit is that they are not subject to outside forces. Unlike regular infrastructure in war, improvements cannot be destroyed by other nations. Improvements are stackable, so purchasing two banks will increase your population income +14%. You may only purchase one building per 1000 citizens. Nations are limited to 5 per type of improvement unless otherwise specified. You must pay
bills on your nation improvements at a starting rate of $500 per day (this figure goes up the more improvements you own.)
- Airport - $100,000 - Reduces aircraft cost -2% and reduces
aircraft upkeep costs -2%. Limit 3.
- Bank - $100,000.00 - Increases population income +7%.
- Barracks - $50,000.00 - Increases soldier efficiency +10%, reduces soldier upkeep cost -10%.
- Border Fortifications - $125,000 - Raises effectiveness of
defending soldiers +2%. Reduces max deployment by 2%. Requires maintaining a
Border Wall for each Border Fortification. Limit 3. Cannot own if Forward
Operating base is owned. Collection required to delete.
- Border Walls - $60,000.00 - Decreases citizen count -2%, increases population happiness +2, Improves environment +1. (Does not affect Global Radiation levels).
Reduces the number of criminals in a nation 1% for each Border Wall.
Border Walls may only be purchased one at a time.
- Bunker - $200,000 - Reduces infrastructure damage from aircraft,
cruise missiles, and nukes -3%. Requires maintaining a Barracks for each
Bunker. Limit 5. Cannot build if Munitions Factory or Forward Operating Base
is owned. Collection required to delete.
- Casino - $100,000 - Increases happiness by 1.5, decreases citizen
income by 1%, -25 to crime prevention score. Limit 2.
- 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.
This improvement may not be destroyed if it is supporting a hospital until
the hospital is first destroyed.
- Drydock - $100,000 -
Allows nations to build and maintain navy Corvettes, Battleships, Cruisers, and
Destroyers. Increases the number of each of these types of ships that a
nation can support +1. This improvement may not be destroyed if it is
supporting navy vessels until those navy vessels are first destroyed. Requires Harbor.
- Factory - $150,000.00 - Decreases cost of cruise 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.
- Forward Operating Base - $125,000 - Increases ground attack
damage 5%, Reduces effectiveness of one's own defending soldiers -3%.
Requires maintaining a Barracks for each Forward Operating Base. Limit 2.
Cannot own if Border Fortifications or Bunker is owned. Collection required
to delete.
- Guerrilla Camp - $20,000.00 - Increases soldier
efficiency +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.
This improvement may not be destroyed if it is supporting trade agreements
or navy vessels until those trade agreements and navy vessels are first
removed.
- Hospital - $180,000.00 - Increases population count by 6%. Need 2 clinics for a hospital. Limit one hospital per nation.
Nations must retain at least one hospital if that nation owns a Universal
Health Care wonder.
- Intelligence Agency - $38,500.00 - Increases happiness for tax rates greater than 23% +1.
Each Intelligence Agency allows nations to purchase + 100 spies. This
improvement may not be destroyed if it is supporting spies until those spies
are first destroyed.
- Jail - $25,000 - Incarcerates up to 500 criminals. Limit 5.
- Labor Camp - $150,000.00 - Reduces infrastructure upkeep costs -10%, reduces population happiness -1.
Incarcerates up to 200 criminals per Labor Camp.
- Missile Defense - $90,000.00 - Reduces effectiveness of incoming cruise missiles used against your nation -10%.
Nations must retain at least three missile defenses if that nation owns a
Strategic Defense Initiative wonder.
- Munitions Factory - $200,000 - Increases enemy infrastructure
damage from your aircraft, cruise missiles, and nukes +3%. +0.3 penalty to
environment per Munitions Factory. Requires maintaining 3 or more Factories.
Requires having Lead as a resource to purchase. Limit 5. Cannot build if
Bunkers owned. Collection required to delete.
- Naval Academy
- $300,000 -
Increases both attacking and defending navy vessel strength +1. Limit 2
per nation. Requires Harbor.
- Naval Construction Yard
- $300,000 -
Increases the daily purchase limit for navy vessels +1. Your nation must
have pre-existing navy support capabilities (via Drydocks and Shipyards) to
actually purchase navy vessels. Limit 3 per nation. Requires Harbor.
- Office of Propaganda - $200,000 - Decreases the effectiveness of
enemy defending soldiers 3%. Requires maintaining a Forward Operating Base
for each Office of Propaganda. Limit 2. Collection required to delete.
- Police Headquarters - $75,000.00 - Increases population
happiness +2.
- Prison - $200,000 - Incarcerates up to 5,000 criminals. Limit 5.
- Radiation Containment Chamber - $200,000 - Lowers global
radiation level that affects your nation by 20%. Requires maintaining
Radiation Cleanup bonus resource to function. Requires maintaining a Bunker
for each Radiation Containment Chamber. Limit 2. Collection required to
delete.
- Red Light District - $50,000 - Increases happiness by 1,
penalizes environment by 0.5, -25 to crime prevention score. Limit 2.
- Rehabilitation Facility - $500,000 - Sends up to 500 criminals
back into the citizen count. Limit 5.
- Satellite - $90,000.00 - Increases effectiveness of cruise missiles used by your nation +10%.
Nations must retain at least three satellites if that nation owns a
Strategic Defense Initiative wonder.
- School - $85,000.00 - Increases population income by 5%, increases literacy rate +1%. Purchasing 3 or more schools allows you to purchase universities.
This improvement may not be destroyed if it is supporting universities until
the universities are first destroyed.
- Shipyard - $100,000 -
Allows nations to build and maintain navy Landing Ships, Frigates, Submarines, and
Aircraft Carriers. Increases the number of each of these types of ships that
a nation can support +1. This improvement may not be destroyed if it is
supporting navy vessels until those navy vessels are first destroyed. Requires Harbor.
- Stadium - $110,000.00 - Increases population happiness + 3.
- University - $180,000.00 - Increases population income by 8%, reduces technology cost -10%, increases literacy rate +3%.
Three schools must be purchased before any universities can be purchased. Limit two universities per nation.
My Profile Options -
In the game under My Menu in the left navigation menu you will see a link called My Profile. From here you can manage your in-game email address and edit your user password. There are also options in this screen to adjust the game based on your user preferences:
- Nations per page
- This option allows you to specify the number of
nations to be displayed when searching for nations and viewing nation
statistic lists. Users with dial up and slow internet connections will want
to keep this setting at 10 nations per page. Users with high speed internet
connections (DSL, Cable, T1, etc..) may wish to select a higher number of
nations per page.
- Enable color blind accessibility - This feature turns on or off the colored team boxes for users who have a hard time distinguishing between
certain types of colors or if the colored boxes hurt their eyes. By clicking the checkbox and
submitting the changes the colored team checkboxes will be replaced with standard black text on all screens in the game. By default this option is turned off.
- Enable site ads for nation bonus - This feature turns on or off
the site ads that are displayed at the top of the game pages. Having this
option enabled allows you to collect up to $10,000 in interest for your
nation at a rate of 12% when collecting taxes and will deliver the content
ads from Google on most in-game pages. Having this option disabled provides
the standard interest collection at a maximum of $5,000 at a rate of 8% when
collecting taxes and will not deliver the content ads in the game.
- War Email Notification - Checking this option will allow you to
receive email notifications when other players declare war on your nation.
- Enable Popup Navigation - Checking this option will turn on
the left navigation popup menus. These menus are javascript driven and if
they are not supported by your browser or cause other issues you may wish to
turn them off.
- Disabled System Team News - Checking this option will disable the
alerts that you receive on your nation display page for system generated
team messages. You will still receive alerts for team messages that human
team senators generate.
Hits Limit - The daily actions limit of hits 2,000 is a
limit placed on the number of allowed clicks in the game per day. Every page
click in the game increases this counter. If you reach your hits limit for the
day then you will be locked out of the game for the remainder of the day until
midnight update when the hits limit counter resets.
Wonders -
National wonders are much like regular nation improvements in that they allow you to further modify your nation based on your own strategies. The difference between national wonders and nation improvements is that national wonders do not require a specific number of citizens to develop but instead have an enormous cost associated with them. Another difference to national wonders is that you can only
purchase one of each type of national wonder and you may only develop one national wonder once every 30 days. National wonders cost $5,000 a day to maintain. When purchasing national wonders do not expect a huge return for your investment. That is not the point behind national wonders. Instead, national wonders are intended for those nations who are reaching the very peak of their nation development due to nearing maximum development in infrastructure, land, improvements, etc... to give those nations a slight push above their competition. Therefore national wonders are not intended for everyone and are instead intended to provide a slight strategy for the most advanced players and an additional goal for everyone to strive to. The following are the official costs and bonuses of national wonders:
- Agriculture Development Program -
$30,000,000 - Increases land size by 15%, Increases citizen income +$2.00,
Increases the citizen-bonus for land from 0.2 to 0.5. Requires 3,000 land
purchased, 500 technology.
- Anti-Air Defense Network - $50,000,000 -
Reduces odds of incoming aircraft attacks against your nation -25%. Reduces
aircraft attack damages against your nation -10%.
- Central Intelligence Agency - $40,000,000 -
Increases the number of spies that your nation can support +250 and
increases your nation's spy attack strength +10%.
Only viewable by the user who owns it.
- 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.
- EMP Weaponization - $200,000,000 + (Nation Strength * 2,000) -
Provides attackers with 5,000 or more technology the option to launch a
targeted EMP nuclear attack. Nuclear weapons can target higher
infrastructure, higher land, or higher technology damage based on player
choice when launching nukes. When you choose to target infrastructure, land,
or technology you are trading more damage to your target for less damage for
the other two. For instance, if you choose to target infrastructure you will
do more base damage to infrastructure but less damage to land and
technology. Requires 5,000 technology and a Weapons Research Complex to
purchase.
- Fallout Shelter System - $40,000,000 -
Allows 50% of your defending soldiers to survive a nuclear strike (Does not
prevent nuclear Anarchy but does prevent troops from being totally depleted), Reduces tank, cruise missile,
and aircraft, losses from a nuclear strike by -25%, Reduces nuclear
vulnerable navy losses by 12%, Reduces
nuclear anarchy effects by 1 day. Requires 6,000 infrastructure, 2,000 technology.
- Federal Aid Commission - $25,000,000 -
Raises the cap on foreign money aid +50% provided that the foreign aid
recipient also has a Federal Aid Commission wonder. Allows two nations with
the Federal Aid Commission wonder to send secret foreign aid. Secret foreign
aid costs the sender 200% the value of the items that are sent.
- Federal Reserve - $100,000,000 + (Nation Strength * 1,000) - Increases the number of banks
that can be purchased +2. Requires Stock Market.
- Foreign Air Force Base - $35,000,000 -
Raises the aircraft limit +20 for your nation and increases the number of
aircraft that can be sent in each attack mission +20.
- Foreign Army Base - $200,000,000 - Adds an extra +1 offensive war
slot. Requires 8,000 technology to purchase.
- Foreign Naval Base - $200,000,000 - Allows +2 naval vessels to
be purchased per day (+1 in Peace Mode) and also allows +1 naval deployment
per day. Requires 20,000 infrastructure.
- 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.
- 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.
- 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.
- Hidden Nuclear Missile Silo - $30,000,000 -
Allows your nation to develop +5 nuclear missiles that cannot be destroyed
in spy attacks. (Nations must first be nuclear capable in order to purchase
nukes.)
- Interceptor Missile System (IMS) - $50,000,000 - Thwarts Cruise
Missile Attacks, 50% of the time (removes 1 attackers CM strike chance for
that day when successful). Requires 5,000 technology and a Strategic Defense Initiative (SDI).
- Internet - $35,000,000 - Provides Internet infrastructure throughout your nation. Increases population happiness +5.
- 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%.
- Manhattan Project - $100,000,000 - The
Manhattan Project allows nations below 5% of the top nations in the game to
develop nuclear weapons. The Manhattan Project cannot be destroyed once it
is created. The wonder requires 3,000 infrastructure, 300 technology, and a
uranium resource.
- Mars Base - $100,000,000 + (6,000 * (Nation Strength - (Technology
Purchased * 2))) - Reduces
infrastructure cost and bills -3%. Provides a gradually increasing happiness bonus that peaks at +6 happiness at the end of the life of the wonder. Expires
at 1,200 days. Cannot build Moon wonders if you build Mars wonders. Requires
Space Program.
- Mars Colony - $100,000,000 + (5,000 * (Nation Strength -
(Technology Purchased * 2))) -
Stores 5% of citizen count at time of purchase. Provides a gradually
increasing happiness bonus that peaks at +4 happiness at the end of the life
of the wonder. Expires at 900 days. Relocating your Mars Colony gives you
the option to reset the stored citizen count based on your current citizen
population for a fee. Cannot build Moon wonders if you build
Mars wonders. Requires Space Program and Mars Base.
- Mars Mine - $100,000,000 + (5,000 * (Nation Strength - (Technology
Purchased * 2))) -
Provides access to a randomly selected bonus resource of Basalt, Sodium,
Magnesium, or Potassium. Provides a gradually increasing happiness bonus
that peaks at +4 happiness at the end of the life of the wonder. Expires at
900 days. Relocating your Mars Mine gives you the option to randomly select a new
Mars resource for a fee. Cannot build Moon wonders if you build Mars wonders. Requires
Space Program and Mars Base.
- Mining Industry Consortium - $25,000,000 -
Increases population income by $2.00 for the resources Coal, Lead, Oil, Uranium that
your nation has access to. Requires 5,000 infrastructure, 3,000 land
purchased, 1,000 technology.
- Moon Base - $50,000,000 + (3,000 * (Nation Strength - (Technology
Purchased * 2))) - Reduces
infrastructure cost and bills -4%. Provides +5 happiness that degrades over the life of the wonder. Expires
at 600 days. Cannot build Mars wonders if you build Moon wonders. Requires
Space Program.
- Moon Colony - $50,000,000 + (2,500 * (Nation Strength -
(Technology Purchased * 2))) - Stores 6%
of citizen count at time of purchase. Provides +3 happiness that degrades
over the life of the wonder. Expires at 450 days. Relocating your Moon
Colony gives you the option to reset the stored citizen count based on your
current citizen population for a fee. Cannot build Mars wonders
if you build Moon wonders. Requires Space Program and Moon Base.
- Moon Mine - $50,000,000 + (2,500 * (Nation Strength - (Technology
Purchased * 2))) - Provides access to a randomly selected
bonus resource of Silicon, Titanium, Radon, or Calcium. Provides +3 happiness that degrades over the life
of the wonder. Expires at 450 days. Relocating your Moon Mine gives you the
option to randomly select a new Moon resource for a fee. Cannot build Mars wonders if you build
Moon wonders. Requires Space Program and Moon Base.
- Movie Industry - $26,000,000 - The movie industry provides a great source of entertainment to your people. Increases population happiness +3.
- National Cemetery - $150,000,000 - Provides +0.20 Happiness per
1,000,000 soldier casualties up to +5 happiness. Requires 5 million soldier
casualties and a National War Memorial.
- National Environment Office -
$100,000,000 - The national environment office removes the penalties for
Coal, Oil, and Uranium, improves environment by 1
point, increases population +3%, and reduces infrastructure upkeep -3%.
Requires 13,000 infrastructure.
- 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%.
- National War Memorial - $27,000,000 - The war memorial allows your citizens to remember its fallen soldiers. This
wonder is only available to nations that have lost over 50,000 soldiers during war throughout the life of your nation. Increases population happiness +4.
- Nuclear Power Plant - $75,000,000 -
The nuclear power plant allows nations to receive Uranium financial bonus
(+$3 citizen income +$0.15 per technology level up to 30 technology levels.
Requires an active Uranium trade.) even when maintaining nuclear weaponry.
The nuclear power plant by itself, even without a Uranium trade, reduces infrastructure upkeep -5%,
national wonder upkeep -5%, and improvement upkeep -5%. Requires 12,000
infrastructure, 1,000 technology, and a Uranium resource to build. Nations that
develop the Nuclear Power Plant must keep their government position on
nuclear weapons set to option 2 or 3.
- Pentagon - $30,000,000 - The Pentagon
serves as your nation's headquarters for military operations. Increases
attacking and defending ground battle strength +20%.
- Political Lobbyists - $50,000,000 - Your vote counts as two
votes in your team's senate. Must be re-purchased every time you switch
teams.
- Scientific Development Center -
$150,000,000 - The scientific development center increases the productivity
of your factories from -8% infrastructure cost to -10% infrastructure
cost, increases the productivity of your universities from +8% citizen
income to +10% citizen income, allows the Great University to give its
technology happiness bonus up to 5,000 technology levels (+2 happiness each
1,000 technology levels). Requires 14,000 infrastructure, 3,000 technology,
Great University, National Research Lab.
- 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.
- 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%.
- Stock Market - $30,000,000 - The stock market provides a boost to your economy. Increases citizen income +$10.00.
- Strategic Defense Initiative (SDI) -
$75,000,000 - Reduces odds of a successful nuclear attack against your
nation by 60%. The SDI wonder also requires 3 satellites and 3 missile
defenses and those satellites and missile defenses cannot be deleted once
the wonder is developed.
- Superior Logistical Support - $80,000,000 - Provides supplies
more efficiently to your nation's military. Reduces Aircraft and Naval
Maintenance Cost by -10% and Tank Maintenance Cost by -5%. Increases
attacking and defending ground battle strength +10%. Requires Pentagon.
- Universal Health Care - $100,000,000 - A Universal Health Care
program increases population +3% and increases population happiness +2.
Requires 11,000 infrastructure, Hospital, National Research Lab.
- Weapons Research Complex - $150,000,000 -
Increases the technology bonus to damage from 0.01% to 0.02% per technology
level, Increases the number of nukes that can be purchased per day to 2,
hurts environment by +1, Increases the purchase costs of all military by
0.01% per technology level. Requires 8,500 infrastructure, 2,000 technology,
National Research Lab, Pentagon Wonder.
Moon & Mars Wonders - The Moon
and Mars wonders are such unique wonders that they deserve their own section
in order to provide a full description on how the wonders work. High level
nations with a Space Program and the required funds can purchase either a
Moon Base or a Mars Base. Once a nation builds a Moon Base or any other Moon
facilities they will be unable to build facilities on Mars, unless first
destroying those facilities on the Moon and vice versa, so choose your
destination wisely. Once a Moon Base or a Mars Base is purchased you will
see a new Moon or Mars icon appear beside your nation name on your nation
display page. Clicking this icon will take you to the Moon or Mars map where
you can view and operate your Moon or Mars facilities. One of the key
concepts behind the Moon and Mars wonders is that of a position on the Moon
and Mars that provides premium solar and resource utilization known as a
hidden hotspot that affects the effectiveness of Moon or Mars facilities in
the game. The closer in miles that a facility is to the hotspot the more
effective that wonder becomes for your nation up to a maximum of 100% and a
minimum of 50%. Players can relocate any of their Moon or Mars facilities
once every 7 days at a price of (Nation Strength * 10). The Moon and Mars
hotspots randomly change on the 1st day of each new calendar month.
Nation Maps -
When you create your nation you select your location (coordinates) on the map (you
can change this location later by visiting your nation map screen). Although
you select your nation position in the beginning of the game, your nation
will not show up on the Top 100 Nations Map until your nation climbs up the
strength ladder to become one of the top 100 nations. As your nation grows
over time though land purchases, gains via conquest, and natural growth the
ring around your capital city will expand. This ring represents your land
holdings in actual miles on the map. (The maximum land indicator size on this map is 3,000 miles. Nations may own more than 3,000 miles of land in the game.)
Land -
Purchasing land increases the size of your borders and decreases population density which makes your citizens happier. Land is also represented by the circle surrounding your capital city in the various Google maps in the game. Land also grows naturally in the game at a rate of 0.5 miles per day.
If a nation owns navy vessels it may not sell below 1,500 miles of land.
Defending land can be stolen in war via ground attacks and destroyed in
nuclear missile attacks. Defenders in ground battles receive a slight bonus to
their battle odds based on the level of land of the defending nation. Land increases your chances of spy counter-operation success with the
following equation: Number of Spies + (Technology Purchased / 20) + (Total
Land / 70)
Infrastructure -
Infrastructure in the game is defined as services and facilities that support day to day economic activity in your nation. Infrastructure includes roads, electricity, telephone service, public transportation, sewers, bridges etc� In the game your nation's infrastructure is represented by a number that indicates your infrastructure level. The greater the number the more infrastructure your nation has. Purchasing infrastructure improves your lands which allow your government to both earn more income from your citizens and increase your population count.
Infrastructure prices increase as you buy more. This is a result of supply and demand on your infrastructure.
Infrastructure can be destroyed in war via ground attacks, cruise missile
attacks, nuclear missile attacks, and aircraft attacks. Defenders in ground
battles receive a bonus to their battle odds based on the level of
infrastructure of the defending nation. (This bonus is reduced based on the
number of attacking tanks. See the Tanks description for
more information.)
Military - Purchasing soldiers provides three functions 1) defend your nation against foreign attacks 2) deploying soldiers overseas to attack other nations and 3) a police force for your population. Purchasing
soldiers will increase your total population count
based on real soldier numbers but you will not be able to collect taxes from your military personnel.
Beside your soldier counts in-game you will notice a number in parentheses such as Soldiers: 100 (135). The number in
parentheses beside your actual
soldier count is your soldier efficiency level. The soldier efficiency level
indicates how well your soldiers control your population happiness and
perform in battle. In the example provided here the (135) indicates that your
100 soldiers make an effective fighting force of 135 soldiers. Soldier
efficiency levels are affected by certain trade agreements such as Aluminum and
Pigs, improvements such as Guerrilla Camps and Barracks, certain events, and
certain government types. When fighting ground battles against other nation's
battle odds are based off each nation's soldier efficiency level however
casualties are based off REAL soldier numbers.
Nation Strength -
Nation strength is determined from a number of factors which include a nation's
technology level, infrastructure development, land holdings and military power. The nation strength acts as a guide to help you determine how well your nation is doing in comparison to the other nations of the world. The current nation strength formula is:
Land Purchased * 1.5 + Tanks Deployed * .15 + Tanks Defending * .20 +
Cruise Missiles * 10 + ((Nuclear Purchased^2)*10) + Technology Purchased * 5 + Infrastructure Purchased * 3 + Actual Military * .02 +
Aircraft Rating Totals * 5 + Navy Rating Totals * 10
Nuclear Weapons -
Nuclear weapons are expensive at $500,000 and with each active nuclear weapon in your
possession the price of nukes increases by 10%. In addition to the initial cost, nuclear weapons also have a starting cost of $5,000 a day to maintain (Upkeep cost is doubled if you do not have access to Uranium). This cost increases +10% for every nuclear weapon that you own. Your nation will need a
technology level of 75 or greater, an infrastructure level of 1,000 or greater, access to uranium for nuclear weapon production, and be ranked within the top 5% nations in order to begin purchasing nuclear weapons
(Or own the Manhattan Project wonder). A player can only purchase 1 nuclear weapon per day
(2 with the Weapons Research Complex wonder).
Nuclear weapons are extremely devastating to nations being attacked by them. Nuclear weapons completely reduce the number of defending soldiers for a defending nation to zero
(50% Survival if the defending nations has the Fallout Shelter System
wonder), cause great amounts of cruise missile, tanks, land,
technology and infrastructure losses (35% each up to a base limit before
the techbonus of 150 land, 150 infrastructure,
and 50 technology), reduce defending aircraft by 75% (aircraft supported by
the Foreign Airforce Base wonder and aircraft carriers are reduced at a
lower percentage), reduce defending Corvettes,
Landing Ships, Cruisers, and Frigates by 25%, and cause population happiness to plummet for a period of 5 days after a nuclear attack.
Nuclear weapons may not be launched until after 24 hours after declaring
war.
With an EMP Weaponization wonder, nuclear weapons can target higher infrastructure, higher land, or higher
technology damage based on player choice when launching the nuke. When you
choose to target infrastructure, land, or technology you are trading more damage
to your target for less damage for the other two. For instance, if you choose to
target infrastructure you will do more base damage to infrastructure but less
damage to land and technology. Here's how the various nuclear targeted attacks
are laid out:
- Standard Attack - In a non-targeted nuclear attack the base
damage to infrastructure, land, and technology is 35% each up to a limit
(before the techbonus additions) of 150 infrastructure, 150 land, and 50
technology.
- Target Infrastructure - In a infrastructure targeted nuclear
attack the base damage to infrastructure is 45%, land and technology is 25%
each up to a limit (before the techbonus additions) of 200 infrastructure,
100 land, and 30 technology.
- Target Land - In a land targeted nuclear attack the base damage
to land is 45%, infrastructure and technology is 25% each up to a limit
(before the techbonus additions) of 100 infrastructure, 200 land, and 30
technology.
- Target Technology - In a technology targeted nuclear attack the
base damage to technology is 45%, infrastructure and land is 25% each
up to a limit (before the techbonus additions) of 100 infrastructure, 100
land, and 70 technology.
National Religion -
When you first create your nation and select your national religion a random religion will be selected for your people's �desired religion.� If your national religion is not the same as your people's desired religion then your nation's population happiness will be negatively affected. How do you know what your people's desired religion is? The only way to tell is by changing your national religion until you see the message �Your people are pleased with this national religion.� Of course you can only change your national religion once every 3 days. I thought this would be a neat feature to add to the game because it requires nations to experiment with different religions until you find the one that makes your population happy.
The 15 available religions to choose from are as follows:
- None - Your nation does not have an official national religion.
- Mixed - Your nation does not have a defined national religion, but instead a mixed amount of religions throughout your nation.
- Baha'i Faith - The Baha'i Faith is an emerging global religion founded by
Baha'u'llah, a nineteenth-century Iranian exile. Baha'i theology speaks of three interlocking unities: the oneness of God (monotheism); the oneness of his prophets or messengers; and the oneness of humanity (equality, world unity, globalism).
- Buddhism - The religion based on the teachings of Siddhartha Gautama, known as Buddha. He refuted the idea of man's having an immortal soul and did not preach of any Supreme Deity.
- Christianity - A monotheistic system of beliefs and practices based on the Old Testament and the teachings of Jesus as embodied in the New Testament and emphasizing the role of Jesus as savior.
- Confucianism - A philosophy of life developed by Confucius. It stressed the proper relationships in society, such as father/son and subject/ruler.
- Hinduism - The ancient gods (especially the triad of Brahma, Vishnu, and Shiva) are commonly interpreted as representations of the various aspects of the divine (Brahman). Human beings progress to the ultimate realization of their oneness with Brahman (often called Nirvana) through Reincarnation according to the law of Karma.
- Islam - The name of the religion that was initiated by Muhammad early in the 7th century and which means surrender to Allah.
- Jainism - A religion founded by Nataputta, who was a royal clan of the Nata tribe in ancient India at the time of Shakyamuni. Its basic doctrine is non-materialistic atheism.
- Judaism - A religion developed among the ancient Hebrews and characterized by belief in one transcendent God who has revealed himself to Abraham, Moses, and the Hebrew prophets and by a religious life in accordance with Scriptures and rabbinic traditions.
- Norse - Nordic religion is a termed used to abbreviate the religion preferably amongst the Germanic tribes living in Nordic countries under pre-Christian period that are supported by archaeology findings and early written materials.
- Shinto - Japan's indigenous religion, based on the premise that gods inhabit all natural things, both animate and inanimate.
- Sikhism - The doctrines of a monotheistic religion founded in northern India in the 16th century by Guru Nanak and combining elements of Hinduism and Islam.
- Taoism - There is no personal god, the closest thing being the Tao, which is a supreme force which underlies change through the passage of time. One is to become free of personal desires, and become attuned to the flow of change.
- Voodoo - Derived from the ancestor worship and polytheism of primitive West Africa that emphasizes sorcery, spells and conjuring spirits of the dead.
Population Happiness -
The most important effect of population happiness is a nation's daily population income. The happier your citizens are, the harder they work and the harder they work, the more money you'll have to improve your nation. The default population happiness level is 0. This number is affected by several factors:
- Population desired religion vs. actual national religion.
- Population desired government vs. actual nation government.
- Population density - Citizens like room to stretch out.
- Size and strength of military - Citizens like to feel protected.
- Military casualties - Casualties increase war weariness
- Military deployed - Too many deployed troops also increases war weariness
- Infrastructure level - Infrastructure helps increase happiness.
- Government tax rate - Citizens prefer to pay lower taxes.
- Nation age - Citizens prefer the stability of older nations.
- And a couple of hidden factors as well...
Resources & Trades -
Nations can trade resources with one another via the trade screens. To trade with another nation you must be viewing their nation profile. At the top of the page there is a link that says �Trade�. Clicking that link will take you to a screen that will allow you to offer a trade proposal with that nation. The screen will allow you specify your reason for the trade and review the resources and other information for the trade. Once you click the 'Offer Trade' button a private message will be sent to the ruler of the nation that you proposed the trade to informing them of your trade offer.
The 'Trade Summary' screen is where you can review all the trades that your nation has submitted and is currently involved in. When new trades are first submitted they will be placed in 'Awaiting Approval' status in the 'Trade Summary' screen. In order for the trade to become active the nation that the trade was submitted to must approve it. Once the trade is approved it becomes active and both nations will begin sharing their resources. So, if Nation A has Fish and Cattle as resources and Nation B has Iron and Pigs, both nations will reap the benefits from being connected to Fish, Cattle, Iron, and Pigs. If both nations have a similar resource they will not receive double credit for that resource. (If both Nation A and Nation B have Fish then you don't get double credit for having two connections to Fish.) Once a trade is approved both nations will have the option to cancel the trade. If a trade is canceled you may only resume trading with that particular trading partner by submitting a new trade request.
A nation may offer or be active in up to 4 trade requests at any given time (5 with a harbor improvement). If you are involved in or have offered 3 (4 with a harbor) trade agreements then you will not be able to submit any new trade offers until you first cancel one of your active trade agreements. You may continue to receive trade requests but if you are already involved in the maximum number of trade agreements any new trade requests will be placed in 'Limit Reached' status until you first cancel one or more of your existing trade agreements.
If two nations trade within their own team each nation receives +1 happiness. If either trading partner changes teams both trade partners will lose this bonus.
A nation may change their native resources once every 30 days. There are 21 resources available in the game. In most cases the resources can be combined for combined benefits:
Standard Resources |
|
Aluminum |
Increases soldier efficiency +20%, lowers infrastructure
purchase cost -7%, and lowers aircraft purchase costs -8%. |
|
Cattle |
Increases number of citizens +5% and lowers land purchase
cost -10%. |
|
Coal |
Increases the purchased land area of a nation by 15%,
increases soldier efficiency +8%, and lowers infrastructure
purchase cost -4%. |
|
Fish |
Increases number of citizens +8% and lowers land purchase
cost -5%. |
|
Furs |
Increases citizen's daily income +$3.50 and triples the
natural growth of a nation. |
|
Gems |
Increases citizen's daily income +$1.50 and increases
population happiness +2.5. |
|
Gold |
Increases citizen's daily income +$3.00 and lowers
technology cost by 5%. |
|
Iron |
Lowers soldier purchase cost -$3.00, lowers infrastructure
upkeep costs -10%, lowers infrastructure purchase costs -5%,
and lowers tank upkeep costs -5%. |
|
Lead |
Lowers cruise missile and nuclear weapon purchase cost and
upkeep cost -20%, lowers aircraft upkeep cost -25%, lowers tank
purchase and upkeep costs -8%, lowers soldier upkeep cost
-$0.50, reduces environment penalties for owning nuclear weapons
by 50%, and lowers all navy vessel upkeep cost -20%. |
|
Lumber |
Lowers infrastructure purchase cost -6% and lowers
infrastructure upkeep costs -8%. |
|
Marble |
Lowers infrastructure purchase cost -10%. |
|
Oil |
Lowers soldier purchase cost -$3.00, increases population
happiness +1.5, increases soldier efficiency +10%, lowers tank
upkeep cost -5%, lowers aircraft purchase cost -4%, and lowers
all navy vessel upkeep cost -10%. |
|
Pigs |
Lowers soldier upkeep cost -$0.50, increases soldier
efficiency +15%, and increases number of citizens +3.5%. |
|
Rubber |
Increases purchased land area of a nation by 20%, lowers
land purchase cost -10%, triples the value of land when selling
(from $100 to $300), lowers infrastructure purchase cost -3%,
and lowers aircraft purchase cost -4%. |
|
Silver |
Increases citizen's daily income +$2.00 and increases
population happiness +2. |
|
Spices |
Increases the purchased land area of a nation by 8% and
increases population happiness +2. |
|
Sugar |
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 nation's 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. If a nation owns nuclear weapons but does not have
uranium the cost to maintain nukes is doubled. Lowers Submarine
and Aircraft Carrier navy vessel purchase and upkeep cost -5%. |
|
Water |
Increases number of citizens per mile before population
unhappiness by 50, increases population happiness +2.5, and
improves a nation's environment by 1. |
|
Wheat |
Increases number of citizens +8%. |
|
Wine |
Increases population happiness +3. |
Bonus Resources |
|
Affluent Population |
Increases number of citizens +5%. Requires Fine Jewelry,
Fish, Furs, and Wine. |
|
Asphalt |
Lowers 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% and raises the aircraft
limit +10. 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 |
Increases population happiness + 3. Requires Gold, Silver,
Gems, and Coal. |
|
Microchips |
Reduces technology cost -8%, increases population happiness
+2. Requires Gold, Lead, Oil, and a technology level greater
than 10. Lowers Frigate, Destroyer, Submarine and Aircraft
Carrier navy vessel purchase and upkeep cost -10%. |
|
Radiation Cleanup |
Reduces nuclear anarchy effects by 1 day. Improves a nation's
environment by 1. Reduces global radiation for your nation by
50%. Requires Construction, Microchips, Steel, and a technology
level greater than 15. |
|
Scholars |
Increases population income +$3.00. Requires a literacy rate
greater than 90%, Lumber, and Lead. |
|
Steel |
Reduces infrastructure cost -2%. Lowers all navy vessel
purchase costs -15%. Requires Coal and Iron. |
Moon & Mars Resources |
|
Basalt |
Mined from Martian surface. +3 happiness if nation has
Automobiles, �5% infra upkeep if nation has Asphalt, �5% infra
purchase cost if nation has Construction. |
|
Calcium |
Mined from Lunar surface. Increases population income by
$3.00 for the resources Rubber, Furs, Spices & Wine that your
nation has access to. |
|
Magnesium |
Mined from Martian surface. +4 happiness if nation has
Microchips, �4% infra upkeep if nation has Steel. |
|
Potassium |
Mined from Martian surface. +3 happiness if nation has Fine
Jewelry, +$3 citizen income if nation has Scholars, +$3 citizen
income if nation has Affluent Population. |
|
Radon |
Mined from Lunar surface. Increases population income by
$3.00 for the resources Lead, Gold, Water & Uranium that your
nation has access to. |
|
Silicon |
Mined from Lunar surface. Increases population income by
$3.00 for the resources Rubber, Furs, Gems & Silver that your
nation has access to. |
|
Sodium |
Mined from Martian surface. +2 happiness if nation has Fast
Food, +2 happiness if nation has Beer, Decreases GRL by an additional 50% (75% total) if you have Radiation Cleanup. |
|
Titanium |
Mined from Lunar surface. Increases population income by
$3.00 for the resources Gold, Lead, Coal & Oil that your
nation has access to. |
Sanctions -
Sanctions can be placed against trade agreements, foreign aid offers, or both and are managed by the
five elected senators from each team. Trade sanctions prevent any member of the sanctioning team from trading with the sanctioned nation.
If a nation is sanctioned by their own team then they will be prohibited
from conducting trade agreements throughout the game until either the
sanction is removed or the sanctioned nation changes to a different team
color. Once a trade sanction is created all non-secret trades between the sanctioned nation and the sanctioning team will be automatically canceled. Foreign aid sanctions work the same way however existing foreign aid agreements will not be automatically canceled but any new foreign aid offers will be blocked. Sanctioned nations will be
sent a private message when a new sanction is placed against their nation as well as when and if those sanctions are removed. Only the
five elected senators of each team will have access to manage and create sanctions, all other nations will
be able to view sanctions in the
World Sanctions List screen. Sanctions last indefinitely and cannot be removed until 3 days after a sanction is created. Sanctions placed by prior elected officials who are not on the current list of elected officials
(because of the 30 day election resets
cycle) will still remain active. Newly appointed officials have access to delete such sanctions if they so choose. Teams may only have
25 or fewer active sanctions at any
given time.
Tanks - Tanks are powerful weapons that
work in support of your regular soldiers in ground battles. Here are some
specifics on tanks:
- You can purchase up to 10% of your soldier efficiency or up to 8% of your citizen population, whichever is less.
- Technology requirement = Level 10
- Purchase cost = Soldier cost * 40
- Base upkeep = $40 per tank
- Soldier battle strength = Number of soldiers * efficiency modifiers * 2 (stated here for reference)
- Attacking tank battle strength = Number of attacking tanks * 25
- Defending tank battle strength = Number of defending tanks * 30
- Attacking tank infrastructure bonus reduction = 1% reduction per 100 tanks up to
7500 tanks
Bills and Taxes -
Each nation in the game is responsible for collecting taxes and paying
bills. A nation's tax collection is based on the average daily taxes
paid per citizen times the number of citizens in that nation. A nation's tax rate is the amount at which you tax your citizen's income on a daily basis. Suppose you have a citizen that earns $100 a day and you have a tax rate set at 25%. You will collect $25 from this citizen per day. If you have 50 citizens in your nation then you will collect ($25 x 50 =) $1,250 from your population in income taxes per day. Lowering your tax rate lowers the percentage of taxes each of your citizen's pay on their income but increases your population happiness. The happier your population is the more money they will make, so sometimes lower tax rates will earn you more money than would a higher tax rate.
Taxes are capped at 20 days. Nations will not gain any additional income
from taxes beyond 20 days. On your nation display page you will see
only your own last tax collection beside the last tax collection column. Others
will see your last activity based on your last login to the game. The last
activity field is broken down into four ranges so as to obscure your login
activity from other players. The activity field ranges are as follows:
- 0 - 3 days: "Active In The Last 3 Days"
- 4 - 7 days: "Active This Week"
- 8 - 14 days: "Active Last Week"
- 15 - 21 days: "Active Three Weeks Ago"
- 22 - 30 days: "Active More Than Three Weeks Ago"
A nation pays bills on the items and equipment that it has purchased over time
including infrastructure, military equipment, improvements, and wonders. Nations
are not billed for land or technology. Being up to date on bills means that you
have paid your bills within the last 3 days. A nation must remain up to date on
their bills in order to perform certain transactions in the game which includes
the ability to make purchases of infrastructure, land, technology, improvements,
and wonders, the ability to spy on another nation, the ability to purchase all
military equipment, and the ability to perform battle attacks
(except ground attacks). The ability to declare war and perform
ground attacks is not restricted as a way to allow a nation to wage war in an
effort to raid other nations to help pay off bills. A nation that is
unable to pay their bills is considered to be in bill-lock. There are a couple
of options to get yourself out of bill lock which includes 1) receiving foreign
aid from another nation 2) raiding other nations in war 3) adjusting the setup
of your nation to change your tax collections and bill payment structures 4) selling off
and deleting your nation's assets in order to
lower your bills enough to pay them off. If you do not pay your bills for
20 days you will begin to accrue a bill avoidance fee on your income tax collections of
20% at 20 days plus 2% per day after that.
Technology - Technology is represented by a technology level that represents the tools, hardware, and software that help your nation do what it does...better. Technology works similar to infrastructure in the game but is much more expensive at
a base cost of $10,000 per level. (You can purchase technology at fractions of levels for less than $10K) Like land and infrastructure, the cost of technology increases the more you buy. You cannot sell technology as you can land or infrastructure but you can send up to
100 technology levels at a time away to other nations in foreign aid. Technology can also be captured
or destroyed by an attacker during war. The following are the benefits of Technology.
- Technology makes your people happy. Here's how the game currently figures
the technology happiness bonus:
Technology = 0 then happiness = -1 Technology > 0 and <= .5 then happiness = +0 Technology > .5 and <= 1 then happiness = +1 Technology > 1 and <= 3 then happiness = +2 Technology > 3 and <= 6 then happiness = +3 Technology > 6 and <= 10 then happiness = +4 Technology > 10 and <= 15 then happiness = +5 Technology > 15 then happiness = + 5 + (Tech purchased * .02) up to level 200 tech
- Having a higher technology level allows you to equip your soldiers and
tanks with better weapons and gear. Technology is the most important
bonus in ground battles compared to the bonuses for defending infrastructure
and defending land area. The technology bonus effect works for both
attacking and defending nations and adds bonuses to each nations battle
odds.
- Technology increases your nation strength by a multiplier of 5.
- Technology lowers infrastructure upkeep costs up to a maximum 10% discount based on the following formula:
(Technology Level * 2) / Nation Strength = Percent off infrastructure upkeep bill.
- Technology increases your chances of spy operation/counter-operation
success with the following equation: Number of Spies + (Technology Purchased
/ 20).
- Technology increases damages caused in ground battles, cruise missile
attacks, nuclear missile attacks, navy attacking and defending naval
attacks, and aircraft bombing attacks by 0.01% per
level of technology. If an attacking nation with 3,000 technology causes a
defender to lose 20 infrastructure in a ground battle then based on this 'techbonus'
the defender would lose a total of 26 infrastructure in the attack. (20 +
(20 * (3000 * .01%)))
National Peace/War Preference - The Peace/War Preference option allows you to specify whether or not you want to
allow other nations to declare war on you and attack your nation or to play the
game as a peaceful nation.
Keeping your nation in peace mode for prolonged periods of time will damage your nation's economy. New nations get a 7 day grace period when in peace mode to allow them to learn the game without receiving any
economic penalties. If your nation is older than 7 days and you remain in peace mode for more than:
4 days = -3 population happiness 6 days = -5 population happiness
8 days = -6 population happiness 10 days = -7 population happiness 12 days = -8 population happiness 14 days = -9 population happiness
There is also an additional economic penalty on top of the population happiness penalty if your nation is in peace mode for more than 5 days. A nation in peace mode may not send foreign aid, however it will be allowed to continue to receive foreign aid.
Nations that are in peace mode may purchase up to 2 navy vessels per day
compared to nations that are in war mode who may purchase up to 5 navy
vessels per day. In order to exit peace mode nations are required to collect taxes on the day that they wish to change out of peace mode.
Declaring War -
Cyber Nations incorporates the ability to wage war against other nations. You can declare war on anyone as long as 1) they are not designated as a peaceful nation and 2) they are within the
75% - 133% ratio of your strength range or within 100+/100- rankings
based on strength. To
declare war you must be viewing the information page for the nation that
you want to declare war against. At the top of the page you will see a
link that says, "Declare War On This Nation".
Once you have declared war, both nations involved will have the ability to attack one another
with the various weapons available in the game via the link on the left
navigation menu that says "War and Battles". The War and Battles screen will show all the wars in which your nation is involved in and give you the option to attack those nations if you so desire. There are various forms of attack that you can engage your enemy with including cautious, standard, planned, and
aggressive ground attacks, cruise missile attacks, aircraft attacks, and nuclear attacks.
To perform a ground attack against another nation you must first purchase soldiers and deploy them overseas. You may only deploy up to 80% of your base military before modifiers once a day.
(This prevents the deployment of all your forces overseas whereby leaving your nation undefended.) In order to ground battle another nation 1) your nation must be large enough to attack the defending nation with enough forces deployed to attack 2) the defending nation must be large enough and with enough soldiers to defend against your nation. If either of these criteria are not met then you will not be able to battle. If all criteria are met a button will appear that says "Battle". Clicking that button will immediately resolve the battle and display the outcome. The battle outcome screen will display whether the battle was a victory, defeat,
or draw for your nation, how many soldiers both nations lost, and if any spoils of war were captured. When battling there is a small chance that your nation will capture land,
technology, and money of the defending nation both for Victory and Defeat battle outcome results. The spoils of war land,
technology, and money amounts are
immediately deducted from the defending nation and added to your nation.
The victor in a battle has the ability to capture up to 15% of the
opponents available cash up to $1 million. (If the defending nation has
been inactive for 13 days or more these items will be destroyed rather than
looted)
Nations involved in ground attacks performed between 6:00 PM and 6:00 AM game
time will receive a 5% bonus to their technology bonus for attacking/defending
at night. Ground attacks performed between 6:00 AM and 6:00 PM will receive a 1%
bonus to their soldier efficiency strength. (Not considering your opponent, if
you have less than 1,000 technology it is better to attack during the day
otherwise it is better to attack at night.)
If an attacker is unable to battle a defending nation because the defending
soldier numbers are too low the defender will automatically be placed into
Anarchy, up to 5 defending spies may be killed, 5% or up to 10 technology
levels, 20% or up to 40 infrastructure levels, and 5% or up to $5 million in
money may be destroyed (not stolen).
Nations also have the ability to declare peace with one another. By clicking on the "Peace" link in your nations war information screen you will be able to offer peace with your opponent. Once you submit the peace form your opponent will receive a message regarding your peace offer. Once your
opponent goes to their war information screen and offers peace, the war between your nations will end.
If either opponent attacks the other after a peace offer has been issued
the peace offer will be automatically canceled. Additionally, players
may choose to manually cancel a peace offer at any time.
Alliance Seniority - The alliance seniority date
represents the date that the nation joined a particular alliance. This
is a new field added on 9/10/2007. The default date used for the
alliance seniority date is the nation's creation date. (Do not report a
bug if your alliance date is inaccurate because of the default date)
From now on whenever a player edits their nation and chooses a different
alliance in the alliance affiliation field this date will update.
Spies - Spies are secret agents in the
game that have the ability to spy, harass, perform sabotage, and engage
in acts of terror against other nations without having to declare war. Spies cost $100,000 each to
purchase and all nations start out with a limit of 50 spies plus 100 x
Intelligence Agencies (+250 with CIA wonder). Nations can conduct up to two spy operations per day
(+1 per active war) and nations can be attacked in up to
two spy
operations per day. Nations may only spy on nations within their strength
ranking unless the target nation is currently at war with the spy
attacker. Aside from being killed during a mission and from assassination, spies are also vulnerable
to defeat alerts where up to 5 spies (Plus attacking tech bonus) can be killed. Spy Operations have
four possible results based on the results of the calculations of the operation odds. These results include 1) Mission success and not caught 2)
Mission success but identity revealed 3) Mission failure but not caught
4) Mission failure and identity revealed (If two nations are at war
with one another then the priority of #2 and #3 are reversed). If either party in a spy
operation is in peace mode the aggressor may only engage in
non-destructive operations (green text below). If both parties are
non-peace mode nations the aggressor may engage in all of the following spy
operations:
- Destroy Cruise Missiles (Max 5) = $100,000 + (1 x enemy nation
strength)
- Destroy Defending Tanks (Max 10%) = $100,000 + (2 x enemy nation
strength)
- Destroy Land (Random number chosen between 5-15) = $100,000 + (3 x enemy nation
strength)
- Incite Government Propaganda (New desired
government randomly chosen) = $100,000 + (3 x
enemy nation strength) [Defender required to collect taxes to change]
- Incite Religious Propaganda (New desired
religion randomly chosen) = $100,000 + (3 x
enemy nation strength) [Defender required to collect taxes to change]
- Change Threat Level (New level randomly chosen) = $150,000 + (1 x enemy nation strength)
[Defender required to collect taxes to change]
- Change DEFCON Level (New level randomly chosen) = $150,000 + (5 x enemy nation strength)
- Gather Intelligence (See money reserves,
non-secret trade partners, enemy general XP ratings, etc...) = $200,000 + (2 x enemy nation strength)
- Assassinate Enemy Spies (Max 20) = $250,000 + (2 x enemy
nation strength)
- Assassinate Enemy Generals = $250,000 + (2 x enemy
nation strength). 25% chance of missing target even if mission is
successful.
- Destroy Technology (Random number chosen between 5-15) = $300,000 + (2 x enemy nation
strength)
- Sabotage IRS Proficiency (New tax rate randomly produced, 1-5%
lower than old tax rate, low limit of 23%) = $100,000 + (20 x enemy nation strength x enemy
number of days inactive) [Defender required to collect taxes to change]
- Destroy Money Reserves (Max 5% or 10 Million) = $300,000 + (15 x enemy
nation strength)
- Destroy Infrastructure (Random number chosen between 5-15) = $500,000 + (5 x enemy nation
strength)
- Destroy Nuclear Weapons (Max 1) = $500,000 + (15 x enemy nation
strength)
Spy operation odds are determined by the following formulas:
- Attacking spies chances of success are determined by (Number of Spies) +
(Technology Level / 20)
- The defending nation's counter intelligence systems are determined by (Number
of Spies) + (Technology Level / 20) + (Total Land / 70). Threat level
modifiers are also taken into account for the defender.
If your spies are exposed during a spy operation a summary of the spy attack
will be sent to the defender via private message with your ruler name revealed
as the sender of the message. A summary of the operation will also be added to
the "Exposed Spy Operations Across the Globe" screen for all nations to view. If
your spies are not exposed during a spy operation a summary of the spy attack
will still be sent to the defender via private message however the sender of the
message will appear as "Unknown Sender" and your spy operation will not be
displayed in the "Exposed Spy Operations Across the Globe" screen.
Spy operations are stored in the game for a period of 30 days. You may review
your spy operation results by clicking the 'Spy Operations' link on the left
navigation menu. This screen will detail the spy operations where you were the
aggressor in the spy operation. This screen does not detail spy operations that
you have defended against. Nations that are in Anarchy may conduct spy
operations at double the spy operation cost.
Threat Level - The threat level
indicator allows nations to prepare for possible terrorist spy attacks.
The more elevated the threat level indicator the more prepared the
nation's counter intelligence systems will be to thwart enemy spy
attacks. Adjusting your nation's threat level has the following effect
on your nation's population happiness:
- Low (-0.0 population happiness, 75% counter intelligence readiness)
- Guarded (-0.5 population happiness, 90% counter intelligence readiness)
- Elevated (-1.0 population happiness, 100% counter intelligence
readiness)
- High - (-1.5 population happiness, 110% counter intelligence readiness)
- Severe - (-2.0 population happiness, 125% counter intelligence
readiness)
Global Radiation - Global
radiation is a count of all nations in the game attacked with nuclear
weapons in the past 30 days. Global radiation negatively affects
everyone's
nation environment in the game up to level 5.00. The bonus resource radiation cleanup
reduces global radiation for your nation by 50%. The current formula for
global radiation is: global radiation = (total nations hit by nukes * 300) / total nations.
When viewing the global radiation level either on your nation display
page or on the world demographics screen you will see two numbers, for
example 5.00 (7.32). The first number indicates the game capped
Global Radiation Level at which your nation will not suffer negative
effects from beyond the cap. The second number in parenthesis indicates
the actual Global Radiation Level in the game if it were not capped.
Senators -
Team senators are chosen by other nations in the game for their dedication to their team
or representing alliance as well as for the
size and strength of their own nation. Five senate positions on each team will hold a position of great prestige
and are responsible for voting on senate proposals, managing trade and
foreign aid sanctions, and issuing team messages. Nations not on a team (grey) are excluded from senate elections. Each nation on a colored team may vote once every 15 days via the Team
Information Panel link on the left navigation menu. Senate elections
reset every 30 days and the top 5 nations with the most votes after the
reset will hold office for 30 days. Nations in the game may choose to
opt out of receiving senate votes for their nation via the 'Edit My
Nation' link (every nation starts the game with the option not allowed).
Navy - Navies
are the branch of a nation's military forces principally designated for
naval warfare and have the ability in the game to engage in sea-to-sea
naval attacks, create blockades, and provide battle support for aircraft
attacks, regular ground battle attacks, cruise missile attacks, and
nuclear missile attacks. If a nation is attacked with a foreign navy the
defender's navy will automatically defend even if that nation's navy is
currently in use by the defending player.
Each vessel type has an
infrastructure support requirement as defined by Vessel Infrastructure
(see vessel abilities chart below) which limits the number of each
vessel type a nation can purchase based on that nations infrastructure
level. (ie. A nation with 2,000 infrastructure would be able to build 1
Corvette (+1 x Drydocks) and 1 Landing Ship (+1 x Shipyards).) A nation
must also have at least 1,000 land in order to purchase naval vessels.
Attacking nations must have at least 250 land in order for attacking
nations to operate their navy against another nation. Nations that are
in war mode may
purchase up to 5 navy vessels per day, nations that are in peace mode
may purchase up to 2 navy vessels per day. Navies are limited
to 3 action slots per day. A player can use these action slots against a
single enemy nation or use them against 3 separate nations. Nations must
be at war with a nation in order to engage their navies against one
another via the various attack types below:
- Blockades - Blockades reduce the tax collection income of a
defending nation randomly between 1-5% for each successful blockade placed
against it. In order to place a blockade a navy must have 5 or more blockade
capable vessels. (see vessel abilities chart below) A defending nation must
have zero Break-Blockade capable ships in order for an attacker to create a
blockade against it. Only one blockade may be placed against a nation per
day. The penalties from
multiple consecutive blockades stack up to a possible 100% reduction of a
nation's tax collection. During a blockade if the attacking navy has
previously been blockaded then the attacking navy will attempt to capture
enemy economic supplies thereby reducing their own pre-existing blockade
penalty. Aside from performing these counter blockade operations the only
other way to reset the blockade penalty is by collecting taxes. Placing a Blockade
against an enemy nation consumes
one navy action slot.
- Battle Support - Navies can provide battle support against enemy
nations. A nation may effectively increase the damages from battle attacks
by first placing their navy into battle support mode against a defending
nation and then launching ground battle, cruise missile, and nuclear missile
attacks against it. Aircraft Carriers that are in Battle Support mode allow
for additional deployment of aircraft. A navy must be in battle support mode
against a defending nation in order to activate the battle support vessel
abilities. (see vessel abilities chart below) A defending nation must have
zero Break-Blockade capable ships in order for an attacker to conduct Battle
Support against it. Conducting Battle Support
consumes one navy action slot.
- Naval Attack - Naval Attacks allow players to engage in
sea-to-sea battles against enemy navies. During a Naval Attack all of the
attacking nation's navy vessels will be used to attack all of the defending
nation's navy vessels. Both the attacking and defending 'techmods' and DEFCON levels are
taken into account when determining sea-to-sea battle results. Naval Attacks
are the method in which nations destroy enemy vessels in order to then perform
Blockades and Battle Support operations. Conducting Naval Attacks consumes
one navy action slot.
Vessel Profile |
Vessel Details |
Vessel Abilities |
|
Corvette
Base
Cost: $300,000
Base
Upkeep: $5,000
Strength: 1 (3 vs. Landing Ships)
Vessel Infrastructure: 2,000
Vessel Technology: 200
Requires Drydock Improvement |
Provides fleet support. |
|
Landing Ship
Base
Cost: $300,000
Base
Upkeep: $10,000
Strength: 3
Vessel Infrastructure: 2,000
Vessel Technology: 200
Requires Shipyard Improvement |
Provides 1% ground battle damage
increase up to 20 ships. Provides fleet support. |
|
Battleship
Base
Cost: $300,000
Base
Upkeep: $25,000
Strength: 5
Vessel Infrastructure: 2,500
Vessel Technology: 300
Requires Drydock Improvement |
Can create and break Blockades.
Invulnerable to nuclear attacks. Provides fleet support. |
|
Cruiser
Base
Cost: $500,000
Base
Upkeep: $10,000
Strength: 6 (10 vs. Destroyers)
Vessel Infrastructure: 3,000
Vessel Technology: 350
Requires Drydock Improvement |
Can create and break Blockades.
Provides fleet support. |
|
Frigate
Base
Cost: $750,000
Base
Upkeep: $15,000
Strength: 8 (12 vs. Submarines)
Vessel Infrastructure: 3,500
Vessel Technology: 400
Requires Shipyard Improvement |
Can create and break Blockades.
Provides fleet support. |
|
Destroyer
Base
Cost: $1,000,000
Base
Upkeep: $20,000
Strength: 11
Vessel Infrastructure: 4,000
Vessel Technology: 600
Requires Drydock Improvement |
Provides 2% damage increase to cruise missile damage up to 10 ships. Can break Blockades.
Invulnerable to nuclear attacks. Provides fleet support. |
|
Submarine
Base
Cost: $1,500,000
Base
Upkeep: $25,000
Strength: 12 (15 vs. Carriers)
Vessel Infrastructure: 4,500
Vessel Technology: 750
Requires Shipyard Improvement |
Provides 2% damage increase for nuclear
missile attacks up to 10 subs. Can Blockade. Invulnerable to
nuclear attacks. Provides fleet
support. |
|
Aircraft Carrier
Base
Cost: $2,000,000
Base
Upkeep: $30,000
Strength: 15
Vessel Infrastructure: 5,000
Vessel Technology: 1000
Requires Shipyard Improvement |
Allows nations to purchase 5 additional
aircraft per carrier ship up to 5 ships. Allows nations to deploy 5
additional aircraft per carrier ship up to 5 ships that are in
battle support mode against an enemy nation. Invulnerable to nuclear
attacks. Provides fleet
support. |
Generals - Military generals can be recruited and assigned to one of four posts in your
military. The positions include generals of the Army, Navy, Air Force,
and Intelligence. Recruiting generals offers a variety of benefits to
your nation including increases to battle strength calculations, unit
purchase and upkeep cost reductions, and due to the enormous prestige
that generals carry some may offer increases to your population
happiness, citizen income, and even boosts to your population itself. As
you conduct battles and special operations in the field against other
nations you will gain experience points (XP) that will enable you to
recruit higher ranking generals who will in turn provide greater
benefits to your nation. For each ground battle (victorious only), aircraft attack, naval
attack, etc... you will gain +1 experience point in that field (successful nuclear
attacks gain +5 experience points for Air Force). You can only gain
Intelligence XP levels during a successful spy mission against nations that you are at war
with. There are a multitude
of NPC (non-playable character) generals available for you to choose
from and upon recruiting a general you may change their name, assign
them a custom title, and if you don't like the avatar image provided for
them then simply click on the image to cycle through a different avatar.
Generals come with an initial assignment monetary cost as well as a daily
monetary salary
that will be reflected on your bill payments. Assigning generals also
consumes that general's XP level from your nation. Terminating generals
returns 70% of that general's XP level back to your nation. Generals can
be targeted for assassination during spy operations.
Inactivity Mode - Starting 2/7/2014 nations that do not
login for 30 days will be placed into inactivity mode:
-
Nations will be removed from all aspects of the game at
30 days inactivity and will be placed into inactivity mode. Activity is
measured by logging into the game No one will be able
to interact with the inactive nation or view it.
-
Once a player logs back into the game their nation will
be automatically restored for them back to a mostly last seen state.
-
Wonders, improvements, land, infrastructure, technology,
etc.. will remain as the player left it. (If your moon/mars wonders
expire while you are gone, they'll just expire)
-
Bills will be adjusted to omit the days that your
nation was inactive. (You won't be charged for the days that you are
inactive)
-
Taxes get reset to the same date that your nation was
restored. (No back collecting)
-
All existing trades, wars, foreign aid, and spy
operations will be deleted when you enter inactivity mode.
-
Last wonder purchase date gets reset to the date that the player exits
inactivity mode.
-
No new offensive wars (defensive wars can be declared on you
immediately) and no foreign aid (sending or receiving) for 7
days after exiting inactivity mode.
-
Nations may not exit war mode for 10 days after exiting
inactivity mode.
-
Alliance managers and any other powers that were granted to you within
your alliance will be automatically revoked. Nations return to the game
as regular alliance members.
-
All nations that were deleted due to inactivity on or
before the inactivity mode was implemented on 1/14/2014 will not be
restored.
-
If a player does not wish to request a nation sitter or
if they will be gone for an extended time they may request a member of
the moderation team to place them into inactivity mode manually. Logging
into your nation after inactivity mode has been set will put your nation
back into an active state.
-
Any penalties and settings for inactivity mode are
subject to change while your nation is in an inactive state.
Crime Index - The Crime Index is a statistic that tracks how much crime is occurring within
your nation. Numerous conditions are taken into account to build the equation:
Crime Prevention Score = ((Literacy Percentage) * 80) + (((Police Headquarters *
1.5) + (Schools * 3) + (Universities * 10)) * (Tax Rate Crime Modifier
see below) * 12) + Government Crime Modifier
see below + (Infrastructure Purchased / 100) + General Crime Modifier
see below
Other variables also affect the Crime Prevention Score such as what options
you set in your Government Position screen. From this equation the following crime index and effects are produced:
- Crime Index 0 (negligible crime rate): -2% Infrastructure upkeep cost,
+2 happiness (score 500+). 0.5% of citizens are criminals.
- Crime Index 1 (low crime rate): -1% Infrastructure upkeep cost, +1
happiness (score 420 - 500). 1% of citizens are criminals.
- Crime Index 2 (minimal crime rate): -1% Infrastructure upkeep cost
(score 340 - 420). 2% of citizens are criminals.
- Crime Index 3 (moderate crime rate): -1 happiness (score 260 - 340). 3%
of citizens are criminals.
- Crime Index 4 (high crime rate): +1% Infrastructure upkeep cost, -1.5
happiness (score 180 - 260). 4% of citizens are criminals.
- Crime Index 5 (very high crime rate): +2% Infrastructure upkeep cost, -2
happiness (score 100 - 180). 5% of citizens are criminals.
- Crime Index 6 (extreme crime rate) +3% Infrastructure upkeep cost, - 3
happiness (score under 100). 6% of citizens are criminals.
The number of criminals in your nation is based on the equation Criminal
Count = Citizens * (Percentage of criminals to citizens noted above). These
criminals are removed from your citizen counts. You lose population happiness
based on the number of criminals in your nation that are not incarcerated.
The population happiness penalty for
criminals is (Criminals Not Incarcerated / 2,000) up to -5 happiness. No penalty
for 0-200 criminals.
Government Crime Modifier:
The various types of governments affect the level of crime within your
nation. The higher the number below, the less crime is produced.
- Anarchy = -50
- Capitalism = +10
- Democracy = +20
- Monarchy = +40
- Communist = +50
- Revolutionary = +50
- Federal = +60
- Republic = +65
- Dictatorship = +75
- Totalitarian = +90
- Transitional = +100
|
Tax Rate Crime Modifier:
The higher your nation's tax rate the more your citizens will commit
crime so as to work around the system. The higher the Crime Modifier
number below the less crime is produced.
Tax Rate |
Crime Modifier |
10% |
40% |
11% |
39% |
12% |
38% |
13% |
37% |
14% |
36% |
15% |
35% |
16% |
34% |
17% |
33% |
18% |
32% |
19% |
31% |
20% |
30% |
21% |
29% |
22% |
28% |
23% |
27% |
24% |
26% |
25% |
25% |
26% |
24% |
27% |
23% |
28% |
22% |
29% |
21% |
30% |
20% |
|
General Crime Modifier:
As nations grow larger they become more difficult to manage. This
equation gives smaller, less populated nations a bit of an advantage.
With the above equation the modifier stops providing positive effects at
200,000 citizens. The General Crime Modifier value cannot go below -200. |
Daily Login Bonus -
Beginning December 11, 2020 Cyber Nations Standard Edition rewards players for logging into the game daily. The reward begins at $10,000 in-game money automatically applied
to your nation when you login for multiple consecutive days. The bonus multiples over the previous days bonus at a rate of 1.01% (specifically 1.009568%) and is capped at 600 days.
Example values are shown in the table below. Nations will see a notification at the top of their nation display page indicating the bonus amount and a record is also
stored in the nation activity logs. If you miss a day logging in the counter does not reset, instead your login streak counter will be reduced by the number of days
that you missed logging in and you�ll resume from there.
Note: The counters begin tracking at zero for all nations on 12/11/2020, no credit is available for login activity prior to this date.
Day 1 | $10,000 |
Day 2 | $10,096 |
Day 3 | $10,192 |
Day 10 | $10,895 |
Day 50 | $15,946 |
Day 100 | $25,670 |
Day 200 | $66,524 |
Day 300 | $172,400 |
Day 400 | $446,781 |
Day 500 | $1,157,851 |
Day 600 | $3,000,000 |
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