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Introduction Within Cybernations, one of the keys to increasing your nation strength is by means of trading your resources with other nations. Through this you can gain further development by achieving the goals of either collecting more taxes from your citizens or by decreasing the bills associated with your nation. These two goals along with the result they try to achieve encompass the reasons for gaining certain trade resources within the game. We will go through this guide focusing on the main goals for choosing certain resources and take a look at other goals that your nation might have in helping you determine the best trade resources at any given moment. Goal Driven Development In the introduction, we mentioned two goals towards aquiring certain kinds of resources; maximizing taxes collected but also reducing bills needed to pay. These goals can be broken down into more focused categories. Each category contains elements listed below that are affected by a traded resource in the game. Each category and its elements are prioritized based on importance to achieving the two goals. As such the most important element in each category is at the top of the list decending down from there. Maximizing the money available after Tax Collections - Number of Taxpaying Citizens
- Daily Population Taxes (Individual Citizen Income)
- Population Happiness
- Environment
Minimizing the Total Bill Payments - Infrastructure Bill
- Infrastructure Maintenance Cost
- Soldier Bill
- Soldier Maintenance Cost
- Tank Bill
- Tank Maintenance Cost
- Cruise Missiles Bill
- Cruise Missiles Maintenance Cost
- Aircraft Bill
- Aircraft Maintenance Cost
Increasing Nation Strength - Infrastructure Purchased
- Infrastructure Costs
- Technology Purchased
- Technology Costs
- Nuclear Purchased
- Nuclear Costs
- Land Purchased
- Land Costs
Linking Goals and Resources Looking to increase money for tax collections, these resources ordered by priority will help your nation gain the maximum amount of money for this category. Number of Taxpaying Citizens - Fish, Wheat, Cattle, Pigs, Sugar
Daily Population Taxes (Individual Citizen Income) - Furs, Gold, Silver, Gems; Scholars
Population Happiness - Wine, Gems, Water, Silver, Spices, Oil, Sugar; Automobiles, Beer, Fast Food, Affluent Population, Mircochips, Fine Jewelry
Environment Looking to decrease money for paying bills, these resources ordered by priority will help your nation reduce the amount of money for this category. Infrastructure Maintenance Cost - Iron, Lumber, Coal, Uranium; Asphalt
Soldier Maintenance Cost Tank Maintenance Cost Cruise Missiles Maintenance Cost Aircraft Maintenance Cost Looking to increase your nation strength, these resources will help your nation reduce the purchase costs as well as increase the amount you already have Infrastructure Costs - Marble, Aluminum, Lumber, Iron, Coal, Rubber; Construction, Steel
Technology Costs Nuclear Purchased Nuclear Costs Land Purchased - Rubber, Coal, Spices, Wheat,
Land Costs Notes After describing the types of resources associated with each category. There are certain exceptions when choosing resources which you must be aware off beforehand. - Uranium: You can't get nuclear armaments without it. And once you get them, if you drop uranium, the cost to maintain nuclear weapons doubles. On the economic end, 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."
- Citizen Income vs Population Happiness: Each happiness point equates to an additional two dollars income (multiplied by the modifer explained in the Improvement Guide (**http://www.mrfixitonline.com/viewtopic.php?p=25003**)** (1 happiness = [$2 * modifier] income ).
Best Resource Mixtures Determining the best resources for your nation can be tricky. Here are some resource builds which have been used with the focus outlined above them. 1. Maximizing Number of Taxpaying Citizens, Increasing Population Happiness, Reducing Infrastructure Purchase Costs - Fish, Wheat, Cattle, Pigs, Sugar, Gems, Water, Spices, Marble, Aluminum, Lumber, Iron with bonuses Fast Food, Beer and Construction
This resource build has been characterized as a good build for individual nations increasing their nation strength through purchasing infrastructure. 2. Minimizing Infrastructure Purchase Costs, Minimizing Infrastructure Maintenance Cost, Increasing Population Happiness - Marble, Aluminum, Lumber, Iron, Coal, Rubber, Uranium, Oil, Water, Wheat, Fish, Gems with bonuses Construction, Steel, Asphalt, Automobiles, Beer
This resource build also could be for a nation trying to increase its nation strength through high infrastructure, but is able to capitalize on some form of aid possibly through their alliance. You might choose this build if you have Oil, Rubber, or Coal as a starting resource. 3. Maximizing Population Happiness, Maximizing Citizen Income, Increasing Population Happines - Fish, Wheat, Cattle, Pigs, Sugar, Furs, Gold, Silver, Gems, Wine, Coal, Spices with bonuses Affluent Population, Fine Jewelry, Fast Food
This resource build might be a nation who has reached its infrastucture development peak and wishes to contribute towards aid distribution within their alliance. 4. Minimizing Technology Costs, Minimizing Infrastructure Costs, Minimizing Infrastructure Maintenance Cost, Increasing Environment Health, Increasing Number of Taxpaying Citizens - Gold, Lead, Oil, Marble, Aluminum, Lumber, Iron, Coal, Rubber, Water, Fish, Wheat with bonuses Microchips, Construction, Steel, Asphalt, Radiation Cleanup, Automobiles, Beer
This resource build might also be used for a nation helping their alliance by way of tech deals, with the profits going towards infrastructure purchases. Many nations try to achieve some of these resource builds but for different pruposes. In general, having a goal driven resource build and then searching for the right resources will help in determining how fast your nation can grow. Choosing trade partners You have set your goals and now know what resources you want - but where do you find the people who have them? In the game menu, there is an option called World Statistics and if you select this, you can choose the Advanced Trade Finder. This lets you identify all nations that have got the resources you want. You will see that the trade finder lets you limit this to nations of a specific team color - important point to note is that you get +1 happiness for every trade with your own team color. Do not trade outside your own team color - it makes no sense! Some points to remember when looking for trade partners: - New nations are more likely to be looking for trade partners than established nations with established trades. However, this raises the chance that your trade partner will go inactive and get deleted. Try to find someone that has already establised a couple of trades and looks like they are showing an interest in CN for more than the first day
- Some resources are in high demand because they are so valuable. Try to avoid having 2 really important resources to you in the same trade partner - if they get deleted, change team color or just change their trading partners you lose 2 valuable resources and it will be harder to find a replacement
- You will probably have to PM people to attract trades because you can only have a limited number of trade offers outstanding at any one time.
Check on your trade partners periodically - still in your team color, not inactive etc. The sooner you know you have to change, the better chance there is you can set up a new trade with minimum losses. |
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