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Philotheos
This thread is for suggestion resources and bonus resources. If you have suggestions for additions to the list or updates to the list, post them in this thread. Periodically the first post will be updated. As you can see, the Resources are currently listed alphabetically. Bonus Resources may be too, eventually. Understand that new resources probably won't be added, at least at this point in the game, but bonus still have somewhat of a chance.


*New Resources
Buffalo: +2 happiness, +2 dollars to citizen income (Commander Cody)

Carbon: infrastructure costs -4% (carbon is used in making higher grade steel, which increases durability, so not need to be maintenanced much.) (Amartic/King Justin XIII)

Cement: reduces all infrastructure costs -5% (Amartic)

Ceramics: reduce technology costs 2% (Amartic)

Chemicals: Reduces infrastructure upkeep costs -10%, reduces improvement upkeep cost -10%, and lowers cruise missile cost -10%.

Cocoa: Increases population happiness +5, increases citizen count +3%. (KevinCSN)

Coffee: +2.5 Population happiness. (Syzygy)
Coffee: Increases citizen's daily income +$3.00, increases population happiness +1, and increases soldier count +5%. (KevinCSN)

Cobalt: Lowers initial aircraft cost by 15%, Lowers cost of nuclear weapons by 5%, lowers technology costs by 5% (Sirus Griffon II)

Copper: +2% citizen count and +5% military count, reduces tech purchase -3%(Commander Cody)
Copper: Increases Citizen Income 5% (Abanoub)

Cotton: population income +3% (Amartic)
Cotton: Increases population happiness + 3, lowers soldier upkeep cost -8%. (KevinCSN)

Dyes: Income +1,5%, Land area +3% (Tokamak)

Fabric: +1.00 population income +1 pop happiness (Sir Pandy)

Gold: +$3.00, -5% tech cost AND +5% population (Ivegottheskill)

Granite: +2 happiness, infra costs -3% (Amartic/King Justin XIII)

Gun Powder: reduces all military purchase and upkeep costs (except nukes) 5% (Amartic)

Hydrogen: +1.5 Happiness. (Amartic)
Hydrogen: +1 Happiness and nation's nuclear attacks do 10% more damage. (Njndirish)

Indigo: population income +4% (King Justin XIII)

Kelp (Its used in tooth paste and people eat it): +4% citizen count. (Commander Cody)

Mercury: Raises population income by $.50, lowers environment by 1/2 star, lowers technology costs by 10% (Sirus Griffon II)

Natural Gas: it can reduce infra upkeep costs by 7% and decrease the purchase cost by 4% and increase happiness by .75 (Stalin Trotsky)

Neon: Income +$1, infrastructure cost -3% (King George VIII)

Nickel: +2% citizen income (Commander Cody)

Olive Oil +2 Happiness +5% income (Alexdaner)

Platinum:Raises population income by $2.50, lowers infrastructure costs by 5 percent (Sirus Griffon II)

Potatoes: +5% population (zigbigadorlou)

Poultry: Increases population happiness +3, increases citizen count +5%. (KevinCSN)

Produce: +3% citizen count and +3% citizen income (Commander Cody)
Produce: Increases number of citizens +5%, and lowers initial land cost -10%. (KevinCSN)

Rice: +1 Happiness, +3% population (New Lutia)

Salt +2.00$ and +8% Population (Alexdaner)

Sand Environment +1, population income +2% (used to clean up spills, snowy roads) (Amartic/King Justin XIII)

Silicon: -10% Aircraft buy cost (Value could be changed) and -2% Aircraft upkeep cost. (DaeLuin)

Sulfur: increases population happiness by 2%, environment -.5 (sulfur emissions) (King George VIII)

Tobacco: Increases population happiness +5, increases citizen's daily income +$1.50, and decreases literacy rate -5%. (KevinCSN)

Vegetables: +10% soldier efficiency, +2% population (zigbigadorlou)

Zinc: -3% all infrastructure costs, +2% population (karolus/King Justin XIII)
*May become untradeable resources depending on future actions of admin regarding recent suggestions.


New Bonus Resources:

Industrial Agriculture-Increases the purchased land area of a nation by 5% and increases number of citizens +3%.

Requirements: Automobile, Cattle, Pigs, Fish, and more than 20 tech

Suggested by Kang Arin (Kyu, lol)


Advanced Weapons-Lowers soldier upkeep cost -$0.50, lowers tank upkeep cost -5%, lowers initial cost of aircraft -4%, increases soldier battle strength +200%(using the tech method, which equals 20 tech), increases tank battle strength +20%(from base strength), and makes the CM damage cap higher at 15 infra and 15 tanks.

Requirements: Affluent Population, Steel, Uranium, more than 75 tech, set Uranium option to nuclear weapons

Suggested by Kang Arin (Kyu, Lol)

Brass:-10% improvement upkeep cost, +2 happiness.

Requirements: Copper, Zinc, Coal (Commander Cody/King Justin XIII)

Liquor: +2 Happiness

Requirements: Beer, Wine, Spices (staxringold)

Textile Manufacturing: steel, lumber, gold

+2 happiness, -5% infra cost (anandonaqui)

Tofu: Rice, Spices, Beer

Gives +2 happiness. (New Lutia)

Heavy Machinery Needs Construction, Water, Oil, Lead, Gems (Lead and Gems are still a maybe)
Decreases Initial infra cost 5%, Decreases Improvement upkeep 5% (New Lutia)

Cigars: Increaes population happiness +2. Requires lumber, tobacco, and chemicals. (KevinCSN)

Marketplace: Increases population happiness +2, and increases citizen's daily income +$2.00. Requires Fish, Coffee, and Fine Cuisine. (KevinCSN)

Fine Cuisine: Increases population happiness +1, and increases citizen's daily income by +$1.50. Requires Wine, Produce, Cocoa, and Spices. (KevinCSN)

Fashion: Increases population happiness by +2, increases citizen's daily income +$1.00. Requires Cotton, Rubber, and Chemicals. (KevinCSN)

National Treasures: Increases population happiness +3. Requires Marble and Construction. (KevinCSN)

Plutonium: Requires 100 tech, uranium, water, steel (I think you need these to produce plutonium)

Lowers nuclear upkeep costs -15%, environment -1. (King Justin XIII/FERGUS_MANERGUS)

Hydrogen Cars: Requires hydrogen, automobiles, and 50 tech.

Environment +10% (Amartic)

Plastic Requires water, oil, steel (for molds)

pop. income increase 3%. (Amartic/King Justin XIII)

Denim- Requires cotton, indigo

(income per person increase 1.25%) (Amartic/King Justin XIII)

Carbon Fiber- Carbon, tech greater than 50.

Reduces infra upkeep costs 2.5% (Amartic)

Computers Requires copper, microchips, plastic, oil, aluminium

+3 pop. happiness. (Amartic)

Video Games - Requires computers, microchips, plastic)

+1 population happiness. (Amartic)

Titanium- Steel, Iron, Coal, Copper

reduces infra. upkeep costs 3% (Amartic)

Baked Goods: +4 happiness

Requires Wheat, Water, Sugar, Spices, Coal, Iron.

Coal/Iron because you need coal for the ovens....rest self explanatory. (Novus Licentia)

Skyscrapers: +25% environment

Requires Steel, Construction, Scholars (Novus Licentia)

Thriving economy: +$5 citizen income

Requires literacy rate greater than 95% and infrastructure over 1,500

I still see no military bonus resources. I am appalled. (Novus Licentia)

Commando Training: You soldiers are +10% more effective against enemy soldiers and tanks

Requires Lead, Fish, Cattle, Pigs, and 1,000 infrastructure. (Novus Licentia)

Valiant Citizens: +10% population (see details)

When your nation is at war, if you have over 15,000 citizens and you fall to less than 10% soldiers, you get +10% population the following day and continue to as long as you have less than 10% soldiers, of your population.

Meaning if you have exactly 15,000 citizens 10% would be 1,500 soldiers. If you go under that, you get +10% population at the start of the next tax collection cycle. You citizens are valiant enough to pay more which in turn will let you buy more soldiers.....

Sounds long, isnt. (Novus Licentia)

Top Gun Instructors: Jet fighters become 10% more effective when defending or escorting bombers.

Requires scholars, oil, and only works with Strength 6 jets or higher (Novus Licentia)

Armored Research: Your tanks become 15% more effective in combat against enemy soldiers and tanks

Requires commando training, oil, aluminum. (Novus Licentia)

Mobile Troops: You may deploy your military twice per day instead of the currant once.

Requires: Commando training, Valiant Citizens, Top Gun Instructors. (Novus Licentia)

Furniture: Income boost $5, Environment -1 (off course these values can be adapted.)
Requires: Furs + Lumber (andre27)

Mobile phones
: Happiness +2
Requires: aluminum, microchips, Tech level greater than 5. (TensaZangetsu)

Advanced learning
Requires Scholers, at least 1 school and a Literacy Rate of at least 95%.
Increases your income by $0.75 for every school you have.$1 for every uni. (rozalia)

Plutonium
Requires Steel, Construction (for building a reactor) Uranium (fuel), Tech level of over 75 (expertise). Nation stance to nukes must be approval of weapons, on the basis that the plutionium produced by a thermal reactor is highly suitable for weapon use.
Nuke cost - 25%, Citizen income +$3.00 (cheap electricity from reactors making the plutionium). (Rupert of Hentzau)

hydroelectricity
water, construction, steel, tech level greater than 75
increases environment +35% decreases tech cost -2% increases daily income +2% (Machiavelli IV)

milk
+1 happieness
Cattle & Water (cameronland)

Tea: Income +$3, happiness +1
Health foods = Tea + Spices + Wheat + Rice + Soy + Fish + Water = Pop Happiness +3, Environment +1, 5% pop increase (Avatar E)

Ammonia
(Bonus Resource): +3% population, +6% soldier bonus. Requires fish, water and something else. (Myalam)

Cordite
(Bonus Resource): +5% soldier efficiency, -8% tank cost, Reduces soldier upkeep by 0.5 currency, Reduces tank upkeep by 6%. Requires 15 technology, Furs, Ammonia and Lumber. (Myalam)

Advanced Alloys (Bonus Resource): Aircraft cost -7%, infrastructure upkeep -7%. Requires 10 technology, Gold, Steel and Aluminium. (Myalam)

Mining- Requires Platinum Mercury and Oil
Lowers tech costs by 5 percent raises population income by $2.00, lowers environment by 1/2 star (Sirus Griffon II)

UNILAC (Atom smashing machine) Requires cadmium, uranium and steel, as well as a technology level of 40 or higher (Sirus Griffon II)
Lowers infrastructure costs by 15 percent
lowers initial cost of nuclear weapons by 20 percent(Sirus Griffon II)
Allows the production of Amerecium

Americium requires UNILAC and Construction
Raises population Happiness by 2
lowers cost of nukes by 5 percent (Sirus Griffon II)

NASCAR: requires Automobiles and Beer
+3 happiness, -4 literacy rate (Shardoon)

Tourism
- +$1 citizen income
Requires Construction and Automobiles (PoisonHigh)

Biofuels
: Wheat, and fish, university, tech level greater than 50.
+$1 citizen income, +1 environment, -.1% infra cost. (killerterrier)

Paint:

Requires Dyes, water, wheat
Soldier efficency +2% for daytime attacks +3 for nightime attacks, Infrastructure upkeep cost -3% (paint prevents rust) (Tokamak)

Artwork:
Requires Paint, lumber, aluminium, cotton
Population income +3,00, Population happiness +3, environment +4 (Tokamak)

Paper:
Requires lumber, at least two factories
Population happiness +2.5(Tokamak)

Writings:
Requires carbon (or maybe coal), water (these two for ink), paper, aluminium
Environment +5, population happiness +3, Soldier upkeep cost -5%, Soldier efficiency +5% (Tokamak)

Books
Requires literacy rate of 25% or more, furs and (sorry,) lumber (furs (or leather) can work as protection, making furs more interesting, you btw had no resource whatsoever)
Population happiness +1, technology cost -3% (Tokamak)

Statues

Requires marble, lumber, steel
Population happiness +2 (Tokamak)

Stuffed Animals
:
+2 Happiness. Requires Furs and technology level greater than 200 tech and at least one Factory. (Ivan the Infidel)

Balanced diet:
Pigs, Potatoes, Vegetables, Cattle, Spices, Wheat, Water, Fish, wine, furs
+25% population happiness (zigbigadorlou)

alternative fuel. Or something
Potatoes, Wheat, Vegetables, Oil
-45% Tank upkeep, -10% Plane upkeep (zigbigadorlou)

Clothing:
(Requires fabric and tech level greater than 20) Population happiness +3 (Sir Pandy)

Refined Materials - Requires Steel, Fine Jewlery, Lumber and tech greater than 5.
Increases population income +$3.50, Reduces infrastructure cost -5%, Increases population happiness +1 (Metal Shards)

Textiles - Requires Steel, Fur
Increases number of citizens +8% and Increases population happiness +2 (Metal Shards)

Diverse Trade- requires 5 different colored trade partners. +2 or +3 happiness. Won't be as effective as having all color trades, but for people who can't get them it gives then an option. (Mirreille)

Plastics: raises citizen income by $5, requires Oil, and Rubber (Fort Pitt)
+Zeke+
While I'm not manic about the idea to have new resources or bonuses, I'm really surprise this has never been suggested.....


Cookies! biggrin.gif

Needs Water, Wheat, and Sugar.

+1 Happiness

If we ever get around to doing new resources and bonuses then it would certainly be useful and quite fun.


If you need some more pizazz then add Pigs for the irresistable Ham Cookie variety. ehm.gif

Ham Cookie? An old joke going back to the early 90's interwebs, such as they were. wink.gif
Mirreille
If they put cookies into the game I would have to get it, regrdless of the economic effects on my nation. That is so awesome.gif .

Also, what happened to all the old suggestion posts, did they get cleaned up?
Alferius
QUOTE
National Treasures: Increases population happiness +3. Requires Marble and Construction. (KevinCSN)


I believe we have an inherent flaw with this suggestion as marble is already required for construction, however using the suggestion Platinum along with gold may be more realistic.

QUOTE
Platinum:Raises population income by $2.50, lowers infrastructure costs by 5 percent (Sirus Griffon II)
haby112
There are so many of these bonuses that don't make sense. There should be a clean up of duplicate resources and bonus resources that aren't even resources. (like "top gun instructor" that isn't a resource that's a person.)
MTTezla
It would be kind of nice if we seperated the bonus resources that require resources that don't exist. That way we can know which ones are more likely to actually end up in the game and whatnot.
Shadow of Eternity
It'd be really nice if there were more bonus resources for the odd combinations and lesser resources. When you look closely there's basically a few big tradesets that everybody wants and that give a ton of bonus resources (in part because of how the bonus resources stack on each other) and everyone that doesn't have perfect resources is basically a second class cybercitizen as far as trades go. For example pigs is only in one bonus resource set and doesn't stack into any other bonus resources while coal is in two directly, stacks into another two, and essentially guarantees having a few others outside of the one's it's directly involved in because of the other requirements that it stacks into.

So that this isn't considered just a "whining" post and is relevant to the current topic I do have a few (imho) reasonable ideas to balance out the bonus resource system:

The first idea is the simplest and is basically just building a second bonus resource tree that's just as unbalanced as the first one but with all the resources left out in the cold, and then making the two trees largely mutually exclusive. It's simple and rather uninventive but also pretty effective, it doesn't remove any depth from the game but at the same time it means that being unlucky when you get your resources won't penalize you for the rest of the game.

The other option that I think would be a little more fair but has a snowballs chance in hell of happening would be to have bonus resources require resources which don't occur together in the same nation anymore. That'd basically force people to trade with nations that don't have two great resources at the same time as well as limiting the number of nations that have basically every bonus resource. The problem, aside from the sheer amount of work that would be, is that everyone who currently DOES have said ridiculous collection of bonus resources would scream bloody murder over this one.

So maybe a suggestion drive for bonus resources that don't involve the current ones is in order.
Whelshy
I think Furs should be directly REPLACED with Rice. Everyone who has Furs now, gets a swap to Rice.

Rice - Increases citizen’s daily income +$3.50, doubles the natural growth of a nation and increases number of citizens +3%

Rice is a much more realistic resource than furs. The citizen boost now makes this resource a good/decent one, and makes the Affluent population bonus more desireable.
Brother Kane
QUOTE (Whelshy @ Apr 18 2008, 10:52 AM) *
I think Furs should be directly REPLACED with Rice. Everyone who has Furs now, gets a swap to Rice.

Rice - Increases citizen’s daily income +$3.50, doubles the natural growth of a nation and increases number of citizens +3%

Rice is a much more realistic resource than furs. The citizen boost now makes this resource a good/decent one, and makes the Affluent population bonus more desireable.

That is a pretty dang massive effect for rice. People would say 'screw it' to any bonus resources they may lose just to get their hands on that, throwing the game's stability way off and causing thousands of nations to drop trades in an attempt to get rice, while those with rice are charging $3 million and 50 tech for a month long trade.

Furs is a natural resource found only in select areas of the world. Rice is a pretty common food item that pretty much anyone can have access to. You also don't see the richest of the rich chowing down on rice too often, so replacing furs with rice and still keeping the affluent population bonus doesn't make much sense.
Whelshy
QUOTE (Brother Kane @ Apr 20 2008, 04:34 PM) *
That is a pretty dang massive effect for rice. People would say 'screw it' to any bonus resources they may lose just to get their hands on that, throwing the game's stability way off and causing thousands of nations to drop trades in an attempt to get rice, while those with rice are charging $3 million and 50 tech for a month long trade.

Furs is a natural resource found only in select areas of the world. Rice is a pretty common food item that pretty much anyone can have access to. You also don't see the richest of the rich chowing down on rice too often, so replacing furs with rice and still keeping the affluent population bonus doesn't make much sense.

I suppose you have a point on the effects. Maybe remove the income bonus, that'd drop it down do a decent resource but still better than furs is ATM at least. And I'm sorry but the income any nation makes by furs exports is almost negligable compared to other resources like oil, lumber etc etc (and rice). Lumber is a pretty common item that any nation can get their hands on too, wouldn't you say? But it's still exported, as is rice and other items in use. Also, rice is consumed by all walks of life, as is fish.

I think you overreacted to the initial bonuses a tad, eh? tongue.gif
Brother Kane
I wouldn't say overreact, but I did react a tad much. Things like "You also don't see the richest of the rich chowing down on rice too often" are meant to be a joke, and I apologize if you took them otherwise wink.gif

But as for what I said would happen if rice was like that, I do think that there would be an effect similar to that. I still think furs is a valid, albeit hard to use resource.
Tokamak
QUOTE
Paper:
Requires lumber, at least two factories
Population happiness +2.5(Tokamak)

Writings:
Requires carbon (or maybe coal), water (these two for ink), paper, aluminium
Environment +5, population happiness +3, Soldier upkeep cost -5%, Soldier efficiency +5% (Tokamak)


Please remove these two from the OP, I scrapped them further on after my proposal.

Thank you
Andrew425
Chocolate

Population happiness +3
Soldier upkeep -.05$
Whelshy
QUOTE (Andrew425 @ Apr 21 2008, 08:52 PM) *
Chocolate

Population happiness +3
Soldier upkeep -.05$

Do you mean cocoa?
LordJohnson
I like all of the ideas
Roflcopter
I had an idea like this where instead of these being bonus resources, it would be a completely separate item called "Manufactured Goods" or something along those lines. Each nation would get its own natural resources, but also get two manufactured goods. These could be able to be traded as well. For example, a nation has Pigs and Wine and Guns and Plastic. This would increase the difficulty of getting good trades set up, and it would also bring some people who are less lucky with their resources into better trades if they have good manufactured goods. For example, say nation A has spices and furs. These are not really desirable trades to most nations, making it near impossible for nation A to find good trades. Now say we introduce these manufactured goods, and nation A gets, idk, Guns and medical supplies.*Nation B, with natural resources of coal and iron would never trade with nation A. However if nation B gets stuck with Furniture and Locomotives**, and they want what A has, nation B may decide to take nation A's bad resources in exchange for their manufactured goods.

These goods could be made to depend on what natural resources you have, which, as stated above, would reduce the impact of getting stuck with bad natural resources. For example if you have Uranium, you produce guns, if you have Cattle you produce medical supplies, and so on. Likewise if you have Coal, you make something not a lot of people want, such as Trash Barges***, this would allow nation a, who was previously overlooked for bad resources, a better chance at getting good trades.


*for reference I'm using Guns as +2% effectiveness to troops and Medical Supplies as +4% on the effect of clinics and hospitals.
**Furniture +2 to population happiness and Locomotives -2% infrastructure upkeep cost.
***Trash Barges +10% to enviroment
Ibomb
resources
Copper +1.00 citizen income,-.5 environment
Tin +1.25 citizen income , -.5 environment
Titanium +.75 happiness, -.5 environment

Bonus
Bronze lowers tech cost by 3%.requires copper and tin
Brass +1 happiness. Requires 150 infrastructure, bronze and coal
Electronics +1 happiness. Requires 20 tech, titanium, and lead
uaciaut
Add a 5% upkeep reduction on coal
kirk
QUOTE (Ibomb @ May 3 2008, 09:12 PM) *
resources
Copper +1.00 citizen income,-.5 environment
Tin +1.25 citizen income , -.5 environment
Titanium +.75 happiness, -.5 environment

Bonus
Bronze lowers tech cost by 3%.requires copper and tin
Brass +1 happiness. Requires 150 infrastructure, bronze and coal
Electronics +1 happiness. Requires 20 tech, titanium, and lead

sorry, but isn't brass copper and zinc? i don't mean to be a pest but i was looking through the resource proposal thread and saw that, i thought i ought to post something. cheers

-kirk
Rypcord
Bonus Resource:
Slaves: Requires Wheat, Cattle, Water. Reduces happiness - 3%, increases citizenship +1.5%. Infrastructure costs are - 5%. Personal income is +8%.
Eddeboo
Lead - add an extra bonus to it - nukes do less damage

Wine, pigs and cows = fine dining - Population happiness +6, Citizen count +2%, -1 happiness for tax rates higher than 25%

martinius the great
Bonus:
Caek: Requires wheat, sugar, water and milk. Increases happiness +3 and population +3%, and your population will be twice happy in anniversaries.
Kielmog
Bonus:
Power Plant: Requires Marble, Uranium, Iron, and Lumber

Effect:
Reduces the environment damage by 10% as the uranium now has a safe place to go rather than a storehouse.
Should counter the horrible update, at least by enough for mid range nations to not be destroyed.
Ephriam Grey
QUOTE
Affluent Population - Increases number of citizens +5%. Requires Fine Jewelry, Fish, Furs, and Wine.


I'd like to suggest changing this to +1 enviroment - possibly taking off 1% population if that would make it more reasonable.
azndude1
Bonus resource: Textiles: Increase happiness by +2, increases soldier efficiency by +5%. Requires Cotton and Fabric
Calucifer
I don't know if this post should be in this thread, but just in case, I'l post here as well.
I think that instead of having 5 trade slots with 2 resources for each, we should have 10 slots with 1 resource per slot. 0.5 happiness is added if you are trading with the same team or alternatively +1 happiness for every 2 trades you have with your own team. This would make Trade Rings and well basicly all trades much easier to deal with and you won't have to get stuck with an unwanted resource because you trading partner(s) has a resource you want and a resource you DON'T want. This (hypothetical)update wouldn't hurt any existing trades anyways.
Scorponok
Any new resources will benefit the game greatly. Especially ones which combat Environment damage.
tomboy
sure would considering impact of the environment atm
uaciaut
QUOTE
Affluent Population - Increases number of citizens +5%. Requires Fine Jewelry, Fish, Furs, and Wine.


I'd like to suggest this giving one extra environment point as well smile.gif
mdnss69
There is too much bonus resources being placed on the 'good resources'. Suggestions are needed for 'bad' resources!

Bonus Resource;
Manure, requires cattle and pigs, + 5% land area, + $2 income
Farm Machinery, requires Automobiles and Wheat, + $4 income
Fishing fleet, requires Automobiles and Fish, +$4 income
JustWarrior
I think I have two good resources:

Honey: +1.5 pop. happiness and 4% pop. increase

Pesticides: +1.5 stars to environment

Suggestions to change?
+Zeke+
QUOTE (mdnss69 @ May 25 2008, 11:48 AM) *
There is too much bonus resources being placed on the 'good resources'. Suggestions are needed for 'bad' resources!

Bonus Resource;
Manure, requires cattle and pigs, + 5% land area, + $2 income
Farm Machinery, requires Automobiles and Wheat, + $4 income
Fishing fleet, requires Automobiles and Fish, +$4 income


And yet every resource you listed for your ideas are either great or at least decent.

The poor resources are currently gold, lead, spices, and rubber.
Jinnai
Golden Age:
Affluent Pop + Scholars + Water
+3 happiness
+1 environment
KonigsTiger
BONUS RESOURCES

Hydroelectricity - Increases Environment 25%, +2 population happiness.
Requires: Water as a native resource, Cement, Asphalt, Construction and a Technology level greater then 50.

reason water needs to be native is because if you import water you can't make a river out of it.

Healthy Meals - Increases citizen count + 5%, Increases Population Happiness +2
Requires: Cattle, Fish, Water, Wheat, Sugar

Professional Athletes - Increases Population Happiness +4
Requires: Healthy Meals, At least 3 Stadiums as improvements,
Kornaki
QUOTE
Healthy Meals - Increases citizen count + 5%, Increases Population Happiness +2
Requires: Cattle, Fish, Water, Wheat, Sugar

Professional Athletes - Increases Population Happiness +4
Requires: Healthy Meals, At least 3 Stadiums as improvements,


That's straight out of the 3BR set; could you make it a little bit more powerful please? tongue.gif
Egwaterboy61
Glass- +2 happiness, -2% tech cost

Bonus Resource:

Fiber-optics: +3% citizen count, +1 happiness
Requires: Glass, Rubber, Construction
Terra Extraneus
Not a bonus resource but:

Produce: Raises population happiness +2. Raises citizen count by 1%. Lowers environment -0.5
(By produce I mean fruits and vegetables)
Eddeboo
There needs to be another bonus resource that uses wine.. affluent population really limits what other bonuses you can get.

Those with wine as a primary resource have the worst bonuses going
Brinoceros
fancy living=affulent pop and fine cusine

exotic cars=automobile and aluminum
jackyseto123
Bonus Resource:
Fertilizer
Requires: Cattle or fish or Pigs, Wheat, and Water.
Effect(s): +3 Population Happiness, +1.5% Citizen count, +5% land, damages environment

Resource:
Alkaline
Effects: Damages environment, -8% tech cost, +2 Happiness +$1.50

Bonus Resource:
Cellular Phones
Requires: Alkaline, Iron, and Gold
Effects: -1% citizen count, +4 happiness
polishpeo12
I think llamas should be added as a recource

Llamas increaces population happiness by 1 and raises thier income by $2.00
polishpeo12
Bonus recource
Horses requires Iron, lumber, and ballanced diet.
Jinnai
Robotics
Requires
Microchips, Rubber, Steel, technology 60
Effects
-5% infra cost
-5% aircraft cost
-5% tank cost
-5% naval vessel cost
-1 happiness
+2 income
jackyseto123
I like the Robotics, but 1 problem. The happiness and income thing is useless because 1 happiness = $2, thus you would receive no change.
Caffeine
Copper: lowers infrastructure purchase cost -4% , lowers technology cost -5%, lowers naval upkeep -5%

yes copper again
Doug Falkner
My suggestion has less to do with a new resource or a new bonus resource but how resources are distributed (or something like that). It occurred to me that, as nations grow, in terms of land, they should get access to more resources. In real life if a country expanded its territory, they would likely at some point come across new resources that didn't exist in their original territory. It seems that something like this would be a cool addition to CN. I don't know, it seemed like something worth considering.
LordJohnson
I like the robotics one
Britanicca
QUOTE (Doug Falkner @ Jul 14 2008, 09:40 PM) *
My suggestion has less to do with a new resource or a new bonus resource but how resources are distributed (or something like that). It occurred to me that, as nations grow, in terms of land, they should get access to more resources. In real life if a country expanded its territory, they would likely at some point come across new resources that didn't exist in their original territory. It seems that something like this would be a cool addition to CN. I don't know, it seemed like something worth considering.


like if you reached 20,000 miles then i suppose
Numby
Salt: Increases population happiness +2 and number of citizens +1%.

Pepper: Increases population happiness +1.5 and purchased land area of a nation by 12%.

Seasoning: Increases population happiness +2.5. Requires Salt, Pepper and Spices.
Godspal
Bonus Resource
Heavy industry: Requires: Automobiles and Uranium: Reduces Initial Infra costs by -5%, Reduces Infra Upkeep by -5%, Reduces Initial Cost of Aircraft and Navy by 2%. Decreases Environment by a half star, Reduces Population Happiness by -1.
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