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Philotheos
This thread contains pretty much every improvement I could find that has been suggested. Keep in mind that if an improvement only does good stuff, and a lot of good stuff, and isn't very much money, it's probably not going to get added. If you really dislike something that has already been posted, try suggesting something better, and it might get changed. The original improvements were based on the KISS system, and I bet any ones added would be too, remember that. This first post is for improvements, and the second one has Wonders in. Please keep all wonders and improvements in these threads. Also, for the good of the world, learn how to spell.

Improvements
(Listed in alphabetical order for convenience)

Agriculture: Increases number of citizens by 2%, increases population income by 2%, reduces environment by 1.
Limit 5 per nation. Cost = $70,000.00

Aircraft carrier
- raises aircraft strength 5%

Aircraft Carrier (max 5)
Raises maximum aircraft by 6 per level.
Cost: 600 000

Airport reduce airplane cost -5% and reduce airplane upkeep costs -5% and give on more trade slot. Need 250 tech. Limit one per nation. (change more to your liking. don't have to have extra trade spot)

Alternative Energy Power Plant

Cost: 100,000
Happiness +1, Environment +1, Land Cost/Upkeep -10%
Requires: A minimum of 50 Tech., and Gov. Position must be for Nuclear Power, and against Nuclear Weapons

Amusement Park
Raises population happiness +2 and raises population +3% Limit one per nation or adjust the number.

Anti-Aircraft Cannon

$200,000
Purchase up to 5
Each Anti-Aircraft Cannon a nation purchases increases damage done to Planes and Bombers on a sliding scale with what level it's countries current aircraft level, and tech are at

Artificial materials factory:
$180k (requires 1 factory, 1 labour camp - max 5 per nation)
Initial infrastructure costs: -3%
Infrastructure upkeep costs: -3%
Technology costs: -5%

Bar
$75,000
- Increases population happiness +2.5.
- Requires Beer as a bonus resource and Wine as a resource.
This improvement will make Wine more useful.

Border Fortifications: $100,000. Raises effectiveness of defending soldiers 10%. Limit 5.

Border Guard Towers: Cost: $75,000, $200 a day to maintain. Requires 1 Border Wall. Border Guard Towers give your troops added protection and an elevated vantage point of the battlefield, enabling them to fire upon their attacking enemy before they can return fire. However, due to the small size of the guard towers, only a small portion of your army can actually gain this advantage. Each Guard Tower can kill up to 2% of an attacking enemy's soldiers (up to 500). Limit 5.
% of attacking soldiers killed = (Defender's Tech * #Guard Towers) / Defender's Land

Broadcasting station:
sends messages and news nationwide. Citizen happiness +2, -50% war anarchy time Limit 1

Bunker: $100,000. Reduces infra damage from aircraft and nukes 5%. Limit 5. This would probably require increasing the base damage of nukes.

Bunker

Cost: $75,000
Description: Increases defending soldier efficiency +.5

Casinos
- $100,000.00 - Increases population happiness +2.5, decreases literacy rate -3%, 2 police headquarters must be purchased before any casinos can be bought.

Cathedral
, limit one per nation requires 5 churches, happiness +2, 150k

Cathedral:
$200,000. Requires 3 churches. Raises happiness +4. Limit 1.

City Park
�€“ Increases population happiness by +1, Environment +1

Clean Air Act: Raises Environment by 1 star. Raises population happiness by 3 ($200,000)

Coal-fired Power Plant: requires coal. cost $45,000. +4% population income. -3 environment.

Coal Power Plant
$30,000
- Lowers infrastructure upkeep costs -5%.
- -1.5 stars to environment.
- Requires having Coal as a resource.

Coal storage facility
:
Cost - $300,000
Takes away the negative effect of coal on the environment

Commercial Airport: +3% population income. cost $50,000. requires tech level 100.

Computer Factory

$70,000
- Decreases cost of technology -10%.
- Requires having Microchips as a bonus resource.
(this will help tech dealers)

Contractors
�€“ Lowers infra upkeep costs �€“2% and or improvement upkeep costs by �€“5%

Corporations �€“raises population income by 5%. Increases population +5%

County Jails
- Raises citizen happiness +1, lowers citizen count 1%, lower crime rate 5%
costs- 50,000

Crop farms
�€“ Increases land area by +2%, increases population +2% (or possibility tie it in with the wheat resource somehow�€�.)

Counter-Terrorism Headquarters

�€�Cost: $250,000.00
�€�Limit per nation: 1
�€�Increases the number of spies caught when spy missions are conducted upon your nation (10% maybe?)
�€�Decreases odds of success for aggressor nation (some percentage I suppose)

Dam (not Hydro-Electric Dam)
- Requires having Water as a resource
- Increases population count by 3% and population income +2 (for it's use in husbandry)
- Price: 300,000

Dam $200K
+3 citizen happiness,3% pop increase or +$3 income. I was considering a possible -0.2 environment *shrugs*
limit 5 per nation.

Excavation Site - Lowers initial cost and upkeep cost of infra 5%, lowers initial cost and upkeep of tanks 5%, raises citizen income 8%, decreases environment 1 star
costs- 100,700

Factory Farming-Increase population count by 2%

Fallout shelters: They would garrison 10,000 soldiers which would be protected in case of a nuclear attack. Only 50% of those sheltered soldiers would consequently be available for defense, none for offense. Their presence reduces the chance of nuclear anarchy by 10% (per shelter)
Cost: 500,000 Maximum: 5

Farm $200K
+4% pop count limit 5 per nation

Fast Food Restaurants: Raises population happiness +2

Federal Reserve Bank: Requirements: 3 banks, 1 Intelligence Agencies.
After all standard calculations, increases money from tax collection by 7%. Decreases population happiness -1.5, Decreases population income -1.5%. (limit 2)

Film Industry:
$175,000
Increases population happiness +5, Increases citizen count +3%, Increases population income +3
Requires a population of 5,000 or more citizens, a tech level of 20 or greater, and 500 or greater infrastructure.

Fire department-
Pop. Happiness +2, Environment +2, Infra cost +1% (need to install those fire hydrants)

Fire Station
Raises population happiness +1 Raises environment +0.25

Fisheries

$80,000
Increases Population 6%, decrease Environment 0.5%

Forensics: $200k (requires university, 3 police headquarters - max 1 per nation)
Population happiness +3
Population increase +3%

Fort
Cost: $350,000
Description: Increases defending soldier efficiency +2.5

Gas Station - Lowers tank initial cost 4% , increase amount of money collected by taxes 2% or 1%
limit 5 per nation
cost 75,000

Guerrilla Camps
: $50,000 - Increase soldier efficiency +10% reduces soldier upkeep cost -3% (Remove citizen income penalty)

Hangar

$130,000
- Increases aircraft limit +3.
- Decreases aircraft upkeep cost -10%.
- Requires having Aluminum as a resource.
Having an air force is expensive. These should make them cheaper and more likely to be used.

Health Spa-Increase population happiness by 2

History Museum: $500,000. Requires 2 Universities. Doubles happiness bonus on anniversary. Limit 1.

House of Debate: +5 Population Happiness. Costs: $140,000. Requires Affluent Population. Limit 2 per nation.

Housing: Increases number of citizens by 2%, increases population happiness by 1.
Limit 5 per nation. Cost = $80,000.00

Hydro plant: provides lots of energy to your nation. Citizen income +4%, citizen count +4%

Hydro-Electric Dam
$80,000
- Lowers infrastructure upkeep costs -8%.
- Requires having Water as a resource and Construction as a bonus resource.
- Requires having at least 30 technology.

Improved Communications: Increases population happiness by 1, increases population income by 1%
Limit 5 per nation. Cost = $65,000.00

Institute of Technology
: $500,000. Requires 100 tech and 2 Universities. Reduces cost of tech 15%. Limit 1

Intelligence Agency
- $50,000 - Adds +2 happiness and upgrades your spy efficiency +10%. Limit five per nation.

Jail
cost- 120k
number of inmates 500
happiness- plus 2 environment- plus 1

Jewelery Store: +3 Population Happiness. Costs: $100,000. Requires Fine Jewelry. Limit 3 per nation.

Large Corporations - Decreases citizen income 2%, lowers nuclear and cruise missile initial cost and upkeep 5%, raises infra 6%
cost- 400,000 limit 1 per nation
requires 3 Small Businesses

Libraries - Increase literacy Rate +2%, Increase population happiness +2

Live Theatre/Galleries/Museums
- Happiness +1, Literacy +1%, (probably not, or something different) chance to get donations from patrons of the arts or some income bonus

Machine Gun Bunkers:
Cost: $150,000, $500 a day to maintain. Requires 20 technology + Lead. These bunkers are camoflaged attack centres blasted into hillsides, re-inforced by two solid feet of concrete and armed with a battery of heavy machine guns. The element of surprise combined with heavy firepower is lethal to oncoming infantry. Each Bunker can kill 7.5% of the attacking enemy's soldiers (up to 750 soldiers). Each Bunker causes -0.5 environment. Limit 5.
% of attacking soldiers killed = (Defender's Tech * #Bunkers) / Defender's Land

Mall Happiness +3 limit 2

Max Security Prisons
- Raises citizen happiness +3, lowers price of land 4%, lower Crime rate 10%
costs- 100,000
requires 3 county jails

Mines - Increases citizen income 4%, lower soldier upkeep and cost 2%, lower initial cost and tank upkeep 6%, lowers environment -1
cost-100,100 limit 3 per nation

Minefields:
Cost: $50,000, $25 a day to maintain. Requires 20 technology, and100miles of land for each one. Minefields are cheap to deploy and easy to maintain. As a first line of defense against oncoming enemy infantry and tanks, they are extremely cost effective. Each Minefield can kill up to 15% of an attacking army's soldiers (up to 1,000), and 5% of an attacking enemy's tanks (up to 500). Minefields are very unpopular with your nation's citizens, so each Minefield causes -1 population happiness, and -0.5 environment. Limit of 5.
% of attacking soldiers killed = (Defender's Tech * #Minefields)/Attacker's Tech
% of attacking tanks killed = ((Defender's Tech * #Minefields)/Attacker's Tech)/2
% of friendly fire casualties = (Defender's Tech * # Minefields)/1000

Media broadcasting center: $80k
Happiness +1
Income + $3.00

Monastery - Increases population happiness by 4. Cost: $250,000 (+)
Limit 2 per nation Requires: 3 Churches

Music Industry
- +4 Population Happiness, +$2.00,
Costs-$300,000

Music Industry
:
$175,000
Increase population happiness +5, Increase citizen count +3%, Increase population income +3
Requires a population of 5,000 or more citizens, technology level of greater than 50, and microchips as a resource

National Bank

Requires: 5 Banks
Increases population income by 10%
Limit of one National Bank pr. Nation.
Cost: 250,000 $


National Broadcasing Tower: $250k (requires 3 broadcasting centers - max 1 per nation)
Happiness +2
Income + $10.00
Population increase +5%

Nuclear Powered Hydrogen Combustion Thingy
cost-2mill
requires: water and uranium resources
environment- plus 2
happiness: +2

Nuclear Power Plant

$350,000
- Lowers infrastructure upkeep costs -15%.
- Lowers initial cost of infrastructure -10%.
- Requires having Uranium as a resource.
- Requires having at least 75 technology.
- -2 population happiness if you do not have Radiation Cleanup as a bonus resource.
- Cannot be used if you possess nuclear weapons.

Oil Power Plant
$45,000
- Lowers infrastructure upkeep costs -5%.
- -.5 stars to environment.
- Requires having Oil as a resource.
- Requires having at least 5 technology.

Oil Refinery Plant
- Lowers upkeep for tanks 7%, lowers soldier upkeep 3%, lowers cruise missile initial cost 8%, lowers infrastructure initial cost 7%
limit 2 per nation
Cost 290,000

Oil storage facility
:
cost - $200,000
Takes away the negative effect of oil on the environment

Park-
Increase population happiness buy 1

Plantations - Raise natural growth of land 5%, increase population count 2%, raise citizen happiness +1
costs- 180,000

Post Office- Income +3%, Literacy +1%

Prison
: requires at least 3 police head quarters. population happiness +3. costs $120,000

Private-Funded Research Lab

$350,000
- Technology grows by natural growth of 5 technology per day.
- Requires having Affluent Population and Scholars as bonus resources.
- Limit one per nation.
You could say having a natural growth of technology would be broken, but it is offset by the requirement of having two bad bonus resources. If you want this, you cannot get Construction basically.

Public Transport
: allows citizens to move around easier. pop. happiness +2, total pop. + 2%

Quarry - lowers initial cost and upkeep of infra 7%, lowers all initial and upkeep costs of military except soldiers 9%, lowers environment 1 star, increases income 2%
costs-190,500
requires 3 excavation sites

Radiation Containment
: Lowers GLOBAL RADIATION by .05% per Containment chamber (5 max). Raises Pop Happiness by 4 ($700,000)

Radio towers- Pop. Happiness +2, slight increase in defense during war

Railway System �€“ raises population income +3%, reduces infra upkeep and cost 4% (Limit one per nation)

Recreation Center
- Increase Happiness +2, Increase Literacy Rate +5%

Recycling Center
: $100,000. Requires 100 tech. Improves environment +.5. Limit 5.

Real Estate Agency
$150,000
- Triples value of land when selling.
- Halves the cost to buy land.
- Bonus is cumulative with Rubber.
- Requires having an environment of 4.5 stars or better.

Recruiting centre
.
$300,000
When there is a war going on, you can conscript 10% of your population into soldiers for free, but get -5happiness for 2weeks and the conscripts don't fight as well as soldiers.

Recycling Center
- Improves Environment +1, + 1 Happiness Bonus

Recycling Plant
- Raises environment 15%, increases population count 2%, increases cost of infra 4%
costs- 100,000

Residential Zone
(could be simplified to House)- Similar to housing but instead, increases population count by 500, increases the cost of further residential zoning by 7%* (due to rising prices from urbanization), increases infrastructure purchase cost by 2% (due to sprawl), increases land area by 1% (also sprawl), decreases citizens' daily salary by $4.00 (due to commuting, traffic, etc.), unlimited purchases. $100k

Salvage Yard
Cost: $50,000 each
Limit: 3
Effect: For each salvage yard, when you destroy a tank or aircraft, you get 20% of your buy cost (without effect of resources). Max you can get back is 60% of original cost.

Specialized Schools
:
$200,000
Increases population happiness +3, Increase literacy rate +10%, Increase population income +2.50
Requires a population of 2,500 or more citizens, 3 schools, and a university

Science Lab �€“ Lowers infra costs -5%, lowers infra upkeep -5%, lowers tech costs -5%, Limit one per nation

Small Airport-
300,000- Requires 5 Labor camps. Increases Population +2, Limit of 3 per nation.

Small Business - Raises citizen income 1%, Raises soldier count 4%, increases value of infra when selling 10%
cost 150,000 limit 5 per nation

Solar power plants:
reduces Infra upkeep -5%, and improves environment + 15%
cost= 450,000 limit 3-5

Spy Headquarters
- $200,000 - Adds 50 to the limit of spies a country may have. Limit one per nation.

State Park or State Forest Raises population +4%, raises population happiness +1, and raises environment +1 Limit one per nation.

Strip Mines - Lowers environment �€“0.5. Raises population income by 5%
-solid improvement I think�€�.numbers can be adjusted. You could add extra bonuses if you have gold, silver, gems, coal, lead, oil, ect.

Supply Depot
- $200,000
-At the time of purchase, it allows you to "store" up to 200 infrastructure and 20 tech. While in storage, the infra does not cost upkeep, but does not increase your number of citizens or defense level, either. The stored tech does not reduce your infra bill or effect battle results.
-This infra and tech are safe from ground attacks, but infra can still be destroyed with bombers and cruise missiles. If, however, the stored infra is the only infra you have left (due to war or the selling of tech) then an enemy can "capture" the infrastructure, like tech, in a ground attack.
-When the Supply Depot improvement is trashed, your nation's infra and tech increases by however much you stored in the first place.
-Limit one per nation per month

Tactical Missile Defense System

Reduces effect of nukes by 5%.
Requires: 3 Intelligence Agencies, 2 universities and 5 factories. Limit: 2

Television Network
: Increases population happiness by 4
Limit 5 per nation. Cost = $150,000.00

Weapons Factory
$120,000
- Increases the effectiveness of soldiers (counts as if you have +40 technology when determining who wins a battle).
- Limit one per nation.
- Requires having 3 or more Factories.
- Requires having Lead as a resource.
This improvement should make Lead a better resource.

Workshop

- Requires having Iron as a resource
- Reduces Improvements upkeep costs -10% and decreases environment -1%
- Price: 150,000

Windmill
- Reduces infrastructure upkeep costs -2%
- Price: 100,000


Last Updated: 3/30/08
I removed all improvements that suggested an extra trade slot, seeing as they shouldn't have been there in the first place.
Philotheos
Wonders

Black Market Wonder
- $300,000,000 - allows nations to buy 3 nukes per day but doesn't increase the total amount of nukes a nation can have - this would be very useful in extended nuclear wars and would be expenisve enough to make it a "god-like" wonder that not everyone and their mom could have.

Compulsory National Service Wonder
: Cost $45,000,000. All citizens are required to complete two years of national service in the army. This increases your average citizen's love for their country and allows National Reserve Units to be formed all over your nation, assisting the army in times of war. Halves the happiness penalty for increased DEFCON levels, decreases soldier purchase cost -25%, and increases your nation's soldier effectivess +1 for every 100 citizens in your nation (i.e., 45,000 citizens increases your soldier's effectiveness by an additional 450.)

Federal Aid Commission(Change)
Either Double the aid - 100 tech, 6m and 4k soldiers or only 1 person needs it - This is the most popular idea, simply either the person sending or receiving the aid has one, then they can take advantage of the benefits.

Federal Aid commission (Change)
Allows 50% increase in aid amount ($4.5 million, 75 tech, 3000 soldiers). Only one person needs to have it. 50% addition cost for aid over the standard amounts. This would mean that to send $4.5 million and 75 tech it would actually cost the sender 6 million and 100 tech.Also raise the cost of the wonder to $30 million since it would be a lot more useful this way.

Federal Trade Commission- All non color trades receive the happiness bonus. Essentially it would give anywhere from +0 - +5 happy pending how many out of color trades you have. I said the price should be 30-50 million.

Laser Anti Missile Defense Grid - $50,000,000
-25% Odds of Incoming Cruise Missiles, -10% Missle Attack Damages. Requires 1,000 Tech.

MMLS Wonder: Cost $50,000,000. The Multiple Missile Launch System is a fixed battery capable of launching multiple missiles at one time. Increases number of Cruise Missiles that can be fired in one day from 2 to 3.

National Industry
- $40,000,000
The National Industry incorporates labor camps into the mainstream economic infrastructure. Gives +1 happiness per labor camp, decreases initial infrastructure cost -2% and decreases infrastructure upkeep costs -2%.

Officer School Wonder:
Cost: $25,000,000. Requires 4 Barracks, 1 University + Scholars. Officer Schools are institutes that take the basic skills of your soldiers and increase them by giving them advanced teaching in tactics, leadership training and increased discipline. Increases your soldier effectiveness +15% and increases soldier upkeep +15%. Limit 1.

Pentagon(Change)
Allow one extra troop deployment per day. Nothing else changes.

Socialized Infrastructure
(Draft name only)(Wonder) $40,000,000
Increases the max taxation percentage 2% for each level.
haby112
(Improvement)
Federal Reserve Bank- Requirements: 3 banks, 1 Intelligence Agencies.
After all standard calculations, increases money from tax collection by 7%. Decreases population happiness -1. (limit 2)
-changed-
Wai Yu
Kudos on the new thread. A big thanks to Philotheos for all the reorganisation.

These are listed in a seperate thread, but in the interests of follwoign the new rules and keeping stuff in order, I will no longer use the thread and will post them here instead:

Just a couple of defensive measures that could be implemented to add depth to the war feature of the game. As with all improvements, each one requires 1,000 citizens.

IMPROVEMENTS
Minefields: Cost: $50,000, $25 a day to maintain. Requires 20 technology, and100miles of land for each one. Minefields are cheap to deploy and easy to maintain. As a first line of defense against oncoming enemy infantry and tanks, they are extremely cost effective. Each Minefield can kill up to 15% of an attacking army's soldiers (up to 1,000), and 5% of an attacking enemy's tanks (up to 500). Minefields are very unpopular with your nation's citizens, so each Minefield causes -1 population happiness, and -0.5 environment. Limit of 5.
% of attacking soldiers killed = (Defender's Tech * #Minefields)/Attacker's Tech
% of attacking tanks killed = ((Defender's Tech * #Minefields)/Attacker's Tech)/2
% of friendly fire casualties = (Defender's Tech * # Minefields)/1000

Border Guard Towers: Cost: $75,000, $200 a day to maintain. Requires 1 Border Wall. Border Guard Towers give your troops added protection and an elevated vantage point of the battlefield, enabling them to fire upon their attacking enemy before they can return fire. However, due to the small size of the guard towers, only a small portion of your army can actually gain this advantage. Each Guard Tower can kill up to 2% of an attacking enemy's soldiers (up to 500). Limit 5.
% of attacking soldiers killed = (Defender's Tech * #Guard Towers) / Defender's Land

Machine Gun Bunkers: Cost: $150,000, $500 a day to maintain. Requires 20 technology + Lead. These bunkers are camoflaged attack centres blasted into hillsides, re-inforced by two solid feet of concrete and armed with a battery of heavy machine guns. The element of surprise combined with heavy firepower is lethal to oncoming infantry. Each Bunker can kill 7.5% of the attacking enemy's soldiers (up to 750 soldiers). Each Bunker causes -0.5 environment. Limit 5.
% of attacking soldiers killed = (Defender's Tech * #Bunkers) / Defender's Land

WONDERS

Compulsory National Service Wonder: Cost $45,000,000. All citizens are required to complete two years of national service in the army. This increases your average citizen's love for their country and allows National Reserve Units to be formed all over your nation, assisting the army in times of war. Halves the happiness penalty for increased DEFCON levels, decreases soldier purchase cost -25%, and increases your nation's soldier effectivess +1 for every 100 citizens in your nation (i.e., 45,000 citizens increases your soldier's effectiveness by an additional 450.)

Officer School Wonder: Cost: $25,000,000. Requires 4 Barracks, 1 University + Scholars. Officer Schools are institutes that take the basic skills of your soldiers and increase them by giving them advanced teaching in tactics, leadership training and increased discipline. Increases your soldier effectiveness +15% and increases soldier upkeep +15%. Limit 1.

MMLS Wonder: Cost $50,000,000. The Multiple Missile Launch System is a fixed battery capable of launching multiple missiles at one time. Increases number of Cruise Missiles that can be fired in one day from 2 to 3.
robbdawg
Federal Aid commission (Change)

Allows 50% increase in aid amount ($4.5 million, 75 tech, 3000 soldiers). Only one person needs to have it. 50% addition cost for aid over the standard amounts. This would mean that to send $4.5 million and 75 tech it would actually cost the sender 6 million and 100 tech.Also raise the cost of the wonder to $30 million since it would be a lot more useful this way.
Whelshy
The problem with having requirements for improvements (like affluent population, or specific resources) is that nations can easily resource swap until they get the best improvements. So adding more improvements with these requirements will just favour stronger nations who can have as many improvements as the game allows. I'd like to see the maximum improvement number reduced to 3, but new Global landmarks added. These cost much more than national Wonders, and each nation can only purchase 1 of each. Anwyay...

Improvements

Media broadcasting center: $80k
Happiness +1
Income + $3.00

National Broadcasing Tower: $250k (requires 3 broadcasting centers - max 1 per nation)
Happiness +2
Income + $10.00
Population increase +5%

Forensics: $200k (requires university, 3 police headquarters - max 1 per nation)
Population happiness +3
Population increase +3%

Artificial materials factory: $180k (requires 1 factory, 1 labour camp - max 5 per nation)
Initial infrastructure costs: -3%
Infrastructure upkeep costs: -3%
Technology costs: -5%
Commander Cody
What happened to the Tech Improvements idea that was always underconsideration but the public never got a decision on? An update about that would be appricated. Perhaps I just missed it or something.
+Zeke+
QUOTE (haby112 @ Mar 28 2008, 01:07 AM) *
(Improvement)
Federal Reserve Bank- Requirements: 3 banks, 1 Intelligence Agencies.
After all standard calculations, increases money from tax collection by 7%. Decreases population happiness -1.5, Decreases population income -1.5%. (limit 2)


Contradictory.

You raise income and then lower it with the same improvement?

You have it increase net 7% and then decrease gross 1.5%, not to mention the happiness decrease is pretty much the same as a gross reduction.

Better to have the opposition be somewhere else.

Say you raise income with XYZ improvement then you should look for a negative that affects something other than income.

Perhaps environment, population, land, tech, Infra, or military effectiveness. Something different than the primary benefit.

Or if you can't find a reasonable alternative then simply reduce the primary benefit and have no negatives. No rule out there that an improvement must have a negative. It's why they are called improvements and cost slots and money.
Sheldomar
Wonder

Death Ray

Estimated Cost: At least 2 billion dollars. Perhaps more.
Estimated Minimum requirements: 18,000 infrastructure, 4,000 tech. Must be in top 0.1% of nations. Need Uranium, Microchips, and Gems to develop. Also will need all 5 Satellite improvements, both University improvements, and either the Great University or Central Intelligence Agency wonder to build and maintain it.

These requirements may need more research. Idea inspired by the device developed by Inspector Dreyfus in the old Pink Panther movies. The device's purpose is for something really big for the very, very top level nations to look forward to.

Effect: In war, can fire every other day. Has 50% chance of destroying a random enemy Improvement or Wonder; 50% chance of not hitting anything.

zigbigadorlou
I know you can't have an improvement to have more aid slots.

How about a wonder that can increase your aid amount.
Like, now you can aid 4-5 mil max instead of 3 mil?
Maybe 100 tech?

And the soldiers so it can be used for upper nations: like you can aid people your NS or higher = to 5% of your population.

It would be a sweet wonder, but wouldn't really affect mechanics (that I can see) past aiding during wars and possibly tech deals.

Not sure what the name would be, but if its actually feasible, it'll get a name.
Brother Kane
QUOTE (Sheldomar @ Apr 1 2008, 05:33 PM) *
Wonder

Death Ray

Estimated Cost: At least 2 billion dollars. Perhaps more.
Estimated Minimum requirements: 18,000 infrastructure, 4,000 tech. Must be in top 0.1% of nations. Need Uranium, Microchips, and Gems to develop. Also will need all 5 Satellite improvements, both University improvements, and either the Great University or Central Intelligence Agency wonder to build and maintain it.

These requirements may need more research. Idea inspired by the device developed by Inspector Dreyfus in the old Pink Panther movies. The device's purpose is for something really big for the very, very top level nations to look forward to.

Effect: In war, can fire every other day. Has 50% chance of destroying a random enemy Improvement or Wonder; 50% chance of not hitting anything.

That, sir, is the most ridiculous suggestion I've ever seen. I love it. If that was added to the game, I'd have mixed feelings of rage and love towards the admin.
Sheldomar
QUOTE (Brother Kane @ Apr 1 2008, 03:28 PM) *
That, sir, is the most ridiculous suggestion I've ever seen. I love it. If that was added to the game, I'd have mixed feelings of rage and love towards the admin.


And perhaps to make the 'doomsday device/death ray' a bit more spicy when it's fired: give it a 1% chance of overloading your own nation's grid, taking out something like 200-1,000 of your own infrastructure in the process. This overloading risk would be eliminated for nations with more than 8,000 Tech.
AlexLenin
This is a good sugestion for themilitary in large nations.

Military Research Center (Similar to Area51 or Marshall Islands)

This desert area/abandoned island will be a research base for weapons and technology to improve your military. Nuclear tests, weapons development, missle technology, and military experiments will take place here.

+7% Effects of Nuclear Missles
+10 Effects of CruiseMissles ( +15% combined with SDI) and +5% of the SDI effects
+5% Troop odds in battle, is 0% if other person has MRC
Population happiness -2

Will cost around 150,000,000 and require at least 2000 Technology and 3000 sq. miles of land.
Fort Pitt
QUOTE
(wonder) Princeton

This University developed the first Fusion Reaction, and set the clock forward on Fusion Technology.

  • Allows the development of the Fusion Reactor (proposing below)
  • +20% literacy rate


Cost: 100,000,000
Requires: 5 schools, 2 universities, 1000 sq. miles of land, 1000 technology.



QUOTE
(improvement) Fusion Reactor

The Fusion Reactor allows further study of the much unknown area of Fusion technology.

  • Allows the development of the Hydrogen Bomb. (being proposed here:http://forums.cybernations.net/index.php?showtopic=18609)
  • raises population happiness +2
  • lowers the effects (not the number of days) of nuclear anarchy by 10%
  • you can build up to 5 fusion reactors


Cost: 1,000,000
Requires: 5 schools, 2 universities, Princeton (wonder), 2000 technology.


^ suggestions may need to be updated as the discussion about h-bombs continues
myruler
To the above post:

The UCLA wonder does almost nothing. You shouldn't need 2 wonders to build a hydrogen bomb, or if you do, make them do something. +20% literacy rate does nothing when you are at 1000 tech, correct? I thought 1000 tech put you at a 100% literacy rate(I might be wrong).

And for the second one, you need almost nothing to develop a hydrogen bomb. You should need a whole bunch of tech or be in the top .5% or something. 1m to buy an "improvement" that let's you build the most destructive weapon just doesn't seem enough.
BamaBuc
As a USC fan, I object to the UCLA wonder.

On a more serious note, I'm with Italy (myruler) on this one.

-Bama
myruler
I guess I'll suggest my proposal for that:

Fusion Reactor(wonder)
Cost: $400,000,000
Requires: 10,000 technology, Be in the top 0.1%, 20 nuclear weapons
1. Allows the development of up to 5 hydrogen bombs.
2. Raises population happiness +2
3. Decreases environment -3

Reasons for this: Hydrogen Bomb shouldn't become like nukes. Very few people should have it. Therefore, it costs 400 mil making it very expensive to buy. You need to be in the top 0.1%, making probably the top 0.3-0.6% able to buy it(most will be able to boost up military to be able to get in range). You need 20 nukes to buy it because you shouldn't be able to have a hydrogen bomb without nuclear weapons. Also, raises population happiness because your people feel secure, but hurts the environment in the making of it by -3. Also, the technology requirement is huge making people really have to try to be able to get it. Yes, I know there are no nations with 10,000 tech, but this should be a step in the future.
Fort Pitt
Fusion Reactor is an Improvement...

the way it goes is you need Princeton for the improvements, and then you need the improvements to get the H-bomb

and why would Fusion Reactor bring environment down? its clean... maybe your thinking of FISSION reactor


the Hydrogen bomb is still being discussed, but you need 2000 tech, and 10,000 infra to buy a H-bomb, and you can only have 1 at a time (if it gets implemented)...

the H-bomb WAS going to be .1% only and only usable in the .1 percentage... but too many people complained and now were looking at 1% and up (about 300 nations)


im not good with wonders, so any tips could help biggrin.gif
myruler
QUOTE (Fort Pitt @ Apr 6 2008, 12:03 AM) *
Fusion Reactor is an Improvement...

the way it goes is you need UCLA for the improvements, and then you need the improvements to get the H-bomb

and why would Fusion Reactor bring environment down? its clean... maybe your thinking of FISSION reactor


the Hydrogen bomb is still being discussed, but you need 2000 tech, and 10,000 infra to buy a H-bomb, and you can only have 1 at a time (if it gets implemented)...

the H-bomb WAS going to be .1% only and only usable in the .1 percentage... but too many people complained and now were looking at 1% and up (about 300 nations)


im not good with wonders, so any tips could help biggrin.gif

The thing I don't understand is the fact that an improvement depends on a wonder. Wonders are supposed to be a higher level than improvements. Also, sorry about the environment thing, but maybe a drop in land because it has to be tested somewhere?

Also, why do you need infra for a H-bomb? Do roads really help you develop a h-bomb? And 2000 tech is nothing. If you are in the top 1% and don't have 2000 tech, you're one of the few. I don't think the usable percentage matters as much, just somewhere lower than .5% and a decent tech level, say 5000, to develop it. Infra shouldn't matter.
Fort Pitt
you nation has to be big enough to support it...

the Fusion Reactor would be a wonder, but you should be able to build multiples... so i made it an improvement... its really a mini-wonder, but theres no category for that
myruler
QUOTE (Fort Pitt @ Apr 6 2008, 04:47 AM) *
you nation has to be big enough to support it...

So land area? I just don't see how building infra matters to build this. Maybe you need universities and things, but anyone willing to spend a whole bunch of money on this will have those.

QUOTE
the Fusion Reactor would be a wonder, but you should be able to build multiples... so i made it an improvement... its really a mini-wonder, but theres no category for that


That's why I was wishing for tech improvements, that would have been where I would have put this.
Fort Pitt
infra is roads, and highways.... and rails.... if you have a dirt road with 200ton trucks pulling something in the rain, is it going to get where its going? no....
Jinnai
Improvement: Reinforced Bunkers, max 5 $200,000

reduce infra and tech destroyed by air attack or cruise missile 2%, reduce infra and tech captured by ground invasion by 1%, reduce land purchased by 1%


Wonder: Lead Bunker (requires 5 bunkers, lead resource, cannot destroy any reinforced bunkers once wonder is built) $50,000,000
Reduce soldier deaths from nuclear strike by -25%, reduce global radiation effect by -1%, reduce land, infra and tech destroyed by nuclear attack by 5%, reduce nuclear anarchy by 1 day

Double maintance if no lead resource
Solidus218
Wonder
Civil Defence Program - 20,000,000

Removes 2 of days of nuclear anarchy and also reduces loses of land and infrastructure from 35% to 20%
uaciaut
Current Pentagon:
QUOTE
Pentagon - $30,000,000 - The Pentagon serves as your nations headquarters for military operations. Increases ground attack battle strength +20%.


QUOTE
If your amount of Euros permits you may purchase up to 10% of your soldier efficiency level or up to 8% of your working citizen population, whichever is less.


New Pentagon:

QUOTE
Pentagon - $30,000,000 - The Pentagon serves as your nations headquarters for military operations. Increases ground attack battle strength +20% and increases the maximum amount of tanks you can purchase to 12% of your working citizen population
Lord Emares
Federal Aid Commission

currently:
QUOTE
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.


I propose to change it to:
QUOTE
Federal Aid Commission - $25,000,000 - For every 3000 infra of the target nation you will be able to send double the amounts for the previous block of 3000 infra. For the case where target nations are between 0 - 2999.99 infra you will be able to send them a maximum of $3,000,000.00, 50 tech, 2000 soldiers. Only the sending nation needs to own a FAC


Break down the aid Infra Bands are then broken down as follows:

When dealing with nations who are between 0 - 2999.99 infra no effect
When dealing with nations between 3000 - 5999.99 infra the amount you can send is doubled
When dealing with nations between 6000 - 8999.99 infra the amount you can send is quadrupled
When dealing with nations between 9000 - 11999.99 infra the amount you can send is octupled
etc etc

Foreign aid with a FAC would then work by checking the receiving nations infra level and allowing the appropriate aid bundle to be sent.

formula for this to be implemented:
if($FAC=1)
{
$infranumber = (infra/3000);
$FACaidnumber = floor($infranumber to the nearest whole number {including 0});

$moneyaidlimit = 3000000.00*(2^$FACaidnumber);
$techaidlimit = 50.00*(2^$FACaidnumber);
$soldiersaidlimit = 2000*(2^$FACaidnumber);
}
else
{
$moneyaidlimit = 3000000.00;
$techaidlimit = 50.00;
$soldiersaidlimit = 2000;
}
dragonknight1000
here's a good one:

Spy Training Facility - Cost: 75,000; Effect: Increases population happiness +1 and reduces initial cost of spies by 5% (max # 5)
Fort Pitt
updated wonder suggestion due to error in the name of the correct university that IRL developed the first Fusion Reactor

QUOTE
(wonder) Princeton

This University developed the first Fusion Reaction, and set the clock forward on Fusion Technology.

* Allows the development of the Fusion Reactor (proposing below)
* +20% literacy rate



Cost: 100,000,000
Requires: 5 schools, 2 universities, 1000 sq. miles of land, 1000 technology.
youwish959
QUOTE (Fort Pitt @ Apr 6 2008, 11:12 AM) *
infra is roads, and highways.... and rails.... if you have a dirt road with 200ton trucks pulling something in the rain, is it going to get where its going? no....


Please tell me where I can get a two hundred ton truck.
Fort Pitt
this crane can life 200 tons, so with something 200 tons on it its over 200 tons in weight

Lord Emares
QUOTE (youwish959 @ Apr 19 2008, 04:34 AM) *
Please tell me where I can get a two hundred ton truck.


From this company:

http://en.wikipedia.org/wiki/Liebherr
http://en.wikipedia.org/wiki/Liebherr_T_282B
http://www.liebherr.com/catXmedia/me/Docum...b9d6dc580e8.pdf
tschreiber725
Nothing too specific right now, but there really needs to be a wonder, or anything that gives some kind of benefit to land. I mean, all it does of significance is change your population per square mile and your nation strength right now. I think that there should be a Wonder that is something like this:

Raises population 1% per 1000 miles over 5000 (up to 10,000 miles [population% increase of 5] Requires a minimum of 10,000 infra, 5000 miles of land and 500 technology. Cost could be something like $75,000,000.00

This would give more importance to land and make larger nations purchase it instead of just raiding for it. There really aren't too many economical gratifications for land as it stands, so I think that a wonder that incorporates land into it to give you a bonus would be a really good idea.

Now, I don't know what the wonder could be like, I was hoping that other people might. Something that would take advantage of the extra land to allow the population to increase.

Just something to think about because right now, there really isn't much use for land as long as you have a trade for water. Put the land to use and let the larger nations out there take advantage of their current land surplus.
Fort Pitt
a population modifier? something with agriculture then
Bitter
Wonder that allows one send aid secretly? Like two secret slots, 1/2 amount of usual aid (1,5mil, 25 tech and so on) expect full amount with federal aid comission? Just my two cents.

Edit: Ah, never mind. I just realized it would give one two more aid slots and wouldn't chance anything :|
08milluz
Secret Resource Production Centre
Cost: 75 Million
What it does: Your nation now gets a third base resource. It cannot be traded or chosen, but is factored into bonus resources. Also, if you get a resource that, when traded, hurts your nation, that effect is still in place. (ie. you get uranium as a third base resource, it still hurts your environment.) The resource also does not appear to other nation, but could be discovered through a spy attack.
myruler
QUOTE (08milluz @ Apr 20 2008, 02:37 PM) *
Secret Resource Production Centre
Cost: 75 Million
What it does: Your nation now gets a third base resource. It cannot be traded or chosen, but is factored into bonus resources. Also, if you get a resource that, when traded, hurts your nation, that effect is still in place. (ie. you get uranium as a third base resource, it still hurts your environment.) The resource also does not appear to other nation, but could be discovered through a spy attack.

NO NO NO.

There should be nothing done to give you more resources.

QUOTE
Nothing too specific right now, but there really needs to be a wonder, or anything that gives some kind of benefit to land. I mean, all it does of significance is change your population per square mile and your nation strength right now. I think that there should be a Wonder that is something like this:

Raises population 1% per 1000 miles over 5000 (up to 10,000 miles [population% increase of 5] Requires a minimum of 10,000 infra, 5000 miles of land and 500 technology. Cost could be something like $75,000,000.00

This would give more importance to land and make larger nations purchase it instead of just raiding for it. There really aren't too many economical gratifications for land as it stands, so I think that a wonder that incorporates land into it to give you a bonus would be a really good idea.

Now, I don't know what the wonder could be like, I was hoping that other people might. Something that would take advantage of the extra land to allow the population to increase.

Just something to think about because right now, there really isn't much use for land as long as you have a trade for water. Put the land to use and let the larger nations out there take advantage of their current land surplus.


This is a decent idea and I would support because something needs to be done to make land worth more. However, I don't know if a wonder would be the best idea to help increase the value of land.
Brother Kane
QUOTE (dragonknight1000 @ Apr 18 2008, 10:19 PM) *
here's a good one:

Spy Training Facility - Cost: 75,000; Effect: Increases population happiness +1 and reduces initial cost of spies by 5% (max # 5)

I would think something more along the lines of:
Increases spy effectiveness by 5%

If you're training spies, you don't want your population to know where it is or what's going on, meaning they wouldn't be happy (or unhappy) about it. Too much info for the citizens means enemy spies find out about it easier blink.gif
08milluz
QUOTE (myruler @ Apr 20 2008, 11:01 AM) *
NO NO NO.

There should be nothing done to give you more resources.



I disagree. The purpose of wonders is to give a slight advantage when improvements are exhausted. Hence, the high price and requirements. It would add something to the game for nations to get another possible bonus resource or nukes, using the base resource. This wonder would not have the adverse affect of adding another trading slot, but at the same time, it would be beneficial enough to purchase.
Fort Pitt
one of the rules in suggestions (atleast i think) is NO THIRD OR MORE RESOURCES added at any time...

Wonders are too cheap to be worth a good resource
Brother Kane
Think of it this way though:

5 nations with different resources, perhaps even trading partners, all get this wonder. They all get a new resource different from any of the ones already in the stack. This leaves all five nations with basically every resource in the game. Unless the other nations don't get the third resource, in which case the whole deal wouldn't be appealing at all. It's either too much or too little of an effect and probably wouldn't take off.
kswiss2783
At this point, any new improvements would be welcome. There have been tons of suggestions, but none implemented.
General Shepherd
Fort Knox (or something like that), maybe Federal Bank?

Currently tax interest is this:

"12% per day on available cash. (Max $10,000)
No interest on first day."

It could allow the interest up to $100,000 or maybe higher?
Ephriam Grey
QUOTE (Fort Pitt @ Apr 18 2008, 11:19 PM) *
updated wonder suggestion due to error in the name of the correct university that IRL developed the first Fusion Reactor


KISS method - let's not use the name of an actual university.
nc1701
National Bank 60-100M
Earns 3% daily interest on treasury. Calculated when taxes are collcted so if you collect taxes at 3 days inactive with a treasury of 10m, you get your regular tax collection plus 900k. No cap on interest.
National Wonder.
Big Z
QUOTE (nc1701 @ Apr 24 2008, 02:52 PM) *
National Bank 60-100M
Earns 3% daily interest on treasury. Calculated when taxes are collcted so if you collect taxes at 3 days inactive with a treasury of 10m, you get your regular tax collection plus 900k. No cap on interest.
National Wonder.


No. Lacking a cap on interest would be devastating and would increase inflation even more so than it's at already.
tschreiber725
This comes from the baking suggestion thread. I'm not so much in favour of what is being suggested there, but here is an incomplete idea for a wonder that could perhaps be elaborated on by everyone else.

Instead of the max. $10,000 interest on not collecting taxes after one day of inactivity, and the $5,000 on not paying bills should be changed. There should be no cap on it and the 10% for collecting and 5% for paying should apply no matter how much money you are collecting. Of course this would be a wonder, and a huge wonder. I don't know what I would call it, but this is what it would do:

(Insert Random Wonder Name Here)
Cost - $100,000,000 to $200,000,000
Requirements - 12,000 infrastructure, Social Security System and Stock Market
Effects - Removes cap on interest for tax collections and bill payments after one day of inactivity and applies the 10% and 5% interest to each.

So, if a nation has enough cash to pay for 20 days worth of bills and they are collecting 14 million a day before bills, they can get an additional $26,000,000 if they have their bills paid and then collect taxes after 19 days of inactivity. That is pretty much giving the nation two free days worth of taxes without bills for purchasing the wonder and the wonder if it cost 100 million could pay itself off in eighty days, or 160 days if it cost 200 million, which would then open up the game even more for larger nations to advance.

Of course this is a huge investment for the nation and won't improve the nation in the short-term, but if they are patient and can handle 19 days of inactivity the wonder would pay huge dividends after a quarter-half a year.
ChairmanHal
QUOTE (myruler @ Apr 5 2008, 04:20 PM) *
I guess I'll suggest my proposal for that:

Reasons for this: Hydrogen Bomb shouldn't become like nukes. Very few people should have it. Therefore, it costs 400 mil making it very expensive to buy. You need to be in the top 0.1%, making probably the top 0.3-0.6% able to buy it(most will be able to boost up military to be able to get in range). You need 20 nukes to buy it because you shouldn't be able to have a hydrogen bomb without nuclear weapons. Also, raises population happiness because your people feel secure, but hurts the environment in the making of it by -3. Also, the technology requirement is huge making people really have to try to be able to get it. Yes, I know there are no nations with 10,000 tech, but this should be a step in the future.


Wrong.

In fact hydrogen bombs are 1950s technology. Fusion power plants we're still trying to figure out. Hydrogen bomb requirements should be more along the lines as follows:

Hydrogen Bomb - Hydrogen bombs are a further refinement nuclear weapons that have a much higher potential yield. They are expensive at $1,000,000, with each active hydrogen bomb in your possession the price of all nuclear weapons increases by 10%. In addition to the initial cost, hydrogen bombs also have a starting cost of $15,000 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 tech level of 200 or greater, an infrastructure level of 2000 or greater, access to uranium for nuclear weapon production, and be ranked within the top 2% nations in order to begin purchasing hydrogen bombs. A player can only purchase 1 hydrogen bomb per week.

Hydrogen bombs are extremely devastating to nations being attacked by them. Hydrogen bombs completely reduce the number of defending soldiers for a defending nation to zero, cause great amounts of land, technology, and infrastructure losses (50% each up to 300 land, 300 infrastructure, and 100 technology), and also cause population happiness to plummet for a period of 5 days after a nuclear attack.


While we're at it...

Neutron Bomb - Neutron bombs are a specialized type of nuclear weapon developed specifically to release a relatively large portion of its energy as energetic neutron radiation. At $250,000 they are less expensive than other types of nuclear weapons and cause significantly less infrastructure damage. As with all nuclear weapons, each active neutron bomb in your possession increases the price of all nukes by 10%. In addition to the initial cost, neutron bombs also have a starting cost of $5000 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 tech level of 300 or greater, an infrastructure level of 2000 or greater, access to uranium for nuclear weapon production, and be ranked within the top 5% nations in order to begin purchasing neutron bombs. A player can only purchase 1 neutron bomb per day.

Neutron bombs completely reduce the number of defending soldiers for a defending nation to zero, cause great amounts of technology losses and other damage (50% up to 100 technology, 12% each up to 50 infrastructure, 50 land), and also cause population happiness to plummet for a period of 5 days after a nuclear attack.


Cobalt Bomb - Cobalt bombs are the ultimate in nuclear weapons with a potential yield beyond that of a hydrogen bomb. They are expensive at $100,000,000, with each active cobalt bomb in your possession the price of all nuclear weapons increases by 10%. In addition to the initial cost, cobalt bombs also have a starting cost of $25,000 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 tech level of 300 or greater, an infrastructure level of 2000 or greater, access to uranium for nuclear weapon production, and be ranked within the top 1% nations in order to begin purchasing cobalt bombs. A player can only 1 cobalt bomb per month and may only hold two cobalt bombs at any one time.

Cobalt bombs are extremely devastating to nations being attacked by them--indeed potentially the whole planet. Cobalt bombs completely reduce the number of defending soldiers, tanks, CMs and aircraft for a defending nation to zero, cause great amounts of land, technology, and infrastructure losses (75% each up to 900 land, 900 infrastructure, and 300 technology), and also cause population happiness to plummet for a period of 5 days after a nuclear attack. Beyond these effects, detonation of a cobalt bomb will immediately negatively affect global radiation levels 1 level per attack for 30 days.


What I'd also like to see Wonder-wise...

Wonders

Smart MIRVs - $60,000,000 - Multiple independently targetable reentry vehicle (MIRV) nuclear weapons reach their ultimate development in the "Smart MIRV" or Maneuverable reentry vehicle (MARV). Smart MIRVs are nuclear weapons capable of shifting targets in flight, include decoys and other countermeasures that are designed to help the missile payload evade anti-ballistic missile systems.

Against a target nation that has SDI, lowers the odds reduction for a successful nuclear attack against a target nation from 60% to 20%. Requires Space Program Wonder.


Interplanetary spacecraft - $250,000,000 - Astronauts and colonists reach out to the furtherest parts of the Solar System...and beyond. Exploration ships begin to seek out other habitable worlds in other star systems, to boldly go where no man has gone before. Increases happiness +5, lowers technology cost -15%. Requires Space Program, Scientific Development Center.
meyer0095
Hey,

Capacity Upgrade (will think of better name): Cost: 3 million. Requires 5 Barracks. Adds +1 to the max amount of technology you can steal from a nation, in one attack. Limited 5 per nation.

I want to make the cost 5 million, but I think that would be too much. So if you have 5 Barracks and you spend 15 mil, you can steal 10 tech in each attack.

meyer0095
Lukapaka
The Great Moat -
This wonder would give minus one to the nations defensive war slots. After it is purchased, a maximum of two nations could declare on a nation. Offensive war slots would not be affected.
As for requirements and costs, I was hoping that it could be discussed.

Imo, it would be a very valuable wonder, and should have high requirements and/or price.

Thoughts?


(This idea was originally thought of by KingDingaLing of Beaverville)
Fort Pitt
QUOTE (Ephriam Grey @ Apr 24 2008, 02:49 AM) *
KISS method - let's not use the name of an actual university.

well... then you would have to change the name of the Manhattan Project, since the fusion stuff was made in the Princeton Project...
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