Jump to content

raskull

Members
  • Posts

    167
  • Joined

  • Last visited

Everything posted by raskull

  1. Even if he already had 3000 land the GM would bring it more money than the ADP, and the War Memorial would be damn near a toss up, plus its benefits scale with infra not land. I'd say pick up both of those before the ADP.
  2. You could also just use his password to login from anywhere other than where you login (library, work, etc). Sure you take the chance of his nation being flagged for multis, but weighted against a 100% change of deletion on day 20, that doesn't seem so bad.
  3. The peace mode penalty is actually far more than the -9 happiness points. I believe income is reduced by 50% after 5 days, but I haven't been in peace mode in ages so I don't really remember.
  4. Only if you have 20 or more days of unpaid bills.
  5. And the upkeep on any nukes you do own doubles.
  6. The anarchy income penalty lasts one day beyond when you can switch out of anarchy. Everything should be back to normal tomorrow.
  7. Right now you get 0.2 (base) citizens per mile of land, the ADP bumps this up to 0.5 citizens per mile of land, so you get an extra 0.3 citizens per mile of land. After modifiers, you're looking at a little over 2k more citizens.
  8. Interest is capped at 10k per collection, not per day. So even after 19 days you still only collect 10k interest.
  9. See the Technology section in the information index.
  10. http://cybernations.wikia.com/wiki/Category:HowtoPlay would be better as the original link tries to go to the How to play category.
  11. Indeed. If your population density is under 70 (or 120 w/ water) you'll get a one point happiness bonus. Going beyond that doesn't get you any extra happiness.
  12. It isn't so much that the navy really does anything for you daily. You want to keep a standing navy so you can be ready for war at a moments notice. You can only buy so many ships per day so if you only have a day to prepare for war and you have no standing navy you're screwed. Edit: Doh, never answered your blockade question. Your attacker needs to destroy all your blockade breaker ships before they can blockade you. Once you're blockaded though, buying more blockade breakers doesn't make it go away. You have to collect to eliminate the blockade.
  13. raskull

    Tech bug

    You can get that down to 0.24 by only buying 49.5 tech next time (remember, you can buy tech in units of 0.5). Surprisingly, this extra fraction of a tech unit actually makes tech cheaper for you though. Microchips only kicks in when you're over 10 tech. Without that hanging fraction you'd have to buy up to 10.5 tech first (to get the microchips bonus) then buy the remaining 39.5 which is more expensive than buying from 0.24 to 10.24 then 10.24 to 50.24.
  14. I recently reported this same bug here and thedestro pointed out that it was reported even earlier here (in relation to the battle system). It also doesn't affect the 1:2 land:infra ratio environment bonus. In short, it seems to have just about no negative effect on on your nation aside from lowering your displayed land area. (I guess we really shouldn't be complaining though.)
  15. The "rumor" got started because there actually was a (negative) jump at 12k at one point (as Count Rupert pointed out).
  16. This. Thanks for clarifying BFG. One (and only AFAIK) way to find your exact infra (and tech) level is to open any nation's page but your own, click charts, and hover over the bars in the "Nation Development Comparison" chart. The tooltips have your exact infra and tech levels (3 decimal places).
  17. I think you meant to post this to the VE boards (your nation link is indeed wrong there). There is no nation link attached to your account here.
  18. I believe at one point there was actually an infra upkeep reduction at 13k (at that time I was nowhere near even thinking about 13k so my memory is a bit fuzzy, somebody correct me if I'm wrong) simply because nobody had enough wonders to make going that high profitable. That doesn't exist anymore but that may be what you are thinking of.
  19. You could still call it Biggest Nation Losses and invert the numbers. In the rare case where there actually weren't any losses (maybe in the first day of a TE round), you'd just have negative losses (small gains) which might raise a few eyebrows but for 99% of the rest of the time things would make a bit more sense.
  20. Smallest modifies gains, not nation, so it is Smallest (Nation Gains), not (Smallest Nation) Gains. A loss (a negative gain) is certainly small, so the wording (although a bit confusing) is correct. IMHO, it should be Biggest Nation Losses though.
  21. Nations created after 12:00PM get their bonus a day late. You'll have your birthday bonus tomorrow.
  22. A guy in VE recently accepted an aid offer of $3 instead of $3mil so don't feel too bad. It would be nice if there were some warning before accepting an aid offer that is less than 1% of your daily collection or something.
  23. I just had some poor misguided nation offer to aid me all of his tech since he was getting beat down by tech raiders, unfortunately he didn't realize there is no aid in TE. Should there be a way to destroy or sell (back to the "bank" (like land/infra), not another player) tech in TE? Having too much tech can be a real liability. If a new nation accidentally buys a disproportionate amount of tech they've pretty much doomed themselves to tech raids for the foreseeable future. Destroying their tech would actually be a win for these nations.
  24. Just so you don't get screwed, you can get far more than 6 mil for a donation (sorry Choader ).
  25. Maybe it wasn't as many as you wanted. I wasn't big enough to own even 50 CMs when the change was made so I'm not really sure.
×
×
  • Create New...