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MegaVolt

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Everything posted by MegaVolt

  1. You could have asked me I'm always happy to help. After all I probably caused that defeat alert and then reduced my deployment to get in ground attacks.
  2. The Grämlins are also doing large scale tech deals, all on a 10 day basis. The smallest deal we do is 600 tech (transfered on a single day every 10 days), the largest we got so far is 2000 tech (again, transfered on a single day). It usually works best to split it into smaller parts (either 600 or 1200 tech for one day of transfer) for easier organisation. Alliances interested can contact me with an ingame PM But be aware that while we pay a good price we also expect good service, meaning fast tech delivery (those transfers should really work on a single day, we are very proud on our aid slot efficiency and every day delay in a tech transfer results in wasted aid slot time).
  3. Agreed on everything but the tech level for plans. 1000 tech for lvl9 planes is totally awesome and necessary. Having 9 different plans was completely useless since everybody just had lvl9 planes anyway. Now those different kinds of planes actually make sense. No cap for tech on battle influence is very good but I'd love to see the new formula. How does the tech influence work exactly? Changing the tech raid stuff for inactive nations is totally unnecessary. Now people have to raid actives. And balancing player resources would really very important
  4. Thanks for the advice but since my people have a average gross income of over 400$ the 3rd border wall is not profitable when the env would be maxed without it. Hm monarchy having a hidden env bonus all the time explains things. Too bad, I was looking forward to having less border walls
  5. http://www.cybernations.net/about_topics.asp#Government_Type Not much changed, Monarchy still kicks ass and is better then anything else. About the env change: Monarchy now has a positive effect on environment. With the old system (no effect on env) I had full (1.00) env with 3 border walls. Now that Monarchy gives +env I should have full env with only 2 border walls, right? I razed one today and my env score went down one point (2.00) - which it shouldn't since Monarchy now should give +env and compensate for the loss of the border wall. So how does that positive / negative effect on env work?
  6. Depends on if the war you want to fight is nuclear or not. Conventional: Go for 7999 infra. Nuclear: Go for 4999 infra.
  7. The break point even is somewhere around 13k infra. Make sure you have labor camps built and a good resource combination (3bg with fish and uranium if possible). With bad trades infra is not profitable much earlier.
  8. Bonus resources are useless. I have exactly one and I make more money with this trade setup then any amount of bonus resources could give me. The "mass bonus goods" trade combos all totally and utterly suck. The 5bg combo has it's limited uses, the 3bg / 1bg setups are by far superior.
  9. This. Destroying tech is quite useless. Stealing it would be fun and it would make CN very interesting (since it would actually be worth it to spy on someone who you don't want to DoW).
  10. http://forums.cybernations.net/index.php?showtopic=2870
  11. The real questions is at what point is the return of a wonder bigger then the return of buying infra? This is the case at very high infra ranges where it takes several month for the infra to pay for itself. This is NOT the case at 3999 infra. Then why get your first wonder at that infra range? Because you have a 30 day clock to worry about, which should be started as soon as possible. 3999 infra is the point where infra would still be better then a wonder but the loss if you buy a wonder first is not really big. In long term you will win significantly since you will have 3-4 wonders when you hit 5999 infra which then is a LOT better then hitting 5999 a few weeks earlier but with no wonders at all.
  12. Starting at 3999 infra: SM SSS DRA GT Buy infra or be bank? Infra => Interstate, else Internet Research Lab Got 3000 tech already? Great University Starting at 4999 infra: Build SM after DRA
  13. Spies have the ability to change the desired religion. When I build the Great Temple wonder, my people always desire the religion I set. How do these two work together? Does the religion change have no effect when a temple is built? Or does it screw up the effect of the temple?
  14. Thanks for remembering us! These days FOK and GUN are great sellers but at least FOK should be quite occupied with all the tech we are buying from them I have also heard good things about the NADC tech shop.
  15. You are funny ... not in a positive way. But I guess there will be alliances willing to take you.
  16. this. In addition: The spy simply walks into the Pentagon and convinces the President to change the defcon level? Yea right ... Changing the national religion should also be impossible on a spy mission. I don't like the trade spy feature either. Big alliances get a HUGE advantage since they can have trade cycles, small alliances will be pressured to drop trades in war times which is a very, very bad thing (especially combines with the 3-1 ratio). In addition, spying not being affected by peace mode is very dangerous in my opinion: We will get "spy rogues" that, in the long run, will even be worse then nuclear rogues. They can hide in peace mode forever, sending a spy out every day. I generally think a spy feature is a god idea but as it is now I hope it won't get implemented.
  17. UE: You are doing a great job. Thank you very, very much, those stats are awesome. That you give them out to the public is even more awesome. Lots of here. A small suggestion: In the (CODE) fields, can you maybe use tabulators? Copy&pasting them should work. The column sizes are all wrong for me.
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