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Posts posted by Taishaku
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@lonewolfe2015
I do a Big Three (and Fish) with Lead and Silver instead of Spices and Uranium or Gems. But that missing $5.00 income (assuming 1 happiness = $2.00 income) and extra bonus make me sad. I bet I'll just be sadder when (and if) I get to nuclear weapons. T_T
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I have Lead and Silver and am on the Black Team. I am considering switching to a tradeset that takes better use of my native resources.
This would work... but Uranium and Spices would have to be traded for Gems and my Silver for Fine Jewelry.
I mean most of you are small, so Uranium will not help as much as Gems and Silver with the Fine Jewelry. And Spices suck without Fast Food.
But yeah, dropping Spices and Uranium for Silver and Gems would do:
Spices: +2 Happiness
Uranium: -3% Infrastructure Upkeep Cost, +7.50 Income, -1 Happiness, +1 Environment (BAD)
Silver: +2.00 Income, +2 Happiness
Gems: +1.50 Income, +2.5 Happiness
Fine Jewelry: +3 Happiness
The difference is trading -3% Infrastructure Upkeep Cost and +4.00 Income for +6.5 Happiness, and -1 Environment.
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@alden peterson
I was always on the fence with the Affluent Population build. Lots of income boosters and decent population bonuses... no Water. =(
Gold
Silver
Gems
Coal
*Fine Jewelry
Wine
Furs
Fish
*Affluent Population
Iron
*Steel
Lumber
Lead
*Scholars
Wheat
Cattle
So you mean collecting income and paying bills, dropping Wheat and Cattle, getting Marble and Aluminum, and buying infrastructure?
Which would be best for someone too lazy to switch trades?
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Which tradeset is best for a 9000 infra nation that had the naivete to keep Lead and Silver? xD
1. Population Booster
Silver
Fish
Cattle
Pigs
Sugar
Wheat
Water
Aluminum
Lumber
*Beer
Lead
*Scholars
Iron
Marble
*Construction
Infrastructure Purchase Cost: -33%
Infrastructure Upkeep Cost: -18%
Number of Citizens: +27.5%
Citizen Daily Income: +5
Population Happiness: +7.5
Technology Cost: -0%
Environment: -1
Land Purchase Cost: -15%
Purchased Land Area: +0%
2. Heavy Infrastructure I
Silver
Fish
Wheat
Water
Aluminum
Lumber
*Beer
Lead
*Scholars
Iron
Marble
*Construction
Rubber
Oil
*Asphalt
Coal
*Steel
Infrastructure Purchase Cost: -42%
Infrastructure Upkeep Cost: -23%
Number of Citizens: +16%
Citizen Daily Income: +5
Population Happiness: +6
Technology Cost: -0%
Environment: -0
Land Purchase Cost: -15%
Purchased Land Area: +35%
Or:
-Coal
-*Steel
+Cattle
Infrastructure Purchase Cost: -36%
Number of Citizens: +21%
3. Heavy Infrastructure II
Fish
Silver
Gold
Gems
Coal
*Fine Jewelry
Wheat
Water
Aluminum
Lumber
*Beer
Lead
*Scholars
Iron
*Steel
Marble
*Construction
Infrastructure Purchase Cost: -39%
Infrastructure Upkeep Cost: -18%
Number of Citizens: +16%
Citizen Daily Income: +9.5
Population Happiness: +12
Technology Cost: -5%
Environment: -1
Land Purchase Cost: -5%
Purchased Land Area: +15%
4. Affluent Population
Gold
Silver
Gems
Coal
*Fine Jewelry
Wine
Furs
Fish
*Affluent Population
Iron
*Steel
Lumber
Lead
*Scholars
Wheat
Cattle
Infrastructure Purchase Cost: -17%
Infrastructure Upkeep Cost: -18%
Number of Citizens: +26%
Citizen Daily Income: +13
Population Happiness: +13
Technology Cost: -5%
Environment: -0
Land Purchase Cost: -5%
Purchased Land Area: +15%
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I have Lead and Silver.
Pretty lame combination, but I think Lead and Rubber have it worse.
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What I want to know is: Why don't they let a player drop all his trades to reroll his resources once every month or so?
It would be an easy way to fix up resources without necessarily changing them entirely.
I started with a lousy set and totally didn't know it. I found out when I began getting into the game. Seems inherently unfair.
My resources, by the way, are Silver and Lead.
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Get Water and Cattle.
I would then drop Oil and Rubber for Pigs and Sugar. Asphalt is generally better for older nations.
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Woot. 3. =D
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Mr. Fixit has two calcs. One that calculates any Infra purchase (to get the cash needed for X or the Infra levels you can get with Y money) and another that calculates jumps in particular. The jump one is outdated, the other one is not. Confusing, I know.
So I stick to Arkady's. It's 18m for roughly 170.
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I assume it's the 5000 infra jump. You should need about $2-9mil for that (to buy 20-60 infrastructure). 30-40 infra should be enough for most nations.
Oh. Great. So Mr FixIt is more accurate? Arkady tells me 170. Oo
Does the GRL change any of this?
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So I have two different Infra Jump calculators and they give me different results.
The first is Mr FixIt's, the other is Arkady of Phobos' (updated by TheBFG).
Which one is more reliable... it's a difference of 13m. O_O"
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As in, do trade items like Wheat, Fish, Cattle, and Pigs as well as wonders run under a cumulative effect?
Say Wheat, Fish, and National Research Lab with one million citizens. Is that (1m)(1.08)(1.08)(1.05) or (1m)(1.08+.08+.05)?
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Can people at least stop using nukes so this GRL dies down? I mean, I like that my Lead is suddenly valuable (Radiation Cleanup =D), but I like the good old days of Fish.
This thing just had to start as I'm saving for the 5k jump. x(((
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Alright then. I'll get 3 BWs first, which drops me to 1+GRL.
I assume we can't have 0+GRL Environment score?
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Yeah, and I think since my population ain't collossal, they won't hurt as much.
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With the new environment calculations, which one is better for me? I got 3.5k infrastructure, 4.85 environment, and 31.25 happiness. Should I get Police HQs first, then Border Walls, vice versa, or no Border Walls until I'm much bigger?
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Hm... my environment score went down a little (good thing) when I passed 23 citizens per land. Is it some normal fluctuation or is there a cause? Then I hit 2 Infra to 1 Land, and it dropped by an entire point.
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The 2:1 infra:land does, and I'm not sure about the population density. I haven't gotten it that low for a while. I'll need more wars for that to happen. I'm at 34 right now (with 200 land coming from a donation soon), but that won't be enough to test it out.
Land is getting very expensive for me right now... and I'm not big enough to have a very developed military. I'm thinking of slowly increasing land and infra together soon. =(
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It improves the score (the invisible number) which is half a star.
Ah.
So is it the 2:1 Infra:Land ratio that improves the environment, or is it the 20 population density?
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+1.
New rule for everyone, +1 environment means it improves environment.
+1 star = -1 invisible number?
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I've heard so much about #2 and #6, is it confirmed yet? People say you get an environment bonus at 2 Land : 1 Infra, which roughly approximates 20 population per square mile? How does Water factor in?
The Worst Resource Combination
in Gameplay Discussions
Posted
@lonewolfe2015
I have recently been convinced that the best way to make all resources relevant is to split Affluent Population to Fish + Furs + Wine + Coal and Fine Jewelry to Gold + Silver + Gems. Then make Scholars add $1 income per bonus resource. This would allow you to replace Fast Food and Fish with Affluent Population and Wheat.
You can see a bunch of combinations here:
http://forums.cybernations.net/index.php?s...0&start=200