Kim Jong Sick
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Posts
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Website URL
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Previous Fields
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Nation Name
Land Of Yellow Ice
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Alliance Name
Nuts Are Tremendous ,Ohmigawd
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Resource 1
Aluminum
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Resource 2
Uranium
Kim Jong Sick's Achievements
Newbie (1/14)
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Allied Rebel Nations is born!
Kim Jong Sick replied to KingemO93's topic in Alliance Announcements (IC)
don't make went go mad dog on you!! Only kidding this is fun, and steve, there's no need to say things like that, boss -
The Worst Resource Combination
Kim Jong Sick replied to Londo Mollari's topic in Gameplay Discussions
well i did take advantage of the +7.5$ income (Having 50 tech upon collection) but i'm not sure if newer nations know about it -
The Worst Resource Combination
Kim Jong Sick replied to Londo Mollari's topic in Gameplay Discussions
key words for you to understand and in caps too NEW NATION TECH SELLING you don't get the +7.5$(30 tech cap for income)bonus when you don't have tech because you sold it I Repeat NEW NATION removed stuff that might get me a warning like enema and o ya baby -
The Worst Resource Combination
Kim Jong Sick replied to Londo Mollari's topic in Gameplay Discussions
Like i said earlier I'm a relatively new nation that does not necessarily need uranium, but with more nations becoming nuke capable, the demand for a uranium trade will never decline. But with other nations with uranium and a partner resource that sucks like (furs or gems) they mostly get temp trades, sure some people are willing to give money for a temporary uranium trade but the receiving end of the trade money would only get a temporary boost of income, and nation development would be very slow. And with my nation development, I am starting to feel uranium's infra upkeep discount and income bonus, and uranium's awesomeness starts to kick in if i make it to a year in CN, because i could be able to buy a Manhattan project wonder (Along with SDI and a sizable war chest) As for a starting Nation with Uranium, a good partner with it is a construction requirement resource (I got Aluminum so i got a stable 3 br that i set up) what i'm saying is.... NEW nations don't need uranium because aggressive tech selling would be a better option than 3 mil for trades in case of nation building (although Uranium IS awesome, I never said Uranium sucked in any way) -
The Worst Resource Combination
Kim Jong Sick replied to Londo Mollari's topic in Gameplay Discussions
Of course you'd say that, you're nuke capable Uranium a good resource to have, but i have no need for nukes yet. For newer nations it's hard to get trades( you have to start a trade circle) and there are a lot of better resources for newer nations like wheat or fish -
or you could try President Evil (he's away so I'm nation sitting for him) he has marble/pigs http://www.cybernations.net/nation_drill_d...ation_ID=291909
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the 1st week celebration happens when your nation reaches 7 days old (starting from creation date NOT date of last activity) so your 1 day short of the celebration (to be able to collect bills, the last activity date is set 24 hours before nation creation date)
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Time for a dramatic change in Cyber Nations
Kim Jong Sick replied to rjm391's topic in Player Created Alliances
I Know the reason why Seriously, Don't try to recruit the Minister of Finance or any Council Member of any alliance..... EVER -
that's why i added the last part, Although land bonuses could have been better, having massive amounts of land doesn't necessarily mean more people.
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looks normal to me i guess... i had more than 20k population (I forgot exact number) when i had 2k infra and 800 miles of land try: buying clinics,hospitals and more most of all infra. land isn't one of your worries right now you probably have a low population density Oh and try getting the 3br trade circle, Right now you probably have 20%+ bonus citizens and you got probably one of the best starting resources: Fish and Wheat a 3br circle would give 30% citizen bonus Oh yeah Russia 17,075,200 miles of land , 140,702,000 people Canada 9,976,140 miles of land , 33,213,000 people Australia 7,686,850 miles of land , 20,601,000 people RL nations with low population densities
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8 Bonus resource Aqua Trade circle+ uranium (wildcard)
Kim Jong Sick replied to Kim Jong Sick's topic in Trading Harbor
I'll add you if you post your link here -
The Worst Resource Combination
Kim Jong Sick replied to Londo Mollari's topic in Gameplay Discussions
Furs and lead could be used in 8 br trade circle with wild card being furs Lead could be fitted into any trade circle that has Radiation Cleanup Fur is Underrated, I'd substitute my Uranium with Furs anyday -
8 Bonus resource Aqua Trade circle+ uranium (wildcard)
Kim Jong Sick replied to Kim Jong Sick's topic in Trading Harbor
we might consider trading with different teams P.S. you need a harbor Vera -
The Worst Resource Combination
Kim Jong Sick replied to Londo Mollari's topic in Gameplay Discussions
the worst combination of resources would probably 2 wild cards from 2 completely different trade rings or worse, 2 probable wild cards from 1 trade circle that has space for 1 wild card ex. wine/Uranium is hard to fit in a trade circle without replacing 1 bonus resource, but it all comes down to resourcefulness of the ruler who owns it he could make adapt and fit in an effective trade circle and 2 bad resources won't be an obstacle to the development of your nation -
I'm currently organizing a trade circle for NATO so feel free to join!! Marble-Dev0win Rubber- Coal-Vira Khail Lumber-KellyAnne Aluminum- Iron- Oil- Cattle-Vira Khail Gems-Dev0win Gold-KellyAnne Lead-Iskander Wild card: Uranium-Iskander Bonus resources Construction,Asphalt,Automobiles,Steel,Microchips,Rad.Cleanup and Scholars Initial infrastructure cost: -41% Infrastructure upkeep: -24.7% Citizen income increase: $15 Population happiness increase: 8 Initial land cost: -10% Purchase land area increase: 38% Technology cost decrease: -13% Environment: 1 Environment penalty reduction: -50% Global Radiation reduction: 50% Soldier increase: 42.6% Soldier cost decrease: $-6 Soldier upkeep cost: $-0.5 Tank cost decrease: -8% Tank upkeep cost: -17% Aircraft cost decrease: -7.8% Destroyer upkeep cost decrease: -30% Aircraft upkeep cost decrease: -25% Submarine purchase cost decrease: -30% Aircraft limit increase: 10 units Submarine upkeep cost decrease: -41.6% Cruise Missile cost decrease: -20% Aircraft carrier purchase cost decrease: -37.6% Cruise Missile upkeep cost decrease: -20% Aircraft Carrier upkeep cost decrease: -41.6% Other navy purchase cost decrease: -15% Other navy upkeep cost decrease: -28%