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Banned

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Everything posted by Banned

  1. I demand the right to vote for EZI for an entire alliance punishment for reading TWiP and The Tattler!
  2. Posting this will get me warned.? and there will be no decency!
  3. Oppressors v. Revolution
  4. Banned

    Its on

    First move maybe, but element of surprise doesn't exist. Your logic baffles me, so NPO's policy is "if a threat exists that can take us out, we must dive into the threat head first with a half-*$$3^ effort" I'll try that if anybody ever puts a gun to my head, I'll just squeeze their trigger for them and see if it keeps me alive longer.
  5. I voted indifferent on the first 2 cause anything outside of Sparta doesn't really matter.
  6. You all phail. I'm voting for NPO cause they're the underdogs.
  7. are you gais still taking applications? I want to join the sekc club!
  8. The Tribal War Chief would like to add his name to this petition.
  9. Aluminum - Coal - Gold - SlapahoTribe Iron - Smoke Lead - Dantun Lumber - Widev77 Marble - Dantun Oil - Widev77 Rubber - Buddychrist Water - Buddychrist Wheat - SlapahoTribe Uranium - Smoke Bonus Resources - Steel, Scholars, Construction, Asphalt, Automobiles, Beer, Radiation Cleanup, Microchips Plus Nuclear Power and/or Weapons Capability Stats for this guild: Citizens: +8% Happiness: +11 (Estimated effect on income: +$22) Income: +$6 Density before population unhappiness: +50 Infra Cost/Upkeep: -35.2% / -23.7% Tech Cost: -12.6% Land (Purchased): +38% Land Cost: -10% Land Value: 3x Environment: +21% Soldier Efficiency: +42.56% Soldier Cost/Upkeep: -$6 / -$0.5 Tank Cost: -8% / -8% Tank Upkeep: -16.97% / -16.97% Aircraft Cost/Upkeep: -15.21% / -25% Aircraft Limit: +10 Missile Cost/Upkeep: -20% Nuclear Anarchy: -1 Day Global Radiation: -50% Stats mentioned below are not factored in the list above. Coal, Oil, and Uranium each cause a -1 environment penalty if your nation isn't naturally producing the resource(s). Stats of Uranium Dependent on Government Preference Allow Nuclear Power, Do Not Allow Nuclear Weapons Income: +$3 - +$7.5 ($3 + $0.15 per tech level up to level 30) Happiness: -1 (Estimated effect on income: -$2) Allow Nukes May purchase nuclear weapons. Applicants must be on black team or willing to switch to black team upon completion of the trade circle. Must already have harbor upgrade.
  10. Guild is ready for trades to begin.
  11. he has coal/uranium and we need iron/uranium to complete the guild.
  12. I'd love to take it for a temp fill for the guild, but the rest of the guild signed up for an 8 BR + nuclear guild, so I need both the iron and uranium to complete this.
  13. Aluminum - honk186 Coal - honk186 Gold - SlapahoTribe Iron - Smoke Lead - Dantun Lumber - Widev77 Marble - Dantun Oil - Widev77 Rubber - Buddychrist Water - Buddychrist Wheat - SlapahoTribe Uranium - Smoke Bonus Resources - Steel, Scholars, Construction, Asphalt, Automobiles, Beer, Radiation Cleanup, Microchips Plus Nuclear Power and/or Weapons Capability Stats for this guild: Citizens: +8% Happiness: +11 (Estimated effect on income: +$22) Income: +$6 Density before population unhappiness: +50 Infra Cost/Upkeep: -35.2% / -23.7% Tech Cost: -12.6% Land (Purchased): +38% Land Cost: -10% Land Value: 3x Environment: +21% Soldier Efficiency: +42.56% Soldier Cost/Upkeep: -$6 / -$0.5 Tank Cost: -8% / -8% Tank Upkeep: -16.97% / -16.97% Aircraft Cost/Upkeep: -15.21% / -25% Aircraft Limit: +10 Missile Cost/Upkeep: -20% Nuclear Anarchy: -1 Day Global Radiation: -50% Stats mentioned below are not factored in the list above. Coal, Oil, and Uranium each cause a -1 environment penalty if your nation isn't naturally producing the resource(s). Stats of Uranium Dependent on Government Preference Allow Nuclear Power, Do Not Allow Nuclear Weapons Income: +$3 - +$7.5 ($3 + $0.15 per tech level up to level 30) Happiness: -1 (Estimated effect on income: -$2) Allow Nukes May purchase nuclear weapons. Applicants must be on black team or willing to switch to black team upon completion of the trade circle. Must already have harbor upgrade.
  14. Alright, I have you for oil and lumber. You'll be contacted when the guild is full to let you know to begin opening all your trade slots. I'll keep this thread updated until the guild is completed, if you happen to know anybody that can fill 2 of our empty slots, feel free to send them.
  15. http://forums.cybernations.net/index.php?showtopic=50324 You should look into that one. Same exact trade guild, already has some slots filled, and still needs your resources.
  16. A trade circle is basically where a group of people get together and agree to all trade with one another to meet certain bonus sets. They're typically set up as long term or even permanent arrangements as long as all members keep their nations active. They're also typically set up between members of the same team color. They are typically set up to gain certain bonus resources, though at times they may be set up knowingly avoiding certain bonus resources in favor for bonuses provided by other resources. Most trade circles will require that you have and use all 5 of your trade slots (with harbor). Since you will be using all 5 of your trade slots, no, you cannot be in more than one trade circle at a time, though some people do hop between 2 trade circles 1 for their income and collecting, and another for cheap purchases or military upgrades. Hope that answers your questions.
  17. Aluminum - honk186 Coal - honk186 Gold - SlapahoTribe Iron Lead - Dantun Lumber - Widev77 Marble - Dantun Oil - Widev77 Rubber - Buddychrist Water - Buddychrist Wheat - SlapahoTribe Uranium Bonus Resources - Steel, Scholars, Construction, Asphalt, Automobiles, Beer, Radiation Cleanup, Microchips Plus Nuclear Power and/or Weapons Capability Stats for this guild: Citizens: +8% Happiness: +11 (Estimated effect on income: +$22) Income: +$6 Density before population unhappiness: +50 Infra Cost/Upkeep: -35.2% / -23.7% Tech Cost: -12.6% Land (Purchased): +38% Land Cost: -10% Land Value: 3x Environment: +21% Soldier Efficiency: +42.56% Soldier Cost/Upkeep: -$6 / -$0.5 Tank Cost: -8% / -8% Tank Upkeep: -16.97% / -16.97% Aircraft Cost/Upkeep: -15.21% / -25% Aircraft Limit: +10 Missile Cost/Upkeep: -20% Nuclear Anarchy: -1 Day Global Radiation: -50% Stats mentioned below are not factored in the list above. Coal, Oil, and Uranium each cause a -1 environment penalty if your nation isn't naturally producing the resource(s). Stats of Uranium Dependent on Government Preference Allow Nuclear Power, Do Not Allow Nuclear Weapons Income: +$3 - +$7.5 ($3 + $0.15 per tech level up to level 30) Happiness: -1 (Estimated effect on income: -$2) Allow Nukes May purchase nuclear weapons. Applicants must be on black team or willing to switch to black team upon completion of the trade circle. Must already have harbor upgrade.
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