-
Posts
329 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Gallery
Posts posted by dealmaster13
-
-
No it doesn't
With a 50% income boost it messes around the improvement order
It does, you're right that's why CNx is so helpful XD
It at least covers the basics for young ones, which is good, as you know that the nation you have isn't going to last with you forever, with the inclusion of 60 day rounds.
-
Mine lies just over 15 mil (18 mil pre-war) during collections; dependant on the GRL.
I should be hoping for a possible 25 mil after I do my infra jump, by resource swapping.
29 mil taxes, 14 mil bills
46 mil taxes, 21 mil bills
TE gives you a good feel as to how to maximise your income during the early stages of your nation's life.
-
A simple example would be a nation going through a bankrolling process:
30 mil in 20 days ultimately takes a nation up to 4k infra; 600 infra from efficiency alone. A top nation at this level can afford well over 50 infra per day from his income alone - added to a healthy 1.5 mil every 10 days in aid, the nation is able to buy a staggering 100 infra everyday (let alone hundreds of miles of land) - more than most.
If they are donation sellers and receive the full 3 mil and 50 tech with all their slots (which some nations do), then that's an extra 25 tech every day.
I agree 500 is over the top; however back in the old days, when tech was worth 25 NS per level - you did have nations approaching 1000 efficency. One example was Rootes.
-
As for your comment about 500...really? Could you point out a top nation with that type of efficiency? My guess is that is somewhat overstated, as it has seemed rare in my experience to spot a nation over 250-300 range (older than a couple months anyway), and those are nations that are constantly selling donations and therefore having massive amounts of aid coming in.
Yep, that's precisely it - especially with donations containing a worth in excess of 20 mil these days. However, don't even think for a second that it's the only way to succeed
-
I don't believe in measuring efficiencies between nations, but the rate at which your efficiency increases or decreases matters much, much more.
Obviously those with aid contantly channelled into their nations will have efficiencies of up to a few thousand in their early days and up to around 500 once they hit the top 5%.
If I were to give a straightforward figure; above 100 is what you should aim for, however you can sustain 200 without having to sell donations and by playing every trick in the book.
TE is a great way to be able to learn and get a feel of how to maximise growth.
-
It is affected by modifiers, and you can use this calculator to find out exactly how much by.
-
Don't trade with Chris, he might be unreliable as he is in the alliance "The Mafia"
Change your AA, Christopher
Back on topic, I need to win this race
-
I'll take this, will send aid... just wait a few days
-
A week sounds good.
-
But if you can fight in another round every 30 or 60 minutes, surely the person with the most time on his/her hands will have a clear advantage? So someone who works more often than another person will be unable to make use of multiple rounds in a day.
-
I'm assuming it's the better nations who fight in the most rounds that actually have a better chance of winning?
i.e. wouldn't, let's say, a 'retired' person have a significant advantage over someone who works and commutes 15 hours a day?
-
I've recently tested this in TE and had mixed feelings when I found out that I was no longer in nuclear anarchy, when at the top of my nation page it says that nuclear anarchy ended on the 27th of April 09.
The problem is, is that if you have both the Fallout Shelter System and the Radiation Cleanup, the text at the top of your nation page stating when nuclear anarchy ends states the wrong date and only gives a '1 day' reduced figure; i.e. I got nuked on the 23rd of April; I had Radiation Cleanup and the FSS, but it says:
Your nation was attacked with a nuclear weapon on 4/23/2009 12:07:28 AM. This will have a devastating effect on your population happiness and economy until 4/27/2009.It should have said:
Your nation was attacked with a nuclear weapon on 4/23/2009 12:07:28 AM. This will have a devastating effect on your population happiness and economy until 4/26/2009.Today (26th), my net income per citizen rose to $90.
Please note that after trade swapping, I no longer have Radiation Cleanup, but did at the time of collection.
Thanks
-
5 Days is too short... I suggest 7 or 8 days. You'll be able to get another 3-4 wonders but not another 6.
That sounds good as well. I just think that the wonder wait should be shortened rather than lengthened.
-
Change the length of day between resets to 22 hours so reset time would rotate through all timezones every 12 days. Update and blitz attacks would be thought out better depending on when the update ocurred real time.
That's a good idea; however I'm not sure how it will be done.
-
:lol: Wonder clock behind for an SDI recently?
I don't see any harm in bringing it to 5 days - it's still a gamble on whether it would give you return on investment.
Well the thing is... because of the low costs, this is starting to turn into CNS where wonders are much more beneficial over infra.
-
Um, no. Marble is needed in almost all trade circles, including the 3BR trade set. Marble is also needed for Construction which allows you to have 10+ aircrafts.
Which is why I highlighted the "may". Not having infra cost reducing resources is very helpful for those who resource swap for maximum income and bill reduction.
-
Yes, for a small nation. You may regret having them once you've bought all the infra you need; however that may take over 2 years.
-
o/ NEW
o/ NEW
o/ NEW
-
Allow wonders to be bought once every 5 days.
-
We need a TE-only improvement which shortens Nuclear Anarchy
-
# Fallout Shelter System - $800,000 - Allows 50% of your defending soldiers to survive a nuclear strike (Does not prevent nuclear Anarchy but does prevent troops from being totally depleted), Reduces tank, cruise missile, and aircraft, losses from a nuclear strike by -25%, Reduces nuclear vulnerable navy losses by 12%, Reduces nuclear anarchy effects by 1 day. Requires 500 infrastructure, 200 technology.Radiation Cleanup - Reduces nuclear anarchy effects by 1 day. Improves a nations environment by 1. Reduces global radiation for your nation by 50%. Requires Construction, Microchips, Steel, and a technology level greater than 15.
A Radiation Cleanup does affect nuclear anarchy affects caused by be nuked prior to actually getting the bonus resource. On the other hand, my Fallout Shelter System did not register nuke hits taken prior to getting the wonder. This slight mistake cost me quite a bit :/
Is this a bug, or is it simply set this way? If the FSS really doesn't affect previous nukes, I think that it should be changed so that it matches the Radiation Cleanup's nuclear anarchy affect reductions.
Thanks
-
Personally I think 5's great... it adds tactics to the game.
-
I'm actually surprised that people are taking this as a serious offence... pathetic.
TE is a game to be played, play it the way you want to; no way is wrong.
-
I suppose there's no harm in asking in case someone has actually been through these circumstances before?
Just to re-clarify, I'm wondering if the FFS and/or RCu reduces nuclear anarchy affects from nuclear attacks that have taken place prior to receiving the bonus resource / wonder.
Thanks in advance
Net Income
in Gameplay Discussions
Posted
Hey! Don't say that ! I've learnt a lot from playing TE too