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Milo55

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  • Posts

    3
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Previous Fields

  • Nation Name
    New Britain
  • Alliance Name
    Ragnarok
  • Resource 1
    Furs
  • Resource 2
    Water

Milo55's Achievements

Newbie

Newbie (1/14)

  1. Having started just 16 days ago,I have to say that after all the reading and learning I've done in that time,CN is just as daunting to me now as it was on day one,and the issues raised in this thread were the main problem.The more I thought about it the more I realised that no matter how well or how quick I learn the game,I'm not going to be able to keep pace with,let alone get anywhere near,those that have been playing the game for years,so what's the point in trying? When I was recruited by Joe Stupid he also brought me into the Ragnarok Alliance,and I can honestly say if it wasn't for them I would most likely have gone the same way as a lot of other newbs and just given up.Above all the help and benefit of their experience that they've shared with me,the most important thing they've taught me is the importance of being part of a team that works with and for each other,and that some of the problems faced by a new nation can be eased. One bit of good news I've had since starting is the impending changes to allow resource selection in SE rather than being stuck with what you are given (I got lumbered with a Furs/Water combo).I may be talking a lot of rot and don't mind being shot down in flames,remember I'm a newb and still learning,but is it possible more could be done with resources to help a new nation get established in it's early days? This is where you shoot me down,but how about new nations being allowed to choose say 4 resources,making it easier for them to get trade agreements/circles,and improve income in the early days?.To stop higher nations from taking advantage maybe those above a certain level could still be restricted to trading only 2 resources with any one nation.Alternatively,or as well as,new nations could be allowed 1 or 2 extra trade slots besides what they gain when they buy improv's. With Tech Trades we don't want to make it unattractive for the bigger nations to buy through Foreign Aid deals by forcing them to pay more,or reducing the amount they can buy for x amount of dollars.Leave things as they are but allow new nations 1 or 2 extra Aid slots,so they can increase income in the early days. In both cases the "extras" that new nations are given when they start,could be gradually phased out as they achieve certain levels.I think something like this would help new nations get established until they can stand on their own 2 feet,and might give new players the incentive to stick it out.
  2. Have Furs & Water looking for trade partners http://www.cybernations.net/nation_drill_display.asp?Nation_ID=472960
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