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Green trade circle - 8 bonuses


Proto

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Hi,

This is a trade circle for Green with emphasis on LONG-TERM membership. The aim of this build is to reduce infrastructure cost, and raise daily income. It intentionally avoids an increase in population - losing trade partners which boost population has a devastating effect on income and the ability to pay bills. The biggest gain to any single component of one's economy is land - 35% increase to purchased land, reduction to purchasing cost, as well as an increase in the number of citizens per mile before population unhappiness by 50. Water boosts the environment leading to more rapid population growth and happiness. In fact, next to gains in bonuses to land, bonuses to population happiness is a massive +16.5 (meaning a major gain to productivity and increase in daily income).

Will get:

Steel - Reduces infrastructure cost -2%. Lowers all navy vessel purchase cost -15%. Requires Coal and Iron.

Construction - Reduces infrastructure cost -5% and raises the aircraft limit +10. Requires Lumber, Iron, Marble, Aluminum, and a technology level greater than 5.

Asphalt - Lowers infrastructure upkeep cost -5%. Requires Construction, Oil, and Rubber.

Automobiles - Increases population happiness +3. Requires Asphalt and Steel.

Microchips - Reduces technology cost -8%, increases population happiness +2. Requires Gold, Lead, Oil, and a technology level greater than 10. Lowers Frigate, Destroyer, Submarine and Aircraft Carrier navy vessel purchase and upkeep cost -10%.

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.

Scholars - Increases population income +$3.00. Requires a literacy rate greater than 90%, Lumber, and Lead.

Fine Jewelry - Increases population happiness + 3. Requires Gold, Silver, Gems, and Coal.

Required:

Coal – Increases the purchased land area of a nation by 15%, increases soldier efficiency +8%, and lowers infrastructure purchase cost -4%.

Iron – Lowers soldier purchase cost -$3.00, lowers infrastructure upkeep costs -10%, lowers infrastructure purchase costs -5%, lowers tank upkeep costs -5%.

Lead – Lowers cruise missile and nuclear weapon purchase cost and upkeep cost -20%, lowers aircraft upkeep cost -25%, lowers tank purchase and upkeep costs -8%, lowers soldier upkeep cost -$0.50, reduces environment penalties for owning nuclear weapons by 50%, and lowers all navy vessel upkeep cost -20%.

Lumber – Lowers infrastructure purchase cost -6% and lowers infrastructure upkeep costs -8%.

Aluminum – Increases soldier efficiency +20%, lowers infrastructure purchase cost -7%, and lowers aircraft purchase costs -8%.

Marble – Lowers infrastructure purchase cost -10%.

Oil - Lowers soldier purchase cost -$3.00, increases population happiness +1.5, increases soldier efficiency +10%, lowers tank upkeep cost -5%, lowers aircraft purchase cost -4%, and lowers all navy vessel upkeep cost -10%.

Rubber - Increases purchased land area of a nation by 20%, lowers land purchase cost -10%, triples the value of land when selling (from $100 to $300), lowers infrastructure purchase cost -3%, and lowers aircraft purchase cost -4%.

Gold – Increases citizen’s daily income +$3.00 and lowers technology cost by 5%.

Silver – Increases citizen’s daily income +$2.00 and increases population happiness +2.

Gems – Increases citizen’s daily income +$1.50 and increases population happiness +2.5.

Water – Increases number of citizens per mile before population unhappiness by 50, increases population happiness +2.5, and improves a nations environment by 1.

Coal: Eeeeeeeediot

Iron:

Lead: Mikhailov Golovnya

Lumber: Nelson Mandela

Aluminum:

Marble:

Oil: Eeeeeeeediot

Rubber: Proto-Consilience

Gold:

Silver: Nelson Mandela

Gems: Mikhailov Golovnya

Water: Proto-Consilience

Proto-Consilience: http://www.cybernations.net/nation_drill_d...ation_ID=288776

Edited by Proto
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Hi. Unfortunately, yes, two of those specified above. Check some of the other threads - I've seen a number where pigs are needed as a resource. If not, just check back every day - new circles spring up daily. pigs are a resource needed to complete: Fast Food - Increases population happiness + 2. Requires Cattle, Sugar, Spices, and Pigs. Forms part of a "population build". The build you see here is specifically not a population build. Also, read the CN Information Index - very helpful: http://www.cybernations.net/about_topics.asp.

Edited by Proto
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Thank you, Comrade Mikhailov. Comrade Goby, thank you for the offer, but at this stage the layout is set. Much later this build could change to a "military build" which includes uranium. Mike, timing on this is everything. You resources are kick-in-the-behind!. We'll find you another circle. I am already providing rubber as well. Will be in touch.

Edited by Proto
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