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The Argent Guide to Cybernations


Aeternos Astramora

  

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As an elite alliance (ex-Citadel even) with lots of old, knowledgeable members, I thought that I would give out some secrets of the trade.

[list=1][*]How to grow your nation: Have extra money? Spend it on land, tanks, and CM's. Infra and tech are too expensive for the amount of NS they give you. Land, tanks, and CM's give you the most NS for the least cash (tip from Otter, creator of Argent's guides).
[*]For trades, you should either try to get the 8 bonus resource set because the more bonuses, the better your nation (tip from Otter, government advisor), or you should try to get as many gems trades as possible. Everyone knows gems are really expensive, so they should bring in a ton of money (tip from Janax, Emperor).
[*]Warchests should be about 10,000 times higher than your infra. This means that a 10K infra nation should have a warchest of $100 million. That should easily be enough for any war (tip from Otter, former-MoW).
[*]Have a fighter-to-bomber ratio of 1:1. You need one fighter to protect each bomber, and the more bombers, the more damage (tip from Cheese, former Regent).
[*]Don't buy max spies. After about 100, it hurts your happiness. People don't like spy-states (tip from Yosh, MoW).
[*]Always spy away infra. After all, that's what war is about, damaging infra (tip from Cheese, senior member).
[*]Don't buy navy or nukes until you declare war. Nukes and navy are very expensive to maintain when not in war (tip from Otter, former DMoW).
[*]In war, buy back infra. You need to keep your infra advantage (tip from Yosh, former DMoW).
[*]To really bring down your enemy's morale, buy back your tech and land too during war. It doesn't look like you're taking any damage at all then (tip from Janax, Founder)[/list]


Anyone else have tips? Please list any important titles so that people know what your authority is on the matter.

Edited by Aeternos Astramora
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[quote name='R3nowned' timestamp='1300015768' post='2662812']
#3 isn't THAT bad a standard, especially for a non-elite alliance.

Also, in contradiction to #3, don't keep a warchest. It gets stolen during wartime anyway.
[/quote]
Now I remember why I got the impression you were stupid.

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[quote name='R3nowned' timestamp='1300015768' post='2662812']
#3 isn't THAT bad a standard, especially for a non-elite alliance.

Also, in contradiction to #3, don't keep a warchest. It gets stolen during wartime anyway.
[/quote]
I had more money than that at 1K, let alone 10K infra.

Only if you're outclassed and in a 6-on-1, really. Or just bad at war and don't know what turtling is.

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10. The "Weapons Research Complex" is very expensive at $150,000,000. On top of that, it will hurt your environment, and make your military be more expensive. Avoid the "Weapons Research Complex" at all costs. Your funding would best be used towards a Federal Aid Commission.

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12.5 While you're at it, have those other nations that are bankrolling you send you some infra and tech. Remember: the more nations you start, the bigger an advantage you'll have.

13. Most alliances offer startup aid, so to make the most money possible, apply to join several alliances at once. If you change your AA fast enough, they'll never know!

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14. If you want to infiltrate the enemies nation, send them 2,000 soldiers by foreign aid offer. Make sure to include 50 tech (their equipment) and $3 million (for expenses) in the deal as well.

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15. Nuclear weapons are a dangerous thing to have. By buying your first nuke, you will ensure that your enemy buys his first nuke, and then it devolves into a terrible arms race which will eventually result in the bankruptcy and nuclear armageddon of both nations. So, to reiterate: DO NOT BUY OR USE NUCLEAR WEAPONS.

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