Administrators Popular Post Alex Posted July 23, 2015 Administrators Popular Post Share Posted July 23, 2015 City Guide Building a city has 3 major parts, Infrastructure(infra), Land and Improvements. Land and infra are fairly straight forward so we shall start there and cover it briefly and quickly. --- When buying infrastructure it is most effective to buy it at the maximum amount(100). For this nation though buying 100 infra would not be the best idea. A big reason is for each 50 infra you have you can buy an improvement. This means when buying infra they want to end up at 700 infra. It would be best for this nation to buy up to 600 infra and then buy 100 infra. Buying 100 infra and then buying up to 700 would cost more. You can check the cost of buying infra by using this offsite calculator and you can check yourself that it is best to round to the nearest hundred and then buy 100 infra. http://pw.mdlwebs.com/main.php The next point to bring up would be how does an over 500 infra nation have only 10 people? The answer to this question is the disease rate is very high. Why is the disease rate very high? The answer is simple, the nation never bought any land when they founded a new city. When a new city is bought you start with only 20 land. This 20 land keeps the new city at 10 people. The solution is simple, buy land. When starting a new city the first thing you do is buy 480 land. The maximum land purchase is 500 land. Buying land at 500 is the most effective. You can check land purchase calculations as well on the previously mentioned calculator. --- Improvements: The remainder of this guide shall focus on improvements. There are 24 different improvements in each nation so improvements are the key to building a strong nation. There are 6 different categories of improvements, each category having 4 buildings. The categories as they will appear are Resources- The only improvements that vary based on country. The basic goods in the game, can be used to generate power or create manufactured goods. Power- How your nation is powered. The remainder of improvements require power to operate. Military- How you defend your nation from other players or how you attack other players. Manufacturing- High quality goods produced from resources, needed for commerce buildings or military operations. Commerce- Best way to increase revenue, There is a heavy cost associated though. Civil- High cost buildings that reduce pollution or crime. --- Resources- All countries have access to Food. Then have Oil or Coal, Iron or Bauxite, Lead or Uranium. The basic unit of a resource is a ton. The unit of time being used is a day not a turn. Food(20 tons per 500 land)- Is produced on farms. The amount of food a farm produces is determined by the amount of land a nation has. Older nations have more land and thus more food. Consider trading for food instead of building farms. Oil(9 tons per mine) or Coal(6 tons per mine)- The power and manufacturing resources. Both resources can be used as a power source or can be used in manufacturing. Iron or Bauxite(6 tons per mine for both) - The manufacturing resources. Both resources are used in manufacturing. Lead(6 tons per mine) or Uranium(3 tons per mine)- The balancing resources. Lead is a manufacturing resource. Uranium is a power resource. Please read through the power and manufacturing parts then reference back to this table below to chose your resources.It is highly encouraged to move countries. When moving chose only two resources, The reason being the game has 6 unique two resource combinations. If your two resource combination is a unique one; that country is where you are moving your nation to. Country and all resources Unique two resource combination NA- Coal, Iron, uranium Coal and Uranium SA- Oil, Bauxite, Lead Oil and Lead Europe- Coal, Iron, Lead Coal and Lead Africa- Oil, Bauxite, Uranium Bauxite and Uranium Asia Oil, Iron, Uranium Oil and Iron Australia Coal, Bauxite, Lead Coal and Bauxite --- Power- Required to operate all further improvements your nation may build. Wind power- provides no pollution but comes at a very heavy cost in terms of slot usage and building the power plant. DO NOT USE Nuclear power- provides no pollution but comes at a very heavy cost. It is the most slot efficient and resource efficient power plant. Highly encouraged when your nation is over 1k infra. Runs off of uranium, is it better to produce your own or buy from others? Coal and oil power- Create pollution but come at a very low cost and are more efficient than wind power. Both power plants cost 1.2 of the resource per day for each 100 infra in your nation. Highly encouraged for new nations. One of these power plants is slightly better than the other. Is it better to produce your power resource during the early stages of the game or buy it? Military- Having a millitary is necessary to defend yourself from other players or attacking other players. To train military units your cities must be powered. You can not decommission any military the same day as training. Ground units- are trained in Barracks and the factory. The Barracks train soldiers which are the prefered ground units. The factory train tanks which are a very costly ground unit, tanks as well cost 1 steel to be produced.Tanks cost munitions and gasoline to be used. 1 tank= 40 unarmed soldiers = 23 armed soldiers. Air units- are trained in the Air Force Base. The Air Force Base allows you to train Aircrafts. Aircrafts are the only air unit and they cost 3 aluminum to be produced. Aircrafts cost munitions and gasoline to be used. Naval units- are trained in the Drydock. The dry dock allows you to train ships. Ships are the only naval units and they cost 25 steel to be produced.Ships cost munitions and gasoline a well. Naval units are not encouraged for new nations as they are expensive to build and upkeep. --- Manufacturing- All nations have access to all manufacturing resources. Power is needed to operate these buildings.These high quality goods produced are used to build commerce buildings, nuclear power plants, civil improvements, military units and operation of military units. In larger nations manufactured goods are used to build national projects as well. Let's start with the raw resource conversion into high quality manufactured resources. Again the basic unit of a resource is a ton. The unit of time being used is a day not a turn. Oil Refinery- 3 tons of oil turns into 6 tons of gasoline Steel Mill- 3 tons of coal AND 3 tons of iron turns into 9 tons of steel Aluminum Refinery- 3 tons of bauxite turns into 9 tons of aluminum Munitions Factory- 6 tons of lead turns into 18 tons of munitions. Lets break these manufactured goods into two categories so you can easily understand their purpose in the game. Commerce manufactured resources - These resources are heavily used in building new improvements. Encourage a more peaceful play style. Aluminum and Steel are here. Combat manufactured resources- These resources are heavily used in combat scenarios. They are necessary in defending your nation or attacking other nations. Encourage preparedness for conflicts, if they arise. Munitions and Gasoline are here. Yes Aluminum and Steel are needed to build Tanks, Aircrafts and Ships. But without Munitions and Gasoline you can not use them. Please refer back to the Resources section now and start considering the options of what 2 Resources you want your nation to have. --- Commerce- Buildings are expensive but create a large income bonus. At 100 infra in a city commerce buildings cause a loss of income. Power is required to operate these buildings. For simplicity purposes 100 infra creates 10,000 people. The calculations shown shall be based on 10,000 people. Supermarket- Adds 4% commerce. At 10,000 people you lose 20 dollars a day. Every 10,000 people adds 580 dollars day. At 50,000 people you would make 2,300 a day. Using this commerce building is discouraged. Bank- Adds 7% commerce at 10,000 people you lose 785 dollars a day. Every 10,000 people adds 1015 dollars per day. At 50,000 people you would make 3,275 a day. Shopping Mall- Adds 12% commerce at 10,000 people you lose 3660 dollars a day. Every 10,000 people adds 1740 dollars per day. At 50,000 people you would make 3,300 a day. Stadium- Adds 18% commerce at 10,000 people you lose 9540 dollars a day. Every 10,000 people adds 2610 dollars per day. At 50,000 people you would make 900 dollars a day. 100% commerce is achieved with 4 banks (or 3 banks and 1 subway) 3 Shopping Malls and 2 Stadiums. 100% commerce triples your revenue from citizens. --- Civil- Buildings thats are able to reduce disease and crime. These buildings are expensive and not recommended until you reach 1,000 infra. Subway- Is used to replace a bank since it as well provides 7% commerce and commerce is maxed at 100%. This improvement is very effective and encouraged if you have 45 points of pollution. Costs 50 steel and 25 aluminum Police Station- Is used to reduce crime. The only improvement that reduces crime. 1% of crime = 8% of pollution in terms of population loss. Always reduce crime before reducing pollution. Costs 20 steel. Recycling Center- Is used to reduce pollution. Reduces 70 points of pollution. Recommended to build after a subway has been built. Hospital- is used to reduce your disease by 2.5%. Before buying a hospital make sure your population density is below 100 people per square mile. Recommended after all pollution reducing improvements. Costs 25 aluminum. 8 Is there a bug? Report It | Not understanding game mechanics? Ask About It | Got a good idea? Suggest ItForums Rules | Game Link Link to comment Share on other sites More sharing options...
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