Nations Forum
what am i doing wrong? 12 replies
Type Cost Turns Have Research
Military $53,529 5 123
Weapons $36,060 6 94
Offence $1,373 - $25 per turn 8 1
Defence $2,950 - $25 per turn 8 5
Residential $9,202 2 145
Agriculture (72%) $16,112 4 104
Industrial $6,562 5 37
Medical $9,657 4 52
Espionage $4,948 5 37
Refinery (MAXED) $19,824 3 83
Your military size will let you govern up to 248 units of land.
You currently have 184 units of land.
Increase your military size so you can keep control over more land.
Is my land a good thing or bad thing whem im at only 82tech?
Type Cost Have Can Support Difference Buy
Guerrilla *200 $50 9840 9840 0
Tanks *50 $200 2460 2460 0
Ships *10 $1,000 492 492 0
Planes *20 $500 984 984 0
Submarines *5 $2,000 246 246
how does my army look?
taxes 5% 10% 15%??????
any help would be nice, Thank you
Military $53,529 5 123
Weapons $36,060 6 94
Offence $1,373 - $25 per turn 8 1
Defence $2,950 - $25 per turn 8 5
Residential $9,202 2 145
Agriculture (72%) $16,112 4 104
Industrial $6,562 5 37
Medical $9,657 4 52
Espionage $4,948 5 37
Refinery (MAXED) $19,824 3 83
Your military size will let you govern up to 248 units of land.
You currently have 184 units of land.
Increase your military size so you can keep control over more land.
Is my land a good thing or bad thing whem im at only 82tech?
Type Cost Have Can Support Difference Buy
Guerrilla *200 $50 9840 9840 0
Tanks *50 $200 2460 2460 0
Ships *10 $1,000 492 492 0
Planes *20 $500 984 984 0
Submarines *5 $2,000 246 246
how does my army look?
taxes 5% 10% 15%??????
any help would be nice, Thank you
Just a few things to start.
1. Set taxes to 15%.
2. Get industrial up! I'd say playing as a user you should get your industrial up to about 150 as soon as possible in the round.
Note - it's been ages since I played as a user.
1. Set taxes to 15%.
2. Get industrial up! I'd say playing as a user you should get your industrial up to about 150 as soon as possible in the round.
Note - it's been ages since I played as a user.
put your taxes at 15%
put it at like 180-190 with 165 lands you should be good for the rest of the round and not be in need of money. get to 80 agri 80 ref and your tech alliance will do the rest.
do you have tech alliance?
do you have tech alliance?
Yo! As others have said, get some industrial points. It increases your money per turn and is extremely useful to users.
I normally get around 150 land until near the end of the round where I increase it to 199ish. Don't know if it's too little or w/e, seems to work alright..
Anyways, Sal has a guide he wrote back then shown here: http://www.freewebs.com/salisagod. Not sure how out of date it is, but should give you some tips.
I normally get around 150 land until near the end of the round where I increase it to 199ish. Don't know if it's too little or w/e, seems to work alright..
Anyways, Sal has a guide he wrote back then shown here: http://www.freewebs.com/salisagod. Not sure how out of date it is, but should give you some tips.
Thank you
Seems most have been pointed out for ya but ill recap and add lol
1. Set tax rate to 15%
2. 150-199 land would be ideal for income
3. Research industrial heavily at beginning till roughly the middle
4. Do NOT research offence and defence as a user till last 7-10 days, hurts your income
5. Find 3 good tech allies, they give you 1/4th of their researches
6. Research in 4's gives your techies 1 for ever 4 you do ie 4 or 8 at a time
1. Set tax rate to 15%
2. 150-199 land would be ideal for income
3. Research industrial heavily at beginning till roughly the middle
4. Do NOT research offence and defence as a user till last 7-10 days, hurts your income
5. Find 3 good tech allies, they give you 1/4th of their researches
6. Research in 4's gives your techies 1 for ever 4 you do ie 4 or 8 at a time
All good points.
max land, ind, mil, agr, ref, off/def up to a max total of 50 up to day 15
stop agr/ref at 100 or thereabouts depending on your skill and land
dont have troops on esp guerillas/tanks
dont get: esp, weaps (unless desperate), med
res: get if not just to make things simpler
stop agr/ref at 100 or thereabouts depending on your skill and land
dont have troops on esp guerillas/tanks
dont get: esp, weaps (unless desperate), med
res: get if not just to make things simpler
Oracle... I'm kind of confused.. No weaps?
Before last 10 or so days, isn't weapons the best after military in terms of tech? (non vip) Even if it's just slightly above industrial... I seem to have way too much money if I just mass industrial and it's easy to get taken advantage of at the end =O
Before last 10 or so days, isn't weapons the best after military in terms of tech? (non vip) Even if it's just slightly above industrial... I seem to have way too much money if I just mass industrial and it's easy to get taken advantage of at the end =O
you'll do 0 weaps if you can manage your money lol
if you're giving money to people, you might end up with like 150 weaps, but otherwise having 150 land and ind will be enough for pure off/def/mil after day 15 if you're not attacked
the best user end of round is pure off/def/mil with like 150 ind, low agri/ref, enough land to not be a target but high
thus you can say the game is about money management, teching discipline and not being killed lol
if you're giving money to people, you might end up with like 150 weaps, but otherwise having 150 land and ind will be enough for pure off/def/mil after day 15 if you're not attacked
the best user end of round is pure off/def/mil with like 150 ind, low agri/ref, enough land to not be a target but high
thus you can say the game is about money management, teching discipline and not being killed lol
I must be terrible at managing my money then =)
So, you seem to post on these forums a lot. Why don't you stop being a lurker and play a round? hehe
So, you seem to post on these forums a lot. Why don't you stop being a lurker and play a round? hehe
just noobs left playing