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Old 12-04-2006, 04:04 AM   #1 (permalink)
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CN, the power of resources

This is probly somewhere on the CN forums, but I didnt see it.

I really dont know how to explain this, but heres an example:

The bonus resource Beer adds +2 happiness (I think as the CN forums are down for an update). But to get Beer you need Water, Wheat, Lumber, and Aluminum. That seems like alot just to get +2 happiness. But each of those resources give you different attribute. Well all those attributes plus the attributes beer gives you add up to:

Quote:
Increases population happiness + 4.5, # of citizens per mile before pop. is unhappy +50, environment +10%, purchased land +5%, citizens +8%, inital infrastructure cost -13%, infrastructure upkeep costs -8%, soldier count +20%, initial cost of aircraft -8%.
See why Bonus Resources are so important? Well here is the rest of the list. Basic means that a Bonus resource was needed (such as
Steel) and instead I wrote the resources needed to get that Bonus resource (to get Steel you need Coal and Iron, so I would write Coal and Iron).

------------------------------------------------------------------------

Affluent Population - happiness +6.5, citizens +8%, land cost -5%, daily income +$3, natural growth +10%.

Requires Fine Jewelry, Fish, Furs, and Wine.

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Asphalt - Decreases infrastructure upkeep cost -8%. infrastructure cost -8% and raises the aircraft limit from 50 to 60, initial soldier cost -$3.00, increases population happiness +1.5, increases solder count +10%, initial cost of aircraft -8%, purchased land +20%, initial land cost -10%, resale value of land $300.

Requires Construction, Oil, and Rubber.

Basic: Lumber, Iron, Marble, Aluminum, Oil, Rubber, Tech level >5.

-----------------
Automobiles - Increases population happiness +4.5, infrastructure upkeep cost -18%. infrastructure cost -10%, lowers initial infrastructure costs -5%, infrastructure purchase cost -4%, initial soldier cost -$6.00, soldier count +18%, tank cost and upkeep costs -5%, initial cost of aircraft -8%, aircraft limit from 50 to 60, purchased land +35%, initial land cost -10%, resale value of land $300.

Requires Asphalt and Steel.

Basic: Lumber, Iron, Marble, Aluminum, Oil, Rubber, Coal, Tech level >5.

-----------------
Beer - Increases population happiness + 4.5, # of citizens per mile before pop. unhappy +50, environment +10%, purchased land +5%, citizens +8%, inital infrastructure cost -13%, infrastructure upkeep costs -8%, soldier count +20%, initial cost of aircraft -8%.

Requires Water, Wheat, Lumber, and Aluminum.

-----------------
Construction - Reduces infrastructure cost -21%, lowers inital infrastructure cost -12%, infrastructure upkeep costs -18%, aircraft limit from 50 to 60, initial cost of aircraft -8%, soldier count +20%, initial soldier cost -$3, tank cost and upkeep costs -5%.

Requires Lumber, Iron, Marble, Aluminum, Tech level >5.

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Fast Food - Increases population happiness + 5, population +3%, citizens +8%, soldier upkeep -$0.50, solder count +15%, purchased land +13%, initial land cost -10%.

Requires Cattle, Sugar, Spices, and Pigs.

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Fine Jewelry - Increases population happiness + 6, purchased land +15%, soldier count +8%, infrastructure purchase cost -4%, citizen’s income +$6.50, technology cost by -5%.

Requires Gold, Silver, Gems, and Coal.

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Microchips - technology cost -13%, increases population happiness +3.5, citizen’s income +$3, inital cruise missile cost -10%, nuclear cost -10%, cruise missile upkeep cost -20%, and lowers nuclear upkeep costs -20%, initial soldier cost -$3.00, solder count +10%, initial cost of aircraft -4%.

Requires Gold, Lead, Oil, Tech level >10.

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Radiation Cleanup - Reduces global radiation effect on an individual nation -50%, happiness +3.5, citizen’s income +$3, infrastructure cost -23%, lowers inital infrastructure cost -17%, infrastructure upkeep costs -28%, infrastructure purchase cost -4%, aircraft limit from 50 to 60, initial cost of aircraft -12%, soldier count +38%, initial soldier cost -$9, tank cost and upkeep costs -10%, inital cruise missile cost -10%, cruise missile upkeep cost -20%, nuclear cost -10%, nuclear upkeep costs -20%, purchased land +15%, technology cost -13%.

Requires Construction, Microchips, Steel, and a technology level greater than 15.

Basic: Lumber, Iron, Marble, Aluminum, Gold, Lead, Oil, Coal, Tech level >15.

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Steel - Reduces infrastructure cost -2%, infrastructure purchase cost -4%, infrastructure upkeep costs -10%, lowers initial infrastructure costs -5%, soldier count +8%, initial soldier cost -$3.00, tank cost and upkeep costs -5%, purchased land +15%.

Requires Coal and Iron.

-----------------



Its late, and I have been working on this for the past hour, so if any of those numbers are wrong, or something doesnt work out correctly, tell me.
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Last edited by Rap4paintball; 12-04-2006 at 05:16 AM.
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Old 12-04-2006, 05:57 AM   #2 (permalink)
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Old 12-04-2006, 08:57 AM   #3 (permalink)
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I have 1 trade slot open. I am desperately seeking someone who has aluminum and rubber. My nation produces marble and spices.

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