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<base href="http://www.blocgame.com/forums/index.php?topic=204.5;wap2"><style type="text/css">body { margin-left:0;margin-right:0;margin-top:0; }#google-cache-hdr {background:#f5f5f5 !important;font:13px arial,sans-serif !important;text-align:left !important;color:#202020 !important;border:0 !important;margin:0 !important;border-bottom:1px solid #cecece !important;line-height:16px !important ;padding:16px 28px 24px 28px !important;}#google-cache-hdr * {display:inline !important;font:inherit !important;text-align:inherit !important;color:inherit !important;line-height:inherit !important;background:none !important;border:0 !important;margin:0 !important;padding:0 !important;letter-spacing:0 !important;}#google-cache-hdr a {text-decoration:none !important;color:#1a0dab !important;}#google-cache-hdr a:hover { text-decoration:underline !important; }#google-cache-hdr a:visited { color:#609 !important; }#google-cache-hdr div { display:block !important;margin-top:4px !important; }#google-cache-hdr b {font-weight:bold !important;display:inline-block !important;direction:ltr !important;}</style><div id="google-cache-hdr" dir=ltr><div>This is Google's cache of <a href="http://www.blocgame.com/forums/index.php?topic=204.5;wap2" dir="ltr">http://www.blocgame.com/forums/index.php?topic=204.5;wap2</a>. It is a snapshot of the page as it appeared on Sep 8, 2016 03:15:13 GMT. </div><div>The <a href="http://www.blocgame.com/forums/index.php?topic=204.5;wap2" dir="ltr">current page</a> could have changed in the meantime. <a href="http://support.google.com/websearch/bin/answer.py?hl=en&p=cached&answer=1687222">Learn more</a></div><div></div><div><span style="display:inline-block !important;margin-top:8px !important;margin-right:104px !important;white-space:nowrap !important;"><span style="margin-right:28px !important;"><span style="font-weight:bold !important;">Full version</span></span><span style="margin-right:28px !important;"><a href="http://webcache.googleusercontent.com/search?q=cache:38A0Y-W_HSwJ:www.blocgame.com/forums/index.php%3Ftopic%3D204.5%3Bwap2&num=1&hl=en&gl=us&strip=1&vwsrc=0">Text-only version</a></span><span style="margin-right:28px !important;"><a href="http://webcache.googleusercontent.com/search?q=cache:38A0Y-W_HSwJ:www.blocgame.com/forums/index.php%3Ftopic%3D204.5%3Bwap2&num=1&hl=en&gl=us&strip=0&vwsrc=1">View source</a></span></span><span style="display:inline-block !important;margin-top:8px !important;color:#717171 !important;">Tip: To quickly find your search term on this page, press <b>Ctrl+F</b> or <b>⌘-F</b> (Mac) and use the find bar.</span></div></div><div style="position:relative;">
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<p class="titlebg">The Abyss > Gameplay & Suggestions</p>
<p class="catbg">Yet Another Guide to BLOC</p>
<p class="windowbg"><a href="http://www.blocgame.com/forums/index.php?topic=204.0;wap2"><<</a> <a href="http://www.blocgame.com/forums/index.php?topic=204.0;wap2"><</a> (2/7) <a href="http://www.blocgame.com/forums/index.php?topic=204.10;wap2">></a> <a href="http://www.blocgame.com/forums/index.php?topic=204.30;wap2">>></a> </p>
<p class="windowbg">
<strong>Taikuh</strong>:
<br />
Military<br /><br />(see also War and Military Policies)<br /><br />Army Size<br />How big your army is. Every 20k troops gives you -$1m growth per turn. Troops are used in ground offensives, which are the only way to win wars. The effectiveness of your troops are affected by their training level and how many weapons you have. The only ways to gain troops are to conscript them yourself, have other nations ship them to you, or spend relation points on them.<br /><br />Manpower<br />Manpower is needed to conscript troops. It decreases when you conscript. Manpower steadily regenerates turn by turn. There is also a chance of recovering manpower when you demobilize your troops. You can decrease your enemy's manpower by bombing their cities with your airforce and by using your chems and nukes.<br /><br />Equipment<br />Ranges from<br />Stone Age, Finest of the 19th Century, First World War surplus, Second World War surplus, Korean War surplus, Vietnam War surplus, Almost Modern, Persian Gulf War surplus, Advanced, Future.<br />Your equipment level is a general indication of how many weapons you have. Your equipment level is not as important as the actual number of weapons you have. It's your number of weapons, not your equipment level, that affects your army's effectiveness.<br />Weapons can be converted from MG given you have enough factories by building rifles and various tanks. Tanks have a slightly better MG-to-weapons conversion rate than rifles but require oil to build.<br />Weapons can also be imported from the superpowers at the expense of relation points. Tanks can be imported at around the same points-to-weapons conversion rate as rifles but doing so requires oil.<br />Weapons are used in ground offensives at the rate of 1 weapon per 20k troops. Weapons may also be used by spies to increase the rebel threat of your enemies.<br />Click on your equipment level for a tooltip to see exactly how many weapons you have.<br /><br />Progress to next equipment level<br />A self-explanatory progress bar. The higher your equipment level, the more weapons you need to progress to the subsequent level.<br />Right-click the red progress bar and select Inspect Element to see the exact percentage. That is the only way to deduce the number of weapons your enemy has when spying on him.<br /><br />Training<br />Ranges from<br />Undisciplined Rabble, Poor, Standard, Good, Elite.<br />Click on your training for a tooltip to see the exact level of your troops. The actual number matters, not the label itself. Everything else being equal, a Standard 60/100 army will have a more even fight with a Good 61/100 army than a Good 61/100 army with a Good 80/100 army.<br />Training decreases by 1/100 every turn no matter the size of your army.<br />Training also decreases when you conscript troops or receive them from other players. These troops have a training level of 0/100. The resulting training of your army is the weighted average of the training of your old and new troops.<br /><br />Airforce<br />Ranges from<br />Meagre (1 & 2), Small (3), Mediocre (4 & 5), Somewhat Large (6), Large (7 & 8), Powerful (9), Very Powerful (10).<br />Click on your training for a tooltip to see the exact level of your airforce. The actual number matters, not the label itself. There are 10 levels total.<br />You can increase your airforce level by manufacturing your own planes using MG and oil and having factories or by asking the superpowers at the expense of relation points and oil.<br />Your airforce is used to conduct air raids, described in the War section below.<br />The success rate of your air raids depends on both your and your enemy's airforce levels. Equal levels will have equal chances of succeeding and failing. If you fail, you will lose a level of your airforce. If your airforce level is 4 above your enemy's, you will always succeed.<br /><br />Navy<br />Ranges from<br />Some Dinghies, Coast Guard, Greenwater Navy, Bluewater Navy. (what else?)<br />Click on your navy tooltip to see the exact number of ships you have. This is more important than the labels above.<br />Ships can be built in your factories at the expense of MG and oil.<br />Your navy is used in naval offensives, which can result in your own ships getting destroyed, destroying enemy ships, or bombarding enemy troops, depending on how many ships you and your enemy have.<br />If you have more than 50 ships, you will be able to declare war on any region in the world, not just your own and your neighboring regions.<br /><br />Chemical Weapons<br />Ranges from<br />None to a progress bar to Armed.<br />Chemical weapons take cash and reputation to develop.<br />The act of using chemical weapons is popularly known as gassing.<br />Using chemical weapons (or chems or gass) on your enemy will drastically lower your reputation, kill their troops, and lower their manpower and GDP.<br />Once armed, your capability to use chems may be taken away if you get UN reset or if your enemy's airforce bombs your chemical weapons storage facilities. When this happens, you will have to develop them again.<br /><br />Wars<br />Shows you which wars you are fighting, with whom, and if you are the attacker or the defender.<br /><br />Top<br /><br /><br />Nation Interactions<br /><br />There are three main ways of directly interacting with other nations. To do so, go to their nation page, then scroll to the bottom to see the possible interactions. Here you can also send communiques to that player.<br /><br />Top<br /><br />War<br /><br />(see also nation Military stats and Military Policies)<br /><br />Declare War!<br />Initially, the only war-related action is to declare war. The only way to directly engage the enemy's military and reap the benefits of war is by formally declaring war.<br />There are a few criteria that limit who you can declare war on. Your enemy nation's GDP must be within 75% and 200% of your own. Their nation must be located in your region or a surrounding region, unless you have more than 50 ships. They must not be in war protection. Nations are put in war protection for a period of 5 turns after losing a war. You may voluntarily exit your war protection by declaring war on another nation.<br />If you declare war on a US-aligned nation, the declaration will cause you to lose 25 US relation points.<br />If you declare war on a Soviet-aligned nation, the declaration will cause you to lose 25 Soviet relation points.<br />If your enemy has high reputation, declaring war will lower your reputation.<br />The only ways to end a war are to defeat your enemy, to lose to your enemy, to make peace by both sides offering white peace, to wait for it to timeout by both sides not attacking for X turns, and to wait until either side becomes inactive by being offline for 240 hours.<br />You cannot enter vacation mode while in a state of war.<br />Winning a war allows you to declare another war on the same turn.<br />Once you declare war, the following options will appear.<br /><br />Launch land offensive!<br />Sends your army to battle toe-to-toe with the enemy's army.<br />You may only launch one land offensive per war per turn. Launching an offensive right before the turn change and another right after is known as double-tapping.<br />The battle outcome depends on the number of troops, their training, and the number of weapons each side has. Only rumsod knows the exact formula. Troops also get a combat bonus from their airforce.<br />Ground offensives use up 1 weapon per 20k troops for the attacking side. Defenders do not use up weapons.<br />Launching a ground offensive against an aligned nation will give you 2 relation points of his opposing alignment and will take away 5 relation points of his alignment.<br />You may not launch a ground offensive when you have 5k troops or less.<br />If a ground offensive is successful, the attacker takes 1% of the defender's territory.<br />A successful ground offensive against an enemy army with 4k or less troops will end the war in a victory for the attacker. The victor will take half of the loser's available budget, oil supply, and raw material, a quarter of the loser's factories, and 1/6th of the loser's remaining territory and GDP.<br /><br />Launch air raid!<br />Air raids cost 1 mbbl oil per raid.<br />You may launch 1 air raid per war per turn.<br />The success rate of air raids depend on the size of your airforce versus the enemy's. Having two equally-sized airforces gives you an equal chance of success and failure. Being 4 levels above your enemy gives you 100% chance of success. Conversely, being 4 levels below your enemy means you'll fail every attempt.<br />A failed air raid results in your airforce losing a level.<br /><br />--- Quote from: rumsod on June 18, 2015, 01:08:05 PM ---Here are straight up the chances<br />equal size airforce - 50/50<br />1 superior - 60% success<br />2 superior - 80% success<br />3 superior - 90% success<br />4+ superior - 100% success<br /><br />--- End quote ---<br />The following are the types of raids you may conduct and what they do upon a successful raid:<br /><br />- Target enemy airbases: destroys a level of the enemy's airforce.<br />- Target economic infrastructure: destroy 1% of the enemy's GDP and reduces their growth by $5m.<br />- Target cities: decreases the enemy's stability, QoL, and manpower at the cost of your reputation.<br />- Target ground forces: kills 5% or 2k of the enemy's troops, whichever is greater.<br />- Target chemical weapons storage: will reduce the enemy's chemical weapons development, even if they are already 100% armed.<br />- Target factories: destroys one enemy factory. There is a 25% chance of killing civilians instead of destroying the factory, which drops reputation.<br />- Target oil wells: destroys one enemy oil well.<br /><br />Launch naval offensive!<br />Naval offensives cost 1 mbbl of oil per offensive.<br />You may launch 1 naval offensive per war per turn.<br />The result of the offensive depends on the number of ships on both sides. If the attacker outnumbers the defender by X, the naval offensive will bombard the defender's troops, killing 5% or 2k of the defender's troops, whichever is more. Otherwise, the naval offensive remains purely on the sea and only ships are destroyed. The fewest ships needed for the navy to bombard troops is 1 ships attacking and 0 ships defending.<br /><br />Launch chemical weapons Attack!<br />Gassing lowers the attacker's reputation by 3 levels and kills 5% of the enemy's troops, with no 2k minimum. It also decreases the enemy's GDP by X% and lowers their manpower.<br /><br />NUCLEAR STRIKE<br />Nuking lowers the attacker's reputation by 8 levels and destroys almost all the enemy's army, airforce, and navy. The enemy loses half of their GDP and $100m growth. Every nation in the region loses $10m growth and every nation in the world loses $1m growth.<br /><br />Offer peace<br />Sends an offer of peace to your enemy. Your enemy is notified on his News page. If he accepts it, the war immediately ends. If either side launches any type of offensive before a peace offer is reciprocated, that peace offer is declined and another must be sent to restart the process.<br /><br />Top<br /><br />Covert Actions<br /><br />Covert actions require you to have at least one secret agent.<br />Sending spies to increase a target's rebel threat and to decrease its approval is known as spyfucking.<br />(see also nation Foreign Policy stats and Foreign Policies)<br /><br />Infiltrate<br />Initially, the only covert action is to infiltrate the target nation with your spy.<br />There are a no criteria that limit who you can infiltrate and spy on.<br />There is a small chance your spy fails to infiltrate and is executed.<br />You may infiltrate a target nation, withdraw from a target nation, or conduct a counterintelligence sweep only once per turn no matter how many spies you have. <br />Once you successfully infiltrate your target, all CLASSIFIED nation stats are revealed and the following options will appear.<br /><br />Aid rebels<br />Costs 3 weapons for a 50% chance of increasing your target's rebel threat.<br /><br />Terrorist attacks<br />I don't know anything about this. Requires a rebel presence in your target.<br />You may do this once per turn.<br /><br />Aid political opposition<br />Costs $100k to decrease your target's approval.<br />You may do this once per turn.<br /><br />Withdraw<br />Withdraws your spy from your target.<br />There is a small chance your spy fails to infiltrate and is executed.<br />You may infiltrate a target nation, withdraw from a target nation, or conduct a counterintelligence sweep only once per turn no matter how many spies you have. <br /><br />Top<br /><br />Diplomacy and Trade<br /><br />This is the only way to directly transfer things from your nation to another other than through spoils of war.<br />Sending resources to a nation with an opposing economic system, not including Mixed Economy, incurs a tariff. You lose $10k for every mbbl of oil, hton of RM, and ton of MG sent. When sending cash, a fee equivalent to 10% of the cash you transfer is deducted from your budget.<br />Sending resources to a nation with an opposing alignment, not including Neutral-aligned, incurs a tariff. The fees are the same as above.<br />If you send resources or cash to a nation of opposing economic system and alignment, the two tariffs stack additively.<br />(see also nation Economic stats and nation Foreign Policy stats)<br /><br />Wire Cash<br />Sends cash with a $10k minimum.<br /><br />Send 10k man expeditionary force<br />Sends 10k of your troops to the recipient nation.<br />Your troops' training doesn't matter. The recipient will receive your troops as if they had 0/100 training.<br />You cannot send nor receive troops from nations of opposing alignment.<br /><br />Ship oil<br />Sends oil.<br /><br />Ship raw materials<br />Sends RM.<br /><br />Ship manufactured goods<br />Sends MG.<br /><br />Cede 100km of Territory<br />Gives 100km of your territory to the recipient nation.<br />You can only cede land to nations in your region and neighboring regions.<br />Doing this severely decreases your stability and approval.<br /><br />Provide 5 weapons<br />Gives 5 of weapons to the recipient nation.<br />You can only give weapons to nations that have less weapons than you do.<br />Doing this decreases your reputation.<br /><br />Top<br /><br />Communiques<br /><br />Communiques are BLOC's version of private messages. You can send comms to other players at the bottom half of their nation page.<br />The blue badge displays how many Received Communiques you have.<br />Your received comms are stored on the Received page of the Communiques dropdown menu. The timestamps are in server time. You may also delete your received comms. Once you do, there is no way to retrieve them.<br />Your sent comms are displayed on the Sent page of the Communiques dropdown menu. You may not delete your sent comms. If the recipient deletes a comm you sent, that comm will disappear from your Sent Communiques.<br /><br />Top<br /><br />News<br /><br />National news and events that need attending to show up here.<br />You receive news when others nations directly interact with your nation. This includes declarations of war and offers of peace, the results of defending against enemy offensives, any covert actions that have failed in your nation, and all resources sent to you, such as cash, troops, oil, RM, MG, territory and weapons.<br />You also receive news when your nation undergoes a stability or UN reset.<br />Events show up here and require you to make a decision. Events may trigger randomly or after certain requirements are met.<br />All news and events expire and are deleted from your News after 6 (?) turns.<br /><br />Top<br /><br />Continue<br /><br /><br />Ground attacking US-aligned nation --> +2 USSR pts / -X? US pts<br />Declaring war on US-aligned nation --> -X? US pts
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<p class="windowbg2">
<strong>Deutsch Afrika</strong>:
<br />
Everything seems accurate thus far, but I already have a guide up. The only problem is assembling it amongst the screenshots (and you really should have screenshots).<br /><br />Nevertheless good show.
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<p class="windowbg">
<strong>Taikuh</strong>:
<br />
<br />--- Quote from: Deutsch Afrika on May 19, 2015, 01:57:43 PM ---Everything seems accurate thus far, but I already have a guide up. The only problem is assembling it amongst the screenshots (and you really should have screenshots).<br /><br />Nevertheless good show.<br /><br />--- End quote ---<br /><br />Numbered screenshots like yours would be a great addition.
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<p class="windowbg2">
<strong>alysdexia</strong>:
<br />
more like 245 hours :/<br /><br />
</p>
<p class="windowbg">
<strong>Taikuh</strong>:
<br />
<br />--- Quote from: alysdexia on May 20, 2015, 02:30:30 PM ---more like 245 hours :/<br /><br /><img]proof[/img><br /><br />--- End quote ---<br /><br />Gotcha, I'll edit that in
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<p class="titlebg">The Abyss > Gameplay & Suggestions</p>
<p class="catbg">Yet Another Guide to BLOC</p>
<p class="windowbg"><a href="http://www.blocgame.com/forums/index.php?topic=204.0;wap2"><<</a> <a href="http://www.blocgame.com/forums/index.php?topic=204.5;wap2"><</a> (3/7) <a href="http://www.blocgame.com/forums/index.php?topic=204.15;wap2">></a> <a href="http://www.blocgame.com/forums/index.php?topic=204.30;wap2">>></a> </p>
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<strong>Mammon</strong>:
<br />
<br />--- Quote from: Taikuh on May 19, 2015, 10:52:55 AM ---Weapons can be converted from MG given you have enough factories by building rifles and various tanks. Tanks have a better MG-to-weapons conversion rate than rifles but require oil to build.<br />Weapons can also be imported from the superpowers at the expense of relation points. Importing tanks is more efficient but costs oil in addition to the points.<br /><br />--- End quote ---<br /><br />I beg to differ.<br /><br />In order to import weapons, you need 5 Relations for 2 weapons, and once you reach Vietnam War, 13 Relations and 2 for soviets/3 for americans Oil for 5 weapons. Let's do a little math now, shall we?<br /><br />When it comes to getting weapons using relations, the least common multiple is 65.<br />When you import AK-47s/M-14s, the exchange rate is 5 relations for 2 weapons. 65/5 = 13. 13*2 = 26.<br />When you import T-34s/Pattons, the exchange rate is 13 relations and 2/3 oil for 5 or 6 weapons. 65/13 = 5. 5*(5 or 6) = (25 or 30).<br />Congratulations, you just wasted 10-15 Oil to get a resulting weapons of less than what you'd get with AK-47s/M-14s.<br /><br />The result is even worse with manufacturing the damn things; as the prices are simply swapped with MG, we'll use the same multiple (65).<br />When you make AK-Presidentes, the exchange rate is 5 MG for 1-3 weapons. 65/5 = 13. 13*(1-3) = 13-36.<br />When you make Istans, the exchange rate is 13 MG and 5 oil for 3-7 weapons. 65/13 = 5. 5*(3-7) = 15-35.<br />Congratulations, you now wasted even more oil to get... disappointment.<br /><br />Well, why don't you look at that? Maybe we should ignore the tanks and keep building and importing rifles!<br />Rumsod, do us all a favor and up the weapons benefit by 1-2 (at most) when you get tanks. This is simply embarrassing.<br /><br />PS: Thanks to Estagon for clarifying the numbers.
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<p class="windowbg2">
<strong>Taikuh</strong>:
<br />
<br />--- Quote from: Mammon on May 21, 2015, 09:01:32 AM ---When you import T-34s/Pattons, the exchange rate is 13 relations and 2/3 oil for 5 or 6 weapons. 65/13 = 5. 5*(5 or 6) = (25 or 30).<br />--- End quote ---<br />I didn't know T-34s are 5 weapons. If so, then that's pretty pretty bad...<br />Still, 13 points and some oil for 6 weapons isn't that great the way you put it. Only 4 extra weapons at the cost of oil. The points-to-weapons ratio is better, but the oil spent might make it inefficient, depending on prices.<br /><br /><br />--- Quote ---When you make Istans, the exchange rate is 13 MG and 5 oil for 3-7 weapons. 65/13 = 5. 5*(3-7) = 15-35.<br /><br />--- End quote ---<br />Has anybody actually ever got 3 weapons from an Istan? I've gotten 5-8 average between 6 and 7.<br />The averages Andy came up with in 3.0 were ~2.2 or 2.3 for AK-Presidentes and ~6.5 for Istans.<br /><br />I'll edit my post.
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<p class="windowbg">
<strong>Taikuh</strong>:
<br />
Policies<br /><br />Policies are actions that affect your nation in various ways. They usually cost cash or other resources to enact.<br /><br />Economic Policies<br /><br />Great Leap Forward<br />70% chance of increasing growth by $1m and moving you slightly towards Central Planning,<br />20% chance of doing nothing, and<br />10% chance of decreasing growth by $1m.<br />Costs $100k, growth/3 RM.<br />Cannot be Free Market.<br /><br />Encourage Foreign Investment<br />33% chance of increasing growth by $1m, increasing foreign investment by your growth/1000 with a minimum of $5k, and moving you slightly towards Free Market,<br />33% chance of increasing your foreign investment and moving you slightly towards Free Market (but no growth increase),<br />33% chance of doing nothing.<br />Costs $75k, growth/6 RM.<br />Cannot be Central Planning.<br /><br />Industrialize<br />Builds 1 factory and slightly decreases QoL.<br />Cost starts at 50 RM + 25 oil (38 RM + 19 oil for Asia) and goes up by 100 RM + 50 oil (75 RM + 38 oil for Asia) per existing factory. Also costs a few MG.<br />Requires 1,000 km2 unused territory.<br /><br />Labor Discipline<br />Gives 1 MG per factory, decreases approval.<br />Costs 2 RM and oil per factory. Cost increases by the initial cost after each use. 25% discount in Asia.<br />Requires approval level higher than Utterly Despised.<br /><br />Nationalize Foreign Investment<br />Takes all foreign investment and adds it to your budget, decreases stability by 15%, significantly moves you towards Central Planning.<br />Costs nothing.<br />Requires Free Market or Mixed Economy.<br />You may either Nationalize or Privatize only once per turn.<br /><br />Privatize<br />Adds $300k to your budget, decreases your GDP by $15m, decreases stability by 15%, significantly moves you towards Free Market.<br />Costs nothing.<br />Requires Central Planning or Mixed Economy.<br />You may either Nationalize or Privatize only once per turn.<br /><br />IMF Loan<br />Adds $100k to your budget, moves you towards Free Market.<br />Costs $2m growth.<br />Requires growth of at least -$1m and cannot be Soviet-aligned.<br /><br />Forced Labor<br />90% chance of increasing growth by $1m,<br />10% chance of increasing rebel threat.<br />No matter what, decreases approval, stability, QoL, and reputation.<br />Costs $50k, growth/16 RM.<br />Requires Dictatorship.<br /><br />Blood Diamonds<br />Adds 1/4th of a turn's regular income (GDP/4000) to your budget with a minimum of $100k, decreases QoL and reputation.<br />Costs nothing.<br />Requires African nation.<br /><br />Special Economic Zone<br />50% chance of moving you towards Free Market and changing growth by $1m for every 1% of change in the Global Market (-1% change = -$1m growth, 0% change = $0m growth, 2% change = +$2m growth),<br />50% chance of failure and loss of approval.<br />Costs $100k, some RM directly related to growth.<br />Requires Asian nation and Central Planning or Mixed Economy.<br /><br />Smuggle Drugs into the USA<br />Adds a full turn's regular income (GDP/1000) to your budget, with a minimum of $500k. Has a high chance of failing, resulting in a drop of reputation and US relation points.<br />Costs nothing.<br />Requires Latin American nation.<br /><br />Oil Exploration<br />Adds between 50-500 mbbl oil (1000-5000 for Middle Eastern nations) to your discovered oil reserves.<br />Cost starts at $500k and goes up by $1000k per use squared (Cost = 1000x2+500). Costs 50% less for Middle Eastern nations.<br /><br />Drill New Well<br />Builds 1 oil well.<br />Cost starts at $500k and goes up by $100k per existing oil well. Costs 33% less for Middle Eastern nations.<br />Requires 500 km2 unused territory.<br /><br />Dig Mine<br />Builds 1 mine.<br />Cost starts at $250k and goes up by $50k (33% less for African and Latin American nations) per existing mine.<br />Requires 500 km2 unused territory.<br /><br />Develop Nuclear Reactor<br />45% chance of building 5% of a reactor,<br />45% chance of doing nothing, and<br />10% chance of losing 5% of a reactor.<br />No matter what, decreases reputation.<br />Costs $5,000k and 1 ton of uranium.<br /><br />Top<br /><br />Domestic Policies<br /><br />Arrest opposition figures<br />Increases stability by 3%, slightly decreases reputation, slightly moves you towards authoritarian government, small chance of decreasing rebel threat.<br />Costs $50k.<br />Cannot be Dictatorship.<br /><br />Release political prisoners<br />Decreases stability by 0-5%, slightly moves you towards democratic government, chance of increasing rebel threat.<br />Costs $50k<br /><br />Declare martial law<br />Conscripts 5k troops with a training of 0/100, decreases manpower, decreases stability, slightly decreases reputation, significantly moves you towards authoritarian government.<br />Costs $500k.<br />Cannot be Dictatorship. Requires at least Near Depletion manpower.<br /><br />Hold free and fair elections<br />If approval is at least Decent, increases approval, 50% chance of increasing growth by $1m, lowers stability by 0-22%, significantly moves you towards democratic government.<br />If approval is Middling or lower, nothing happens.<br />Costs $200k.<br /><br />Free Housing For the People<br />Increases approval, small chance of increasing QoL, slightly moves you towards Central Planning.<br />Costs half of one turn's regular income (GDP/2000).<br />Cannot be Free Market.<br /><br />Raise Minimum Wage<br />Increases approval, small chance of increasing QoL, slightly moves you towards Central Planning.<br />Costs growth directly related to GDP.<br />Cannot be Central Planning.<br /><br />Cult of Personality<br />Significantly increases approval, sets you as Dictatorship.<br />Costs $500k.<br />Cannot be Dictatorship nor Military Junta.<br /><br />Construct Public School<br />Increases QoL.<br />Costs half of one turn's regular income (GDP/2000), some RM directly related to QoL.<br /><br />Construct Free Hospital<br />Significantly increases QoL.<br />Costs one turn's regular income (GDP/1000), some RM directly related to QoL.<br />Cannot be Free Market.<br /><br />Top<br /><br />Foreign Policies<br /><br />Praise the Soviet Union / United States<br />Sets your alignment as Soviet-aligned / US-aligned, decreases stability by 5%.<br />Costs $50k.<br /><br />Declare Neutrality<br />Sets your alignment as Neutral.<br />Costs $50k.<br /><br />Appeal to the Soviet Union / United States for intervention<br />Receive 10k troops without changing your training.<br />Costs 35 Soviet Union / US relation points (25 US relation points for Latin American nations).<br />Cannot be of the opposing alignment. Neutrals can use both.<br /><br />Appeal to the Soviet Union / United States for development aid<br />Increases growth by $2m.<br />Costs 10 Soviet Union / United States relation points.<br />Cannot be of the opposing alignment. Neutrals can use both.<br /><br />Hire a Secret Agent<br />Hires a spy.<br />Costs $500k.<br />Cannot have more than 3 spies.<br /><br />Counterintelligence<br />Chance to catch other people's spies in your nation.<br />Costs $100k.<br />Requires at least 1 spy.<br />You may infiltrate a target nation, withdraw from a target nation, or conduct a counterintelligence sweep only once per turn no matter how many spies you have. <br /><br />Create an International Alliance<br />Creates your own alliance with you as the Founder.<br />Costs $150k.<br /><br />Top<br /><br />Military Policies<br /><br />Conscription<br />Conscripts 2k troops with a training of 0/100, decreases manpower.<br />Costs $1m growth.<br />Requires at least Near Depletion manpower and more than -$2m growth.<br /><br />Train your Conscripts<br />Increases training by 5/100.<br />Cost increases exponentially depending on number of troops and current training. Minimum of $1k per 1k troops.<br /><br />--- Code: (cost of training) ---min(Army Size, (Army Size)^2 * (Training)^2 / 20000)<br />--- End code ---<br />Cannot have more than 95/100 training.<br /><br />Demobilize<br />Decreases army size by 2k troops, increases manpower, 50% chance to increase growth by $1m.<br />Requires more than 4k troops.<br /><br />Attack the rebel scum!<br />Chance to decrease rebel threat or increase rebel threat, chance to lose troops, slightly decreases reputation.<br />Costs $10k.<br />Requires at least Scattered Terrorists.<br /><br />Gas the rebel scum!<br />Decreases rebel threat, decreases reputation.<br />Costs nothing.<br />Requires at least Scattered Terrorists and Armed chemical weapons.<br /><br />AK-47s / M14s from the Soviets / United States<br />Increases weapons by 2.<br />Costs 5 Soviet Union / United States relation points.<br />Cannot be of opposing alignment or Almost Modern or higher (501 weapons).<br /><br />Manufacture AK-Presidente model rifles<br />Increases weapons by 1-3, average of ~2.1.<br />Costs 5 MG.<br />Requires at least 2 factories. Cannot be Almost Modern or higher (501 weapons).<br /><br />Buy T-62s / M60 from the Soviets / United States<br />Increases weapons by 5 / 6.<br />Costs 13 Soviet Union / United States relation points and 2 / 3 oil.<br />Cannot be of opposing alignment. Requires Vietnam War surplus (301 weapons).<br /><br />Manufacture Istan Main Battle Tanks<br />Increases weapons by 5-8, average of ~6.5.<br />Costs 13 MG, 5 oil.<br />Requires at least 4 factories and Vietnam War surplus (301 weapons).<br /><br />Buy T-90s / M-1 Abrams from the Soviets / United States<br />Increases weapons by 10.<br />Costs 20 Soviet Union / United States relation points and 11 oil.<br />Cannot be of opposing alignment. Requires Persian Gulf War surplus (1001 weapons).<br /><br />Manufacture Despot Tanks<br />Increases weapons by X, average of 9.5.<br />Costs 18 MG, 13 oil.<br />Requires at least 8 factories and Persian Gulf War surplus (1001 weapons).<br /><br />Buy MiGs / F-8 Crusaders<br />Increases airforce level by 1/10.<br />Costs Soviet Union / United States relation points and oil. Refer to the table below for the exact cost.<br /><br /><br /><br />Manufacture Aircraft<br />Increases airforce level by 1/10.<br />Costs MG and oil. Refer to the table above for the exact cost.<br />Requires at least 2 factories.<br /><br />Manufacture Ship<br />Increases navy by 1 ship.<br />Cost starts at 10 MG + 10 oil and goes up by 1 MG and 0.5 oil (rounded down) per ship built.<br />Requires at least 2 factories.<br /><br />Develop Chemical Weapons<br />45% chance of progressing 20% into chems,<br />45% chance of nothing happening,<br />10% chance of resetting progress to 0%,<br />No matter what, decreases reputation.<br />Costs $500k.<br /><br />Top<br /><br />Global Market<br /><br />Here, you can buy and sell oil, RM, and MG for cash, 1 or 5 at a time.<br />The buy/sell prices of each resource go up/down for every 20 units of that resource bought/sold. Prices are updated with each page refresh. It is a Global Market, so everybody can buy and sell on it thus affecting its prices.<br />Free Market economies have lower buy prices and higher sell prices than Mixed Economies. Central Planning economies have the largest buy/sell price spread.<br />Your GDP must be at least $310m to buy and sell on the Global Market.<br /><br />Top<br /><br />Continue<br /><br />
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<strong>Mammon</strong>:
<br />
You forgot to mention Soviet-aligned nations cannot use the IMF loan.
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<strong>Taikuh</strong>:
<br />
<br />--- Quote from: Mammon on May 23, 2015, 01:40:48 PM ---You forgot to mention Soviet-aligned nations cannot use the IMF loan.<br /><br />--- End quote ---<br /><br />Thanks for that, I didn't even know. And anything I left out, please let me know. I still don't know everything about this game.
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