<?xml version="1.0" encoding="UTF-8" ?>
<rss version="2.0">
<channel>
	<title>LoSS Guide System</title>
	<link><![CDATA[http://www.cn-loss.net/index.php?app=tuts&module=tuts&section=rss]]></link>
	<pubDate>Sun, 05 Sep 2010 18:06:10 +0000</pubDate>
	<ttl>1800</ttl>
	<description>LOSS ForumsTutorials RSS</description>
	<item>
		<title>Wonder Guide</title>
		<link><![CDATA[http://www.cn-loss.net/index.php?app=tuts&module=tuts&section=tuts&do=view&t_id=11]]></link>
		<description><![CDATA[[center][size=4]Wonder Guide[/size]<br />
[/center]<br />
Hope for the best,prepare for the worst.The following is the first ten wonders to purchase,  [<a href='http://www.cn-loss.net/index.php?app=tuts&module=tuts&section=tuts&do=view&t_id=11'>Read more</a>]]]></description>
		<content><![CDATA[[center][size=4]Wonder Guide[/size]<br />
[/center]<br />
Hope for the best,prepare for the worst.The following is the first ten wonders to purchase, as stated by [url=http://loss.cn-source.net/index.php?showtopic=8820]The No World Order Military Preparation Act [/url].<br />
[quote]1. Manhattan Project (MP)<br />
2. Stock Market (SM)<br />
3. Social Security System (SSS)<br />
4. Strategic Defense Initiative (SDI)<br />
5. Interstate System (ISS)<br />
6. Pentagon<br />
7. National Research Lab (NRL)<br />
8. Weapons Research Complex (WRC)<br />
9. Disaster Relief Agency (DRA)<br />
10. Foreign Airforce Base (FAFB)[/quote]<br />
<br />
<br />
Even if you have already purchased some wonders make sure you buy these ten before moving on to the next. [size=3][b]Yes[/b][/size], they are not all income wonders but you will be ready for any future wars. Wars can begin at anytime so it's best to be prepared.<br />
<br />
<br />
Here's a look at each:<br />
<br />
[b]1)Manhattan Project[/b] - $100,000,000 - The Manhattan Project allows nations below 5% of the top nations in the game to develop nuclear weapons. The Manhattan Project cannot be destroyed once it is created. The wonder requires 3,000 infrastructure, 300 technology, and a uranium resource. <br />
<br />
[b]2)Stock Market[/b] - $30,000,000 - The stock market provides a boost to your economy. Increases citizen income +$10.00.<br />
<br />
[b]3)Social Security System[/b] - $40,000,000- The social security system provides benefits to aging members of your nation. Allows you to raise taxes above 28% up to 30% without additional happiness penalties.<br />
<br />
[b]4)Strategic Defense Initiative (SDI)[/b] - $75,000,000 - Reduces odds of a successful nuclear attack against your nation by 60%. The SDI wonder also requires 3 satellites and 3 missile defenses and those satellites and missile defenses cannot be deleted once the wonder is developed.<br />
<br />
[b]5)Interstate System[/b] - $45,000,000 - The interstate system allows goods and materials to be transported throughout your nation with greater ease. Decreases initial infrastructure cost -8% and decreases infrastructure upkeep costs -8%.<br />
[b]6)Pentagon[/b] - $30,000,000 - The Pentagon serves as your nations headquarters for military operations. Increases attacking and defending ground battle strength +20%. <br />
<br />
[b]7)National Research Lab[/b] - $35,000,000 - The national research lab is a central location for scientists seeking cures for common diseases among your population. Increases population +5% and decreases technology costs -3%. <br />
<br />
[b]8)Weapons Research Complex[/b] - $150,000,000 - Increases the technology bonus to damage from 0.01% to 0.02% per technology level, Increases the number of nukes that can be purchased per day to 2, hurts environment by +1, Increases the purchase costs of all military by 0.01% per technology level. Requires 8,500 infrastructure, 2,000 technology, National Research Lab, Pentagon Wonder.<br />
<br />
[b]9)Disaster Relief Agency[/b] - $40,000,000 - The disaster relief agency helps restore your nation and its people after emergency situations. Increases population +3% and opens one extra foreign aid slot. <br />
[b]<br />
10)Foreign Air Force Base[/b] - $35,000,000 - Raises the aircraft limit +20 for your nation and increases the number of aircraft that can be sent in each attack mission +20.]]></content>
		<pubDate>Tue, 08 Jun 2010 18:01:10 +0000</pubDate>
	</item>
	<item>
		<title>Backcollecting Guide</title>
		<link><![CDATA[http://www.cn-loss.net/index.php?app=tuts&module=tuts&section=tuts&do=view&t_id=10]]></link>
		<description><![CDATA[Welcome to already the third article in the series of blog postings to help you increase your economic strength of your nation. This particular articl [<a href='http://www.cn-loss.net/index.php?app=tuts&module=tuts&section=tuts&do=view&t_id=10'>Read more</a>]]]></description>
		<content><![CDATA[Welcome to already the third article in the series of blog postings to help you increase your economic strength of your nation. This particular article will deal with so called Back collects.<br />
<br />
Back collects<br />
To understand what a back collect is, it is important to know how things work within Cyber Nations.<br />
<br />
You need to understand that when you pay bills you're paying bills over the current situation of your nation, this includes the current amount of infrastructure, improvements, wonders, soldiers, tanks, etc. The same thing is true for when you're collecting taxes. You're collecting taxes over the current situation in your nation, this includes the current amount of citizens, happiness, taxable income, etc.<br />
<br />
Now that we understand this it makes it easier to explain what a back collect exactly is. A back collect works as follows:<br />
<br />
1. You only pay your bills for an x number of days, you do not invest in infrastructure during this time.<br />
2. After x days of only paying your bills you invest money in infrastructure to increase your amount of citizens, income, etc.<br />
3. You then collect taxes based on the new situation of your nation.<br />
<br />
<br />
From the above you can see that you will be paying bills over a lower amount of infrastructure for a period of time, but then you will collect taxes for that same period of time over a higher amount of infrastructure (and with it a higher # of citizens, income, etc). This will greatly increase your profits as you can see from the following example:<br />
<br />
All numbers in this example are for demonstration purposes only, they do not match exact in-game numbers, but should be fairly close. Your bills also consist of more then just infrastructure, but since infrastructure is the only thing that is changing I left the other components out of the calculations to simplify things.<br />
<br />
Starting situation:<br />
<br />
* Infrastructure: 999<br />
* Number of working citizens: 7600<br />
* Avg. Gross Income Per Individual Per Day: $97.54<br />
* Upkeep cost / infra level: $70.30<br />
* Current available $: $9,000,000.00<br />
<br />
Taking a time span of 10 days you can do 3 things:<br />
<br />
1. Invest the $9M in infrastructure today, then pay bills/collect taxes for 10 days.<br />
2. Pay bills and collect taxes for 9 days, pay your bills on day 10 then invest the profit you made from these 10 days + the $9,000,000 in infrastructure before you collect taxes on day 10, then collect taxes.<br />
3. Do a back collect for 10 days (ie, pay bills for 10 days, on day 10 invest the remaining amount of $$ you have in infrastructure and then collect taxes)<br />
<br />
Since each situation will allow for different maximum levels of infrastructure to be purchased, in this example an amount of 500 infrastructure will be bought for all 3 situations to make the calculations a little easier.<br />
<br />
Ending situation<br />
(The ending situation assumes 5 more improvements have been bought as well, 3 banks, 2 stadiums and assumes you do not swap your 5 factories for other improvements, doing the latter will greatly increase your profits, but improvement swapping will be discussed in a future article):<br />
<br />
* Infrastructure: 1499<br />
* Number of working citizens: 12500<br />
* Avg. Gross Income Per Individual Per Day: $132.95<br />
* Upkeep cost / infra level: $170.30<br />
<br />
Now we will calculate what happened for all 3 situations:<br />
<br />
1. Situation 1: Invest immediately, then pay bills/collect taxes for 10 days<br />
In this situation the situation after 10 days will be:<br />
* You paid a total of $2,552,797.00 in bills (10 * 1499 * $170.30)<br />
* You will have received $4,653,250.00 in taxes (10 * 12500 * 132.95 *0.28)<br />
* Your total profit is : $2,100,453.00<br />
2. Situation 2 : Pay bills/collect taxes for 10 days, then invest on the last day and collect taxes after investing.<br />
* You paid a total of $702.297.00 in bills (10 * 999 * $70.30)<br />
* You will have received $2,333,411.08 in taxes ((9 * 7600 * 97.54 * 0.28) + (1 * 12500 * 132.95 * 0.28))<br />
* Your total profit is : $1,631,114.08<br />
3. Do a back collect, pay bills for 10 days, invest, then collect taxes.<br />
* You paid a total of $702,297.00 in bills (10 * 999 * $70.30)<br />
* You will have received $4,653,250.00 in taxes (10 * 12500 * 132.95 *0.28)<br />
* Your total profit is : $3,950,953.00<br />
<br />
<br />
As you can see, doing a back collect is by far the most profitable way. You earned 88% more money by doing this. The longer the back collect, the more extra profit you will make. Calculate it yourself for 19 days for example.<br />
<br />
WARNING: If you do not collect taxes for more then 19 days, your nation will be deleted, so always collect taxes before a maximum of 19 days.<br />
(NOTE: THIS WAS CHANGED! YOU ACTUALLY HAVE UNTIL DAY 24 BEFORE YOU HAVE TO COLLECT, HOWEVER IT IS BEST TO STILL DO IT ON DAY 19)]]></content>
		<pubDate>Tue, 08 Jun 2010 17:44:57 +0000</pubDate>
	</item>
	<item>
		<title>Improvement Guide</title>
		<link><![CDATA[http://www.cn-loss.net/index.php?app=tuts&module=tuts&section=tuts&do=view&t_id=9]]></link>
		<description><![CDATA[[center][b][size="5"]Improvement Guide[/size][/b][/center]<br />
<br />
Nation improvements help advance the growth of your nation. Nation i [<a href='http://www.cn-loss.net/index.php?app=tuts&module=tuts&section=tuts&do=view&t_id=9'>Read more</a>]]]></description>
		<content><![CDATA[[center][b][size="5"]Improvement Guide[/size][/b][/center]<br />
<br />
Nation improvements help advance the growth of your nation. Nation improvements are not subject to outside forces,which means unlike regular infrastructure in war, improvements cannot be destroyed by other nations. Improvements are stackable, so purchasing two banks will increase your population income +14%. You may only purchase one improvement for every 1000 citizens. The order of purchasing these improvements differ in the actions and goals of each player.Listed below are 3 options that you may look at for reference.It is recommended that you get a Nation Audit so you can receive advice,suggestions from experienced players on this and other matters involving the growth of your nation.<br />
<br />
<br />
[b]IMPROVEMENT ORDER ::OPTION A::[/b]<br />
In this option you increase your income before reducing the cost of your Infrastructure.<br />
<br />
[quote]A<br />
Harbor, *Bank, Stadium, Stadium, Bank, Stadium, Bank, Stadium, Bank, Stadium, Bank,<br />
Factory, Factory, Factory, Factory, Factory,<br />
School, School, School, University, University, Foreign Ministry, School, School, Clinic, Clinic, Hospital, ***Police Headquarters,<br />
Police Headquarters, Police Headquarters, Police Headquarters, Police Headquarters, Clinic, Clinic, Clinic, **Church, Church,<br />
Church, Church, Church, Intelligence Agency, Intelligence Agency, Intelligence Agency, Intelligence Agency, Intelligence Agency,<br />
Labor Camp, Labor Camp, Labor Camp, Labor Camp, Labor Camp.[/quote]<br />
<br />
<br />
[b]IMPROVEMENT ORDER ::OPTION B::[/b]<br />
In this option you first reduce the cost of infrastructure by buying factories earlier.You then start building on your income.So this set is-reduce Infrastructure purchase costs before increasing income.<br />
<br />
[quote]B<br />
Harbor, *Bank, Factory, Factory, Factory, Factory, Factory, Bank, Bank, Stadium, Stadium, Bank, Bank, Stadium, Stadium, Stadium,<br />
Clinic, Clinic, Hospital, School, School, School, University, University, Foreign Ministry, School, School, ***Police Headquarters,<br />
Police Headquarters, Police Headquarters, Police Headquarters, Police Headquarters, Clinic, Clinic, Clinic, **Church, Church, Church,<br />
Church, Church, Intelligence Agency, Intelligence Agency, Intelligence Agency, Intelligence Agency, Intelligence Agency, Labor Camp,<br />
Labor Camp, Labor Camp, Labor Camp, Labor Camp[/quote]<br />
<br />
<br />
[b]IMPROVEMENT ORDER ::OPTION C::[/b]<br />
This is similar to the above since it reduces the purchase cost of infrastructure before increasing income.(JDW)<br />
<br />
[quote]C<br />
Harbor, Foreign Ministry, Factory (x 5), Bank (x 5), Stadium (x 5), School (x 3), University (x 2), School (x 2), Police HQ (x 5),<br />
Labor Camps (?), Border Walls (?), Clinic (x 2), Hospital, Clinic (x 3), Intelligence Agency (x 5), Church (x 5)<br />
drydock (x5), shipyard (x5), naval academies (x2), naval contr yard (x3), missile defense (x5), satellite (x5), barracks (x5)[/quote]<br />
<br />
<br />
<br />
*Get a Stadium if the citizens are making less than $85 of gross income.<br />
**Intel Agencies and Churches are pretty much the same, the order doesn't matter.<br />
***You may buy Labor Camps before the Police HQ if you don't want to do improvement swapping. (props to Deathangel)<br />
(?) Border walls may differ for every nation.You must try them out 1 at a time to see if they help or not. Build them one at a time and note if your net income goes up. When it stops going up, remove that border wall. Some nations may be able to profit from all five border walls, while others may not be able to profit from any of them.<br />
<br />
<br />
Things to Consider<br />
<br />
-If you are a tech seller and involved in numerous tech deals you might want to buy the foreign ministry early, similar to option C.By purchasing the foreign ministry early you open another Aid slot which gives you room for one more tech deal and it also increases your population income by 5%.<br />
<br />
-In times of global wars border walls are worthless.<br />
<br />
-Note that only option C shows military improvements. You may want to get those improvements a bit earlier than listed (specially if you are active within your military), but the first 17 improvements listed need to be purchased before any military improvements are considered.Barracks should be bought last and no guerrilla camps since it will bring your income down.During a time of war you may get barracks and guerrilla camps.Even then you should not try and collect while having the guerrilla camps, hopefully you have a warchest.<br />
<br />
-You may also want to read up on improvement swapping to help you. If you have a nation audit they will let you know about it.]]></content>
		<pubDate>Tue, 08 Jun 2010 17:35:06 +0000</pubDate>
	</item>
	<item>
		<title>ACQUIRING TRADES</title>
		<link><![CDATA[http://www.cn-loss.net/index.php?app=tuts&module=tuts&section=tuts&do=view&t_id=8]]></link>
		<description><![CDATA[[size=4]ACQUIRING TRADES[/size].<br />
<br />
This is a step by step guide to show you how to aquire the trades you need. Make sure to use the other g [<a href='http://www.cn-loss.net/index.php?app=tuts&module=tuts&section=tuts&do=view&t_id=8'>Read more</a>]]]></description>
		<content><![CDATA[[size=4]ACQUIRING TRADES[/size].<br />
<br />
This is a step by step guide to show you how to aquire the trades you need. Make sure to use the other guides available first to find out which resources suits your nation.<br />
<br />
[b]Step One: RESEARCH[/b].<br />
Make a list of the resources you require and then, from your nation page, go to "World Statistics" and then "Advanced Trade Finder". Select the resources you require (no more than 4 at a time), set the "Search Criteria" to "Require Two" and "Nation team" to "Black". <br />
It should look like something like this:<br />
[img]http://i187.photobucket.com/albums/x211/Spherilion/ATF.png[/img]<br />
Finally, click on "search nations" link.<br />
<br />
[b]Step Two: CONTACT[/b].<br />
Since LoSS is now a member f the NOIR Black Trading Sphere, I suggest that you find nation belonging to the BLACK TEAM. By the time you click the link, and will be provided a list of all the Black team nations with the resources you require. Open the first nation's page in a new tab/browser window and then click on "message". Write an appropriate title ("Trade Circle- Interested?" will work fine) and then copy paste this message as the main body of text (remembering to fill in the gaps):<br />
[quote]Hello there! I am looking for someone possessing the resources which I need  for my nation as well as engaging with them in a long term trade. Fortunately, my nation came across your nation possessing the resources that I need. My following resources are the following: *your resource 1* and *your resource 2*.<br />
<br />
If interested, please reply to this communication or simply send me a trade offer. <br />
<br />
Thank you for your time,<br />
*Your Name*[/quote]<br />
<br />
<br />
Feel free to customise it however you like but it should work fine as it is. Try to be friendly but stay relatively formal and keep it fairly short and sweet. Don’t click send yet, first you need to fill up the "Carbon Copy Ruler" list.<br />
<br />
[b]Step Three: MESSAGING[/b].<br />
Go back to the other tab/window and copy and paste all the other ruler names from that list into the “Carbon Copy Rulers:” (maximum of 25). Once you have 25 names, click on send. Rinse and repeat the process until you have sent that PM to all nations on the list (or you have run out of your daily PM allowance).<br />
<br />
By tomorrow, your PM box should have a variety of responses, many of which will just say “No thanks” but some will be positive. Then you can pick and choose who to trade with.]]></content>
		<pubDate>Sat, 29 May 2010 19:36:24 +0000</pubDate>
	</item>
	<item>
		<title>RESOURCES GUIDE</title>
		<link><![CDATA[http://www.cn-loss.net/index.php?app=tuts&module=tuts&section=tuts&do=view&t_id=7]]></link>
		<description><![CDATA[[size=6][b]FULL LIST OF RESOURCES[/b][/size]<br />
<br />
[color="red"][size=5]Income[/size][/color]<br />
[b]Furs[/b] – Increases citizen [<a href='http://www.cn-loss.net/index.php?app=tuts&module=tuts&section=tuts&do=view&t_id=7'>Read more</a>]]]></description>
		<content><![CDATA[[size=6][b]FULL LIST OF RESOURCES[/b][/size]<br />
<br />
[color="red"][size=5]Income[/size][/color]<br />
[b]Furs[/b] – Increases citizen’s daily income +$3.50 and triples the natural growth of a nation. <br />
[b]Gems[/b] – Increases citizen’s daily income +$1.50 and Increases population happiness +2.5<br />
[b]Gold[/b] – Increases citizen’s daily income +$3.00 and lowers technology cost by 5%. <br />
[b]Silver[/b] – Increases citizen’s daily income +$2.00 and increases population happiness +2. <br />
[b]Uranium[/b] – Reduces infrastructure upkeep cost -3%. Allow nations to develop nuclear weapons only if that nations government preference supports nuclear weapons. If a nations government preference favors nuclear technology for the use of nuclear power plants but does not support nuclear weapons then the nation will receive +$3.00 per citizen and +$0.15 for every level of tech purchased up to level 30 but loses -1 population happiness. If a nation owns nuclear weapons but does not have uranium the cost to maintain nukes is doubled. Lowers Submarine and Aircraft Carrier navy vessel purchase and upkeep cost -5%.<br />
<br />
[color="red"][size=5]Infrastructure [/size][/color]<br />
[b]Aluminum[/b] – Increases soldier efficiency +20%, lowers infrastructure purchase cost -7%, and lowers aircraft purchase costs -8%.<br />
[b]Coal[/b] – Increases the purchased land area of a nation by 15%, increases soldier efficiency +8%, and lowers infrastructure purchase cost -4%.<br />
[b]Iron[/b] – Lowers soldier purchase cost -$3.00, lowers infrastructure upkeep costs -10%, lowers infrastructure purchase costs -5%, lowers tank upkeep costs -5%.<br />
[b]Lumber[/b] – Lower inital infrastructure cost -6% and lowers infrastructure upkeep costs -8%. <br />
[b]Marble[/b] – Lower inital infrastructure cost -10%. <br />
[b]Rubber[/b] - Increases purchased land area of a nation by 20%, lowers land purchase cost -10%, triples the value of land when selling (from $100 to $300), lowers infrastructure purchase cost -3%, and lowers aircraft purchase cost -4%.<br />
<br />
[color="red"][size=5]Land Growth [/size][/color]<br />
[b]Coal [/b]– Increases the purchased land area of a nation by 15%, increases soldier efficiency +8%, and lowers infrastructure purchase cost -4%.<br />
[b]Furs[/b] – Increases citizen’s daily income +$3.50 and triples the natural growth of a nation.<br />
[b]Rubber[/b] - Increases purchased land area of a nation by 20%, lowers initial land cost -10%, triples the value of land when selling (from $100 to $300), and decreases infrastructure purchase cost -3%. <br />
[b]Spices[/b] – Increases the purchased land area of a nation by 8% and increases population happiness +2. <br />
<br />
[color="red"][size=5]Military[/size][/color]<br />
[b]Aluminum[/b] – Increases soldier efficiency +20%, lowers infrastructure purchase cost -7%, and lowers aircraft purchase costs -8%.<br />
[b]Coal[/b] – Increases the purchased land area of a nation by 15%, increases soldier count +8%, triples the value of infrastructure when selling (from 150 to 450), and decreases infrastructure purchase cost -4%. <br />
[b]Iron[/b] – Lowers soldier purchase cost -$3.00, lowers infrastructure upkeep costs -10%, lowers infrastructure purchase costs -5%, lowers tank upkeep costs -5%.<br />
[b]Oil[/b] - Lowers soldier purchase cost -$3.00, increases population happiness +1.5, increases soldier efficiency +10%, lowers tank upkeep cost -5%, lowers aircraft purchase cost -4%, and lowers all navy vessel upkeep cost -10%.<br />
[b]Pigs[/b] – Lowers soldier upkeep cost -$0.50, increases soldier efficiency +15%, and increases number of citizens +3.5%.<br />
<br />
[color="red"][size=5]Nuclear and Cruise Missiles [/size][/color]<br />
[b]Lead[/b] – Lowers cruise missile and nuclear weapon purchase cost and upkeep cost -20%, lowers aircraft upkeep cost -25%, lowers tank purchase and upkeep costs -8%, lowers soldier upkeep cost -$0.50, reduces environment penalties for owning nuclear weapons by 50%, and lowers all navy vessel upkeep cost -20%.<br />
[b]Uranium[/b] – Reduces infrastructure upkeep cost -3%. Allow nations to develop nuclear weapons only if that nations government preference supports nuclear weapons. If a nations government preference favors nuclear technology for the use of nuclear power plants but does not support nuclear weapons then the nation will receive +$3.00 per citizen and +$0.15 for every level of tech purchased up to level 30 but loses -1 population happiness. If a nation owns nuclear weapons but does not have uranium the cost to maintain nukes is doubled. Lowers Submarine and Aircraft Carrier navy vessel purchase and upkeep cost -5%.<br />
<br />
[color="red"][size=5]Population Count[/size][/color]<br />
[b]Cattle[/b] – Increases number of citizens +5% and lowers initial land cost -10%. <br />
[b]Fish[/b] - Increases number of citizens +8% and lowers initial land cost -5%. <br />
[b]Pigs[/b] – Lowers soldier upkeep cost -$0.50, increases soldier efficiency +15%, and increases number of citizens +3.5%.<br />
[b]Sugar[/b] – Increases number of citizens +3%, and increases population happiness +1.<br />
[b]Wheat[/b] – Increases number of citizens +8%.<br />
<br />
[color="red"][size=5]Population Happiness[/size][/color]<br />
[b]Gems[/b] – Increases citizen’s daily income +$1.50 and increases population happiness +2.5.<br />
[b]Oil[/b] - Lowers soldier purchase cost -$3.00, increases population happiness +1.5, increases soldier efficiency +10%, lowers tank upkeep cost -5%, lowers aircraft purchase cost -4%, and lowers all navy vessel upkeep cost -10%.<br />
[b]Spices[/b] – Increases the purchased land area of a nation by 8% and increases population happiness +2. <br />
[b]Silver[/b] – Increases citizen’s daily income +$2.00 and increases population happiness +2. <br />
[b]Sugar[/b] – Increases number of citizens +3%, and increases population happiness +1. <br />
[b]Water[/b] – Increases number of citizens per mile before population unhappiness by 50, increases population happiness +2.5, and improves a nations environment by 1.<br />
[b]Wine[/b] – Increases population happiness +3.<br />
<br />
[color="red"][size=5]List of Bonus Resources[/size][/color][list]<br />
[*][b]Affluent Population[/b] - Increases number of citizens +5%. Requires Fine Jewelry, Fish, Furs, and Wine.<br />
[*][b]Asphalt[/b] - Lowers infrastructure upkeep cost -5%. Requires Construction, Oil, and Rubber.<br />
[*][b]Automobiles[/b] - Increases population happiness + 3. Requires Asphalt and Steel. <br />
[*][b]Beer[/b] - Increases population happiness + 2. Requires Water, Wheat, Lumber, and Aluminum. <br />
[*][b]Construction[/b] - Reduces infrastructure cost -5% and raises the aircraft limit +10. Requires Lumber, Iron, Marble, Aluminum, and a technology level greater than 5.  <br />
[*][b]Fast Food[/b] - Increases population happiness + 2. Requires Cattle, Sugar, Spices, and Pigs. <br />
[*][b]Fine Jewelry[/b] - Increases population happiness + 3. Requires Gold, Silver, Gems, and Coal.<br />
[*][b]Microchips[/b] - Reduces technology cost -8%, increases population happiness +2. Requires Gold, Lead, Oil, and a technology level greater than 10. Lowers Frigate, Destroyer, Submarine and Aircraft Carrier navy vessel purchase and upkeep cost -10%.<br />
[*][b]Radiation Cleanup[/b] - Reduces nuclear anarchy effects by 1 day. Improves a nations environment by 1. Reduces global radiation for your nation by 50%. Requires Construction, Microchips, Steel, and a technology level greater than 15. <br />
[*][b]Steel[/b] - Reduces infrastructure cost -2%. Lowers all navy vessel purchase cost -15%. Requires Coal and Iron.<br />
[/list]<br />
<br />
[color="red"][size=5]Moon & Mars Resources[/size][/color][list]<br />
[*][b]Basalt[/b] - Mined from Martian surface. +3 happiness if nation has Automobiles, –5% infra upkeep if nation has Asphalt, –5% infra purchase cost if nation has Construction.<br />
[*][b]Calcium[/b] -	Mined from Lunar surface. Increases population income by $3.00 for the resources Rubber, Furs, Spices & Wine that your nation has access to.<br />
[*][b]Magnesium[/b]	- Mined from Martian surface. +4 happiness if nation has Microchips, –4% infra upkeep if nation has Steel.<br />
[*][b]Potassium[/b]	- Mined from Martian surface. +3 happiness if nation has Fine Jewelry, +$3 citizen income if nation has Scholars, +$3 citizen income if nation has Affluent Population.<br />
[*][b]Radon[/b] - Mined from Lunar surface. Increases population income by $3.00 for the resources Lead, Gold, Water & Uranium that your nation has access to.<br />
[*][b]Silicon[/b] - Mined from Lunar surface. Increases population income by $3.00 for the resources Rubber, Furs, Gems & Silver that your nation has access to.<br />
[*][b]Sodium[/b] - Mined from Martian surface. +2 happiness if nation has Fast Food, +2 happiness if nation has Beer, Decreases GRL by an additional 50% (75% total) if you have Radiation Cleanup.<br />
[*][b]Titanium[/b] - Mined from Lunar surface. Increases population income by $3.00 for the resources Gold, Lead, Coal & Oil that your nation has access to.<br />
[/list]]]></content>
		<pubDate>Sat, 29 May 2010 19:32:51 +0000</pubDate>
	</item>
</channel>
</rss>