CoS NBG R21 IB

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© Dealmaster13 CoS Round 21 Guide Important Basics General Information: Use this simply as a reference to supplement the Daily Guides. Click the YELLOW HIGHLIGHTED TEXT and read the tip boxes on the right which will explain what each action means and does. Improvement Purchase Order: ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● Harbor Factory x 5 Stadium Bank Stadium Bank Stadium Bank Stadium Bank Stadium Bank School x 3 University x 2 Clinic x 2 Hospital Clinic x 3 Foreign Ministry Police Headqua
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  © Dealmaster13 CoS Round 21 Guide  Important Basics General Information: Use this simply as a reference to supplement the Daily Guides.Click the YELLOW HIGHLIGHTED TEXT and read the tip boxes on the rightwhich will explain what each action means and does.  Improvement Purchase Order: ● Harbor ● Factory x 5 ● Stadium ● Bank ● Stadium ● Bank ● Stadium ● Bank ● Stadium ● Bank ● Stadium ● Bank ● School x 3 ● University x 2 ● Clinic x 2 ● Hospital ● Clinic x 3 ● Foreign Ministry ● Police Headquarter x 5 ● Border Wall x 5  ● Intelligence Agency x 5 ● Church x 5 There is much controversy over the order of the stadiums and banks specifically, so if you want to know which improvement is best for  your  nation at the time and have Mozilla Firefox  , then install the CN Extend add - on. Wonder Purchase Order (a balanced player’s list) : 1. National Research Lab 2. Great University 3. Scientific Development Center 4. Disaster relief Agency 5. Central Intelligence Agency 6. Pentagon 7. Weapons Research Complex 8. Hidden Nuclear Missile Silo 9. Foreign Air Force Base / Fallout Shelter System / Strategic Defense Initiative Note that a Fallout Shelter System with Radiation Cleanup allows you to get outof Nuclear Anarchy just two days after last being nuked.  Improvement Swapping: Improvement Swapping between ~1000 infra and ~2000 infra :day 0:Have labor campsPay billsSell labor camps, buy factories Buy infraSell factories, buy economic improvements Collect taxesSell economic improvements, buy guerrilla camps day 1: Don’t pay billsday 2: Don’t pay billsSell guerrilla camps, buy factories Buy infraSell factories, buy economic improvements Collect taxesSell economic improvements, buy labor camps (GCs optional)  Pay billsday 3:Pay billsday 4: Back to day 0 This makes use of the fact that you can still buy anything having not paid bills for up to 2 days.The benefit of the above method of improvement swapping is the fact that you only purchaseexpensive labor camps once every 4 days (day 2) and so also doesn’t require you to sell extraimprovements - the saving is thus the cost of the labor camps ($250,000) plus the cost of extraimprovements that would otherwise have to be sold ($65,000 - $167,000).The disadvantage is that you will have to pay higher bills on day 2 depending on the amount of infra bought on that day.This is beneficial for when the savings outweigh the higher bills (i.e. ~1000 infra - ~2000 infra).Improvement Swapping over ~2000 infra :day 0:Have labor campsPay billsSell labor camps, buy factories Buy infraSell factories, buy economic improvements Collect taxesSell economic improvements, buy labor camps (GCs optional) day 1: Don’t pay billsday 2: Back to day 0 This is a better alternative for when the savings from the previous method don’t outweigh thehigher bills from the previous method (i.e. over ~2000 infra). End of Important Basics
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