Idea:Baltaars Idea Page

Government Types
An idea for 10 available government types to choose from are as follows:


 * Capitalist - A government that invests heavily in business ventures.


 * Note: Despite the definition here, this is what is deemed State Capitalism and is commonly used in fascist states to regulate control over the economy while maintaining the image of a free market.


 * Communist - A theoretical system of social organization and a political movement based on common ownership of the means of production. As a political movement, communism seeks to establish a classless society.
 * Democracy - A form of government where all the state's decisions are exercised directly or indirectly by a majority of its citizenry through a fair elective process.
 * Dictatorship - Government by a single person or group of people who are in no way held responsible to the general population. Their discretion in using the powers and resources of the state is unrestrained by any fixed legal or constitutional rules.
 * Federal Government - A government with strong central powers and usually comprised of a system of government where there is a division of legislation, executive and judicial power between two main levels of governments.
 * Monarchy - A form of government in which political power belongs largely to one ruler, generally called a king or queen, who receives his or her position by claim of divine or inherited right.
 * Republic - A form of government whose head of state is not a monarch but instead is led by people who do not base their political power on any principle beyond the control of the people living in that state or country.
 * Revolutionary Government - A government that is formed on radical and revolutionary governing ideals.
 * Totalitarian State - A form of government that exercises massive, direct control over virtually all the activities of its subjects.
 * Transitional - A transitional government is a temporary ruling organization usually put into place pending the establishment of a permanent government.


 * Anarchy - A complete lack of government.

Government Effects
In addition, the government type you choose gives the following effects:

Infrastructure
The Infrastructure idea is defined as services and facilities that support day to day economic activity in your nation. Infrastructure includes roads, electricity, telephone service, public transportation, sewers, bridges etc…However, Infrastructure is the term that includes ALL of these. Meaning that when you buy "infrastructure" you are buying roads, electricity, telephone service, etc.

Benefits
In this idea your nation's infrastructure is represented by a number that indicates your infrastructure level. The greater the number the more infrastructure your nation has (obviously). Purchasing infrastructure improves your lands which allows your government to earn more income from your citizens (without raising taxes). A nation usually would gain from $7 - $10 per infrastructure point as well as a slight increase in population income (less than $2 per infrastructure). Infrastructure also gives you a strength bonus while defending from attacks (+2 strength per infrastructure).

Cost
Once your nation's infrastructure level passes 20 you would begin to notice the price of infrastructure as well as maintenance costs go up. This is a result of supply and demand on your infrastructure. You can reduce the cost of infrastructure through certain resources and nation improvements.

Purchasing military provides three functions:


 * Defend your nation against foreign attacks
 * Deploy your military overseas to attack other nations
 * Acts as a police force for your population.

Purchasing military will increase your total population count but you will not be able to collect taxes from your military personnel.

War/Peace
The National Peace/War Preference option would allow you to specify whether or not you want to allow other nations to declare war on you and attack your nation or to play the game as a peaceful nation.

Keeping your nation in peace mode for prolonged periods of time will damage your nation's economy. New nations get a 7 day grace period when in peace mode to allow them to learn the game without suffering economic consequences. If your nation is older than 7 days and you remain in peace mode for more than:


 * 4 days = -3 population happiness
 * 6 days = -5 population happiness
 * 8 days = -6 population happiness
 * 10 days = -7 population happiness
 * 12 days = -8 population happiness
 * 14 days = -9 population happiness

A country in peace mode would not be able to send money to any other player or nation during the time they are in peace mode.

National Defense
Note: You can reduce the cost of soldiers, tanks, and cruise missiles through certain resources and nation improvements.

Soldiers
Soldiers are basic combat units. Having too few soldiers (less than 20%), will also make your population unhappy. In addition, high recent military casualties will make your population unhappy (-2 happiness).

Tanks

 * While attacking, a tank is the equivalent of 12.5 soldiers.
 * While defending, a tank is the equivalent of 15.0 soldiers.
 * Tanks reduce a defender's infrastructure strength bonus by 1% per 100 tank (up to 7500).
 * Technology requirement = Level 10
 * Purchase cost = Soldier cost * 25
 * Base upkeep = $40

In addition, technology can increase the strength of tanks:

Tank Strength + (Tank Strength * technology level * 20%, up to tech level 100)

Cruise Missiles
Since defending tanks and infrastructure provide a defensive bonus for a nation, cruise missiles provide the counter to that bonus. Cruise missiles cost a base of $20,000 and cost a base of $200 to maintain. A minimum technology level of 15 is required to begin purchasing cruise missiles.

The results of a cruise missile launch would be generated randomly. Your technology level affects how well your cruise missiles perform by 1% per level of tech up to level 30 tech. The maximum number of tanks that can be destroyed with one cruise missile is 15. The maximum number of infrastructure that can be destroyed is 15.00.

You could fire 2 cruise missiles per battle front per day. This is separate from your main soldier/tank attacks.

Military Police Force
Riots may happen if a nation's military level becomes considerably reduced. This can happen by:
 * Deploying a large amount of your nations total military personnel
 * Losing a significant amount of your defending military in battle

If a nation's soldier count falls below 20% of its citizens count then it loses -5 population happiness. If its soldier count falls below 10% of its citizens count then it loses an additional -9 happiness (for a total of -14 happiness).

DEFCON
DEFCON is really about defense readiness. To help your nation become more ready the cost of providing more soldiers for your nation is reduced (at the cost of reducing your happiness as well). Soldiers are also more effective in battle with a lower DEFCON level.

War
You can declare war on anyone as long as:
 * They are not designated as a peaceful nation.
 * They rank as having more than three fourths of your nation strength to less than four thirds your strength (75%-133%), as well as 250+/250- rankings based on strength for war declarations and spy operations.

Deploying Troops
To attack another nation you must first purchase soldiers and deploy them overseas. You may only deploy up to 75% of your military at any one given time. This prevents the deployment of all your forces overseas which would leave your nation undefended.

Attacking
Once a nation has declared war, both nations involved have the ability to attack one another. There is a limit of 2 attacks a nation can make per front per day. Also, a nation cannot dismiss troops for 2 days after it is involved in a battle. When attacking, keep in mind that Defenders get strength bonuses in war.

Defeated Nations
If a nation is attacked with too few defending soldiers, then all troops which are deployed will be brought back home to defend the nation. If the attacked nation has no troops deployed and few defending troops then no battle will take place. However, the nation will be considered "defeated". Its government will be placed into Anarchy, its tanks will be dismantled, and the nation will lose 20% of its infrastructure (up to 20). These penalties will occur every day (once a day) that its attacker loads the battle screen until sufficient military forces are rebuilt.

If a nation's soldier count is low but not zero, then the nation will not go into anarchy but instead lose a great amount of happiness. If its soldier count falls below 20% of its citizens count then it loses -5 happiness. If its soldier count falls below 10% of its citizens count then it loses an additional -9 happiness (for a total of -14 happiness).

Spoils of War
When battling there is a small chance that the attacking nation will capture land and technology of the defending nation both for Victory and Defeat battle outcome results. The spoils of war are immediately deducted from the defending nation and added to the attacking nation's count.

In addition, if an attacker is victorious in battle they have the ability to capture up to 10% (this number would randomly generate between 1-10) of the defenders available cash. If the attacker is defeated in battle they will lose up to 10% (this number would also be randomly generated) of their available cash in "abandoned equipment". The value of abandoned equipment is placed in the defenders cash assets.

The maximal amount of spoils of war are 5 technology levels, $1,000,000 in abandoned equipment, and 75 land.

Declaring Peace
Nations have the ability to declare peace with one another. Once you submit the peace form your opponent will receive a message regarding your peace offer. Once your opponent accepts the peace offer, the war between your nations will end.

Improvements
Nation improvements are structures and improvements that you can purchase to further mold your nation into your own choosing. Nation improvements are quite expensive but the benefit is that they are not subject to outside forces. Unlike regular infrastructure in war, improvements cannot be destroyed by other nations. Improvements are stackable, so purchasing two banks (for example) will increase your population income +14%. There is an improvement tax that you must pay along with your other bills that goes up as you buy more improvements. The inital tax is $500 per improvement. Nations are limited to 5 per type of improvement unless otherwise specified.

List of Improvements

 * Bank - $100,000.00 - Increases population income +7%.
 * Barracks - $50,000.00 - Increases soldier efficiancy +10%, reduces soldier upkeep cost -10%.
 * Church - $40,000.00 - Increases population happiness +1.
 * Clinic - $50,000.00 - Increases disease prevention count by 2%. Purchasing 2 or more clinics allows you to purchase a hospital.
 * Drydock - $100,000.00 - Allows nations to build navy Corvettes, Battleships, Cruisers, and Destroyers. Increases the number of each of these types of ships that a nation can support +1. This improvement may not be destroyed if it is supporting navy vessels until those navy vessels are first destroyed. Requires Harbor.
 * Factory - $150,000.00 - Decreases cost of missiles -5%, decreases tank cost -10%, reduces initial infrastructure purchase cost -8%.
 * Foreign Ministry - $120,000.00 - Increases population income by 5%. Limit one foreign ministry per nation.
 * Guerilla Camp - $20,000.00 - Increases soldier efficiency +35%, reduces soldier upkeep cost -10%, reduces citizen income -8%.
 * Harbor - $200,000.00 - Increases population income by 1%. Opens +1 extra trade slot. Limit one harbor per nation.
 * Hospital - $180,000.00 - Increases disease prevention by 6%. Need 2 clinics to purchase a hospital.  Limit 1 hospital per nation.
 * Intelligence Agency - $35,000.00 - Increases population happiness for tax rates greater than 10% +1. Each Intelligence Agency allows you to buy +100 spies.
 * Labor Camp - $150,000.00 - Reduces infrastructure upkeep costs -10%, reduces population happiness -1.
 * Missile Defense - $90,000.00 - Reduces effectiveness of incoming cruise missiles used against your nation -10%.
 * Police Headquarters - $75,000.00 - Increases population happiness +2.
 * Satellite - $90,000.00 - Increases effectiveness of cruise missiles used by your nation +10%.
 * School - $85,000.00 - Increases population income by 5%. Purchasing 3 or more schools allows you to purchase universities.
 * Shipyard - $100,000.00 - Allows nations to build navy Landing Ships, Frigates, Submarines, and Aircraft Carriers. Increases the number of each of these types of ships that a nation can support +1. This improvement may not be destroyed if it is supporting navy vessels until those navy vessels are first destroyed. Requires Harbor.
 * Stadium - $110,000.00 - Increases population happiness + 3.
 * University - $180,000.00 - Increases population income by 8%, reduces technology cost -10%. 3 schools must be purchased before any universities can be bought. Limit two universities per nation.
 * More about destroying improvements- You will not be refunded the original costs of this item and you will no longer need to pay taxes on it. Also, you can destroy an improvement and build another one.

''Note: If you purchase a hospital you will not be able to destroy your clinics until you destroy your hospital first. If you purchase a university you will not be able to destroy your schools until you destroy your university first.''

Technology
In this idea technology is represented by a technology level that represents the tools, hardware, and software that help your nation do what it does... better (In particular military). Technology works similar to infrastructure in the idea but is much more expensive at a base cost of $10,000 plus a per level increase (You can purchase technology at fractions of levels for less than $10K, but you must have at least $5,000 available). Like infrastructure, technology cost experiences several jumps at key levels. You cannot sell technology as you can infrastructure. Also, the price does increase due to supply and demand, but unlike infrastructure, technology does not have a maintenance cost. You can reduce the cost or increase the effectiveness of technology through certain resources and nation improvements.

Technology increases your nation strength. Nation Strength determines which nations are in your range to attack.

Economic benefits
Technology makes your people happy. Here's how I currently figure it:
 * Technology = 0 then happiness = -1
 * Technology > 0 and ≤ .5 then happiness = +0
 * Technology > .5 and ≤ 1 then happiness = +1
 * Technology > 1 and ≤ 3 then happiness = +2
 * Technology > 3 and ≤ 6 then happiness = +3
 * Technology > 6 and ≤ 10 then happiness = +4
 * Technology > 10 and ≤ 15 then happiness = +5
 * Technology > 15 then happiness = 5 + (Techpurchased * .02) up to level 200

Technology decreases infrastructure upkeep costs up to a maximum 10% discount based on the following formula: (2 * Technology Level) / Nation Strength = Percent off infrastructure upkeep bill

Military benefits
Battle outcomes are affected by your technology level. Having a higher technology level allows you to equip your soldiers with better weapons and get more kills. The effect works for both attacking and defending nations. Here's the current equation:

Normal Number of Kills + (Normal Number of Kills * Tech Purchased * 10%)

This means that if you have a technology level of 5 and in a regular battle you would normally get 100 kills you would actually get 50 more kills as a result of your technology level. (100 + 100(5*.10) = 150)

Technology also allows you to purchase more powerful aircraft and increases the effectiveness of both tanks and Cruise Missiles.

Other benefits
In addition to the above benefits, technology is also required in order to receive certain improvements to your nation:


 * Automobiles - Level 5
 * Construction - Level 5
 * Tanks - Level 10
 * Microchips - Level 10
 * Radiation Cleanup - Level 15
 * Cruise Missiles - Level 15
 * The most basic aircraft - Level 30
 * Nuclear Weapons - Level 75

Things that reduce Technology costs
Like infrastructure, Technology costs can be reduced by many factors such as:


 * The resource Gold (-5%)
 * The bonus resource Microchips (-8%)
 * Improvements like Universities (-10%)
 * National Wonders, including a Great University (-10%), National Research Lab (-3%), and Space Program (-3%)

In total, Technology costs can be reduced 49%

Wonders
National wonders are purchasable structures that, like nation improvements, provide various bonuses and advantages. Unlike improvements, national wonders do not have any set requirements (with the exception of the National War Memorial), instead coming at extremely high prices. Due to these extravagant prices, national wonders are not necessarily meant to create large returns for the investment; rather, they are there to add an extra layer of development and strategy for highly developed nations. Only one of each type of national wonder may be built by a nation, and only one national wonder may be built every 30 days. Each national wonder costs $5,000 in maintenance a day.

List of National Wonders

 * Anti-Air Defense Network - $50,000,000 - Reduces odds of incoming aircraft attacks against your nation -25%. Reduces aircraft attack damages against your nation -10%.


 * Central Intelligence Agency - $40,000,000 - Increases the number of spies that your nation can support +250 and increases your nation's spy attack strength +10%. Only viewable by the user who owns it.


 * Disaster Relief Agency - $40,000,000 - The disaster relief agency helps restore your nation and its people after emergency situations. Increases population happiness +3, (Under Debate).


 * Fallout Shelter System - $40,000,000 - Allows 50% of your defending soldiers to survive a nuclear strike (Does not prevent nuclear Anarchy but does prevent troops from being totally depleted), Reduces tank, cruise missile, aircraft, and navy losses from a nuclear strike by -25%, Reduces nuclear anarchy effects by 1 day. Requires 6,000 infrastructure, 2,000 technology.


 * Foreign Air Force Base - $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.


 * Great Monument - $35,000,000 - The great monument is a testament to your great leadership. Increases happiness +4 and your population will always be happy with your government choice.


 * Great Temple - $35,000,000 - The great temple is a dedicated shrine to your national religion. Increases happiness +5.


 * Great University - $35,000,000 - The great university is a central location for scholars within your nation. Decreases technology costs -10% and increases population happiness +.2% (+2 for every 1000) of your nation's technology level over 200 up to 3,000 tech.


 * Hidden Nuclear Missile Silo - $30,000,000 - Allows your nation to develop +5 nuclear missiles that cannot be destroyed in spy attacks.


 * Internet - $35,000,000 - Provides Internet infrastructure throughout your nation. Increases population happiness +5.


 * Interstate System - $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%.


 * Manhattan Project - $100,000,000 - Allows you to purchase Nuclear Weapons. The Manhattan Project increases the effect of Missiles by 15%. The Manhattan Project cannot be destroyed once it is created. The wonder requires 3,000 infrastructure, 300 technology, and a uranium resource.


 * Movie Industry - $26,000,000 - The movie industry provides a great source of entertainment to your people. Increases population happiness +3.


 * National Research Lab - $35,000,000 - The national research lab is a central location for scientists seeking cures for common diseases among your population. Increases disease prevention +5% and decreases technology costs -3%.


 * National War Memorial - $27,000,000 - The war memorial allows your citizens to remember its fallen soldiers. This improvement is only available to nations that have lost over 50,000 soldiers during war throughout the life of your nation. Increases population happiness +4.


 * Nuclear Power Plant - $75,000,000 - The nuclear power plant allows nations to receive Uranium financial bonus (+$3 citizen income +$0.15 per technology level up to 30 technology levels) even when maintaining nuclear weaponry, reduces infrastructure upkeep -5%, national wonder upkeep -5%, and improvement upkeep -5%. Requires 12,000 infrastructure, 1,000 technology, and a Uranium resource.


 * Pentagon - $30,000,000 - The Pentagon serves as your nations headquarters for military operations. Increases ground attack battle strength +20%.


 * Scientific Development Center - $150,000,000 - The scientific development center increases the productivity of your factories from -8% infrastructure cost to -10% infrastructure cost, increases the productivity of your universities from +8% citizen income to +10% citizen income, allows the Great University to give its technology happiness bonus up to 5,000 technology levels (+2 happiness each 1,000 technology levels). Requires 14,000 infrastructure, 3,000 technology, Great University, National Research Lab.


 * Social Security System - $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.


 * Space Program - $30,000,000 - The space program sends your astronauts to the moon and beyond. Increases happiness +3, lowers technology cost -3% and lowers aircraft cost -5%.


 * Stock Market - $30,000,000 - The stock market provides a boost to your economy. Increases citizen income +$10.00.


 * Strategic Defense Initiative (SDI) - $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.


 * Universal Health Care - $100,000,000 - A Universal Health Care program increases disease prevention +3% and increases population happiness +2. Requires 11,000 infrastructure, Hospital, National Research Lab.

Trade Agreements
Nations could trade resources with one another. There are 20 tradeable resources in the game (in addition to 10 bonus resources). Each nation starts with 2 default resources that cannot be changed. You can also gain up to 10 additional resources through trades. If you trade with a nation, you must accept both resources the nation has as their default (you can't choose only one). Having two trades for the same resource does not stack that resource (it's just wasted). Trading with a member of your alliance gives each nation +1 happiness. Certain combinations of resources will give you access to bonus resources.

The resources are divided below into general areas for easier reference.

Every nation starts with 2 resources. A resource provides specific bonuses to a nation. Resources cannot be lost and never change. Additional resources can be acquired by joining other players in Trade Agreements. Also Bonus Resources are automatically available if the resources are present and any other requirements are met.

List of Resources

 * Aluminum – Increases soldier efficiency +20%, lowers inital infrastructure cost -7%, and lowers initial cost of aircraft by -8%.
 * Cattle – Increases disease prevention +5% and lowers initial land cost -10%.
 * Coal – Increases the purchased land area of a nation by 15%, increases soldier efficiency +8%, and decreases infrastructure purchase cost -4%.
 * Fish - Increases disease prevention +8% and lowers initial land cost -5%.
 * Furs – Increases citizen’s daily income +$3.50.
 * Gold – Increases citizen’s daily income +$3.00 and lowers technology cost by -5%.
 * Gems – Increases citizen’s daily income +$1.50, population happiness +2.5.
 * Iron – Lowers initial soldier cost -$3.00, lowers infrastructure upkeep costs -10%, lowers initial infrastructure costs -5% and lowers tank cost and upkeep cost -5%
 * Lead – Lowers inital cruise missile and nuclear weapon cost and upkeep cost -20%, lowers aircraft upkeep cost -20%, lowers tank cost and upkeep costs -8%, lowers soldier upkeep cost -$0.50.
 * Lumber – Lower inital infrastructure cost -6% and lowers infrastructure upkeep costs -8%.
 * Marble – Lower inital infrastructure cost -10%.
 * Oil - Lowers initial soldier cost -$3.00, increases population happiness +1.5, increases solder count +10%, and lowers initial cost of aircraft -4%.
 * Pigs – Lowers soldier upkeep cost -$0.50, increases soldier efficiency +15%, and increases disease prevention +3.5%.
 * Rubber - Increases purchased land area of a nation by 20%, lowers initial land cost -10%, decreases infrastructure purchase cost -3%, and lowers initial cost of aircraft -4%.
 * Silver – Increases citizen’s daily income +$2.00 and increases population happiness +2.
 * Spices – Increases the purchased land area of a nation by 8% and increases population happiness +2.
 * Sugar – Increases the purchased land area of a nation by 5%, increases disease prevention +3%, and increases population happiness +1.
 * Uranium – Reduces infrastructure upkeep cost -3%. Allow nations to develop nuclear weapons. Increases citizen's daily income +$3.00 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.
 * Water – Increases disease prevention by 8%, increases population happiness +2.5.
 * Wheat – Increases the purchased land area of a nation by 5% and increases disease prevention +8%.
 * Wine – Increases population happiness +3.

List of Bonus Resources
There are currently 10 bonus resources in this idea. Bonus Resources are additional resources you can gain for your nation that can only be obtained through +resource links. Some bonus resources will be more easily attainable than others (they require fewer resource links).


 * Healthy Population - Increases disease prevention +5%. Requires Fine Jewelry, Fish, Furs, and Wine.


 * Asphalt - Decreases infrastructure upkeep cost -5%. Requires Construction, Oil, and Rubber.


 * - Automobiles Increases population happiness + 3. Requires Asphalt and Steel.


 * Beer- Increases population happiness + 2. Requires Water, Wheat, Lumber, and Aluminum.


 * Construction - Reduces infrastructure cost - 5% and raises aircraft limit +10. Requires aluminum, lumber, iron, marble, and a technology level greater than 5.


 * Fast food - Increases population happiness + 2. Requires Cattle, Sugar, Spices, and Pigs.


 * Fine Jewelry- Increases population happiness + 3. Requires Gold, Silver, Gems, and Coal.


 * Microchips - Reduces technology cost -8%, increases population happiness +2. Requires Gold, Lead, Oil, and a technology level greater than 10.


 * Radiation Cleanup - Removes 1 day of nuclear anarchy. Requires Construction, Microchips, Steel, and a technology level greater than 15.


 * Steel - Reduces infrastructure cost -2%. Requires Coal and Iron.

Units
Aircraft are air units that are used to attack and defend. In this idea there are currently 18 types of aircraft, 9 fighter craft and 9 bomber craft, each of which has its own requirements. The initial limit to the number of aircraft that one may own is 50.

Resources which provide aircraft bonuses include:


 * Lead - Lowers aircraft upkeep cost by -20%
 * Aluminum - Lowers initial cost of aircraft by -8%
 * Oil - Lowers initial cost of aircraft by -4%
 * Rubber - Lowers initial cost of aircraft by -4%
 * Space Program - National Wonder Lowers initial cost of aircraft by -5%
 * Construction - Bonus Resource Increases aircraft limit by +10
 * Foreign Air Force Base - National Wonder Increases aircraft limit by +20

Bomber Aircraft
Bomber aircraft are purely offensive in nature, incapable of defending your nation against attack. When deployed on a bombing run, bomber aircraft can destroy a maximum of 20 infrastructure, 20 tanks, and/or 5 Cruise Missiles. The potential destruction of each bombing run depends on the strength rating of your individual aircraft, ranging from 1 to 9. Aircraft with higher strength ratings have more strenuous requirements, as well as greater purchase costs.

Fighter Aircraft
Unlike their bomber counterparts, fighter craft may be used in both offensive and defensive operations; however, fighters may only engage other aircraft, and are the only type of military unit capable of doing so. Fighters may be deployed on their own, to independently engage other nations aircraft, or they may be sent to escort and defend bombers during bombing runs. As was previously stated, fighters will also engage any incoming bombers and fighters from enemy nations. Much like bombers, each aircraft has an individual strength rating ranging from 1 to 9, and each fighter craft has its own requirements and base purchase costs depending upon this strength rating.

Cruise Missiles
Cruise missiles are used to destroy defending tanks, infrastructure and technology.

Missiles
Cruise Missiles have a base cost of $20,000 and require at least 15 levels of technology to purchase. Each missile can destroy up to 10 tanks, 10 levels of infrastructure and 2 technology. The cost to maintain each missile is $200, this cost triples if you have over 50 missiles at one time. Purchasing Satellite improvements increases cruise missile effectiveness by 10% each while the Missile Defense improvement decreases the effectiveness of missiles used on your nation by 10%. This means with the maximum 5 satellites it is possible to do up to damage of up to 15 tanks and 15 levels of infrastructure.

You can launch up to 2 missiles per day per battle. Cruise missile attacks do not count against standard battles.

Each factory purchased reduces the cost of purchasing Cruise missiles by -5%. Lead also reduces the cost of both purchase and upkeep by -20%.

Soldiers
Soldiers are basic combat units. Having too few soldiers (less than 20%), will also make your population unhappy. In addition, high recent military casualties will make your population unhappy (-2 happiness).

Navy
Navies are your sea-borne armies that provides support for your military. At a minimum, a navy requires a Harbor and either a Drydock or Shipyard improvement. However, in order to engage your Navy, your target also needs to have a navy.

Ships You must have a Drydock or Shipyard to build the relevant ships and both of these improvements require a Harbor. You may purchase up to 5 vessels per day. If you are in Peace mode, this is reduced to 2 per day. Naval Academy improvements will increase this by 1 each (up to 2).

You may only purchase a certain number of each ship as determined by your infrastructure and technology levels. Each Drydock and Shipyard will also increase the maximum for the relevant ships by 1 per improvement.

Battleships, Destroyers, Submarines and Aircraft Carriers are immune to nuclear attacks. Nuclear attacks will kill 25% of your Corvettes, Landing Ships, Cruisers, and Frigates.

Cost
Nuclear weapons are expensive at $500,000 and with each active nuclear weapon in your posession the price of nukes increases by 10%. (Call this the law of supply and demand). In addition to the initial cost, nuclear weapons also have a starting cost of $5,000 a day to maintain, which also increases by 10% per nuke.

Requirements
Nations require a tech level of 75 or greater and an infrastructure level of 1000 or greater in order to begin purchasing nuclear weapons. A nation must have uranium as a resource for production. A nation must also have the Manhattan Project (a national wonder). A player can only purchase 1 nuclear weapon per day, or 2 if they own a Weapons Research Complex.

Deployment
Nuclear weapons are extremely devastating to nations being attacked by them. Nuclear weapons completely reduce the number of defending soldiers for a nation to zero, cause great amounts of land and infrastructure losses (35% each up to a maximum of 150 land and 150 infrastructure), and also cause population happiness to plummet for a period of 5 days after a nuclear attack. For these reasons and because they are so expensive they serve as more of a war deterrent than anything else.

Tanks
Tanks are armored fighting vehicles, able to protect soldiers and capable of unleashing much more damage.

Details
In order to purchase tanks, a nation must have at least 10 technology points. You can purchase up to 10% of your soldier count.

Tanks cost 40 times whatever your soldiers may cost to purchase. They have a base upkeep cost of $40. Iron lowers tank purchase and upkeep costs by -5%, and Lead lowers tank purchase and upkeep costs by -8%.

Each tank has an offensive battle strength of 25 (compared to 2 battle strength of a regular soldier), and a defensive battle strength of 30. Attacking tanks can reduce enemy infrastructure strength bonuses by up to 1% per 100 tanks, up to 7,500 tanks. Tanks get a bonus attack strength of up to 20% of your technology level, up to 100 technology.