Nations can trade resources with one another via the trade screens. To trade with another nation you must be viewing their nation profile. At the top of the page there is a link that says “Trade”. Clicking that link will take you to a screen that will allow you to offer a trade proposal with that nation. The screen will allow you specify your reason for the trade and review the resources and other information for the trade. Once you click the ‘Offer Trade’ button a private message will be sent to the ruler of the nation that you proposed the trade to informing them of your trade offer.
The ‘Trade Summary’ screen is where you can review all the trades that your nation has submitted and is currently involved in. When new trades are first submitted they will be placed in ‘Awaiting Approval’ status in the 'Trade Summary' screen. In order for the trade to become active the nation that the trade was submitted to must approve it. Once the trade is approved it becomes active and both nations will begin sharing their resources. So, if Nation A has Fish and Cattle as resources and Nation B has Iron and Pigs, both nations will reap the benefits from being connected to Fish, Cattle, Iron, and Pigs. If both nations have a similar resource they will not receive double credit for that resource. (If both Nation A and Nation B have Fish then you don’t get double credit for having two connections to Fish.) Once a trade is approved both nations will have the option to cancel the trade. If a trade is canceled you may only resume trading with that particular trading partner by submitting a new trade request.
A nation may offer or be active in up to 4 trade requests at any given time (5 with a harbor improvement). If you are involved in or have offered 3 (4 with a harbor) trade agreements then you will not be able to submit any new trade offers until you first cancel one of your active trade agreements. You may continue to receive trade requests but if you are already involved in the maximum number of trade agreements any new trade requests will be placed in ‘Limit Reached’ status until you first cancel one or more of your existing trade agreements.
There are 21 resources available in the game. In most cases the resources can be combined for combined benefits:(
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Aluminum – Increases soldier count +20%, lowers inital infrastructure cost -7%, and lowers initial cost of aircraft -8%.
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Cattle – Increases number of citizens +5% and lowers initial land cost -10%.
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Coal – Increases the purchased land area of a nation by 15%, increases soldier count +8%, and decreases infrastructure purchase cost -4%.
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Fish - Increases number of citizens +8% and lowers initial land cost -5%.
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Furs – Increases citizen’s daily income +$3.50 and increases the natural growth of a nation by 10%.
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Gold – Increases citizen’s daily income +$3.00 and lowers technology cost by 5%.
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Gems – Increases citizen’s daily income +$1.50 and increases population happiness +2.5.
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Iron – Lowers initial soldier cost -$3.00, lowers infrastructure upkeep costs -10%, lowers initial infrastructure costs -5%, lowers tank cost and upkeep costs -5%.
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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.
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Lumber – Lowers inital infrastructure cost -6% and lowers infrastructure upkeep costs -8%.
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Marble – Lower inital infrastructure cost -10%.
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Oil - Lowers initial soldier cost -$3.00, increases population happiness +1.5, increases soldier count +10%, and lowers initial cost of aircraft -4%.
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Pigs – Lowers soldier upkeep cost -$0.50, increases soldier count +15%, and increases population +3.5%.
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Rubber - 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), decreases infrastructure purchase cost -3%, and lowers initial cost of aircraft -4%.
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Silver – Increases citizen’s daily income +$2.00 and increases population happiness +2.
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Spices – Increases the purchased land area of a nation by 8% and increases population happiness +2.
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Sugar – Increases the purchased land area of a nation by 5%, increases number of citizens +3%, and increases population happiness +1.
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Uranium – 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.
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Water – Increases number of citizens per mile before population unhappiness by 50, increases population happiness +2.5, and improves a nations environment by 10%.
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Wheat – Increases the purchased land area of a nation by 5% and increases number of citizens +8%.
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Wine – Increases population happiness +3.
Here is the list of bonus resources:(
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Affluent Population - Increases population happiness +2. Requires Fine Jewelry, Fish, Furs, and Wine.
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Asphalt - Decreases infrastructure upkeep cost -5%. Requires Construction, Oil, and Rubber.
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Automobiles - Increases population happiness +3. Requires Asphalt and Steel.
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Beer - Increases population happiness + 2. Requires Water, Wheat, Lumber, and Aluminum.
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Construction - Reduces infrastructure cost -5% and raises the aircraft limit +10. Requires Lumber, Iron, Marble, Aluminum, and a technology level greater than 5.
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Fast Food - Increases population happiness + 2. Requires Cattle, Sugar, Spices, and Pigs.
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Fine Jewelry - Increases population happiness + 1.5. Requires Gold, Silver, Gems, and Coal.
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Microchips - Reduces technology cost -8%, increases population happiness +2. Requires Gold, Lead, Oil, and a technology level greater than 10.
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Radiation Cleanup - Removes 1 day of nuclear anarchy. Reduces global radiation effect on an individual nation -50% in CNT. Improves a nations environment by 10% in CN standard. Requires Construction, Microchips, Steel, and a technology level greater than 15.
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Scholars - Increases population income +$3.00. Requires a literacy rate greater than 90%, Lumber, and Lead.
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Steel - Reduces infrastructure cost -2%. Requires Coal and Iron.
If two nations trade within their own team each nation receives +1 happiness. If either trading partner changes teams both trade partners will lose this bonus. This post has been edited by admin on Jul 30 2007, 11:39 AM