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 :. Cyber Nations Game Update Log

Last Major Update: 8/26/2014 1:15 PM

Cyber Nations is an ever evolving nation simulation game. Launched in 2006, there have been countless changes over the years. Use this page to see what's new.

2013-2014 2011-2012 2010 2009 2008 2007 2006

8-26-2014
Implemented some changes to the World Resource Distribution chart, the World Demographics screen, and the Improvements and Wonders Stats screen to include a team selection drop down so that you can quickly see how the various teams stack up. This was suggested here and is particularly useful in regards to the team senate proposals.

8-13-2014
Cyber Nations Tournament Edition Round 32 has started today. Head over to Tournament Edition and compete in the updated prize structure. Congratulations to the following Cyber Nations Tournament Edition Round 31 winners. The winners may contact admin via private message on the forums to claim your prizes as detailed on the CN:TE prizes screen.

  1. Most Casualties - Wrangler Joe of Temptation - 1,576,117
  2. Most Infrastructure - good ol boys of never meanin no harm - 6,999
  3. Alliance Soldiers Killed Nation 1 - SlackJoint of Atomgrinder  from War Doves
  4. Alliance Soldiers Killed Nation 2 - Casablanca of Kasnia from War Doves
  5. Alliance Infrastructure Destroyed Nation 1 - SlackJoint of Atomgrinder  from War Doves
  6. Alliance Infrastructure Destroyed Nation 2 - Casablanca of Kasnia from War Doves

7-25-2014
The four new wonders as mentioned below on 7/22 have been added to the game.

7-22-2014
Four new wonders will be added to the game later this week as discussed here. The four new wonders will be EMP Weaponization, Foreign Army Base, National Cemetery, and Political Lobbyists. See details of the upcoming wonders here.

7-16-2014
Players can now post comments on the Team Messages screen to encourage senators to vote one way or another, discuss the effects of a proposal, etc... Keep in mind that once a senator has voted they can still change their vote while the proposal is still pending, so now you have a place to use your power of persuasion.
Players can disable alerts for system generated team messages (proposal generation and voting results) on your my profile screen. You will still receive alerts that are generated by human team senators as was the case before the recent changes to the team senate.

7-13-2014
The changes to the team senate as mentioned below on 7/10 have been completed. Team proposals will begin to be generated starting today for the 5 elected senators to vote up or down on. There is currently a limit of 5 active proposals at any given time. If a proposal is still pending a majority vote when the election cycle resets, all votes for that proposal will be reset so that the new class of elected senators can decided on the issue. On 8/1 a new restriction will be put in place on changing teams to once every 30 days.

7-10-2014
Changes to the way the team senate functions are coming soon. After the next election cycle resets on 7/13 there will be 5 senate seats instead of 3 on each color sphere. The top 100 nations limit will be removed so that all members of the team will be eligible to receive votes. Elected senators will hold office for 30 days after the election cycle resets rather than the current revolving door setup. Team proposals will be generated that affect all members of the team color sphere that team senators can vote up or down on. These new senate proposals are currently being written here if you would like to contribute.

7-2-2014
Multiple accounts controlled by different players on the same computer network will be allowed as of today in Cyber Nations Standard Edition. No interaction (war, trade, foreign aid, etc..) between players on the same network is allowed either directly or through 3rd parties (ie. no sending foreign aid to someone who is not on your network who then sends foreign aid back to someone who is on your network). Multiple accounts controlled by the same player remains against the rules. Moderation will still investigate multi account abuse and will continue to reserve the right to remove rule violators from the game. The website terms and conditions have been updated, particularly clause #4 regarding multi-accounts.
Added a share bar to the home page. The share bar will only appear on the home page so as to not be too annoying. Please consider sharing Cyber Nations. If there is a website button that you'd like to see added to the share bar, let me know.

6-24-2014
The crime prevention score penalty from Casinos and Red Light Districts has been halved in order to make these two improvements more appealing.
When a player returns to the game after being inactive there will now be a log recorded in the alliance activity log screen showing that they have returned from inactivity.

6-15-2014
It's not too late to join Cyber Nation Tournament Edition round 31. This round features a number of changes:

  • Nukes - The top 5% requirement has been dropped. A Manhattan Project wonder will be required by everyone to purchase nukes. Nukes cost $500,000 base and require 200 tech and 2,000 infras (these are also the same requirements to buy a MP). The nuke limit will be 10 (+5 with HNMS).
  • Pentagon wonder allows for +1 offensive war slot.
  • Nuclear weapons can target higher infrastructure, higher land, or higher technology damage based on player choice when launching the nuke. When you choose to target infrastructure, land, or technology you are trading more damage to your target for less damage for the other two. For instance, if you choose to target infrastructure you will do more base damage to infrastructure but less damage to land and technology. Details here.
  • The recently added war related improvements from Standard Edition have been migrated over to Tournament Edition. The airport improvement and prison improvement have also been added. Prisons have been changed to "Reduces military dependency to control population. Increases max deployment 1%, +0.20 Happiness, -0.5% Citizen Income. Limit 5."
  • The alliance stats screen will now track alliance wide kills and losses in war.
  • The prizes offered to the winners of the round have also been revamped.

Check out all the changes for yourself and give them a test drive before some of these are implemented into Standard Edition.

6-9-2014
The Crime Index and its effects are now live.
The maximum number of concurrent events is now five.

6-8-2014
Congratulations to the following Cyber Nations Tournament Edition Round 30 winners. The winners may contact admin via private message on the forums to claim your prizes as detailed on the CN:TE prizes screen.

  1. Most Infrastructure - fyrdhammer with 6,573 infrastructure
  2. Most Soldiers - Banana with 69,466 soliders
  3. Most Money Spent - Dick Tracy with $551,358,258 money spent
  4. 1st Place Nation Strength - Samwise with 43,127.248 strength
  5. 2nd Place Nation Strength - bombuator with 40,460.722 strength
  6. 3rd Place Nation Strength - paul711 with 39,368.535 strength

6-3-2014
Six new improvements have been added to the game, five of which are related to the new Crime Index as mentioned below on 5-29-2014. The effects of the crime index related improvement are not live yet but you may begin to purchase them now in order to get your nation prepared for when Crime Index is turned on. The Crime Index will be turned on throughout the game on 6/9/2014. The new improvements are as follows:

  • Airport - $100,000 - Reduces aircraft cost -2% and reduces aircraft upkeep costs -2%. Limit 3. (Not related to crime index. The effects of airports are currently live)
  • Casino - $100,000 - Increases happiness by 1.5, decreases citizen income by 1%, -50 to crime prevention score. Limit 2.
  • Jail - $25,000 - Incarcerates up to 500 criminals. Limit 5.
  • Prison - $200,000 - Incarcerates up to 5,000 criminals. Limit 5.
  • Red Light District - $50,000 - Increases happiness by 1, damages environment by 0.5, -50 to crime prevention score. Limit 2.
  • Rehabilitation Facility - $500,000 - Sends up to 500 criminals back into the citizen count. Limit 5.

Ten new events have been added to the game. Most of these are related to crime index. These will remain a surprise until the player base figures them out.

5-29-2014
A new dimension will be coming soon to the game: Crime Index as suggested here. I have added a chart to the nation display page (below the happiness bar chart) to allow everyone to gauge where they are at before the actual effects are put into place. The effects and calculations can be found in the information index topic for Crime Index. Some additional improvements (Jails, Prisons, etc...) will be added soon that will have an effect on the Crime Index. Criminals will be deducted from your citizen counts as seen below (this effect is not in place yet, hence the strikethrough) but if you manage your Crime Index properly you can receive up to +2 happiness and -2% infrastructure upkeep cost. You can also affect your nation's crime index by how you respond to the the new/updated Government Position questions. If you have any suggestions for changes to the way Crime Index works before it fully goes live please post your thoughts here. This update should go fully live within a week.

5-26-2014
Six new improvements have been added to Cyber Nations standard (three offensive and three defensive) as discussed in this thread.
The improvement purchase page has also been updated to work similar to the way the wonder purchase page now works to show all improvements (even if you are unable to purchase some) so that you can see the full descriptions without having to go to the information index to find the reference.
The bill avoidance fee has been changed from 20 days to 30 days as suggested here.

5-21-2014
Added an alliance activity log screen for alliance managers to track members who join, leave, or are removed from an alliance as suggested here. The link can be found on the alliance display page.

5-20-2014
Made some changes to the nation display page. I merged the two rows that were previously labeled "My Resources" and "Connected Resources" into just one row labeled "Connected Resources". A green border around a resource will indicate that nation's resources. I also consolidated a few rows, moved the flag to a different spot, and added some new bar charts to the screen. You may need to force a site refresh in your browser to see all the updates. I know it will take some getting use to and I know how much people dislike change but there was purpose behind this. The reason behind this update was to clean up and reduce some of the vertical scrolling that was required on the nation display page. Consolidating and removing redundant rows helped a lot. The new bar charts were added simply because charts are awesome!

4-24-2014
Corrected an issue where spy ops against war opponents were not being counted towards the war's total attacks counter.
Patched the forums with the latest security upgrades released from IPB this morning.

4-9-2014
Cyber Nations Tournament Edition Round 30 has started today. This will be another 60 day round, everyone starts with $10,000,000 cash, wonders can be purchased every 5 days, war cannot be declared on new nations until 5 days after they are created, nukes require 200 tech and 1,000 infras, and everyone also starts with 50 spies. The prizes offered for this round have also been updated.

4-3-2014
Congratulations to the following Cyber Nations Tournament Edition Round 29 winners. The winners may contact admin via private message on the forums to claim your prizes as detailed on the CN:TE prizes screen. Round 30 will be starting soon.

  1. Most Destructive War - Ice Fishing vs bibliotech - 36,726 Destruction
  2. 1st Place Nation Strength - Double 0 Thirteen - 45,273 Strength
  3. 2nd Place Nation Strength - WRCs Are For Losers - 42,888 Strength
  4. 3rd Place Nation Strength - PonyPuddle - 40,315 Strength

3-10-2014
Similar to ground battles, a spy operation must now be successful to gain Intelligence XP. From the Information Index: You can only gain Intelligence XP levels during a successful spy mission against nations that you are at war with.

2-7-2014
Four new wonders have been added to the game: Interceptor Missile System, Federal Reserve, Foreign Naval Base, and Superior Logistical Support. View the details of the wonders here.
As discussed in this suggestion box thread, nation activity will now be measured by last login rather than last tax collection. Nations will be placed into inactive mode after 30 days of inactivity rather than 25 days inactivity. Tax collections will remain capped at 20 days. The website terms and conditions have been updated to reflect the changes to how inactivity is determined. On your nation display page you will see only your own last tax collection beside the last tax collection column. Others will see your last activity based on your last login to the game. The last activity field is broken down into four ranges so as to obscure your login activity from other players. The activity field ranges are as follows:

  • 0 - 3 days: "Active In The Last 3 Days"
  • 4 - 7 days: "Active This Week"
  • 8 - 14 days: "Active Last Week"
  • 15 - 21 days: "Active Three Weeks Ago"
  • 22 - 30 days: "Active More Than Three Weeks Ago"

Added to the Gather Intelligence spy operation your opponent's last tax collection and last bill payment dates.

2-2-2014
Based on the discussion for this suggestion the startup funds for new nations have been increased to $2 million. All nations created within the last 30 days have also been granted an extra $2 million to their coffers.

2-1-2014
Cyber Nations Tournament Edition Round 29 has started today. This will be a 60 day round, everyone starts with $10,000,000 cash, wonders can be purchased every 5 days, war cannot be declared on new nations until 5 days after they are created, nukes require 200 tech and 1,000 infras, and everyone also starts with 50 spies.
Congratulations to the following Cyber Nations Tournament Edition Round 28 winners. The winners may contact admin via private message on the forums to claim your prizes as detailed on the CN:TE prizes screen.

  1. Most Destructive War - Resurrection vs Lacuna Corporation - 26,347.26 Destruction
  2. 1st Place Nation Strength - The King of Kings of Persia - 36,879.561 Strength
  3. 2nd Place Nation Strength - RoadRash of Rashville - 32,719.778 Strength
  4. 3rd Place Nation Strength - Jamie Lanister of Kings Landing - 30,888.792 Strength

1-20-2014
The war details screen will now display war logs for wars. The messages that players previously received via the message system (that were often deleted by the receiver before the defender had a chance to review) will be available on the war details screen for 60 days (the same duration that wars themselves are stored in the game). The game began tracking these records on 1/18/2014. Update 1-26: Due to popular request, these logs will only be visible between the two nations that are at war. so as to not reveal too much information (estimated war chest size, attack times) to the public.

1-19-2014
Added a nation activity screen that tracks some of your activity in the game. Nations can now track who voted for them, who you declared war on and who you sent foreign aid to. Nations can also track their bill payments and tax collections over time. Alliances can use this screen to track membership approvals and removals. If you see a icon that means the item is visible only to you. The game began tracking these records on 1/14/2014.

1-14-2014
Nations will no longer be deleted at 25 days inactivity, instead they will now be placed into Inactivity Mode. At 25 days inactivity for not collecting taxes nations will become invisible to everyone else in the game, however inactive nations will resume where they left off (for the most part) upon returning to the game. See Inactivity Mode in the Information Index for more details. This update only applies to Cyber Nations Standard Edition. CN:TE will continue to delete nations at 25 days inactivity.
Updated the Cyber Nations terms and conditions to reflect the above changes regarding inactivity deletions.

1-12-2014
Please take a moment to visit the newly created Cyber Nations Facebook Page. I will be posting regular updates to this page as well as sneak peaks on what I'm working on for the game. Also we have quite a large Cyber Nations Facebook Group currently with 1,659 members. I invite everyone to come and join the discussions.

1-11-2014
Messages between two players (non game generated) will be stored for 90 days. Saved private messages will be kept forever instead of just 30 days. All other messages will continue to auto delete after 7 days.

1-5-2014
Made some back-end improvements to the site as well as some interface adjustments. In addition, the various nation rankings pages will now display instead of if a nation's defensive war slots are full.
Upgraded all of the Flash charts in the game to Javascript to make them compatible on iOS and other devices that do not support Flash.

1-1-2014
Happy new year. Cyber Nations Tournament Edition Round 28 has started today. This will be a quick 31 day round. Everyone starts with $25,000,000 cash (opposed to the usual $5,000,000 startup cash in CN:TE), wonders can be purchased every 3 days as opposed to every 10 days, and everyone also starts with 50 spies.

12-16-2013
Congratulations to the following Cyber Nations Tournament Edition Round 27 winners. The winners may contact admin via private message on the forums to claim your prizes as detailed on the CN:TE prizes screen.

  1. Most Destructive War - Banana vs Paulinca - 49,638.90 Destruction
  2. 1st Place Nation Strength - Not here of Away From Keyboard- 50,372.609 Strength
  3. 2nd Place Nation Strength - CarlJohnson of San Andreas - 47,759.366 Strength
  4. 3rd Place Nation Strength - Commander 582 of Hall of Fame - 46,310.715 Strength
  5. Most Attacking Casualties - bombuator of The Fallen - 586,278 Attacking Casualties
  6. Most Defending Casualties - bombuator of The Fallen - 1,664,112 Defending Casualties

11-24-2013
As suggested in this community forums thread you can now get your nation name or ruler name changed. Head on over to the donation screen for details. Your nation or ruler name will be changed (manually within 24 hours) by game administration. Your nation ID will remain the same.

9-22-2013
Cyber Nations Tournament Edition Round 27 has just started. A few modifications have been added to this tournament round, primarily involving generals. Head over to Cyber Nations Tournament Edition to play. Players may have 1 Cyber Nations standard nation and 1 Cyber Nations Tournament Edition nation.

9-15-2013
Congratulations to the following Cyber Nations Tournament Edition Round 26 winners. The winners may contact admin via private message on the forums to claim your prizes as detailed on the CN:TE prizes screen.

  1. Most Destructive War - ChansonDautomone vs Macto - 39,416 Destruction
  2. 1st Place Nation Strength - One Nuclear Weapon of sHertogenbosch - 49,367 Strength
  3. 2nd Place Nation Strength - bibliotech of bibliotech - 44,554 Strength
  4. 3rd Place Nation Strength - Bellarmine of Knights130 - 43,644 Strength
  5. Most Attacking Casualties - Cardinal Roark of Sin City - 762,583 Attacking Casualties
  6. Most Defending Casualties - King James XVIII of Union Algo - 1,192,644 Defending Casualties

We'll begin round 27 in approximately 1 week from today once some enhancements to the game are finalized over there.

8-16-2013
Added the ability when declaring war to disable XP gained by both the attacker and defender during the course of a war. This option will useful for war games or for those who do not necessarily want their opponent to gain XP against them.

8-6-2013
The referral bonuses have been increased to $10 million, 1,000 land, 200 infras, or 100 tech for each player referral that you bring into Cyber Nations that reaches 5,000 nation strength, up to 50 referrals.

8-1-2013
The foreign aid limits have been doubled. The new limits that can be sent via foreign aid are $6 million ($9 million with aid wonder), 100 tech, 4,000 solders.
The donation bonuses offered on the donation screen have been enhanced.

7-16-2013
Attackers in ground battles will now only gain XP when an attack is victorious. 

7-15-2013
The war system has been re-enabled.

7-13-2013
The stats downloads have been updated with the new alliance IDs from the update earlier. I have also made available downloadable nation statistics.
The alliance management system has been ported over to Standard Edition. Any alliance that did not check in with the alliance leaders in this thread as of 11:00 AM today had their members and alliance reset. I did not wish to reset anyone's alliance but it was the only way that I could proceed with moving forward with this update. This was a major update, issues are to be expected expected as I'm sure I did not catch everything. Please report any issues encountered in the bug reports section of the forums. 
The war system will be disabled for a couple days in order to give players time to adjust to these changes.

6-30-2013
Generals have been added to Cyber Nations Standard Edition. The military general positions include generals of the Army, Navy, Air Force, and Intelligence. Recruiting generals offers a variety of benefits to nations including increases to battle strength calculations, unit purchase and upkeep cost reductions, increases to population happiness, citizen income, and population counts. There are some changes to generals as they currently appear in Cyber Nations Tournament Edition:

  1. The costs and effects of generals have been adjusted to better suit Standard Edition game play.
  2. Hiring a general consumes that general's XP level from your nation for the selected military branch. Terminating a general returns 70% of the general's XP level back to your nation for the selected military branch.
  3. Gather Intelligence spy operations now reveal a defender's military XP levels as well as assigned generals XP levels.
  4. Assassinate Enemy Generals has been added as a new spy operation. If successful your spies will randomly assassinate one enemy general. There is a 25% chance of missing your target even if your spy mission is successful.
  5. Intelligence XP can only be gained when spying on nations that you are at war with.
  6. Many of these enhancements will be ported over to Tournament Edition once the current tournament round resets.
  7. Please keep in mind that adjustments and enhancements are still expected with this feature. If anything significant is changed we'll do our best in the interest of fairness. 

6-23-2013
Updates Coming to Cyber Nations Standard Edition:

  1. Military Generals, which is currently being tested in Cyber Nation Tournament Edition, will be implemented into Cyber Nations Standard Edition over the coming week. The costs and XP requirements will be adjusted higher to reflect the non-reset nature of Standard Edition. For a preview of what is to come head over to Cyber Nations Tournament Edition.
  2. The alliance system in Tournament Edition will be migrated over to Standard Edition within the next two weeks. Please check in with your alliance leader in this thread. Again, for a preview of what is to come, head on over to Cyber Nations Tournament Edition where both of these big updates are currently live over there.

6-17-2013
Lots of big updates to Cyber Nations Tournament Edition:

  1. Players can now customize their military by recruiting generals among four branches of their military. The positions include generals of the Army, Navy, Air Force, and Intelligence. Recruiting generals offers a variety of benefits to nations including increases to battle strength calculations, unit purchase and upkeep cost reductions, increases to population happiness, citizen income, and population counts. Help test and provide feedback and this feature may be coming to CN Standard soon. You can read more about the updates here.
  2. Alliances can now post alliance wide announcements, they can control who has access to the announcements, and alliance members can post comments if commenting is enabled.
  3. Now if your nation has 250 miles of land OR a harbor then it can be blockaded and the blockade amount has been increased from a random of 1%-5% to a random of 1%-10%. The purchase cost of Navy has also been reduced.
  4. The tournament prizes have been revamped to include prizes for most destructive war, most attacking casualties, and most defending casualties.
  5. The Awards screen from CN Standard has been implemented in tournament edition.
  6. Check out all the new updates at Cyber Nations Tournament Edition and tell your friends to play too. Tournament Round 26 started today.

3-13-2013
Enhanced the awards screen to track actual records in addition to the "floating live" awards that the game had before as discussed in this thread. The game began tracking these records on 3/10/13 so these are not all time records. If a nation or alliance holds a record an icon will appear on the screen with a mouseover title describing the record with a link to the awards screen. I still have some more record categories to add and if you have an idea for a category of your own please post it in the discussion thread for it to be considered.

3-10-2013
The purchase limit for infrastructure and land has been increased to 100. I'm working on some back-end code to allow for unlimited purchases at once.
Wars can no longer be manually deleted until 30 5 days after they have expired. This is to preserve the war details information so that all parties have ample time to review the war details.

3-9-2013
Added a new screen in-game with some stats on ethnic groups simply because I thought it would be interesting. I was thinking about allowing players to input their own custom ethnic group for their nation. See this forum topic for a discussion.

3-7-2013
Modified the site layout to a bit wider format. I have some plans for the nation display page that will require a bit wider display.
Added the ability to select the default nation information text to be displayed alongside custom information text.

1-28-2013
Added a war details screen. This screen will now track damage and casualties inflicted by each nation involved in a war. The game began gathering these statistics on 1/26/2013 so only wars declared after that date will have completely accurate statistics. Click the icon under each war to view the war details screen.
The nuclear launch screen will now indicate the time wait as an actual date/time rather than the arbitrary 25 hours after declaring war. For example: You must wait until 1/29/2013 7:40:15 PM to launch nuclear weapons.

1-16-2013
Added the ability to add paragraphs to your custom Nation Information section. You can include up to four <br> tags within the text. A single <br> tag creates a line break and two <br> tags together will form a new paragraph. The limit on the <br> tags is to prevent players from using too many and breaking the page.
Renamed the Nation Bio section to Nation Slogan.

1-15-2013
The All Alliances screen will now show alliances with 10 or more members rather than 20 or more members.
Got rid of the Extended Nation Display tab at the top of the nation display screen and moved a few things around to suit the display.
Changed the old happiness icons with a bar chart that displays the actual happiness level and the chart will change colors based on the happiness level of your nation.
The Nation Information section originally contained static game-generated text that was often too impersonal. Nations can now edit their Nation Information section to suit their own national agendas. You can edit the text in your Nation Edit screen. Make sure you select "Use Custom Text Above" before saving your changes. The Nation Information section accepts input up to 2,000 characters. You can leave this section blank to completely remove the Nation Information section from your nation. You can always revert back to the default game generated text by going back to your Nation Edit screen and selecting "Use Default Text". Please do not abuse this feature. Doomfestia has the intended usage below:


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