Tag Archives: Massive Virtual World Simulation

Little-Upsilon-header01
May. 22.

Little Upsilon

Little Upsilon is the newest addition to Simcountry, and boasts the fastest game time progression.

Little Upsilon header01 Little UpsilonThe world is mainly economic based – players take advantage of the fast time rate in order to build economies quickly and the reap the benefits. However, LU also boasts some of the largest military empires on the game.

Two federations have come into the fore on this world; Lacerta Defense Initiative and Valde Subsidium. The former being created by Pink Floyd, and the latter by John R. These two federations act as the two balancing forces; one of destruction and one of building. Valde is one of the oldest federations on the world.

Little Upsilon is newest of the 5 worlds to join Simcountry. It is also the second smallest with 3,467 countries and the fastest, running 6 game month per day. As of July 2nd 2011, this is no longer the case, as Fearless Blue runs at 6 game months per day also.

LU is known for it’s ‘high calibre’ of players, similar to Kebir Blue, making the world mainly peaceful.

Politics
Little Upsilon is a small and mainly economic based world, which most players use to generate assets due to the fast timescale. Politics remains relatively civilised, the world being dominated by three or four large federations, such as The Mob, Free Nations, and Valde Subsidum. ‘Aggressive negotiations’ can play a part once a players assets are threatened by hostile bidding or military action, yet due to the high prices of weapons on the LU market, the favored response to this is often strategic.

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War-Protection-header01
May. 21.

Secured Mode

Secured Mode is a form of War Protection made available to leader countries.

War Protection header01 Secured ModeWhen activated, the country cannot be attacked, is immune to fallout, and cannot attack other players. Countries in Secured Mode may, however, attack computer controlled countries. It does not exist on Fearless Blue.

Secured mode can be turned off if the country has its entire military activated and if its combined offensive and strategic indexes are below 300. Nations in secured mode can still participate in federations, but they will not be dragged into any wars made by or on the federation. Leader countries should never be taken out of secured mode, and as a result should have as small an army as possible. Instead, countries in secured mode are often turned into an economical powerhouse that can fund their slave countries in whatever they do, whether it be war or further economical development.

Simcountry ensures the security of assets for all players and offer war protection features to any players who are not interested in the war game. War is an important feature in the game and any of the war protection features can be turned off by anyone who does not want to use them.

The Fearless Blue world does not have the Secured Mode features and the risk of a disastrous war remains high. Players on all worlds can always turn temporary war protection on and prevent war even if the secured mode option is turn off. The Secured Mode feature protects the leader country in each empire. Single countries are considered to be leader countries and are also protected.

The temporary war protection features already offer the same functionality. The secured mode feature removes the need for gold coins for the protection of the leading country in each empire and of all single countries.

Secured mode is important in the reduction of the high risk to many players, both new and experienced, from oversized and far too strong empires that are praying on them.

Hard playing is possible on all worlds as an option, not the default. Empire leaders will be in secured mode unless they choose to remove their own protection.

More players in Simcountry are interested in building successful countries and enterprises and are ready to invest time and money to grow their holdings and create valuable assets.

Asset creation is futile if it is possible for anyone with unlimited military power, to destroy any country in an hour or two. A lot of effort and investments can go down the drain while the player is hardly interested in war.

Simcountry introduced many new features that are aimed at the creation of more valuable assets that can be traded on the free market. New features will include the design and production of customized products, concessions for the mining of raw materials and the creation and trading on the free market of super corporations that can provide long-term profitability.

All this requires security for the players and a guarantee that their assets only depend on their own doing and not on an arbitrary decision of a warlord.

Warlords do have a place in the game. The war game remains part of all worlds. It is played by everyone on Fearless blue and by every player who wants it, on all other worlds.

All leader countries in Kebir Blue, White Giant, Golden Rainbow and Little Upsilon are automatically placed in secured mode. Leader countries are leaders of all empires and presidents of all “single” countries that do not have an empire. A country in secured mode cannot be attacked by anyone. There is no war and no sneak attacks.

A country in secured mode can wage war against a country that does not have a president (Computer Controlled Country or as frequently referred to as C3). A country in secured mode cannot attack any country with a president.

Secured countries can be members of federations and participate in the defense but they do not go to war as a result of any decision by the empire and they do not engage in war as a result of a war treaty. Only the leader country can be in secured mode. Other countries in empires are never in secured mode.

Players can turn temporary war protection on for some of their other countries or for their entire empire and can choose to leave some or all of their “slave” countries without war protection.

One month worth of temporary war protection is given to all unprotected countries in the game for every 10 game months played. It is sufficient for periods when the player is on vacation or not available. Additional war protection can be purchased with boosters.

Turning secured mode on and off
Turning the secure mode on or off is limited and only possible under strict conditions.

The reason is that countries in secured more are able to build an army. The can purchase many weapons and prepare for war. Most of them will use these weapons to supply their slave countries but some can decide to arm and then drop the secured mode and attack others who are not prepared and are in fact ambushed by the change of mode.

This is why a change from secured mode is only possible if all weapons the country has are activated (no reserves) and the combined offensive and strategic indexes of the country are at a level of less than 300.

The change from secured mode does not enable the leading country to start a large war and it does not pose an immediate danger to any other country.

Under such conditions, a leader can decide to turn off the secured mode. Such a decision can have severe consequences because the country becomes vulnerable. Temporary war protection can be used but the decision to turn the secured mode off will probably be taken if the leader country wants to go to war.

Secured mode can be turned on again. A country can turn on its secured mode if it is not engaged in war (Except for a war with a C3 country), and only if it has not been in secured mode for at least two game months.

Changing the empire leader
When an empire wants to change the leader country, the change will involve a change in the country that is in secured mode. The new leader country must not be engaged in war when the change occurs (except for a war against a C3 country). When the leader country is changed, the new leader automatically moves into secured mode. The old leader will loose its secured status simultaneously.

If the departing leader country was in secured mode, the change is only possible if the conditions for mode change are met. If the departing leader is not in secured mode, the incoming leader will also have no secured mode and the change is only subject to the minimum waiting period between such changes.

Switching leadership is only possible once in two weeks.

New players in secured mode

The Role of Leader Countries
Leader countries, both empire leaders and single countries are the main locations for growth and creation of valuable assets. These countries are also able to build strategic reserves, both in materials that are used in the empire, raw materials that are used in corporations in the empire and also weapons and ammunition that can be delivered to other countries in the empire that are preparing for war.

Storing materials and assets in the leader country eliminates the risk for these assets and makes long-term investments and planning much more reliable.

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Weapons-Listing-header01
May. 18.

Weapons Listing

Defensive Weapons Weapons Listing

Weapons Listing header01 Weapons Listing

  • Defensive Anti Aircraft Missile Battery
  • Armored Vehicle
  • Defense Fortification
  • Defensive Military Airport
  • Defensive Military Base
  • Defensive Missile Battery
  • Destroyer
  • Helicopter
  • Interceptor
  • Jeep
  • Light Artillery
  • Light Tank
  • Missile Interceptor Battery
  • Navy Missile Battery
  • Navy Missile Interceptor Battery
  • Nuclear Defense Battery
  • Radar Plane

Offensive Weapons Weapons Listing

  • Aircraft Carrier
  • Offensive Anti Aircraft Missile Battery
  • Anti Tank Missile Battery
  • Attack Boat
  • Attack Destroyer
  • Attack Drone
  • Attack Helicopter
  • Conventional Missile Battery
  • Cruise Missile Ship
  • Fighter Plane
  • Fleet Command
  • Guided Missile Frigate
  • Heavy Armored Vehicle
  • Heavy Artillery
  • Heavy Jeep
  • Heavy Tank
  • Helicopter Carrier
  • Land Based Cruise Battery
  • Land To Sea Missile Battery
  • Long Range Radar Plane
  • Mid Range Missile Battery
  • Military Transport Airplane
  • Navy Fighter Plane
  • Navy Helicopter
  • Offensive Military Airport
  • Offensive Military Base
  • Precision Bomber
  • Rapid Deployment Unit
  • Seals Unit
  • Special Forces Unit
  • Supply Ship

Strategic Weapons Weapons Listing

  • Chemical Missile Battery
  • Nuclear Missile Battery
  • Nuclear Submarine
  • Strategic Airport
  • Strategic Bomber
  • Strategic Military Base
  • Tactical Weapons Launcher

registernow 200x100 Weapons Listing

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respect-header01
May. 18.

Respect of Others

This is the second, yet equally important, role in being a president.

respect header01 Respect of OthersThousands of people play the game, all wanting to enjoy it in their own way.

Each has their right to enjoy the game, however, once you violate another players ability to do so without valid reason, you also forego your right to be respected by the international community.

Any player violating the rights of another without just reason, will often have the same done to them in short order.

  • Respect: Every player has the right to enjoy the game, without hindrance or constraint. In violating this, an aggressor also voids their own right, and the federation should do everything in their power to encourage justice.
  • Justice: No player should be harassed, bullied or attacked without due cause, the federation should intervene to mediate if asked, and help in whatever way suits the greatest good.
  • Objectivity: The federation must remain neutral to all disputes, and act in a way which most benefits LU; upholding the ideals of Respect and Justice.

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Economic-Interaction-header01
May. 18.

Economic Interaction

Many players have played the game for a long time, and invested years of time and effort into their countries.

Economic Interaction header01 Economic InteractionThey do not take kindly to new players attempting to steal corporations, or give them advice on how to manage these corporations.

If you wish to buy a corporation, make sure you message the owner and check with them it is OK, BEFORE you place the bid. Many players respond with force if a corporation is taken from them. It is more profitable to start a new corporation, than to buy an existing one.

There are different economic strategies available, not just one. You can choose from a menu of economic strategies:

1. Corps-based economy. Everyone is familiar with the corps-based economy because it’s the conventional way to make money. The more population you have, the more production you can achieve. And the higher your production, the more potential profits.

2. Gold coin awards. It’s highly profitable to focus on going up levels to win gc awards. It’s realistic to earn 200-300 gc awards per real month per world until you reach high levels. While you’re at it, try to rank #1 to get an extra gc award. This strategy also teaches basic skills.

3. Pillaging. War can be the best Simcountry business. There are c3s and inactive countries with generous assets. Conquer them, pillage them, and then cancel them before war repair costs get high. Wars of pillaging can produce an extremely high return on investment.

4. Trading. Countries and CEOs can profit by buying and selling products. There are always products in surplus that one can buy at below market price. Then when they are in shortage, one can sell them at above market price. One has to pay attention to setting fixed prices when buying or selling. Trading is a simple way to earn some game cash.

5. Other income. The loan market, share market, and cash market offer profitable opportunities. One also can invent hedge strategies, sell consulting services, get employed as a mercenary, or create other entrepreneurial businesses. And there are very profitable loopholes and workarounds in different aspects of the game.

Just like in real life, you can be conventional and depend only on corps for income. Or alternatively, you can be entrepreneurial and choose from a variety of less conventional economic strategies.

Remember that you have plenty of good economic choices, even though it seems that most people focus on the high population/corp-based economy. In Simcountry we have an ancient saying: “Variety is the spice of life.”

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GOTW-header01
May. 17.

Imagine…

You do not need to pay for services
You are free to make a choice to pay for some of the services offered by SimCountry or you may decide not to use any of the services that require a payment.

There are no obligations for either party or any expectations that result from your decision to pay or not to pay for services or from winning awards in the game.

You are free to use some of the services on the site without any payment. These limited services are provided for free for an initial try-out period that is now set for two weeks but may vary from time to time without any prior notice or any obligation by W3creative (Legal entity of SimCountry)  to announce such changes ahead of time. Following the tryout period you are given the choice to pay for the service or to terminate the use of the site. You are free to register again on the site and start a new tryout period.

You may decide to pay for services
You may decide to pay for the services. Such decision is at your own will by clicking on the payment functions on the site and providing credit card info as required. Such payments may result in additional services and privileges that are only available to users who decide to pay for these services.

You accept that the decision to pay for the services does not give you any additional rights. You accept that there is no obligation for w3creative to make any difference in the services provided on the site other than explained previously. You accept that this agreement remains identical for users who decide to pay for the services and the users who decide to use the services without payment.

All payments you have made when you joined Simcountry or additional payments while using services, are irrevocable. These payments are made as a contribution to W3creative for the privilege of playing the Simcountry game as Premium Members. As stated before, you are free to pay if you want to. There is no obligation to pay. If a you do not want to pay you can leave the Simcountry game or play for free during the initial period.

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