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Olio wrote:WAR HAS BEGUN 🗡️⚔️

Especially with N-Day 11 coming up. Read the following dispatch, and I’ll see if we can join Hell’s faction.

OVERVIEW

N-Day is an opportunity for nations to come together and exchange nuclear weapons in a fiery Armageddon of mutually assured destruction.

To Participate

  1. Once registration opens, you can create or join a Faction. Nations outside a Faction can't attack or be attacked. You can join a Faction when you're ready and leave when you're not (to stay safe).

  2. When the event begins, nations will be assigned a random Specialty and begin to accumulate Production. You will now be able to spend Production, fire nukes and deploy shields.

  3. Watch your nation automatically generate Production. Use Production to build Nukes and Shield.

  4. Launch Nukes at other nations and use Shield to shoot down Nukes that are launched at you.

Tactics

The simplest way to play N-Day is to join whichever Faction seems most fun and start targeting Nukes at its enemies while shooting down anything incoming. Your Faction page's icon bar shows everything you need to know, including who's targeting anyone in your Faction, and who your fellow Faction members are targeting.

Attacking: Step by Step

  1. On your Production screen, spend some of your Production to build Nukes. These go into your Stockpile.

  2. On another nation's Nuke page, click/tap the TARGET button and select the number of Nukes to use.

  3. Once Targeted, it takes 10 minutes for your Nukes to reach a READY state (3 for Intel Specialists). Note that your Targeted page is public: All nations can see who is targeting whom.

  4. When your Targeted Nukes are ready, click/tap LAUNCH.

  5. Your Nukes are now categorized as Launches for you and Incoming for your target. Launched Nukes take 3-5 minutes to reach their target. When they do, they earn Strikes for you and inflict Radiation on the target, which reduces their rate of Production. This also earns Score for your Faction and reduces the enemy Faction's Score.

Defending: Step by Step

  1. On the Production screen, spend Production to build Shield.

  2. Find Launched Nukes to destroy. Your top priority is any Incoming Nukes launched at you. Secondarily, you may wish to target Incoming Nukes on anyone in your Faction (see your Faction's Incoming page), and also keep an eye on Targeted Nukes that may threaten you or your Faction in the near future.

  3. Click/tap DESTROY to deploy 1 Shield per Nuke.

Strategy

Strategically, it may be wise to avoid attacks on nations or Factions until you are confident of obliterating them, since this eliminates the possibility of counter-attack. Smaller-scale attacks, which damage but don't destroy an enemy, can lead to an escalating series of grudge-related nuclear exchanges.

On the other hand, targeting an enemy can be an effective warning. And it takes Nukes 10 minutes to be ready to launch, so you can't leave it too late.

Scoring

Each Nuke that reaches a target causes Radiation damage, which reduces the target's rate of Production generation and counts as a Strike for the attacker.

A Faction's Score is calculated by

RADIATION_GIVEN - (0.25 * RADIATION_TAKEN)

Duration

N-Day lasts for 24 hours, after which point, an Arms Control Agreement means that no Nukes can be launched. (In-flight nukes can still land, however.)

The "winner" is the Faction with the highest score; if, that is, nuclear war can be said to have a winner. Which we say it can. It's the Faction with the highest score.

FACTIONS

Once registration opens, Factions can be founded by a Regional Officer of any region. Any and all Regional Officers of that region can update the Faction's official text to issue instructions to Faction members.

Factions can be made open to all members, or restricted to the region's members only.

You can leave your Faction, which is a good way to stay safe if you're signing off for the night. However, you can only do this if you're not engaged with the enemy! That means:

  • You must not have any nukes targeted or launched at another nation; and

  • No nukes can be targeted or incoming on you.

Note that in practice, this can make it challenging to leave a Faction, since you may be frequently targeted.

While outside a Faction, you cannot be targeted, and do not generate any Production.

Before joining, it's worth making sure a Faction isn't currently under mass bombardment.

Bikini Atoll and Kicking Faction Members
Bikini Atoll is a special, game-created, faction. It operates as a normal faction, but nations that are kicked from their factions will be transported to Bikini Atoll. All targets on the nation persist. Nations can be kicked from their nuke page, by Regional Officers in the factions founding region. Nations with incoming nukes cannot be kicked.

SPECIALTIES

Nations are randomly assigned a specialty.

Military Specialists build Nukes faster: They receive 50% more Nukes when converting Production.

Strategic Specialists build Shield faster: They receive 50% more Shield when converting Production.

Economic Specialists can accumulate more Production: Their production cap is four times larger than the other specialties.

Intel Specialists can finalize targets faster: Their targetted nukes reach READY in 3 minutes instead of 10. They have no Production advantages.

Cost of Nukes/Shield in Production Points

Military Specialist

Strategic Specialist

Economic Specialist

Intel Specialist

1 Nuke

2

3

3

3

1 Shield

6

4

6

6

PRODUCTION
Non-WA nations automatically generate Production at a rate of 15 Production per 2 minutes, up to a maximum of 750 (3000 for Econ Specialists).
WA nations automatically generate Production at a rate of 150 Production per 2 minutes, up to a maximum of 2500 (10000 for Econ Specialists).

Production can be spent on Nukes or Shield.

WA NATIONS
World Assembly members will accumulate Production 10x faster than non-WA members, and have their Production limits increased by around 3x.
It is allowed to switch WA membership to receive this benefit for different nations, but (as per regular site rules) you are only allowed to have one nation in the WA at a time.
Keep in mind that if your Production is over the non-WA limit when you resign membership on a nation, the Production on that nation will decrease down to the limit (i.e. if you resign with 75 Production on a non-Econ nation, the Production will drop to 50).

We ask that you refrain from switching WA for N-Day purposes more than once every two minutes. You will not be punished for this, but it is against the spirit of this change to the event mechanics.

NUKES

Nukes are purchased with Production, kept in stockpile until ready, then targeted and launched at an enemy nation.

Launched Nukes take 3-5 minutes to reach their target. While in-flight, they can be shot down by any nation using Shield. If they're not, each Nuke generates 0.25% of Radiation in the target and earns 1 Strike for the attacker.

SHIELD

Shield can be used to knock out Launched Nukes. You can shoot down any in-flight Nukes regardless of who they are aimed at.

Locate in-flight Nukes under Launches or Incoming, and use the DESTROY button to eliminate them at a rate of 1 Shield per Nuke.

It is possible to waste Shield if multiple nations deploy Shield simultaneously to knock out the same Nukes. However, there is a chance for duplicate shields to 'overflow' and take out the next set of incoming nukes instead.

Shielding a nation in another faction to yours incurs a 50% penalty on the cost to shield (it takes 1.5 shields to knock down one nuke).

SHIELD BANK

It is possible to donate shield to the Faction Shield Bank, which will automatically shoot down incoming nukes. This alone will not stop all incoming nukes, however, as the rate at which the Shield Bank shoots down nukes is dependent on the number of incoming nukes and its size. The exact formula per minute is given by:

MAX(MIN(0.15 * FACTION_INCOMING, 0.25 * SHIELD_BANK_SIZE), 200)

TARGETING

Target a nation by viewing their Nuke page and clicking/tapping TARGET. You may then select how many Nukes to target from your Stockpile.

It takes a short time for a Targeted Nuke to reach a READY state, after which it may be launched. This is normally 10 minutes, but Intel Specialists are faster, finalizing targets in only 3 minutes.

If not launched after 1 hour, Targeted Nukes automatically return to your Stockpile.

RADIATION

Radiation is generated in a nation when it is struck by a Nuke.

Radiation proportionately reduces a nation's Production generation rate by 0.5% per 1% of Radiation. For example, 20% Radiation reduces Production generation by 10%.

When a nation is 100% Radiated, it is destroyed and no longer able to launch any Nukes nor use any Shield.

Radiation is irreversible.

You can leave a Faction when irradiated, but this does not affect your Faction's score.

SCORE

A Faction's score measures strikes and radiation that occurred while those nations were a member. It is unaffected by nations joining or leaving the Faction.

GLOSSARY

Term

Explanation

Production

Used to buy Nukes and Shield. Automatically generated by all non-destroyed nations in a Faction.

Nuke

Unholy instrument of death and destruction.

Stockpiled Nuke

A Nuke that has been purchased with Production and is sitting idle, awaiting a target.

Targeted Nuke

A Nuke that has been targeted at a nation. A targeted Nuke takes 10 minutes to achieve a READY state, after which it may be launched.

Launched/Incoming/In-Flight Nuke

A Nuke that has been launched at a nation and is currently chewing up 3-5 minutes of in-flight time.

Shield

A unit of defensive technology. Possibly involves lasers or satellites or something.

Strike

A record of how many Nukes have successfully landed on targets.

Radiation

A record of how many Nukes have struck the nation. Reduces Production generation.

Faction

A group of nations sharing a common interest in survival and/or bloodlust.

Score

The Faction Score

Read dispatch

FAWDALRD wrote:Especially with N-Day 11 coming up. Read the following dispatch, and I’ll see if we can join Hell’s faction.

OVERVIEW

N-Day is an opportunity for nations to come together and exchange nuclear weapons in a fiery Armageddon of mutually assured destruction.

To Participate

  1. Once registration opens, you can create or join a Faction. Nations outside a Faction can't attack or be attacked. You can join a Faction when you're ready and leave when you're not (to stay safe).

  2. When the event begins, nations will be assigned a random Specialty and begin to accumulate Production. You will now be able to spend Production, fire nukes and deploy shields.

  3. Watch your nation automatically generate Production. Use Production to build Nukes and Shield.

  4. Launch Nukes at other nations and use Shield to shoot down Nukes that are launched at you.

Tactics

The simplest way to play N-Day is to join whichever Faction seems most fun and start targeting Nukes at its enemies while shooting down anything incoming. Your Faction page's icon bar shows everything you need to know, including who's targeting anyone in your Faction, and who your fellow Faction members are targeting.

Attacking: Step by Step

  1. On your Production screen, spend some of your Production to build Nukes. These go into your Stockpile.

  2. On another nation's Nuke page, click/tap the TARGET button and select the number of Nukes to use.

  3. Once Targeted, it takes 10 minutes for your Nukes to reach a READY state (3 for Intel Specialists). Note that your Targeted page is public: All nations can see who is targeting whom.

  4. When your Targeted Nukes are ready, click/tap LAUNCH.

  5. Your Nukes are now categorized as Launches for you and Incoming for your target. Launched Nukes take 3-5 minutes to reach their target. When they do, they earn Strikes for you and inflict Radiation on the target, which reduces their rate of Production. This also earns Score for your Faction and reduces the enemy Faction's Score.

Defending: Step by Step

  1. On the Production screen, spend Production to build Shield.

  2. Find Launched Nukes to destroy. Your top priority is any Incoming Nukes launched at you. Secondarily, you may wish to target Incoming Nukes on anyone in your Faction (see your Faction's Incoming page), and also keep an eye on Targeted Nukes that may threaten you or your Faction in the near future.

  3. Click/tap DESTROY to deploy 1 Shield per Nuke.

Strategy

Strategically, it may be wise to avoid attacks on nations or Factions until you are confident of obliterating them, since this eliminates the possibility of counter-attack. Smaller-scale attacks, which damage but don't destroy an enemy, can lead to an escalating series of grudge-related nuclear exchanges.

On the other hand, targeting an enemy can be an effective warning. And it takes Nukes 10 minutes to be ready to launch, so you can't leave it too late.

Scoring

Each Nuke that reaches a target causes Radiation damage, which reduces the target's rate of Production generation and counts as a Strike for the attacker.

A Faction's Score is calculated by

RADIATION_GIVEN - (0.25 * RADIATION_TAKEN)

Duration

N-Day lasts for 24 hours, after which point, an Arms Control Agreement means that no Nukes can be launched. (In-flight nukes can still land, however.)

The "winner" is the Faction with the highest score; if, that is, nuclear war can be said to have a winner. Which we say it can. It's the Faction with the highest score.

FACTIONS

Once registration opens, Factions can be founded by a Regional Officer of any region. Any and all Regional Officers of that region can update the Faction's official text to issue instructions to Faction members.

Factions can be made open to all members, or restricted to the region's members only.

You can leave your Faction, which is a good way to stay safe if you're signing off for the night. However, you can only do this if you're not engaged with the enemy! That means:

  • You must not have any nukes targeted or launched at another nation; and

  • No nukes can be targeted or incoming on you.

Note that in practice, this can make it challenging to leave a Faction, since you may be frequently targeted.

While outside a Faction, you cannot be targeted, and do not generate any Production.

Before joining, it's worth making sure a Faction isn't currently under mass bombardment.

Bikini Atoll and Kicking Faction Members
Bikini Atoll is a special, game-created, faction. It operates as a normal faction, but nations that are kicked from their factions will be transported to Bikini Atoll. All targets on the nation persist. Nations can be kicked from their nuke page, by Regional Officers in the factions founding region. Nations with incoming nukes cannot be kicked.

SPECIALTIES

Nations are randomly assigned a specialty.

Military Specialists build Nukes faster: They receive 50% more Nukes when converting Production.

Strategic Specialists build Shield faster: They receive 50% more Shield when converting Production.

Economic Specialists can accumulate more Production: Their production cap is four times larger than the other specialties.

Intel Specialists can finalize targets faster: Their targetted nukes reach READY in 3 minutes instead of 10. They have no Production advantages.

Cost of Nukes/Shield in Production Points

Military Specialist

Strategic Specialist

Economic Specialist

Intel Specialist

1 Nuke

2

3

3

3

1 Shield

6

4

6

6

PRODUCTION
Non-WA nations automatically generate Production at a rate of 15 Production per 2 minutes, up to a maximum of 750 (3000 for Econ Specialists).
WA nations automatically generate Production at a rate of 150 Production per 2 minutes, up to a maximum of 2500 (10000 for Econ Specialists).

Production can be spent on Nukes or Shield.

WA NATIONS
World Assembly members will accumulate Production 10x faster than non-WA members, and have their Production limits increased by around 3x.
It is allowed to switch WA membership to receive this benefit for different nations, but (as per regular site rules) you are only allowed to have one nation in the WA at a time.
Keep in mind that if your Production is over the non-WA limit when you resign membership on a nation, the Production on that nation will decrease down to the limit (i.e. if you resign with 75 Production on a non-Econ nation, the Production will drop to 50).

We ask that you refrain from switching WA for N-Day purposes more than once every two minutes. You will not be punished for this, but it is against the spirit of this change to the event mechanics.

NUKES

Nukes are purchased with Production, kept in stockpile until ready, then targeted and launched at an enemy nation.

Launched Nukes take 3-5 minutes to reach their target. While in-flight, they can be shot down by any nation using Shield. If they're not, each Nuke generates 0.25% of Radiation in the target and earns 1 Strike for the attacker.

SHIELD

Shield can be used to knock out Launched Nukes. You can shoot down any in-flight Nukes regardless of who they are aimed at.

Locate in-flight Nukes under Launches or Incoming, and use the DESTROY button to eliminate them at a rate of 1 Shield per Nuke.

It is possible to waste Shield if multiple nations deploy Shield simultaneously to knock out the same Nukes. However, there is a chance for duplicate shields to 'overflow' and take out the next set of incoming nukes instead.

Shielding a nation in another faction to yours incurs a 50% penalty on the cost to shield (it takes 1.5 shields to knock down one nuke).

SHIELD BANK

It is possible to donate shield to the Faction Shield Bank, which will automatically shoot down incoming nukes. This alone will not stop all incoming nukes, however, as the rate at which the Shield Bank shoots down nukes is dependent on the number of incoming nukes and its size. The exact formula per minute is given by:

MAX(MIN(0.15 * FACTION_INCOMING, 0.25 * SHIELD_BANK_SIZE), 200)

TARGETING

Target a nation by viewing their Nuke page and clicking/tapping TARGET. You may then select how many Nukes to target from your Stockpile.

It takes a short time for a Targeted Nuke to reach a READY state, after which it may be launched. This is normally 10 minutes, but Intel Specialists are faster, finalizing targets in only 3 minutes.

If not launched after 1 hour, Targeted Nukes automatically return to your Stockpile.

RADIATION

Radiation is generated in a nation when it is struck by a Nuke.

Radiation proportionately reduces a nation's Production generation rate by 0.5% per 1% of Radiation. For example, 20% Radiation reduces Production generation by 10%.

When a nation is 100% Radiated, it is destroyed and no longer able to launch any Nukes nor use any Shield.

Radiation is irreversible.

You can leave a Faction when irradiated, but this does not affect your Faction's score.

SCORE

A Faction's score measures strikes and radiation that occurred while those nations were a member. It is unaffected by nations joining or leaving the Faction.

GLOSSARY

Term

Explanation

Production

Used to buy Nukes and Shield. Automatically generated by all non-destroyed nations in a Faction.

Nuke

Unholy instrument of death and destruction.

Stockpiled Nuke

A Nuke that has been purchased with Production and is sitting idle, awaiting a target.

Targeted Nuke

A Nuke that has been targeted at a nation. A targeted Nuke takes 10 minutes to achieve a READY state, after which it may be launched.

Launched/Incoming/In-Flight Nuke

A Nuke that has been launched at a nation and is currently chewing up 3-5 minutes of in-flight time.

Shield

A unit of defensive technology. Possibly involves lasers or satellites or something.

Strike

A record of how many Nukes have successfully landed on targets.

Radiation

A record of how many Nukes have struck the nation. Reduces Production generation.

Faction

A group of nations sharing a common interest in survival and/or bloodlust.

Score

The Faction Score

Read dispatch

Uh Oh, Uh Oh. We made a mistake!

Olio wrote:Uh Oh, Uh Oh. We made a mistake!

…what is it?

The request to ride with the Horsemen has been approved. Go to page=faction/fid=56 and join.

FAWDALRD wrote:what is it?

My skin-stealer animal killed all of the beasts WHAT DO WE DO?!?!

Olio wrote:My skin-stealer animal killed all of the beasts WHAT DO WE DO?!?!

Launch another raid :) 🔪

FAWDALRD wrote:Launch another raid :) 🔪

*launches skin-stealers deathmoths and death rats followed by some clumps*

Olio, how much do you know about Z-Day?

FAWDALRD wrote:Olio, how much do you know about Z-Day?

Nothing, I’m stupid 😣

Olio wrote:Nothing, I’m stupid 😣

You’re not; you’re just uninformed. Take a look at the following Dispatch to prepare yourself.

Nationstates Z-Day

by Greater hunnia








  
What is Z-day?
NationStates Z-day is a special zombie-themed NationStates event, where every nation gets infected with zombies, who try to overwhelm and consume the population, turning them to zombies and eventually, kill them for good. Z-day occurs every year somewhere around Halloween (usually starts at around 20:00 GMT on the 30th of October) and lasts for 36 hours. For the exact time, keep your eyes on the Nationstates News, it may or may not be displayed there. After the event ends, populations return to normal (there is no lasting effect), but zombie tally boards remain visible to all, so players can see how well (or badly) they and others did. The tally boards also show the statistics of regions, not just individual nations.

World Z-day page: page=zday_tally
Your Z-day page: page=zombie_control

IMPORTANT NOTES:

  • Unlike in the case of the nuclear war event, there is no way to opt-out of this one. Your nation will be infected with zombies, whether you like it or not. Though your settings page has an option to hide the Z-day info, it does only that, the event happens regardless, and your nation's status will still have an effect on the rest of your region.

  • It is very likely that some changes are made to the event every time. For example, zombies tend to become a bit more vicious every year.

  • Noncompliance with The Coalition Of Fascist Nations' policy regarding this event might get you ejected, or even banned, so read it.

How to start?
During the event, your population will be divided into three parts:
  • Survivors, who are healthy, productive citizens. You start the event with most of your population being survivors, and zombies can be cured to become survivors again.

  • Zombies, who will try to infect survivors.

  • Dead, who are permanently dead for the duration of the event. Dead people will accumulate when zombies start starving to death, or if the military is used against the zombies.

At the start of Z-day, most of your population are survivors, with a relatively small number of zombies. Over time, the infection will spread, slowly converting survivors into zombies. When there are very few survivors or none at all, zombies will start starving to death. The rate of infection depends on two things: the ratio of survivors and zombies in the given nation, and the region's infection rate, which in turn depends on the ratio of zombies and survivors in the region, and passive cure deployment. Cure deployment happens when a nation is highly advanced in its cure research. Passive cure deployment is not to be confused with actively using Cure Missiles.
To access your "Zombie Control" page, on your nation's home page, click the biohazard symbol .
Then you will see something like this:




The Issue

Recent reports suggest the existence of an infectious virus causing its victims to display aggressive, flesh-eating behavior. The virus appears to spread via the exchange of bodily fluids, such as biting. This may be NATION's darkest hour.

The Debate

1.“One is always tempted to err on the side of compassion, in these situations, hoping the infected might be able to be cured,” says General RANDOMNAME. “And that would be a terrible mistake. We must marshal the full force of NATION's military might against these undead abominations while we still have the ability to do so.”

 EXTERMINATE ZOMBIES

2.“No! No!” cries bespectacled science type RANDOMNAME. “I know this looks bad, but these people aren't monsters! They're husbands, wives, brothers, children! Our efforts must go into researching a cure—a cure that could not only save NATION but also our neighbors in REGION! Working together with our fellow nations is the only way out of this nightmare!”

RESEARCH CURE

3.“I'm going to just float something here,” says political advisor RANDOMNAME. “What if instead of gunning down our infected, or throwing money after a cure that may not even exist, we get on board with the zombie apocalypse? If we work with the zombies, not against them, maybe this needn't be so bad. Perhaps we can even figure out a way to sustain an undead population indefinitely.”

EMBRACE ZOMBIES


[] Cure research
[] Zombies
[] Anti-zombie squad



The 3 options will each unlock an active ability, also known as a superweapon, which you can use once every 20 seconds.

Option

Active Effect

Cure the zombies

Allows you to send cure missiles to other nations, which converts zombies back into survivors

Fight the zombies

Allows you to send anti-zombie squads to other nations, which converts zombies into dead

Embrace the zombies

Allows you to send zombie hordes to other nations, which converts survivors into zombies

If an active ability/superweapon is used, it will appear in the national info feed of both the sender and the receiver:
[receiver] was struck by a Cure Missile from [sender], curing [number] million infected.
[receiver] was ravaged by a Zombie Horde from [sender], infecting [number] million survivors.
[receiver] was cleansed by a Tactical Zombie Elimination Squad from [sender], killing [number] million zombies.

IMPORTANT NOTES:

  • The Coalition's policy dictates that you attempt to cure. Breeding zombies will get you ejected and possibly banned.

  • Active abilities will not be available until you complete your first research (typically 1-2 hours after you have started it).

  • Even if you did not embrace zombies, you will still have "Hordes" in your superweapon research list, as this is based on the % of your infected population, rather than research.

  • If your nation is struck by another nation's active ability, you will have to wait 2 minutes until you can use your own.

  • Each game-hour lasts 1 real hour but doesn't necessarily begin/end on the real hour.

Curing Zombies and survival strategy
Although it is paramount that as many nations start researching the cure and as early as possible, the passive reduction it gives to the region's infection rate is not enough by itself. To prevent zombies from overrunning the region, active abilities -Cure Missiles- have to be used. However, without a strategy, simply firing missiles all over the place is very ineffective.

To fire a cure missile at a nation, go to its home page, there will be a big button for it, you can't miss it. On the nation's home page you will also see a small red icon that is either shaped like a lab vial, a practice target, or a brain, which indicates if the nation is engaged in curing, killing, or breeding zombies, respectively.

HERE'S WHAT YOU NEED TO KNOW ABOUT CURING (AND SUPERWEAPONS IN GENERAL):

  • You can only fire superweapons at nations within your own region.

  • During the event you will not be able to create new regions, in case you'd want to flee. Our own region will also be password protected to prevent zombie raiders from coming in. If you get out, you won't be able to come back.

  • Keep your eyes open for any abnormalities regarding the event! Barry likes to screw people over in new and inventive ways every year.

  • If you have multiple nations within the same region, you can use them to cure each other.

  • You can also keep firing superweapons with multiple puppet nations simultaneously, however, due to the way the game keeps track of cooldowns, you will need a different web browser for each of them.

  • A nation that is struck with a superweapon will be unable to use its own for two minutes. So do not fire cure missiles at nations that are also engaged in curing, prioritize inactive nations instead. This can also be used to disable zombie breeding nations by continuously bombarding them until they are removed from the region.

  • The effectiveness of your cure missiles depends on your research level and the ratio of your own survivor population to the zombie population of the target nation. Nations with larger survivor populations and higher research level will be able to cure more zombies with a single missile, but if there are few zombies in the target nation, diminishing returns will apply.

  • For this reason, you should prioritize nations that are roughly the same size as yours, with a significant zombie population.

  • The minimum number of zombies that will be cured by a single missile is 1 million. It is possible to reduce the zombie population to 0, in fact, this is our region's goal.

  • A nation that is completely cured will only get re-infected if the region's infection rate is very high, or if it's embracing zombies either by its own choice, or due to undead saboteurs.

  • For the above two reasons, it might be feasible to first completely cure nations with very few zombies (<10 million) to quickly reduce the number of our zombie infested members.

  • Coordination is very important! Use the RMB, telegrams, or a third party program. You will be able to cleanse nations faster, and you won't accidentally block each other's efforts. Watching nation feeds is also an easy way to see if a nation is engaged in curing, is being cured itself, tries to sabotage the region by sending zombie hordes, or is being attacked by a zombie breeder itself.

  • If you see a zombie breeder nation in our region, immediately report them to those with border control authority. Typically, all members of the Coalition's government get border control authority for the duration of the event. Don't forget to also write about it on the RMB to warn others, then continuously bombard them with your cure missiles to prevent them from sending hordes. Keep in mind however, that a nation might be breeding zombies against their will, in which case they are not to be removed from the region, and can be restored to their original policy by hitting them with anti-zombie superweapons. You can determine whether a nation is breeding zombies on their own accord or not by hovering your mouse over the red brain icon next to their nation's name.

  • Don't forget that zombies start dying if they don't have enough survivors to feed on. Focusing on a few nations and letting others rot will get their populations killed.

  • Possibly the best strategy: disinfecting very small nations completely first, then firing a couple of missiles at every inactive nation in every hour to keep their zombie populations in check, while using the remaining part of that hour to focus your curing efforts on a few nations that are roughly the same size as yours. If you are a very small nation you can also cure very large ones that have very few zombies left in them, the size difference won't matter due to the diminishing returns applying anyway, and you will always be able to cure a minimum of 1 million zombies / missile. Active, curing nations should also cleanse each other but do so in shifts, not to hinder each other.

Yearly tweaks
As stated earlier, this event tends to get tweaked every year, usually making it harder. For the first few Z-days, this meant higher and higher infection rates, but there were also more substantial changes, which are listed below.

During Z-DAY 6, the zombie horde superweapon gained the ability to change the target nation's research focus against their will: being ravaged by a zombie horde could make a nation involuntarily embrace zombies. In 2018, a countermeasure has been introduced against this: "your anti-zombie superweapons can be re-targeted to remove undead saboteurs from infiltrated command and control structures. This will restore the nation to its previous stance." In other words, hitting a sabotaged nation with a cure missile or a zombie elimination squad has a chance to restore that nation to its original policy.

More notable incidents happened during 2020. First of all, the usual countdown to the event's start on the news page was not present, and as a result, many regions and nations were caught unprepared. Secondly, there were two interventions in the event by Max Barry. First, the cure research of all nations were halted one time (ie: if the curing option was selected by a nation, it would be deselected). The other intervention was that the special Z-day border lockdown was lifted on all regions, making them potentially vulnerable to raids by zombie nations.

Policy of The Coalition Of Fascist Nations
The ideal goal of our Coalition is to achieve 100% survival rate. To this end, all members are expected to choose the cure option.

Logging in at the start of the event and clicking on the button to research the cure won't take more than one minute. There is no excuse not to do it. Using cure missiles is also highly encouraged.

Choosing the cure option is mandatory. Choosing to embrace (breed) zombies is strictly forbidden and will get you ejected, and possibly banned. Choosing to gun down zombies is also normally forbidden.

Also read: Z-Day Code of Conduct by The new polish empire.

This guide was made using parts of New fakeland's facbook entry.
Read dispatch

I have a girlfriend, she is from another nation, she’s from my imagination! (Ok that is a bad joke :\

Olio wrote:I have a girlfriend, she is from another nation, she’s from my imagination! (Ok that is a bad joke :\

Pray to God and ask him to help you be successful in seeking the girl who is perfect for you; ‘tis what I do sometimes.

I KNEW IT! FAWDALRD AND HIS BIGGEST MEAT MUNCHER Olio!!!!

MurderDronia wrote:I KNEW IT! FAWDALRD AND HIS BIGGEST MEAT MUNCHER Olio!!!!

>:o
What are you doing here? The borders were secure. /j

MurderDronia wrote:I KNEW IT! FAWDALRD AND HIS BIGGEST MEAT MUNCHER Olio!!!!

Hold up, ain’t no way a murder drones fan is here

Olio wrote:Hold up, ain’t no way a murder drones fan is here

Wait a second…
You’ve seen Murder Drones?

FAWDALRD wrote:Wait a second…
You’ve seen Murder Drones?

Found it in my FYP on YouTube and decided to check it out, it was good, just hurted my eyes a bit after watching it

Olio wrote:Hold up, ain’t no way a murder drones fan is here

HELL YEAH! I LOVE THE SHOW I REWATCHED IT SOO MANY TIMEESSS! I also made an oc called “Lady Serial Designation A”!

Olio wrote:Found it in my FYP on YouTube and decided to check it out, it was good, just hurted my eyes a bit after watching it

I’d have never thought you’d have enjoyed it, due to your sunny, friendly, calm, and modest disposition.
I guess you’re just like me…

MurderDronia wrote:HELL YEAH! I LOVE THE SHOW I REWATCHED IT SOO MANY TIMEESSS! I also made an oc called “Lady Serial Designation A”!

Ooh, that might look cool!

FAWDALRD wrote:I’d have never thought you’d have enjoyed it, due to your sunny, friendly, calm, and modest disposition.
I guess you’re just like me…

I do like it though, I just get blinded after I see it

Olio wrote:Ooh, that might look cool!I do like it though, I just get blinded after I see it

What do you mean by ‘blinded’?
[For clarity, FAWDALRD is my alt.]

Malalonius wrote:What do you mean by ‘blinded’?
[For clarity, FAWDALRD is my alt.]

Like, it has a bunch of flashing lights and, I’m not a really big fan so I’m not really that used to them

Do you like my IPhone 18?

🎛⬜⬜
⬜⬜⬜
⬜🍎⬜ LOOK I HAVE
⬜⬜⬜ iPHONE 18
⬜⬜⬜

Olio wrote:Like, it has a bunch of flashing lights and, I’m not a really big fan so I’m not really that used to them

Ah, ok. Noted.

Olio wrote:Do you like my IPhone 18?

🎛⬜⬜
⬜⬜⬜
⬜🍎⬜ LOOK I HAVE
⬜⬜⬜ iPHONE 18
⬜⬜⬜

:o
IT’S AWESOMEEEEEE

Thus board ha been isolated, we should really start talking on this board.

Spelling errors but who cares?

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