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Highest Award: 264 GCs
Total Awards: 35,079 GCs
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Documentation

The documentation of the Game is set up in many documents that can be viewed or printed.
Below you find links to all these documents.

Please note that, when playing the game, there are many hints on every page that contain short descriptions of specific items.

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Game of the World Document Set:

1. Game basics
2. Beginners Info
3. Countries, Continents and Regions
4. Enterprises
5. Simcountry game features
6. More game features - War
7. More game features - Weapons
8. Managing Corporations
9. Trading products in Simcountry
10. The Common Market
11. The stock market in Simcountry
12. Trading Game Assets for Real Cash
13. Terms and Conditions
14. Frequently Asked Questions


1. Game basics [ top ]

Simcountry runs five virtual worlds, each with continents, regions and countries. There are many countries in each world. Each country is ruled by a leader, who has unlimited powers, and runs the country with full freedom of action.

Peaceful players have their country in "Secured Mode" and war will never be a risk. For players who fully participate in the war game, preparing a good defense is a challenge.

The economy of the country includes the industry and production capabilities of its corporations. The president is expected to run these corporations, set up purchasing and sale strategies, hire and fire workers and manage the corporate finances.

Simcountry is based on a real economic model that is market oriented with products offered and bought on the free market. Direct trading with other Leaders and with enterprises is also part of the game.

Thousands of people around the world play together and compete for the top slots on the ranking list.

Good players receive awards when they climb to the top positions and when they achieve higher game levels.

Table of Contents:

1. You are the President
2. How does Simcountry work?
3. When you register to Simcountry
4. Simcountry Runs Several Game Months Each Day
5. The world date and daily processing.
6. Playing the Peaceful Game in Secured Mode
7. Playing the Full game including the War Features
8. Temporary War Protection
9. Many Countries do not have a President yet
10. Inactive accounts and Countries
11. The Enterprise Game
12. When you start playing
13. Finance is important
14. There are many corporations producing many Products
15. Employment level in your country
16. Education - the key to success
17. Learning more about Simcountry
18. Security of Countries and Assets in Simcountry
19. Playing The Peaceful Game
20. Who can play Simcountry
21. Simcountry - Fast Track
22. Account Expirations
23. Awards in Simcountry
24. Exchanging game money into gold coins
25. Hall of Fame
26. Playing several times a week and running multiple countries
27. Alone or with your friends?
28. Termination
29. The Simcountry site


2. Beginners Info [ top ]

New players in Simcountry are advised to start by looking around and see how countries are organized, check their education, healt, their corporations and finance. Look at your current level indicators and you will see what needs to be done to move into the next level. Reading some documentation will help too.

Click on the underlined texts on many of the pages. There are hundreds of hints that can provide info on specific functions.

There is an "important things to do" link on the country home page that will help you find simple things you can do to start with.

It seems like there are hundreds of pages and it may look complex. It is not difficult if you take it bit by bit.

Don't try to build a large army in the first days but rather try to understand how weapons can be purchased and what they can do for you in time of war and try to get a feeling of what needs to be done in order to improve your economy and start earning the money you need to build up the country.

Playing Simcountry is somewhat like steering a huge tanker. If you want to make a turn, you must turn the wheel early because large tankers tend to continue in the same direction long after you started turning the wheel.

Examples: Education does not change from one day to another. It takes time to turn out the professionals you need. Building corporations, producing weapons, takes some time and must be started on time for things to come together when you need them.

Try changing parameters, build up corporations and look into the effects of your actions. It will all start to make sense very quickly.

3. Countries, Continents and Regions [ top ]

If you look around the Simcountry site, you will find four worlds and their characteristics. Currently all of these worlds are active and are running for some time.

On the world home page, you can see the world map. When you zoom into it there are more details of the continents, regions, and if you push even further, the details of each country.

All the countries in the world have their own detailed maps. They show the capital city, along with the large cities in each country and even the small towns. It shows highways and other roads, railroads, corporations, military bases etc. You can click on each of these objects and see what it is.

The names of all the objects and the number of people in each city are detailed. You can zoom into the corporation details and view their financial and production data. All objects are under your control and you may also change their names to your own choice.

When playing the game you always see your own country but you may also look at others, view their maps, their data and military power. Some details can be declared secret by the president and will not be visible.

Table of Contents:

1. Worlds
2. The world Features
3. Continents
4. Regions
5. Countries
6. The President or leader of the country
7. Cities and Towns in Simcountry
8. Map of the country
9. Country map view is optional
10. The map menu - customizing maps
11. Country maps during war
12. Miles and kilometers
13. Name and Flag
14. Repainting country maps
15. Empires - Groups of Conquered Countries
16. Rebellions
17. Transfer of people between conquered countries
18. Transfer of weapons between conquered countries
19. Transfer of funds between conquered countries
20. Bankrupt countries in empires
21. Un-registering conquered countries
22. Civil unrest
23. Education as a cause of civil unrest
24. Health as a cause of civil unrest
25. Social security as a cause of civil unrest
26. Transportation as a cause of civil unrest
27. Reinitializing Abandoned or Terminated Countries
28. Countries without a president
29. The Security Council in Simcountry
30. Resolutions
31. Security Council rules
32. Security Council Decisions
33. Security Council and the use of Nukes
34. Termination


4. Enterprises [ top ]

When playing Simcountry, you can decide to play as a CEO of an enterprise. Enterprises are groups of corporations. When you play the enterprise game, you are building new corporations or you can takeover corporations owned by others and you build up your own enterprise that can include 10 corporations or it can be very large and include 750 corporations.

The objective of the CEO is to create a successful enterprise stretching over many countries, producing many products. The enterprise becomes successful if the corporations it owns are profitable and contribute their profits to the enterprise.

As CEO, you can trade in products and you can buy and sell corporations. You can bring corporations to the stock market and you can trade shares on that market gaining control of other public corporations trading there.

You can build up relations with other CEOs and presidents and participate in a common market with your friends and game partners.

Enterprise leaders have access to the cash market where game assets can be traded for Gold coins that represent real cash. Game money can be exchanged into cash. Corporations can be traded for cash and complete enterprises can be traded for Gold coins.

Table of Contents:

1. Starting Your Enterprise
2. Private Corporations
3. Managing your corporations
4. Make sure you always produce and sell
5. Employment in the enterprise
6. Find and buy corporations
7. Starting new corporations
8. Starting CEOs
9. The number of Corporations in an enterprise
10. Enterprise Finance
11. Enterprise Income form profit sharing
12. Enterprise cost of purchasing corporations
13. Enterprise loans
14. Enterprise expenses
15. Enterprise score


5. Simcountry game features [ top ]

This document describes many of the features of the game and explains how These features can be used. There are many functions and systems that are part of the game and we will describe them group by group in many details.

This document describes mainly the economic part of the game. The defense, war features and all weapons and their capabilities are described in separate documents.

Table of Contents:

1. User account
2. User Communications
3. Game settings
4. Secured Mode
5. Scores and awards
6. Game Levels and Game Level Awards
7. 10 Game levels and Corresponding Awards
8. Level Awards - More Information
9. Correction to the level awards system
10. Exchanging Game Money for Gold Coins
11. Population
12. Population Growth in Countries
13. Countries with very large population
14. Education
15. Employment
16. Salaries
17. Salaries in Computer Controlled Countries
18. Government salaries
19. Automatic Updating of Government Salaries
20. High-level workers
21. Health care
22. Finance
23. Social security
24. Transportation
25. General Government Functions
26. Government Cost
27. Welfare and the Country Welfare Index
28. The welfare Index


6. More game features - War [ top ]

This document described the defense of the country, the defensive, offensive, strategic forces and the Navy. It also discusses the war strategy in the game and includes advise on what you should and should not do in case of an attack by another country.

Your army is divided into a defensive force, offensive and strategic forces and a navy, each with its own strategy. It will requires some thinking about the deployment of your weapons in order to provide optimal protection to cities, military assets and weapon systems.

There are many different weapon systems that are effective against some targets and less effective against others. Setting up a defensive and offensive strategies requires some experience.

Table of Contents:

1. Building the defense forces and fighting wars
2. The army
3. Military bases and their capacities
4. The number of weapons per military base
5. Buying weapons
6. Ordering Weapons when Military Bases are Damaged
7. Buying Navy carriers
8. Selling weapons and ammunition
9. The defensive forces
10. Offensive forces
11. Strategic forces
12. Nuclear Weapons and their targets
13. Nuclear Weapons Production
14. Keeping the Army Supplied
15. Using Military Units - Basic Principles
16. The War process
17. Military Units
18. Creating your own military units
19. Moving Land based Military Units
20. Trucks and Military Units
21. Military transport airplanes and Military Units
22. Supply Units - Land based
23. The navy
24. Carriers and Navy Command Ships
25. Moving the navy
26. Cost of building and maintaining the army
27. Purchasing of weapons and ammunition
28. Split spending limits - accumulation
29. Military Spending Space
30. The economic effect of having a large army
31. Soldiers and officers
32. The size of the army
33. The Reserve Army
34. Automatic Reactivation of reserved weapons
35. Avoiding war
36. Temporary War Protection
37. Switching temporary war protection on and off
38. Peace treaties
39. The Defense industry
40. Trading in weapons
41. The defense index and the country score
42. Computation of the defensive Index
43. War Maps - Big Maps and Map updating
44. Defending your country and waging war
45. The defense
46. The way the defense works
47. The details of attacks and the way the defense reacts
48. Losses to the defending forces during attacks
49. The war process - showing distances to potential source of enemy forces
50. Intelligence gathering missions by Radar planes
51. Deployment of the defense forces
52. Automatic deployment of Garrisons
53. Nuclear Defense - deployment details
54. Military bases and nuclear attacks
55. Nuclear Weapons and war protection in new countries
56. Nuclear attacks cause major disasters
57. Trigger-happy nuke users
58. Automatic defense
59. Corporations in War
60. Defensive fortifications
61. Defending your country against Nuclear Submarines
62. Attacking your enemy
63. Dead and wounded soldiers and officers in war
64. Wounded in War
65. Declaring war
66. Immediate Start of War
67. Exclusive Wars
68. Treaty wars
69. War on Computer Controlled Countries
70. New players - Attacking a country with a president
71. New Players - Attacking a Computer Controlled Country(C3 country)
72. Maximal Number of simultaneous wars
73. Fearless Blue - The war world
74. Ending a war
75. Deregistration of countries in war
76. Winning a war - The war index
77. Financial consequences of winning a war
78. War index strategies
79. Sneak attacks


7. More game features - Weapons [ top ]

There are many types of weapons and ammunition in the game. Each weapons has its own specifications, its strengths and weaknesses. There are weapons that are effective only against incoming missiles and others against attacks by bombers or against missile launchers. Knowledge about these weapon capabilities will help you set up a good defense.

Your enemy will always try to find out where the weaknesses are in your defense and which of his weapons can inflict most damage with few losses to his own weapon systems.

Table of Contents:

1. Weapons in details
2. Defensive weapons
3. Defensive Missile Batteries
4. Defensive navy missile batteries
5. Missile Interceptor batteries - Missile Interceptors
6. Defensive navy missile interceptor batteries
7. Defensive anti aircraft missile batteries
8. Helicopters
9. Interceptors
10. Radar Planes
11. Defensive Armored Vehicles
12. Defensive Jeeps
13. Light Artillery
14. Light Tanks
15. Defensive destroyers
16. Offensive weapons
17. Offensive Heavy Armored Vehicles
18. Offensive Heavy Artillery
19. Offensive Heavy Jeeps
20. Offensive Heavy Tanks
21. Rapid Deployment Units
22. Special Forces
23. Seals Units
24. Offensive anti aircraft missile batteries
25. Offensive anti tank missile batteries
26. Mid range missile batteries
27. Offensive land to sea missiles
28. Offensive guided missiles
29. Attack destroyers
30. Supply Ships
31. Attack Helicopters
32. Navy Helicopters
33. Bombers
34. Fighter Planes
35. Navy Fighter Planes
36. Attack Drones
37. Long Range Radar Planes
38. Cruise missile batteries
39. Missile Cruisers
40. Conventional Long Range Missile Batteries
41. Strategic weapons
42. Nuclear Missiles Batteries
43. Chemical Missiles Batteries
44. Tactical Missiles Batteries
45. Nuclear Submarines
46. Strategic Bombers


8. Managing Corporations [ top ]

Corporations in Simcountry are essential to the economy of all countries. Each country has initially between 10 and 20 corporation. These corporations employ many workers and their success is essential for your success in the game. Corporations are successful if they produce and sell large quantities of the products they produce. They must run at full capacity or close to full capacity and sell everything they produce.

Corporations can be very profitable if handled correctly and will pay taxes to the government, which will in turn enable it to pay for whatever it wants to achieve. Failing to manage the corporations may lead to large losses and to bankruptcy and closure of the corporations.

Corporations are meant to be very large and they produce a single product or a group of products. Examples: Corn, meat (any kind of meat), Meat products (any kind of processed meat products), Services, High tech services or military services. There are more than 200 different products, each with its own production process and raw materials that are needed in the production process.

Table of Contents:

1. Corporations
2. Products
3. The Production Process
4. Corporate finance
5. Corporate Income
6. Corporate costs
7. Material costs
8. Maintenance costs
9. Fixed cost in corporations
10. Corporation's quality
11. Contributions by Private corporations and Enterprise controlled public corporations
12. Corporate orders
13. Supply of airports, air bases and other large objects
14. Supplies of Construction, Services, Maintenance, Air Transport and Electric power
15. Corporate profit, loss and cash flow
16. Corporate taxes and profit payments
17. Profit payments
18. Loan limit in corporations
19. Corporate assets
20. Corporate Market Value
21. Corporate market value - public corporations
22. Corporate market value of state corporations versus private corporations
23. Private and Public Corporations versus State Corporations
24. Corporations - efficiency
25. Automatic Upgrading of Corporations
26. Corporations - Production levels
27. Retaining products in corporations
28. Automatic Product reservations for contracts
29. Not delivering on contracts and spending limit overruns
30. Selling retained products
31. Corporations with many unsold products
32. Not delivering on contracts and spending limit overruns
33. Canceling of contracts is free of penalty
34. Workers in Corporations
35. Salaries in corporations and Salary Tragets
36. Setting Salary Targets
37. Corporations - Hiring and firing
38. State and national corporations
39. Money transfers between countries and state corporations
40. Private Corporations
41. Public Corporations
42. Automatic IPOs
43. Corporations can repurchase their own shares
44. Corporations can issue new shares at market value
45. Setting up new corporations
46. Building corporations
47. Building corporations in Computer Controlled Countries
48. Finding countries to build new corporations
49. Purchasing existing corporations
50. Corporations in countries with no president
51. Gamemaster Corporations
52. Moving a corporation to another country.
53. Moving a corporation into a C3 country
54. Moving corporations out of computer controlled countries
55. Moving corporations from a country after an initialization
56. Corporations at risk of being closed
57. Recently closed corporations
58. Changing the name of a corporation


9. Trading products in Simcountry [ top ]

Trading in products is an essential feature in the game. There are up to 200.000 corporations in each world and all of them are large, employing 60.000 to 250.000 workers and producing significant quantities of products.

Most of the products are offered on the market and are bought by any countries and corporations. Countries need products for the consumption of their citizens and for government functions. Corporations use many products in their production process.

Weapons and ammunition are also traded on the markets where all prices are determined by supply and demand. Nuclear weapons are not traded on the market. Uranium and Plutonium that are used in the production of nuclear weapons are also excluded from free trading. These products must be traded in direct contracts with the producers.

Maintaining the countries and corporations supplied with everything they need is essential for success in the game. There are many products on short supply and some buyers end up with shortages in their countries and corporations and with damage to their economies. Some products remain unsold and the producers remain with no revenue.

Countries and corporations can also trade within their local and common markets. The products that are traded in this way are excluded from the general market as they are delivered on long term contracts with agreed prices. The largest portion of products however, is traded on the general market.

Table of Contents:

1. The World market
2. What is the world production capacity?
3. Factory Utilization
4. Automatic orders
5. Contract delivery of products and weapons
6. Canceling all contracts is free of penalty
7. Product pricing
8. Contracts and pricing
9. Trading Strategies - follow the market
10. Shortages and Oversupply on the world markets
11. Pricing procedures


10. The Common Market [ top ]

Groups of countries and enterprises can set up common markets. A common market is based on an agreement between countries and enterprises to trade products within the group.

The participants in a common market try to purchase all the products they need from other participants in the same common market and sell their products to the same partners. Each country or an enterprise can be a member of one common market.

Table of Contents:

1. The challenge
2. The organization of trade
3. Local trade
4. Common market trade
5. International trade
6. Trade contracts
7. Common market and members data
8. Common market communication
9. Common market score


11. The stock market in Simcountry [ top ]

The stock market is where shares of public corporations are traded. Large corporations that reach a high market value can offer their shares on the share market and become public corporations.

There are several reasons for corporations to offer their shares. A common reason for the corporation is to issue new shares and raise capital to pay off debt or raise money for new investments.

For the owners of corporations, selling some of their shares allows them to raise cash reserves or pay debt and they can use the proceeds to invest in new ventures, purchase corporations or set up new ones.

The control over public corporations is in the hands of the largest shareholder. The owner of more than 50% of the shares will always be in control of the corporation. When many shareholders are involved, the one with 10% or 15% of the shares can be the largest shareholder and control the corporation.

Table of Contents:

1. The shares of a corporation, profit and PE-ratio
2. Public corporations
3. Initial Public Offering (IPO)
4. Automatic IPOs
5. Manual share trading
6. Managing Public Corporations
7. How does the Share Market work?
8. Trading in shares
9. Selling shares
10. Buying shares
11. Share selling by countries
12. Share buying by Countries
13. Share selling by Enterprises
14. Share buying by Enterprises
15. Share buying by investment funds
16. Shares selling by Investment funds
17. Public Corporations - Target Ownership


12. Trading Game Assets for Real Cash [ top ]

The cash market in Simcountry is the place where game assets can be traded for real cash.

Virtual game money that is earned by countries and by Enterprises in the game can be exchanged for Gold Coins that are commonly used in the game to pay for game assets or for game boosters.

Population transfers are also possible, moving people from high population countries to smaller population countries in exchange of Gold Coins.

The cash market allows you to trade countries and enterprises for Gold Coins.

Table of Contents:

1. The Cash Market
2. Nominal Value of countries and enterprises in $ US
3. Offering assets for sale
4. Bidding for assets on the market
5. The Exchange rate
6. Trading countries and Enterprises
7. Selling a Country in War
8. Offering gold coins for population
9. Automatic bidding by the gamemaster
10. Accepting bids
11. New players and the cash market
12. Cash Market and multiple accounts
13. Boosters
14. What types of Boosters are available now?
15. Fast upgrading of corporations
16. Faster building of corporations
17. No rebellions in a country for 12 game months
18. The Corporation's Super Booster
19. War Protection Booster


13. Terms and Conditions [ top ]

This document describes the terms and conditions that govern the use of the game. Anyone who wants to play Simcountry should be aware of these terms and conditions and you must accept them if you register a country or an enterprise.

If you are already a player in this game you already accepted these terms and conditions when you registered. You may be required to reaccept the terms and conditions in case the document has been changed.

Read Terms and Conditions.

14. Frequently Asked Questions [ top ]

Many of the questions put to us by users and some we think they should have asked, have been collected into this document. The FAQ document is being updated from time to time.

Table of Contents:

1. Awards ranks and scores
2. Money and Loans
3. Trading
4. Corporations
5. Improving health, education and transportation?
6. Defense and War
7. Game settings and rules
8. Shortages
9. Education - priorities - workers and employment
10. New users
11. Federations
12. Communicating with other users
13. Other issues


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