Withdrawals and deposits

Currently all deposits are proccessed via Paypal,Payeer(USD) and for Faucetpay in USDT .
All withdrawals are proccessed via faucetpay and payeer within maximum 3 days. Minimum withdrawal is just 0.01$ . Also the minimum required to start earning is equal to the price of the first city: 0.01 CGM (in USD : 0,00111041 $) which will allow you to build up your nation and access all of the features.

You can start for free by earning this amount on the offerwalls or by reading a small guide. You will be granted 0.02 CGM (in USD : 0,00222082 $) just by reading a 5 minute guide with the essentials of the game.


There are two balances in game : withdrawable USD$ and purchase balance USD$ . Withdrawable can be withdrawn while purchase can be used only for purchases .
All deposits are added as purchase balance while all sold CGM tokens are converted to withdrawable USD.

Free CGM:

Base reward : 0.0001 CGM
Timer: 15 minutes

The website allows you to claim free CGM, the reward depends on the amount of cities . Each city increases the amount by 0.0001 CGM .

Cities :

Base cost : 0.01 CGM
Function : Host Infrastructure

Once you register your account you should start by making as many cities as possible. These are essential for your growth. Cities cost start from 0.01 CGM and double each time one is built.

Building more cities will have a negative impact on the commerce income, so it is important to build more infrastructure in new cities.


Base cost: 0.00001 CGM
Function: Increase population and building capacity.
Base increase of tax revenue : 0.00001 CGM per level (further increased by commercial improvements)

Infrastructure also defends against small military forces attacking your nation. This simulates an environment where a small army tries to invade a large nation which happens to be uprotected at that time. Due to logistics and sheer size a nation can defend even without military against a small army.


Base cost: 0.01-10 CGM + some resources
Function: Increase production of resources and tax revenue.

Buildings will further increase your output, they are especially useful in a combination with a government form and high infrastructure levels.
Destroying buildings does not return any cash or resources.

Raw Resources:

Cost : 0.01 CGM + some resources each building
Function : produce raw materials

Coal and Iron mines generate coal and iron which are used to manufacture steel .
Lead mines generate lead which is used to manufacture munitions.
Bauxite mines generate bauxite which is used to manufacture aluminum.
Oil wells generate oil which is used to manufacture gasoline.

Raw materials can be manufactured into special materials used by military or sold at the market. All production is credited once a day.

Manufactured Resources:

Cost: 0.10 CGM + some resources each building
Function : produce resources for military use

Steel is used to build tanks and navy.
Munitions are used in battles by all military units and gasoline by all but soldiers.
Aluminum is used to build jets.
Munitions are used in battles by all military units.
Gasoline is used by all military units except soldiers.
All production is credited once a day.

Military goods can be used by your military or sold at the market.


Super markets : 0.01 CGM
Shopping malls : 0.1 CGM
Trade centers : 1 CGM
Banks : 10 CGM
All buildings require some resources in addition to the CGM cost .
Function : Increase commercial output of cities up to 1.000%

Income rate increase by commercial building:

Super markets 1%
Shopping malls 10%
Trade centers 100%
Banks 1.000%

Commercial buildings increase your nations output in taxes(Income rate %), basically generating more wealth and thus more USDT.
Super markets, shopping malls, trade centers and banks increase your base commerce income up to 1.000% per city (if you build in a city a bank building any other commerce buildings would not affect the income from taxes in that city) .

If the output of a city is 100% you can build all commercial buildings. If it is 100+1, you can build all but a bank (because doing so would exceed the maximum of 1000% in that city). If it is 900+1 you cant build a bank or a trading center as well. At 990% you can only build super markets or malls. And lastly at 999% you can build only a super marker.
The total commercial output of your entire nation cant exceed 1.000% * number of cities.

Military :

Cost :
Soldiers: 0.00001 CGM
Tanks: 0.0001 CGM and 1 steel
Jets: 0.001 CGM and 1 aluminum
Navy: 0.01 CGM and 10 steel

Function : React in defensive and offensive conflicts .

All units require a base first to be produced. Once you acquire a base you may then start producing military units. Units are able to react in defensive battles automatically(provided that you have the military materials needed) while to take an agressive action you must be at war with a nation and select your action.

Base for soldiers : 0.01 CGM
Base for tanks : 0.1 CGM
Base for jets : 1 CGM
Base for navy : 10 CGM

Function : allows output of military units

The possible actions during a war are :
GVG (ground vs ground)
AVG (air strike ground forces with air forces)
AVA (attack enemy jets with your own)
AVN (attack enemy navy with jets)
NVN (attack enemy navy with your own navy)
Propose peace

For a succesful attack or defense you need more military units and military equipment for your army. If there arent enough resources for your army only a part of it will participate in a battle (depending on how many resources you have at that time)
Defeating an enemy navy with your own will disable their ability to trade,deposit or withdraw untill they manage to defeat yours (either with air forces or with their own navy).

To fight in a battle your units need military goods, if there are not enough to operate your units they will be lost in a defensive battle without fighting back. This means that the enemy will be able to bomb your air force if it does not have enough military goods, your soldiers will surrender and tanks will be taken by the enemy.

In order to stop the war either up to 4 days must pass or both sides must agree to peace.

There must be a ratio of 10 soldiers per tank.
Battle requirements per unit:

Soldiers : 0 gas and 1 munitions
Tanks : 1 gas and 2 munitions
Air : 2 gas and 3 munitions
Navy : 3 gas and 4 munitions

Ground units may loot CGM from the enemy . The loot is equal to tanks units monetary value and for soldiers it is tenfold. For instance soldiers each cost 0.0001 CGM and they will loot ten times that each. So 1.000 soldiers will loot 0.1 CGM .

Military ratio.
There is a rule which forbids building more soldiers than 10% your current population .
Maximum tanks you can create are soldiers/10
Maximum fighting jets are tanks/10
And for navy its tanks/10

Marketplace :

Function : trade resources to alleviate shortages or export for gain, or else trade like on stock market .

The marketplace allows nations to buy or sell resources on the market but keep in mind that prices are dependent on other players actions, they may increase or decrease rapidly.

Force :

Function : estimate the total strength of a nation . All war declarations are based on the relation of force between players.

Force is a representative of the total combined strength of your nation. It is based on this parameter you can declare or be declared upon by other players.
Specifically : You can declare war on nations with score 75% higher and 25% less than your own.

Population :

Population is the total population of your nation, it increases based on the total infrastructure levels .
It generates income through taxes and works in facilities.

Loot :

Soldiers are the best unit to loot enemies, as long as each soldier is equiped with one munition they will fight in offensive or defensive battles. During succesful offensive battles all the remaining soldiers will return home with looted CGM provided that the enemy had a positive balance.
Resources cant be looted therefore storing resources is a good way to protect your net worth.

Government :

Function : Upgrades total national strength.
Cost : 1 CGM first upgrade ,2 CGM the second and 4 CGM the third .

Note: You can have only one government form at a time!

Monarchy (1st level): Doubles industrial production of raw materials
Authoritarianism (1st level): Increases taxes income by 10% .
Totalitarianism (1st level): Increases defensive strength of soldiers during defensive battles by 10%

Monarchy (2nd level): Doubles industrial production of refined materials .
Authoritarianism (2nd level): Increases taxes income by 20%.
Totalitarianism (2nd level): Increases offensive strength of soldiers during offensive battles by 10%

Monarchy (3rd level): Doubles industrial and raw production of refined materials .
Authoritarianism (3rd level): Increases taxes income by 40%.
Totalitarianism (3rd level): Increases defensive and offensive strength of soldiers during defensive and offensive battles by 10%

IBSI (International Bank Services) Loans :

Function : Receive extra CGM for a set duration
Interest : 0.1% daily (first day applies on request)
Fee : 0.01 CMGM (one time)

The loan amount is calculated based on the total income of your nation.

On daily update the interest rate is being applied to the loan amount. If there arent enough funds to cover a payment (Loan/1000) the amount is left as is to be paid the next day.
Members cant withdraw from the game while in debt .

Intelligence Agency :

Function : Increase intellignce strength (or hide nations information from others)
Cost : 0.01 CGM for first level of the Agency
0.001 CGM each spy trained

To acquire basic intell(level 1) about a nation you need at least 1% more IA strength than the enemy .
To acquire medium intell(level 2) about a nation you need at least 2 times more IA strength than the enemy .
To acquire maximum intell(level 3) about a nation you need at least 3 times more IA strength than the enemy .

Intell per level : level 1 : Military units and ports status .
level 2 : level 1 intell + their IA strength , Government type and all facilities built .
level 3 : level 2 intell + their resources (CGM funds included) .

Referrals :

You will earn daily 1% of your referrers base tax income permanently for each user.
Invite referrals and earn a permanent passive income!

You dont need any cities to invite referrals .

Shares :

Shares are a bank function which is tied to the IBSI services. You must have a minimum of 5 cities before accessing this feature.
Shares prices will fluctuate based on demand just like any other asset. Members can acquire shares and will earn a % based on the current price of their shares.
Annual rate is 3.65% (0.01 daily) assuming 365 days in a year and a fixed shares price.
However if shares prices increase so do dividends paid daily and vice versa.

Research :

Research allows you to decrease costs and increase income and military strength .
There are 3 levels of research facilities . They cost 1 CGM for first , 2 CGM second and 4 CGM the third .
Cost for every research starts at 0.01 CGM and doubles with every upgrade. Every research level affects each technology by 1% up to 10%.
1st level of research facilities :
Technologies :
Infrastructure research
2nd level :
Military research
3rd level
Industrial research

Homeland Security (deactivate wars) :

Cost : 10% of base income tax and a 50% penalty reduction of your tax collection and free aid(faucet) claims .
Function : Impose peace .
Homeland Security is an initiative of the UBTCN (united BTC nations) .
The UBTCN forces will be deployed in your capital and at the borders to ensure peace , this works both ways (you cant declare on anyone) .

Alliances :

Base cost 1 CGM to create a new alliance .
Nations with one or more cities can join an alliance for protection and bonuses
Alliance members must pay income tax to the alliance bank, these taxes can be used for alliance upgrades and defences.
Alliance upgrades can be paid only with alliance funds.

Communication :

Members can send messages on the site to each other or access an alliance private live chat on the alliance page. Although the functionality on external platforms like Discord is much greater a basic communication tool on the game itself is very important and allows for strategic cooperation.


GDP is calculated based on your citizens total wealth. This is the main economy indicator that alters inflation and gross income from taxes.
GDP affects Per capita income.
To increase GDP spend money on your nation.

Inflation :

Inflation is a parameter that sets prices in a nation. Expences will rise/fall along with inflation .
Nations with very low inflation have to pay very low wages to their citizens, this means they can produce very cheap resources and military.
To increase inflation increase your GDP and/or decrease your population.
To decrease inflation reduce the wealth of your population (Per capita income).

CB(casus belli) :

"A casus belli is an act or an event that either provokes or is used to justify a war. A casus belli involves direct offenses or threats against the nation declaring the war, whereas a casus foederis involves offenses or threats against its ally—usually one bound by a mutual defense pact. Wikipedia"
In BTCnations CB is an indicator of a nations general behavior, declaring a lot of offensive wars , cancelling or not honoring agreements and etc will increase CB .
CB can be decreased by paying a fee to the UBTCN .
High CB penalties :
Others can declare war without gaining CB .
The UBTCN will not like you.
CB gain per action :
Declare war on a nation with CB less than half of yours = + 2 CB
Declare war on a nation with double the CB than yours = 0 CB
Declare war on a nation with CB more than half of yours and less than double of yours = + 1 CB
Dishonoring trade pacts with other players = 1 CB

There will be more features added in the future, for more detailed information please visit our discord channel .

Discord channel