Cyber nations can you reach top 5 without donate năm 2024

In our investigation, we used IP addresses reported in open-source feeds – as well as in premium feeds that we maintain and monitor. These feeds include indicators from various types of attacks and sources:

  • Phishing campaigns
  • Malware campaigns
  • Ransomware Command and Control (C&C) servers
  • SSH and FTP attacks
  • Web-application attacks
  • Unique Indicators of Compromise (IOCs) from the dark web

We analyzed all IP addresses in these feeds during 2021, identified their geolocation, by country – and came up with a means of rating each of the countries.

We conducted research to identify the most common origins of cyber attacks, basing our research on the verified indicators seen during attacks.

Highest 10 Countries of Origin for Cyber Attacks

Based on our research, the ten countries that served as the place of origin for the highest number of cyber attacks, in 2021, include:

Cyber nations can you reach top 5 without donate năm 2024

Highest 10 Countries of Origin for Cyber Attacks

  1. China – 18.83%
  2. United States – 17.05%
  3. Brazil – 5.63%
  4. India – 5.33%
  5. Germany – 5.10%
  6. Vietnam – 4.23%
  7. Thailand – 2.51%
  8. Russia – 2.46%
  9. Indonesia – 2.41%
  10. Netherlands – 2.20%
    Note that some of the IP addresses in these feeds represent legitimate services (such as cloud infrastructure), which were abused by threat actors to launch the attacks.

Unlike the roleplaying style of NationStates, events in the Cyber Nations world are more real and Serious Business. Nations can declare war on each other for actual reasons, trade technology for money if they both agree on it, and more. And with alliances, this can get even more wide-scale and complicated: Alliances can have treaties with each other, help each other, declare collective war on each other, and more. Wars can involve several alliances, and sometimes, it can even involve almost every alliance in the game, occasionally accompanied by nukes, raising radiation that can affect everyone in the game.

So as you see, Cyber Nations is serious business. It can potentially burn way more hours of your time than NationStates, though.

See also: Democracy for an offline series of games attempting to simulate politics, and Politics And War, a Spiritual Successor that has a bit more in-depth gameplay than this game.

Tropes present in Cyber Nations:

open/close all folders

Gameplay Tropes

The Alliance: Duh Alt-itis: Heavily forbidden. Anarchy Is Chaos: When nations are weakened enough, they go into anarchy, which is described by the game as "people rioting in the streets". Arbitrary Headcount Limit: A single nation may only be attacked by up to three other nations at any time. Also, only one nuclear weapon can be fired at a nation per day. Army of The Ages: A lesser example then most cases, but since tanks and aircraft are inexplicably modeled after real-world equipment, it's possible for scenarios like M1 Abrams being supported by P51 Mustangs against a defending column of Renault FTs. And losing. Many nations ignore this detail and attempt to use tank designs of their own, though these range from comparable to contemporary designs to mechs with lasers. Awesome, but Impractical: Nukes. Awesome because of how much damage they do, impractical not only due to costs and requirements (you need to trade with someone who has uranium or be lucky enough to have it as a natural resourcenote and be in the top 5% of nation rankings! note ) but also because of the politics around them. Fallout from using nukes is dropping lately. There's also the option to purchase battleships for your navy. There's almost no incentive to use them over modern cruisers once they become available, and they have a higher upkeep cost then the latter, but they're battleships. Bigger Is Better: The justification used on why the Tupolev Tu-160 is superior to the B-2 Spirit, as well as why the M1 Abrams is further up the tech-line then the Challenger II, despite the fact that the Challenger II came out over a decade later. Averted with battleships, which are somewhat inferior then cruisers in the direct combat role. Both are weaker then the destroyer, though "destroyer" in this context could mean a stealth vessel that is of comparable size to the other two and decked with missiles, like the Zumwalt-class. Boring, but Practical: The "stagger" tactic, in which multiple nations declare war on a nation at a delay of between 1-7 days (7 days being the length a single war lasts) per nation. Since a nation cannot retreat into Peace Mode if it is at war, a stagger can keep a nation continuously under attack, unable to recover by itself if the damage is bad enough. Cruise missiles are dirt cheap, always hit, pose no threat to your own resources, and have approximately zero strategy involved in their use. They don't do as much damage as other attack types, but any player not firing off as many as possible while at war is either broke or stupid. Bread and Circuses: Having a high tax rate or using Labor Camps to lower infrastructure maintenance costs hurt your nation's happiness rating. This can be corrected by building, among others, Stadiums (or other happiness-increasing improvements). Bribing Your Way to Victory: You can donate (real life) money (once a month) and get extra money, infrastructure, land, and technology. Defcon 5: Averted. DEFCON levels are numbered correctly. The Dog Bites Back: The year-long war between FAN and the Continuum could be considered this, but the Karma War was, at least for one side, definitely this. Earth Is a Battlefield: There are wars that can encompass almost every alliance in the game. Easy Logistics: Click "Pay Bills" and everything is assumed to be handled. If you actually need to fight someone click "Deploy Military". Cannot get much easier than that. The Empire: For some reason, a lot of alliances make their leader an Emperor no matter what kind of government they have.

Finger Poke of Doom: If a nation you're fighting is totally depleted of soldiers and tanks, and you launch a ground attack, your troops will, instead of a typical attack, do a raid that does two attacks' worth of damage, and the number of deployed troops in a raid is irrelevant. Hilarity Ensues when you attack with 1 soldier and get the following:

"Your raiding party has destroyed all defending tanks within [nation] and destroyed 1.82 technology, 40.63 infrastructure, and $1,000,000.00 money."

How to improve the environment in cyber nations?

Increasing Environment.

Get rid of any coal, oil, or uranium you are getting from another nation..

Make a trade agreement for water or Lead (if you own Nuclear Weapons) from another nation..

Buy more Technology (over level 6)..

Decrease your military (less than 60% of your population).