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This guide should get you from level 1 to 5 in a quick and easy way. A basic understanding of the game is needed in order to accomplish leveling. You must know what indexes are, how to purchase things, what Employment Priorities are, how to use the Cash Market to purchase SC cash and population, etcetera, in order to do this, so be sure to familiarize yourself with the basic concepts first.
Each level rewards you with Gold Coins (GC) once you have reached it. This is a one time reward, you will not get it again if your coutnry, say, goes from Level 2 to Level 1 and back to Level 2. You can, however, receive each of the level rewards for new empires (your account) in each of the five worlds. So you can get rewards for each of the levels on each of the worlds.
The rewards are as follows:
Level 1: Start (no reward)
Level 2: 100 GC
Level 3: 100 GC
Level 4: 100 GC
Level 5: 200 GC
Level 6: 300 GC
Level 7: 300 GC + 10 GC per real month (as long as you are level at the end of the month)
(There are additional levels that are yet to be implemented so they are not mentioned in this wiki.)
So, if you were to reach level 5 on all 5 of the current worlds, you stand to receive 2,500 GC by the end of it. Of course, you often end up spending many of those rewarded GC on obtaining the necessary assistance in reaching following levels, especially higher ones. You will also be using them for registration costs. So leveling past 5 is not an efficient way to obtain GC unless you are already a highly developed country or developing the country to keep.
To reach new levels the game requires you to meet and maintain specific benchmarks or indexes. These indexes are a measurement of your level of development in each of the categories. Your goal in leveling is to meet or surpass each of the required index amounts and maintain them until you have reached the level. Most of the levels are simply building on each other, increasing the same indexes even higher than before, but some add new indexes or variables to the mix. To view the requirements of the next level you can click on the Level link on your country's home page (see picture for location of link). A new window will pop up with an information and a link that says "Reach Game Level x". If you click that link it will show you the requirements and rewards for the next level. It will also show you where you are currently at in respect to the goals.
Many of the requirements use an average of country's indexes within the empire (your countries on the same planet). This means if you have 2 or more countries, the average of the country's indexes must equal the required amount. So, if you have two countries, A and B, A has a Health Index of 130 and B has a Health Index of 110 then your average Health Index would be 120. An easy way to track your average indexes (and your goal) is to click on the "Reach Level x" link, as explained above.
One more important note. For indexes that include one or more factors (Education Index, Transportation Index), each of those (i.e. elementary schools for the Education Index) must meet the minimum required index. The index is not an average of the factors but equals whichever is the smallest. So, if you have an elementary index of 200, a high school index of 200, and a university index of 150, your overall Education Index (which is what is important) will be around 150.
A second important note. Indexes are a moving average and will not reflect immediate changes. So, if you build 100 hospitals, your Health Index will slowly creep up over game months, not when they are built. It may even take a few months for them to be built if they are in short supply. Also, indexes are only updated during the processing time - once per game month.
Indexes[]
First a general explanation of the indexes and the best uses of them.
Education Index (EI) - Is very straight forward and used in Levels 2 - 7. Clicking on the Education Index link (bottom of home page) will bring you to the Education page. There you will see how many schools the country has and how many it needs. The EI is a linear formula. An EI of 100 means schools you have (H) = schools you need (N). To get an EI of 120 you need H to be 1.2 times bigger than N. The only complication is that you have three factors, elementary schools, high schools, and universities, and, as explained above, the EI is measured on the lowest scoring index of each of those. Those indexes are given on the Education page as well. You need Low Level Workers (3), Medium Level Workers (22), Medium Level Managers (1), and Teachers (51) to build an elementary school, Low Level Workers (3), Medium Level Workers (27), Medium Level Managers (1), and Teachers (54) to build a high school, and Low Level Workers (545), Medium Level Workers (545), High Level Workers (545), Low Level Managers (545), Medium Level Managers (355), High Level Managers (275), Executives (32) and University Teachers (2000) to build each university. You will also need some cash, but it is a less than significant cost.
Health Index (HI) - Clicking on the Health Index link will bring you to the Health page. Is used in levels 2 - 7 but is not linear as EI is. The higher your index, the more you'll need to build to increase that index. While building 94% of hospitals needed may give you an HI index of 100 it may take 200% (twice as many) of hospitals needed in order to reach an HI index of 160. You will need Low Level Workers (425), Medium Level Workers (425), High Level Workers (425), Low Level Managers (425), Medium Level Managers (243), High Level Managers (132), Executives (16), Nurses (1700), Doctors (550), Senior Doctors (300), High Tech Engineers (132), High Tech Seniors (30), and High Tech Executives (5) to build each hospital.
Defensive Index (DFI) - Clicking on the Defensive Force Index link will bring you to it's page. Increasing the DFI is simple, but requires a good workforce to purchase and a decent economy to maintain. Each defensive weapon system (ammunition does not count for anything) has a value that will increase your DFI. You can see these values here. While Defensive Fortifications and Military Bases may offer values, they do so at a great cost in cash and workers. The most efficient means of increasing DFI for leveling purposes is purchasing Missile Interceptor Batteries (MIBs). If your goal is to reach Level 5 in a single country, you never have to purchase anything other than MIBs. This is only true if you are in a Secured Main (therefore will not work as well on Fearless Blue) or have sufficient War Protection (WP) to last the many game months it will take to get to the level you want. If these are not the case, or if you have more than one country, it is recommended that you purchase other defensive weapons, such as Interceptors and Defensive Missile Batteries (along with ammo), in unsecured countries so you can defend them if necessary. You can still purchase MIBs, as they are a good defensive weapon themselves, but you will not want to rely solely on them. This guide will assume that you have a secured country with no need for defenses when recommending how many MIBs to purchase. If you have other defensive weapons, you will need less MIBs, but that is up to you to calculate.
A simple way to calculate this index using any weapons system from this list is xWI * n = DFI, where xWI is a chosen weapon's value from the list and n is the number of that weapon you'll need to reach that DFI. To make this more useful you can use simple algebra to switch around to n = TDFI/xWI. This will allow you to calculate approximately (should be exact, but few things in SC are exact) how many of that particular weapon is necessary to reach a desired DFI. For example, if your target DFI is 75 and you are buying MIBs (WI value of .00435) then n = 75/.00435 = ~17,241. You'll always want to buy a few more than that because the values don't seem to be exact.
One final note about weapons. Weapons in the reserve do count towards your DFI, but only a fraction of what they usually would. I believe weapons retain about 1/4th of their index value.
Defense Index (DI) - Defense Index is a simple equation that involves your Defensive Index, Offensive Index (OI), and Startegic Index (SI). The equation is DI = (2*DFI + OI + SI)/4. Again, the most efficient way to increas the DI is the same way as DFI - buy MIBs. So everything that applies to the DFI strategy mentioned above applies here as well. If you are using the only MIBs strategy, then you can simplify the DI equation to DI = DFI/2. This means that your DI will be half of your DFI, so you will have to buy twice as many weapons in order to increase this as you would the DFI.
Transportation Index (TI) - This is the easiset of the indexes to increase and maintain. It is directly related to the population and the only cost is the price you build to build and maintain the infrastructure (roads, tracks, and water reatment plants). You can build the necessary improvements by going clicking on the Transportation Index link. This is another linear equation (see Education Index) in that, if you need 500 roads but you have 1000 then your index will be 200. There are no workers involved, though you do have a budget you can spend on these improvements much. The budget is really only significant to newer or smaller countries. Still this should be no problem, though there is still a lag due to its being measured as a moving average and it will only be as high as the lesser of the three indexes that affect TI.
Financial Index (FI) - FI is basically an index based on how much your country makes compared to how much it spends. The requirements for FI are usually among the lowest for the first several levels. So, it is generally unnecessary to track this unless you are diong a poor job of running your economy, or you are buying too many weapons before you can sustain them. Likely, the latter will be the case, especially if you are using the Fast-track to Level 5 strategy. In that case, just be more deliberate in your development. Purchase population, build your economy, and then buy weapons. The smaller your country, the more affect weapon purchases will have on your budget. The fastest way to build an economy is to have CEOs build/relocate in your country or have them purchase your State corps. Try to keep your employment above 90% without having any shortages in any one profession. If you do have shortages, you can request worker exchanges from other players, change professions of workers, change the education priorities, or buy population on the Cash Market. It's recommended that you get your EI up to 120 or 150 as fast as you can so that this is more easily managed.
Employment Level (EL) - Employment level is the percent of your population that is employed. Increase employment by building government buildings (schools, hospitals, etc), building corporations, having CEOs build corporations, or buying weapons.
Purchasing Countries or CEOs on the Cash Market[]
Purchasing developed countries and CEOs from players off of the Cash Market is a viable way to gain Levels. There is one very important catch - if you purchase a country or CEO from the Cash Market, you will not receive any rewards for level gainson the planet of purchase for 30 days. For example, if you were to purchase a country that is Level 5 on Little Upsilon (LU), you lose all chances of gaining the rewards for Levels 2 - 5 [Needs confirmation. All levels before or just that current level?] and you must wait 30 days before you are able to gain rewards for reaching Level 6. If you were to reach Level 6 within 30 days of the purchase, you would not get rewards for that either.
So, if you want to purchase a country, make sure it is, at the time of purchase, no higher in level then what you have received rewards for in the past. If you've already hit Level 3 and received its rewards, then the country you purchase should be no higher than Level 3. The seller can reduce the level of a country by reducing one of the Level requirements to below what is required. So, if somebody is selling a Level 5 country and the highest you've been rewarded for is Level 3, they could deactivate military weapons (keeping them in the country) until their DFI is less than 100 (required by both Levels 3 and 4) which reduces it to Level 2. You can then purchase it, wait 31 days, and then reactivate the military weapons that had been deactivated and you will receive the rewards for Level 4.
The previous paragraph is significant if it is the country you are buying to start a new planet, or if it is one that will cause your average indexes (empire-wide) to meet Levels you have not obtained rewards for. If If you are Level 5 and you purchase a country that meets the requirements for Level 6 (or whose selling empire is Level 6) it will not penalize you as long as the averages of your indexes do not meet the requirements for Level 6. You still have to wait the 30 days.
The same is true for CEOs. It is not important for Levels 1 - 3, because they do not have CEO requirements, but could affect Levels 4 - 7. Do not buy CEOs that meet requirements for your next level unless you still have not met the country requirements. You still must wait the 30 days from the time of purchase before being eligible to receive rewards. If you are purchasing a second CEO, then the corporations combined must not add up to the required amount.
Fast-track Method to Level 5[]
The Fast-track method to Level 5 is a guide that will get you from Level 1 to Level 5 as quick as possible. It is useful for harvesting coins on different planets.
To reduce the information on this one page, the Fast-track Method to Level 5 has been moved to its own page.
Fast Track to Level 5
The next sections will contain information on how to reach each individual level. The levels mostly build on the previous levels, so maintaining the requirements for those levels makes it easier to get to the next.
Also, a lot of these sections will be copy/pasted with changes because it is so redundant and because people who are trying to get to, say, Level 4 may skip over the guides for Levels 2 and 3.
Getting to Level 2[]
Level 2 Requirements:
At least 1 country
Average Health Index > 75
Average Education Index > 75
Average Defensive Index > 75
Average Transportations Index > 75
Average Employment level > 75
First, go read above where it goes into detail on each of the indexes. Remember that information and apply it to what is given here. This guide is written assuming you have one country and it is a Secured Main (not on Fearless Blue). I STRONGLY recommend you stay with one country because, as explained earlier, the indexes are measured as an average of the countries in your empire. If you have two countries it will take twice as much development, time, effort, and GC.
Because amounts will vary depending on population, this will be a very generic guide to getting to Level 2.
1.) At least 1 country. Well, if you've registered on a planet, you've got that. Congratulations.
2.) Increasing your Health Index above 75 should be simple. If you start from scratch you should at least have an HI of 50 or 60. Click on the Health Index link on the bottom of your page to ind out how many you need. Make things easy on yourself and build until what you have equals what you need. That will give you a higher HI than you need for leveling purposes, but will be needed for you country anyways and is easier than doing the complicated math involved with HI.
3.) Education Index should also start above 50, so this should be easy as well. To figure out how many elementary schools, high schools, and universities you need for an EI index of 75, multiply the Number Needed (found in a table on the Education Page) by .75 and that will be how many you need total. Now subtract that from what you already have built (from the same table) and that is how many you need to build in order to reach an EI of 75. You should build more than needed because as your population grows you will need more. (Of course, if you've read this guide, you know your EI goal is much higher.) You have to do this for all three.
4.) Easiest way to increase DFI is to buy MIBs. You will need ~ 18000 for this level. To ease your financial situation, you should deactivate all offensive weapons and defensive weapons other than the MIBs. Avoid Strategic weapons. I suggest you purchase at least 25000. That will be very helpful for level three.
5.) Transportation index is almost exactly the same as Education index. Use the exact same method, except you will find the Transportation information on the Transportation page.
6.) To increase employment levels, reduce emmigration (purchasing population) and build corporations, or have CEOs build.
Of all of these, DFI is the only one that should be any problem at all. Since you know exactly what you need to buy it, it shouldn't be much of a problem. You'll just need the cash.
REWARD : 100 GC
Getting to Level 3[]
Level 3 Requirements:
At least 1 country
Average Population > 10 millions
Average Health Index > 75
Average Education Index > 75
Average Defensive Index > 100
Average Transportations Index > 75
Average Employment level > 75
First, go read above where it goes into detail on each of the indexes. Remember that information and apply it to what is given here. This guide is written assuming you have one country and it is a Secured Main (not on Fearless Blue). I STRONGLY recommend you stay with one country because, as explained earlier, the indexes are measured as an average of the countries in your empire. If you have two countries it will take twice as much development, time, effort, and GC.
Because amounts will vary depending on population, this will be a very generic guide to getting to Level 3.
1.) At least 1 country. Done.
2.) To increase population you can wait many many many game months, or you can go to the Cash Market where you can purchase 1 million population for 4 - 5 GC, generally.
3.) Increasing your Health Index above 75. Done. Met this requirement in Level 2. Just have to maintain it, which means building more as you add population.
4.) Education Index of 75. Done. Again, just need to maintain as you add population.
5.) This will get repetitive, but the easiest way to increase DFI is to buy MIBs. You will need ~ 25000 for this level. To ease your financial situation, you should deactivate all offensive weapons and defensive weapons other than the MIBs. Avoid Strategic weapons.
6.) Transportation index... Done. Maintain. Moving Along.
7.) Employment....Done. Maintain.
This level requires little to no work if you've been purchasing population while working on Level 2 and if you bought 25000 MIBs instead of 17000.
REWARD : 100 GC
Getting to Level 4[]
Level 4 Requirements:
At least 1 country
Average Population > 12 millions
Average Health Index > 100
Average Education Index > 100
Average Defensive Index > 100
Average Transportations Index > 100
Average Employment level > 85
Average Financial Index > 80
One or two Enterprises with > 100 total corporations (private or enterprise controlled publics)
First, go read above where it goes into detail on each of the indexes. Remember that information and apply it to what is given here. This guide is written assuming you have one country and it is a Secured Main (not on Fearless Blue). I STRONGLY recommend you stay with one country because, as explained earlier, the indexes are measured as an average of the countries in your empire. If you have two countries it will take twice as much development, time, effort, and GC. Because amounts will vary depending on population, this will be a very generic guide to getting to Level 4.
1.) At least 1 country. Done.
2.) To increase population you can wait many many many game months, or you can go to the Cash Market where you can purchase 1 million population for 4 - 5 GC, generally.
3.) Increasing your Health Index above 100. Click on the Health Index link on the bottom of your page to find out how many you need. Try and have about 1.2 times what you need. This will put you over 100 and keep it increasing in case you need to add population.
4.) Education Index of 100. To figure out how many elementary schools, high schools, and universities you need for an EI index of 100, just be sure that what you have built (found in a table on the Education page) is higher than what you need (same table). You have to do this for all three.
5.) Defensive Index of 100. Done. As long as you didn't sell, or deactivate any from before. If you did, you'll need about 25000 total MIBs. Deactivate everything else.
6.) Transportation index is almost exactly the same as Education index. Use the exact same method, except you will find the Transportation information on the Transportation page.
7.) Employment, increase by building corps or having CEOs build in your country. Make sure your education priorities are set where they should be, and make adjustments for any worker shortages you have.
Enterprise/CEO Tips
Building corporations is the slowest, but usually the cheapest way. You are limited to having 10 build requests at any one time and you can only build 1 per month. A way to hasten this up is to purchase the Corp Building Boost which allows you to build 3 per month. Each boost costs you 1 GC, so you are looking at ~ 34 GC to build 100 corps in the fastest time possible, which will also be 34 game months. Buying corps and building makes things go faster, but it usually costs more to buy and you can only bid on 6 at a time and it takes about 24 hours for bids to end. You will want to get permission from the CEO or Country President before you bid on their corps.
The fastest method is to purchase GM corps. To bid on GM corps, bid as you would on a CEO corps but in the box, type "Gamemaster Corporations". Again, you can only bid on 6 at a time, but the bid ends in an hour (or so... need actual time) which allows you to bid on 6 more immediately afterwards and you don't need permission. The drawbacks to bidding on GM corps are: they're usually very expensive, many are poorly performing corps, they may be in C3s or high tax countries, they may have debt, and there is a limited supply, if any.
It's important to note that the longer it takes you to build your CEO to 100 corps, the longer it takes to get to Level 4 and the more it could cost you in GC. You have to spend 30 GC every real month to keep your CEO. If you plan on retaining the CEO after leveling, then this isn't as big of a problem. If you are using the CEO only for leveling purposes, then the longer it takes you to reach the levels, the less GC you will actually net. For this reason, people often buy a CEO instead of build one. This is a good strategy but you need to keep in mind the restrictions.
REWARD : 100 GC
Getting to Level 5[]
Level 5 Requirements:
At least 1 country
Average Population > 15 millions
Average Health Index > 120
Average Education Index > 120
Average Defense Index (total) > 100
Average Transportations Index > 120
Average Employment level > 85%
Average Financial Index > 80
One or two Enterprise with > 200 total corporations (private or enterprise controlled publics)
First, go read above where it goes into detail on each of the indexes. Remember that information and apply it to what is given here. This guide is written assuming you have one country and it is a Secured Main (not on Fearless Blue). I STRONGLY recommend you stay with one country because, as explained earlier, the indexes are measured as an average of the countries in your empire. If you have two countries it will take twice as much development, time, effort, and GC. Because amounts will vary depending on population, this will be a very generic guide to getting to Level 5.
1.) At least 1 country. Done.
2.) To increase population you can wait many many many game months, or you can go to the Cash Market where you can purchase 1 million population for 4 - 5 GC, generally.
3.) Increasing your Health Index above 120. Click on the Health Index link on the bottom of your page to find out how many you need. Try and have about 1.6 times what you need. This should put you over 120 and keep it increasing in case you need to add population.
4.) Education Index of 120. To figure out how many elementary schools, high schools, and universities you need for an EI index of 120, multiply the Number Needed (found in a table on the Education Page) by 1.2 and that will be how many you need total. Now subtract that from what you already have built (from the same table) and that is how many you need to build in order to reach an EI of 120. You should build more than needed because as your population grows you will need more. You have to do this for all three (elementary schools, high schools, and universities).
5.) Defense Index of 100. Be aware that Defense Index is different than Defensive Index. The Defense Index is explained in the Index section above. Using the MIB strategy you will need 55,000 MIBs. To ease the financial burden you should deactivate all other offensive and defensive weapons.
6.) Transportation index is almost exactly the same as Education index. Use the exact same method, except you will find the Transportation information on the Transportation page.
7.) Employment - increase by building corps or having CEOs build in your country. Make sure your education priorities are set where they should be, and make adjustments for any worker shortages you have.
Enterprise/CEO Tips
Since your goal is Level 5, you must already have a CEO with at least 100 corporations in it. 200 are required for Level 5 so you only need 100 more, if you haven't built more than 100 already. This guide is written as if you only have 100 built, ut the principles are the same regardless.
Building corporations is the slowest, but usually the cheapest way. You are limited to having 10 build requests at any one time and you can only build 1 per month. A way to hasten this up is to purchase the Corp Building Boost which allows you to build 3 per month. Each boost costs you 1 GC, so you are looking at ~ 34 GC to build 100 corps in the fastest time possible, which will also be 34 game months. Buying corps and building makes things go faster, but it usually costs more to buy and you can only bid on 6 at a time and it takes about 24 hours for bids to end. You will want to get permission from the CEO or Country President before you bid on their corps.
The fastest method is to purchase GM corps. To bid on GM corps, bid as you would on a CEO corps but in the box, type "Gamemaster Corporations". Again, you can only bid on 6 at a time, but the bid ends in an hour (or so... need actual time) which allows you to bid on 6 more immediately afterwards and you don't need permission. The drawbacks to bidding on GM corps are: they're usually very expensive, many are poorly performing corps, they may be in C3s or high tax countries, they may have debt, and there is a limited supply, if any.
It's important to note that the longer it takes you to build your CEO to 200 corps, the longer it takes to get to Level 5 and the more it could cost you in GC. You have to spend 30 GC every real month to keep your CEO. If you plan on retaining the CEO after leveling, then this isn't as big of a problem. If you are using the CEO only for leveling purposes, then the longer it takes you to reach the levels, the less GC you will actually net. For this reason, people often buy a CEO instead of build one. This is a good strategy but you need to keep in mind the restrictions.
REWARD : 200 GC
Getting to Level 6[]
Level 6 Requirements:
At least 2 countries
Average Population > 25 millions
Average Health Index > 160
Average Education Index > 160
Average Defense Index (total) > 250
Average Transportations Index > 160
Average Employment level > 90%
Average Financial Index > 120
One or two Enterprise with > 400 total corporations (private or enterprise controlled publics)
First, go read above where it goes into detail on each of the indexes. Remember that information and apply it to what is given here. Because amounts will vary depending on population, this will be a very generic guide to getting to Level 6.
Level 6 is far more difficult to reach than Level 5. This is because the required number of countries is at least 2. This means you will have to take another country and develope it as you have your main. It is recommended that you actually go to war with a neighboring Computer Controlled Country (C3) and take it rather than purchase a country from other players, and certainly from the GM.(There is a guide on how to take a C3 if you don't know how - War against Computer controlled countries (C3s)). It is generally better to start from scratch than to rebuild the type of country that is typically listed on the Cash Market. However, if you find a country for a reasonable price that has good indexes and population, then purchasing may be a better solution. Only be sure you wait the required 31 days before you reach Level 6.
Education & Transportation Education shouldn't be difficult because you can calculate exactly what you need. Same with Transportation. Ideally, you would have these between 180 and 200 by this stage anyways.
Population Population is a matter of purchasing it, unless you can take it from other countries. Still you should take caution when buying population. If you purchase large amounts at a time make sure you are building the education facilities, hospitals, and infrastructure to keep up. You'll also want to advertise for CEOs in order to keep your FI up. Your biggest challenge will be balancing population for HI and Defense. If you have a large population (>50M) then it can be very tedious to raise the HI to 160 if you hadn't planned ahead. If you have a small population (minimum of 25M) then it will be hard to financially support the military requirements and keep your FI above 120. A population around 40M may be optimal for balancing population and the necessary goals, if you are using only MIBs.
Health To bring the HI to 160 you will have to have approximately twice as many hospitals as your country needs. This will take a LOT of workers and balance of your educational priorities. If you have planned ahead, this may not be a difficult task. If you are an established empire with lower HI scores then you'll have a lot of work to do to catch up. The easist way to do this is worker echanges. Do this one of two ways, through other players, or by taking a C3 and exchanging for Nurses, Doctors, and Senior Doctors. Just remember that this index increases very slowly.
Defense This could be far more complicated and costly due to the fact that you only have one Secured Main. MIBs will not cut it if you are vulnerable to being attacked. You will need to include adequate defenses of your unsecured country or be a member of a trustworthy and powerful federation. Another option is to go into War Protection for the period of time you are working for Level 6. This may or may not be feasible, depending on your situation. If you are able to use only MIBs then it will take about 120,000 per country.
Enterprise/CEO Since your goal is Level 6, you must already have a CEO with at least 200 corporations in it. 400 are required for Level 5 so you only need 200 more, if you haven't built more than that already. This guide is written as if you only have 200 built, but the principles are the same regardless.
Building corporations is the slowest, but usually the cheapest way. You are limited to having 10 build requests at any one time and you can only build 1 per month. A way to hasten this up is to purchase the Corp Building Boost which allows you to build 3 per month. Each boost costs you 1 GC, so you are looking at ~ 34 GC to build 100 corps in the fastest time possible, which will also be 34 game months. Buying corps and building makes things go faster, but it usually costs more to buy and you can only bid on 6 at a time and it takes about 24 hours for bids to end. You will want to get permission from the CEO or Country President before you bid on their corps.
The fastest method is to purchase GM corps. To bid on GM corps, bid as you would on a CEO corps but in the box, type "Gamemaster Corporations". Again, you can only bid on 6 at a time, but the bid ends in an hour (or so... need actual time) which allows you to bid on 6 more immediately afterwards and you don't need permission. The drawbacks to bidding on GM corps are: they're usually very expensive, many are poorly performing corps, they may be in C3s or high tax countries, they may have debt, and there is a limited supply, if any.
Additional Tips
Because you wil be dealing with multiple countries, it is not necessary for each country to meet the minimum required indexes (they are averages, remember) you can use this to your advantage. If you have a very well developed Secured Main, it may be able to support 200,000 MIBs or more on its own, giving it Defensive Level around 430, and your second country will only need to make up the extra 70. This can easily be done with Interceptors, Defensive Batteries, MIBs, and other weapons needed for a solid defense, removing the vulnerability. So, if your main (which should be protected unless on FB) can support more MIBs, the easier it will be on your other country's financials.
If you have a very large main (60M pop+) and only a 140 HI, then you can use a smaller country to boost your empire's average HI. While it may take several hundred hospitals to go from 140 to 160 with the evry large country, it may only take a fraction of that to boost your smaller country's HI to 180. You don't want to have your HI at or above 180 for too long or there will be negative consequences to that country down the road.
Building a CEO to 400 can be tedious work in some worlds. Go to the Fast Track to Level 5 page and there are tips to increase the size of your CEO with minimal costs, if you do not plan on keeping it.
REWARD: 300 GC
Getting to Level 7[]
Level 7 Requirements:
At least 5 countries
Average Population > 30 millions
Average Health Index > 180
Average Education Index > 180
Average Social Security > 120
Average Defense Index (total) > 400
Average Transportations Index > 180
Average Employment level > 94%
Average Financial Index > 130
Two Enterprises with > 700 total corporations (private or enterprise controlled publics)