One of the keys to Gal Civ 2 is getting income that allows you to maximize your industrial capability, and gives you extra cash for upgrades, emergency purchases, building infrastructure, and supporting an increasingly expensive fleet. I’ve compiled a number of tools posted by others here, at the GalCiv2 web site, the Wikipedia, and I’ve included a few others I haven’t seen mentioned (see survey frigates, below).
If there are others I’ve missed I’d be delighted to know of them!
Settings
• Have eco improvement as a racial pick
• Pick a Federalist government (+20 eco)
Management/Empire Options
• Prioritize techs that improve your race’s economy rating: Xeno Eco (+10%eco), Xeno Bank (+5% eco)
• Prioritize techs that improve economic structures at a given planet: Xeno Eco (Adv Market Centers, +10%eco/ea), Xeno Trade Centers (Trade Center, +15%eco/ea), Xeno Bank (Banking Center, +20% eco/ea), Galactic Stock Exchange (Stock Exchange, +25% eco/ea)
• Build economic capital at large planet with lots of trading center improvements AND a big population (10B+). Keep the population happy.
• Set up trade routes. The farther and larger population of the target planet the more $$.
• Build eco star bases with modules that enhance trade. If possible, overlap 4 more eco starbases from adjacent sectors so they also cover key planets. Example: with 8 eco starbases with 30% trade bonus/each: 16 bc (base trade from 1 freighter) x (1+(8x0.3)) = 54 bc/turn. This enhances the 144 bc/turn from 9 trade routes to 486 bc/turn. SBs beyond those allowed by your logistics level can be costly, so be prudent.
• If your ethos is good, research Xeno Ethics switch to Good and you’ll get a 25% bump in trade income from other good races. Hint: prioritize trade routes with likely good races.
• Change to Republic government (+10% eco), Democratic (+20% eco), or Federation (+35% eco) [a priority in my games]
• Improve morale so that taxes can be increased - building entertainment centers, particularly on tiles with a happiness bonus; get morale special resource, if you can; build galactic achievements (Frictionless Clothing, Harmony Crystal, Spices). Higher approval = higher tax rate = more $$
• Eco special resource – mine the heck out of it! Defend it!
• Increase population – people equal taxes, so more people mean more taxes! Keep approval high to improve pop growth
• Shut down ship, social, or research production at one or more planets; this can shut down factories and save $$
• Improve influence – seems to be correlated with both area and intensity. Building a few influence star bases in remote unclaimed space may increase tourism $$. Building them in an AI’s territory will likely annoy them; be prepared to defend yourself if you take this passive-aggressive action.
Short-term Cash Strategies
• Explore anomalies – research Sensor I to get survey ship modules and build a survey vessel on a small hull with the best engines and at least 1 support. If your ship is spd 6+ you’ll get twice as many anomalies as the slow flagships – so the faster the better. With a half dozen or more cheap survey ships you’ll get more than your fair share of cash from space junk ($500/$750/$2500) and racial improvements (some of which may be eco). These are great to build early before your planets have enough pop for a colony ship. They also do a great job scouting territory for colonization. When the anomalies are done set to Explore or decommission the lot (many may have high experience or HPs, so they may have other uses if upgraded).
• Sell tech to minor races – sell them almost anything (and in particular really cheap early weapon techs), and use them like an ATM. For instance: sell ECM 1 in one go, then ECM II, etc to milk them all. If there is a lot of tech trading bundle several different techs (ECM1, Laser 1, Armor 1; then ECM2, Laser 2, Armor 2) since this expedites the process. If you have multiple minors you can sell to them all the same techs and get 5-10K! NEVER sell or techs that improve the AI’s diplomacy or your future dealings will be decreased! Warning – if you plan on invading then you are increasing the tech level of the minor, which will make the ground assault more difficult. If you’re pure EVIL you’ll milk them dry, and then invade anyway. With enough transports it won’t matter.
• Sell tech to major races – be careful. Select weaker races that have a relatively poor diplomatic rating and technology. The AI will likely sell/trade your tech to other AIs, so only give techs that are lower on the tech tree that you don’t mind being passed around. Low level military techs are a good option. NEVER sell or techs that improve the AI’s diplomacy or your future dealings will be decreased!
If there are others I’ve missed I’d be delighted to know of them!
Settings
• Have eco improvement as a racial pick
• Pick a Federalist government (+20 eco)
Management/Empire Options
• Prioritize techs that improve your race’s economy rating: Xeno Eco (+10%eco), Xeno Bank (+5% eco)
• Prioritize techs that improve economic structures at a given planet: Xeno Eco (Adv Market Centers, +10%eco/ea), Xeno Trade Centers (Trade Center, +15%eco/ea), Xeno Bank (Banking Center, +20% eco/ea), Galactic Stock Exchange (Stock Exchange, +25% eco/ea)
• Build economic capital at large planet with lots of trading center improvements AND a big population (10B+). Keep the population happy.
• Set up trade routes. The farther and larger population of the target planet the more $$.
• Build eco star bases with modules that enhance trade. If possible, overlap 4 more eco starbases from adjacent sectors so they also cover key planets. Example: with 8 eco starbases with 30% trade bonus/each: 16 bc (base trade from 1 freighter) x (1+(8x0.3)) = 54 bc/turn. This enhances the 144 bc/turn from 9 trade routes to 486 bc/turn. SBs beyond those allowed by your logistics level can be costly, so be prudent.
• If your ethos is good, research Xeno Ethics switch to Good and you’ll get a 25% bump in trade income from other good races. Hint: prioritize trade routes with likely good races.
• Change to Republic government (+10% eco), Democratic (+20% eco), or Federation (+35% eco) [a priority in my games]
• Improve morale so that taxes can be increased - building entertainment centers, particularly on tiles with a happiness bonus; get morale special resource, if you can; build galactic achievements (Frictionless Clothing, Harmony Crystal, Spices). Higher approval = higher tax rate = more $$
• Eco special resource – mine the heck out of it! Defend it!
• Increase population – people equal taxes, so more people mean more taxes! Keep approval high to improve pop growth
• Shut down ship, social, or research production at one or more planets; this can shut down factories and save $$
• Improve influence – seems to be correlated with both area and intensity. Building a few influence star bases in remote unclaimed space may increase tourism $$. Building them in an AI’s territory will likely annoy them; be prepared to defend yourself if you take this passive-aggressive action.
Short-term Cash Strategies
• Explore anomalies – research Sensor I to get survey ship modules and build a survey vessel on a small hull with the best engines and at least 1 support. If your ship is spd 6+ you’ll get twice as many anomalies as the slow flagships – so the faster the better. With a half dozen or more cheap survey ships you’ll get more than your fair share of cash from space junk ($500/$750/$2500) and racial improvements (some of which may be eco). These are great to build early before your planets have enough pop for a colony ship. They also do a great job scouting territory for colonization. When the anomalies are done set to Explore or decommission the lot (many may have high experience or HPs, so they may have other uses if upgraded).
• Sell tech to minor races – sell them almost anything (and in particular really cheap early weapon techs), and use them like an ATM. For instance: sell ECM 1 in one go, then ECM II, etc to milk them all. If there is a lot of tech trading bundle several different techs (ECM1, Laser 1, Armor 1; then ECM2, Laser 2, Armor 2) since this expedites the process. If you have multiple minors you can sell to them all the same techs and get 5-10K! NEVER sell or techs that improve the AI’s diplomacy or your future dealings will be decreased! Warning – if you plan on invading then you are increasing the tech level of the minor, which will make the ground assault more difficult. If you’re pure EVIL you’ll milk them dry, and then invade anyway. With enough transports it won’t matter.
• Sell tech to major races – be careful. Select weaker races that have a relatively poor diplomatic rating and technology. The AI will likely sell/trade your tech to other AIs, so only give techs that are lower on the tech tree that you don’t mind being passed around. Low level military techs are a good option. NEVER sell or techs that improve the AI’s diplomacy or your future dealings will be decreased!
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