I may miss something basic here, only my first game but still I don't understand why any new colony found is not generating income ( only expenses ) for several turns after- even with a good morale. never saw this in any TBS before....And when I check the AI opponent's income on some of its new worlds, a bit lower than expenses but still a few units instead of zero, then I'm confused. What to do?
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New colony: how to generate income ?
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Income is relative to the planet value and planets with a value under 15 does not gerate income.Visit my CTP-page and get TileEdit and a few other CTP related programs.
Download and test SpriteEdit development build.
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Originally posted by Martin the Dane
Income is relative to the planet value and planets with a value under 15 does not gerate income.
The big huge is between 14 and 15 then. And that's exactly the case and now it's crystal clear. Though it's still possible to have something like 1bc, 2bc income on a 13-14 class, after many turns of pop growth and when having something like 15+ expenses. Confirmed now. With Soil enhancement built in the first place as a social imp on a 14, it's even more worth the try but for 13 and less I pass on in the early stages.The art of mastering:"la Maîtrise des caprices du subconscient avant tout".
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In my current game, I traded almost all of my ability points towards improved habitability. That gave me three inhabitable planets in Sol itself, and if I land a colony ship on a Class 14, it immediately turns into a Class 16. Class 13 only goes to Class 14, so that's not as dramatic. Still, being able to grab Class 14 planets and have them immediately workable has done a good job of letting me spread out.
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