vmxa1, have you established trade routes yet? That's what keeps your economy afloat. I don't sell techs much at all, but use commercial trade to flesh out the budget, and it usually keeps me at or near the head of the pack on normal.
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why is econ such a problem at even the easiest setting?
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Originally posted by Eric S
vmxa1, have you established trade routes yet? That's what keeps your economy afloat. I don't sell techs much at all, but use commercial trade to flesh out the budget, and it usually keeps me at or near the head of the pack on normal.
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Well the latest patch has addressed some Econ/Moral Fixes.
Plus some playability tweaks. Morale is a bit easier to keep higher. Some economics tweaks were made so that planetary improvements now get 40% of their bonus as "free" (efficiency) whereas before it was only 33% of it was free. Net result, building improvements will increase your production with more of it being bonus.
Also, i think your just in the learning curve, i was the same with my econ, now i have 12 games played, and i can manage my econ easily, always have money coming in, and always have about 6 or 7k free for invasion costs or for a buffer if a recession hits. Stick with it You'll get the hang of itWWW.MrFixitonline.com
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Originally posted by Nirvana_CN
Well the latest patch has addressed some Econ/Moral Fixes.
Plus some playability tweaks. Morale is a bit easier to keep higher. Some economics tweaks were made so that planetary improvements now get 40% of their bonus as "free" (efficiency) whereas before it was only 33% of it was free. Net result, building improvements will increase your production with more of it being bonus.
Also, i think your just in the learning curve, i was the same with my econ, now i have 12 games played, and i can manage my econ easily, always have money coming in, and always have about 6 or 7k free for invasion costs or for a buffer if a recession hits. Stick with it You'll get the hang of it
I do not see much of a learning curve in the game, it is quite simple.
I mean you grab all the worth while planets, add pop structures and econ structures. Then the strong planets can make wonders and such.
You create as many freighters as you are allowed.
Now I choose not to go the lease route, so I have no on going debt.
Build as many SB as seem viable and upgrade them.
You trade tech or sell them. When I sell one, I sell it to all that turn.
I am making money late into the game, but I stop selling techs. I just do not like the idea that I need to do that selling in the early part of the game, it is unseemly. Anyway I do not want to give aid (techs) to races that I intend to kill.
Capitolism and Impperialism already exist for those that liek that stuff.
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Your diplomacy skills are higher than any of the AIs and they refuse to trade technologies fairly with you! After that, I never gave them a single thing or traded technologies with them again. They keep asking me for techs and they never game me a single thing!
It was cool to watch the Fundamentalists beating the crap out of the Torians and Altarans who had refused my generous offers so many times! They wanted the Dreadnaught technology from me in exchange for Interstellar Tactics. Naturally I refused. I got the Dreadnaught technology from the Fundamentalists in exchange for Xeno Manipulation. Wonder if that's a good deal?
The only thing that bothered me was the Fundamentalists who I suspected had begun constructing Terror Stars! Fortunately the Fundamentalists were at war with everyone else except me.
In the game I was playing, only the Torians and Altarans remained. The Arceans were eliminated by them while the Yor and Drengin surrended after being blasted to pieces by the Independent League and the Fundamentalists.
Military might at the latest game save.
Torians 100
Altarans 128
Terrans 98
I-League 111
Fundamentalists 2860
I only have a value of 98 and the Terrans are the most powerful civ in the galaxy. I think that is a big bug in the game.
I didn't have a single Dreadnaught.
The Fundamentalists had around 100 Dreadnaughts.
The other civs did not have a single Dreadnaught.
Comments anyone?
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I only have a value of 98 and the Terrans are the most powerful civ in the galaxy. I think that is a big bug in the game.
I didn't have a single Dreadnaught.
The Fundamentalists had around 100 Dreadnaughts.
The other civs did not have a single Dreadnaught.
Comments anyone?
I think that only major civs can be considered as the most powerfull in the galaxy, even if a minor civ like the Fundamentalists is a lot stronger. I wouldn't call it a bug, since it was probably intended like that.<Kassiopeia> you don't keep the virgins in your lair at a sodomising distance from your beasts or male prisoners. If you devirginised them yourself, though, that's another story. If they devirginised each other, then, I hope you had that webcam running.
Play Bumps! No, wait, play Slings!
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Originally posted by vmxa1
Anyway I do not want to give aid (techs) to races that I intend to kill.
Capitolism and Impperialism already exist for those that liek that stuff.
If you choose to go beat down the other Civs, then YES, your inability to trade with them (the choice you make since you have military intent) SHOULD be a problem. Economic hardship is typically the largest balancing factor on a war-waging civilization. What's the problem here? If you're going to crush them, you will suffer economically as you prepare to do such. If you intend to win peacefully (or at least not utterly militarily) you have three options for doing it - and your economy will benefit from trade.
I'd call that the most reasonable and balanced decision I've yet seen in a civilization-type game. I rather like the fact that I have to grind my teeth and decide if I want to trim a few more dollars from my budget, or let the universe pay me hand over fist for this precious new technology.
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1.02.40 introduced this 'fix' -- something I've been begging for since my earliest reviews! Go Brad!
On the econ problems:
Remember two important things:
1) Revenues are based on population numbers, so early on you just aren't going to bring in lots of taxes ... so make sure you've got room later on to have better planets and/or expand constantly.
2) Just because there is a social improvement you *can* build doesn't mean you should. In fact, I don't build any morale improvements until my morale actually starts to drop as the planet fills it population.
Buying things before you need them becomes even more deadly when you factor in the hidden econ killer: Upkeep costs! Be selective and timely with your purchases. Employ strategy, that is.I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001
"Yin": Your friendly, neighborhood negative cosmic force.
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Originally posted by Fried-Psitalon
So effectively what you're saying is "I'm going for a specific kind of victory (military) and I don't like that I either have to choose to aid my future war-rivals or be financially weaker."
I mean that it is not fun (to me) to have to go around constantly trying to find the best deals, period.
If I found that fun, there are games that are specifically design for that purpose.
Understand, there is no need to defend GalCiv, I am not saying anything bad about it. I am merely saying I am not excited about that aspect.
I played my last game with out a single battle, but that is not my preference. I would like some fighting and a lot less trading.
So what would be of use to me is if anyone had a strategy that would allow for toning down the tech trading. It is not necessary to respond, just to tell you like it the way it is or there may be something wrong with me, if I don't o why I am wrong. It is merely a matte of taste, no one is wrong.
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Depending on how you play, you may not need to sell many techs if you can get cash other ways. There are basically three ways to make cash in the game (apart from the taxes you make from your populace, of course
1) Sell techs (or starbases/planets in rare instances)
2) Have trade routes
3) Beat up another race and force them to give money for peace
Take your pick, you will need to do at least one of those methods to get enough cash to keep your cash flow at what it should be. It's really up to your own playing style, and the way the game goes, that controls which method you use.
In my last game, I ended up with 10 trade route bringing in over 3k a turn; I didn't need to sell many techs, beyond the start of the game.
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Trade routes and SB inprovements are fine, but I do not care for extortion or tech whoring. Those are techniques used in Civ3 as well and are unappealing.
Extortion as it is an exploit. Tech selling as it is tedious and boring. If it was toned down to where you did not or could not go around to everyone every turn.
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Extortion as it is an exploit?!
"Hey buddy, see these 15 dreadnoughts? Pay up or your lil' brother Louie, he gets the whack, see? Be real shame for something BAD to happen to him, y'know."
Organized crime, medieval powers, and who knows who else has found that extortion is an excellent means of bolstering one's economy for all of human history and no doubt until the sun sets on our race. HOW exactly is it an exploit to do it here? Most times, you can only make the 1 demand before they tell you to stuff it anyhow, 2 on very rare occasions. If you declare war to reneg the demands, you lose the last ones, and they're not likely to give you as good a deal the second time.
What am I missing here?
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Well, if it's an exploit, it is one the AI uses often
Check your debug.err file after a game, and you'll see (or at least, after my games, I do) lots of messages about the Drengin (usually) extorting the other races for fairly big sums of money
Personally, I don't think it's an exploit.
/unic
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