brennan
Consul
Coming to from the NBZ
Posts: 149
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Post by brennan on Jun 19, 2014 2:43:36 GMT -5
I would like help with tips on making enough money to sustain a fleet midgame. I do know that. Mines make income but my maintenance cost makes me lose more money then I make per turn I how would I proceed to deal with such blasphemy
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Post by algesan on Jun 19, 2014 7:22:10 GMT -5
So far, in my 3d or 4th game, I just moderate my colony ship production and let my most developed planets spend a lot of time idle waiting for tech to catch up (higher level upgrades, Hab2, Mine2, etc.) to build up the cash buffer.
This lets me get each colony firmly established without killing my cash pool and running into the need for mass hab building from too many colonies sucking down my money for mines & factories. My problem is that I haven't got all the rules on all the <random letter>P stuff down yet, so I'm being underaggressive in my early expansion.
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Post by En1gma on Jun 19, 2014 7:33:55 GMT -5
One of the big things I've noticed so far is how much effect morale has on upkeep costs and therefore income- even a few points of morale loss can be devastating to the economy. So once I hit 4-6 pop, I've been trying to jump on getting that spice den. Keep working on planetary research to continue unlocking vital upgrades... Such a juggling act trying to maintain an empire...
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brennan
Consul
Coming to from the NBZ
Posts: 149
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Post by brennan on Jun 19, 2014 8:52:51 GMT -5
Thanks guys thanks was pretty helpful
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Post by hlo on Jun 19, 2014 9:03:24 GMT -5
In my 3rd game right now (1st was the tutorial messing around. 2nd ran low on cash and too many Xeno ships flying around), I am going to try to keep a tight empire with no more than 3 systems for each faction. That way I can (hopefully) start building up the infrastructure of the system, save money, and start building the space fleet.
As mentioned in another thread: I like to know what "canned ships" are available and what researches I need to get to them.
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Post by Brutus Aurelius on Jun 19, 2014 9:50:02 GMT -5
I usually save up about 100K credits before I even think about building anything but defensive ships.
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Post by fallen on Jun 19, 2014 10:49:33 GMT -5
People have mentioned these on the threads, but - (1) use idle core worlds to generate money, (2) keep morale at 10. Use Spice Festivals and Spice Halls to ensure 10 Morale.
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Post by mandomaniac on Jun 19, 2014 15:52:40 GMT -5
Ok im on my 3rd empire an i hv a completely different strategy... i lost my first empire so iv been playin easy till i get the hang of things as i imagine everyone else is doing to...
1st i only research 1 item at a time 2nd i went straight down planetary construction and the planetary mining till i got mine 3 only exceptions being grabbing faction politics 1 and starship construct 1 for daily use 3rd At currently 12 colonies i try NOT to leave colonies idle if they arent building habs or facts im upgrading mines to 3 4th i grabed starship construct 1 early on and then focused on starship construct after mining, if any planet is idle and has decent cp it builds a ship... i hv now a dozen or more strike fighters 3 wolf cruisers and 2 paladin carriers i can get away with this bc i hv income of now 400+ credits from my mines and i keep trade routes up constantly with trade summit 5th i hv already begun to build defences although i hvnt encountered xeno ships but my latest colony is now within sight of a xeno colony but i hv a very large fleet and well managed economy to fight them My average morale is 9-10 my lowest was 5 bc $^!&$^! Northpines only has a quality of five almost no cp and went over pop AHHH! So far am doing well moving ships to prep for xeno invasion
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Post by phantombudgie on Jun 19, 2014 16:25:56 GMT -5
I was doing well with a fleet of 20 ships and +400 income as well.
Then suddenly I went to-600 per turn, just after a massive invasion fleet arrived at my frontier, so I didn't see the shift for 3 turns.
3 trade embargoes. These factions are damn well suicidal.
They ended up as bankrupt lunch on the Xeno menu.
Sent from my GT-I9300 using proboards
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Post by lixxx235 on Jun 19, 2014 22:34:17 GMT -5
I usually save up about 100K credits before I even think about building anything but defensive ships. 100K? Did I go blind, or is that really what you wrote? Wow. How?
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Post by lixxx235 on Jun 19, 2014 22:36:56 GMT -5
I was doing well with a fleet of 20 ships and +400 income as well. Then suddenly I went to-600 per turn, just after a massive invasion fleet arrived at my frontier, so I didn't see the shift for 3 turns. 3 trade embargoes. These factions are damn well suicidal. They ended up as bankrupt lunch on the Xeno menu. Sent from my GT-I9300 using proboards Oh. Well then. Seems we have a very similar problem. Is the game programmed to go -600 at a certain time? I think my problem is a solar war involving Cadar, which is where my idle CP farms are.
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Post by fallen on Jun 19, 2014 22:39:28 GMT -5
The game is not programmed to go to -600 lol. But you do have to take politics seriously!
We'll keep working on economic balance!
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Post by phantombudgie on Jun 20, 2014 3:32:55 GMT -5
I usually save up about 100K credits before I even think about building anything but defensive ships. 100K? Did I go blind, or is that really what you wrote? Wow. How? Concur on the wow. +1 for the how. Sent from my GT-I9300 using proboards
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Post by Brutus Aurelius on Jun 20, 2014 5:04:55 GMT -5
It involves idle Core colonies, LOTS of Trade and Trade Alliances, and patience.
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Post by lixxx235 on Jun 20, 2014 7:14:51 GMT -5
It involves idle Core colonies, LOTS of Trade and Trade Alliances, and patience. How do you keep the xenos off your tail for that long? It took me 40 turns to get into the first second xeno invasion, and it hasn't stopped yet. Also, any tips for me if I'm trying to see if that -600 world is salvageable? Is there any way to quickly cut maintain costs? I had about 200 creds before and upon seeing the -600 I didn't progress turns, so I'm at -400. What should I do to cut maintain costs so I can get a few treaties going?
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