deucemaccoy
Curator
[ Star Traders 2 Supporter ]
Posts: 55
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Post by deucemaccoy on Jul 18, 2014 1:31:21 GMT -5
I'd like to see how everyone's economy is doing. What is your current economy? And how high have you been able to get your net income up to?
I just finished my first invasion, so my net has dropped a hair to 4.3k a turn, and I am sitting on 537,430 in the bank.
My personal net record to date was 6.8k, just a few turns before I moved in on the xeno, with 21 colonies.
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Post by phantombudgie on Jul 18, 2014 4:51:15 GMT -5
I got to +7.3k per turn on Easy. It took ages to sort out an effective invasion fleet so I managed to save up 14.2M before I attacked. I burned this down to 10M by the time I finished purging the quadrant.
Sent from my GT-I9300 using proboards
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Post by Officer Genious on Jul 18, 2014 9:13:58 GMT -5
I got to +7.3k per turn on Easy. It took ages to sort out an effective invasion fleet so I managed to save up 14.2M before I attacked. I burned this down to 10M by the time I finished purging the quadrant. Sent from my GT-I9300 using proboards Jeez... And my last empire got roasted once the Krangg sent a tiny scout force one invasion period, then a mass of ridiculous very fast missle ships, two or three world killers and a rare one or three mass drivers. I was like, "0o0!!!" Krangg were like ">:D!!" Xxang were like, ">.> <.< Lemme go ahead and steal this planet right here..." My small but experienced force fighting the Xxang were like "No wait-- o.x" And my game went like, "BOOM! GAME OVER." T.T It was all very sad.
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Post by fallen on Jul 18, 2014 9:53:33 GMT -5
Maybe the two vets on the thread could share some advice for @officergenoius? What's your secret?
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Post by Officer Genious on Jul 18, 2014 9:59:37 GMT -5
Truth be told, I probably should've started research into the boarding fighters to weaken/slow the Krangg ships and updated my ships instead of worrying about updating my infrastructure on my planets (which were nearing/at the edge of quality). I did it all too late. x.x
But holy crap, the Krangg came hard and fast and with no seatbelts!! Did NOT see that force coming. XD The look on my face was pretty priceless. Never underestimate the Krangg. I'll have to give it another go to find out what works against very fast ships with far too many reinforcements, which means I'll likely be hitting and running with boarder fighters and assault fighters. Going to be crazy expensive though. What else can I do against a large missile army? Hmm...
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Post by jayte on Jul 18, 2014 11:48:44 GMT -5
Playing on crazy difficulty now, my economy is very fragile. Have about 20k saved up and am pulling in only 1k a turn. I own two thirds of the map. The problem is that the xeno have updated to level 5 ships, and I am running much older models. I am able to hold them off for now, but if they mass too much more, it's probably another lost game.
I really don't understand how the economy works. Even my well developed colonies display something like +200/-400 on the bottom left. This means the colony is losing money, right?
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Post by fallen on Jul 18, 2014 12:11:26 GMT -5
jayte - no, that does not mean you are losing money. You colony is making $600 a turn, paying $400 in maintenance, and netting a profit of $200.
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Post by Officer Genious on Jul 18, 2014 13:06:13 GMT -5
jayte - no, that does not mean you are losing money. You colony is making $600 a turn, paying $400 in maintenance, and netting a profit of $200. That's... totally not what I thought either. /face Palm
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Post by fallen on Jul 18, 2014 13:11:42 GMT -5
I'm dumping some major hours this weekend into this type of stuff. There is lot of groundwork we can lay with slightly improved UIs that will reduce these points of confusion. Hope it helps!
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TeeWee
Hero
[ Star Traders 2 & Heroes Supporter ]
Posts: 247
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Post by TeeWee on Jul 19, 2014 14:37:31 GMT -5
Great news fallen. I've figured out this particular value by tracking all income and maintenance and total values for a good fifty odd turns in one game. You do learn a lot about what does what just by tracking it like that.
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Post by Officer Genious on Jul 19, 2014 16:05:08 GMT -5
Great news fallen. I've figured out this particular value by tracking all income and maintenance and total values for a good fifty odd turns in one game. You do learn a lot about what does what just by tracking it like that. BUT WHAT DID YOU LEARN?!? /notepad
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TeeWee
Hero
[ Star Traders 2 & Heroes Supporter ]
Posts: 247
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Post by TeeWee on Jul 20, 2014 9:30:31 GMT -5
I learned a few things about what the numbers on the different screens mean. Like the maintenance values on the main HUD (colony maintenance / ship maintenance), that the income value on the colony screen already has colony maintenance accounted for, that sort of thing. On a more strategic level, I really saw the ebb and flood of income and how it changes depending on idle CP, taxable pops and mines. I hadn't progressed far enough for TP. As a result, I really saw that a CP-based economy is a very fickle animal: it creates a big boost if your colony stays idle, but once you start to produce something, income drops significantly. That emphasizes the fact that mining remains the steadiest and most reliable form of income; it isn't dependent of the available pops (like tax or CP), doesn't fluctuate depending on your actions (building removes idle CP, treaties and random events affect TP) and is significant enough to create a surplus that is able to feed the ever growing maintenance monster. I've seen that, at least until you start building your fleets, the navy maintenance is only a small component of total values compared to colony maintenance. And that a damaged ship (the two Templar Defenders at game start) is costlier to maintain, as your costs are decreasing at game start and I have no other explanation for it. It has focused my game, making me realise the importance of money over CP and made me more conscious of the need to manage maintenance as well. The tracking was done in a simple table where I tracked the 3 main colonies at the start of the game, jotting down pop, hab units, mines, factories, spice, morale, income and maintenance at the start of every turn, as well as empirewide profit, treasury and maintenance numbers. My main goal was a better understanding of the numbers and a very basic extra grasp on strategy.
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Post by Officer Genious on Jul 20, 2014 9:36:00 GMT -5
I learned a few things about what the numbers on the different screens mean. Like the maintenance values on the main HUD (colony maintenance / ship maintenance), that the income value on the colony screen already has colony maintenance accounted for, that sort of thing. On a more strategic level, I really saw the ebb and flood of income and how it changes depending on idle CP, taxable pops and mines. I hadn't progressed far enough for TP. As a result, I really saw that a CP-based economy is a very fickle animal: it creates a big boost if your colony stays idle, but once you start to produce something, income drops significantly. That emphasizes the fact that mining remains the steadiest and most reliable form of income; it isn't dependent of the available pops (like tax or CP), doesn't fluctuate depending on your actions (building removes idle CP, treaties and random events affect TP) and is significant enough to create a surplus that is able to feed the ever growing maintenance monster. I've seen that, at least until you start building your fleets, the navy maintenance is only a small component of total values compared to colony maintenance. And that a damaged ship (the two Templar Defenders at game start) is costlier to maintain, as your costs are decreasing at game start and I have no other explanation for it. It has focused my game, making me realise the importance of money over CP and made me more conscious of the need to manage maintenance as well. The tracking was done in a simple table where I tracked the 3 main colonies at the start of the game, jotting down pop, hab units, mines, factories, spice, morale, income and maintenance at the start of every turn, as well as empirewide profit, treasury and maintenance numbers. My main goal was a better understanding of the numbers and a very basic extra grasp on strategy. Excellent report, comrade!! Exalting, and would you consider allowing this write up to be used in a guide I'll put up someday soon? It's less a guide then a community help thread, and everyone gets credit.
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Post by fallen on Jul 20, 2014 9:44:05 GMT -5
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TeeWee
Hero
[ Star Traders 2 & Heroes Supporter ]
Posts: 247
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Post by TeeWee on Jul 21, 2014 2:28:54 GMT -5
Excellent report, comrade!! Exalting, and would you consider allowing this write up to be used in a guide I'll put up someday soon? It's less a guide then a community help thread, and everyone gets credit. No problem! The whole point of threads like these is to have the information available to those who need it.
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