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The only benefit listed is one money per month. And when I applied it, sure enough his monthly cost went down from -247 to -246.
So where is the financial benefit?
This is an old thread, but i think they're mostly talking about VERY early game. When every little buck helps.
The real money comes from antimatter / nanofactories anyways. Early game can be a struggle but when you already have a councilor with a monthly cost of -247, i assume your other economy is already up to par.
Build space infrastructure. Nanofactories in space will make you decent amounts of money, and you can put them anywhere.
I'm afraid I'm badly mismanaging the Earth economy. I control the United States of North America, Eurasian Union and China plus numerous small nations won by coups and running as kleptocracies. And yet my income from nations is only 56.7 daily. Habs and ships are using nearly 170 :)
While i'm "trying" to do the right thing and not ♥♥♥♥ up Earth, all my economy is pretty much in space. Even if i turn off one of my nanofactory stations, i'm suddenly at -2500 money per month.
You can practically ignore Earth economy in the late game. Antimatter is awesome.
So these nanofactories.... I'm building my first couple right now, but it's not clear from the in game info what exactly they do. From reading threads on here they convert materials to cash. Is there a way of controlling that or do you just need to build the right number to achieve balance?
The optimal way would be to basically fill a station with them, within power limits, and adding a couple of farms to make up for some of the upkeep. You can't get rid of the noble metals upkeep so it'll be a bit "expensive" to maintain no matter what. The power requirements are also quite heavy, which technically means you should build them around Mercury if you can.
It is indeed about the balance. It'll take a lot of these stations to make up for a large space presence.
Like the other guy said, they give you 60 money, but the upkeep is heavy. You basically can reduce that by using farms.
At T3 it all becomes even more powerful, but also more costly to maintain.
Aaaaand antimatter can also replace a lot of these nanofactory farms. It'll take a pretty straightforward tech tree to get supercolliders. 1 unit of antimatter can easily make up for the monthly costs of an entire late-game presence.
It's a little tricky to see what you're earning from them, and you have to reduce unrest now and then to keep it useful. But exploiting saudi arabia was enough to offset a 1-2k deficit for me.
Midgame: Nanofactories, nanofactories everywhere, but mostly on/around mercury.
Just make sure to stack up space mining orgs and metal bases so you don't run out of materials. Mercury bases are great for metal and cheap power. Io is great for gold.
My personal go for a money station setup:
3 solar farms, 2 battlestations 1 agri complex and 14 nanofactories
I'm fairly certain I could drop the agri complex and 1 battlestation, but I've grown used to adding them to all my base designs. But this setup earns over 3k per month per station. And it's fairly cheap to construct.
Late game: Supercolliders
Sell antimatter to earth. Practically more money than you'll ever need.
Nanofactories are still fine too if you're low on fissiles.
- capture another faction councilor, and rob them of their expensive orgs (those that grants +3-6 to admin are often quite expensive : 700-1400 each).
- trade with a friendly (or neutral) faction : sell them projects for money, rare metals (that you can resell) and orgs (once again target expensive orgs to resell them). Most of the time you are far ahead in tech, and even if it unlocks useful techs for them, it still need time and research to get it.
Both those stragegies can get you a few thousand credits in just a month time.