Galactic Civilizations IV
THE ECONOMY IN THIS GAME IS NARROW MINDED, BROKEN AND FORMULAIC IN THE EXTREME
I just found out that I now have to unlock the second tier INDIVIDUALISM CULTURAL TRAIT in order to make citizens into ENTREPRENEURS. It used to be a tech that did this and until you unlock the individualism trait for PRIVATE PROPERTY.....(how stupid is this?), your economy is borked. I'm playing this game currently and my credit income is constantly in the negative, No matter how many financial districts I spam on my planets, it's meaningless, no matter where I put them it's only when you create entrepreneurs that it backpedals into the green again. So what do I do in the mean time? Just go bankrupt and lose the game? Destroy ships and starbases collecting natural resources (ahem, THAT'S A PART OF THE ECONOMY ISN'T IT? Yes, yes it is), or do I use cheat codes and mod my credit total to 10,000 and forget this borked economy and keep playing? it's the only solution while I wait for those 3 points in the INDIVIDUALISM TRAIT to manifest.

This game makes me feel dumber just by playing it because I have to ignore all of the stupidity in it when it comes to the economy.

It's sort of like walking a marathon with a stone in your shoe.

Why doesn't an overwhelmingly happy population on a colony contribute to positive income? Broke people aren't happy, in debt people aren't happy. Were people happy during the Great Depression? No, I don't think they were. BORKED ECONOMY, Private Property for the win. It's so ignorant, what about HIVE CIVS? WHAT ABOUT MECHS? I mean seriously this is idiotic.

I thought about tossing 20 dollars US out the window for that Warlords DLC (what a ripoff price), but why would I do that when the economy in these games are always borked? A game I have to add credits to in order to keep my economy from collapsing because I won't follow the exact path culturally that the developers only allow? Regardless of what kind of Civ you choose to play as.

This had to be said, I never see it mentioned but it's glaringly obvious to anyone with a modicum of common sense. There's an ingrained narrow minded cultural bias inherent in the basic design of this game and it's tied to the economy, it hamstrings it no matter what you choose to play as. There is no choice really but to snatch up that individualism trait for private property, as if Communists don't have entrepreneurs. THEY DO, China has Entrepreneurs. (they do)

the way the economy in this game is set up, it's not safe to expand, to mine resources, to create new colonies, there is no profit in any of it, so why even do it? Why? Why can't trade routes be set up between your colonies? Why does it have to be only with other civs?

The economic part of this game is just not well thought out. It's the Achilles heel of the entire game and ruins it for me every time I play it. Unless I follow a specific formula. Spamming entrepreneurs after focusing on the individualism cultural trait line.

One thing I like about Stellaris, they use ENERGY instead of Credits, that makes a hell of a lot more sense than some basically useless form of material currency that really has no intrinsic value. All currency is basically virtual but ENERGY is tangible.
แก้ไขล่าสุดโดย Buzzerker; 21 ก.ย. 2024 @ 6: 14pm
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กำลังแสดง 1-14 จาก 14 ความเห็น
I realize it will probably never be addressed because in my experience STARDOCK does not take kindly to constructive criticism. Even if you are incredibly nice about it, they don't want to hear anything about their games except praise. SO I'll just leave it here, unsub and ignore it and the game itself. It won't change anymore than Stardock will.
แก้ไขล่าสุดโดย Buzzerker; 21 ก.ย. 2024 @ 6: 08pm
If your running negative credits you just haven't learned how to make use of the economy. It's not borked. You can trade, setup tourism, use diplomacy and select the cash option on artifacts events you don't need. You also need to manage crime and and maintenance.

The income from a planet is wealth = (tourism + wealthInput) * (1 + wealthBonus - crime) * taxes. Tourism is based on teh number of hexes to come up with a tourism value and then take that number and multiply it by the tourism percentage. So if you have an owned tile bonus of 100 and have a 10% tourism you'll generate 10 tourism income before modifiers.

Entreprenuers is just a name they gave it. Any other name can be applied to the citizen type and will still function the same.

Star Wars and many space games uses credits as a currency but again its just a name. You can make a mod that changes the name from credits to energy and it will function the same way.

Stellaris just over simplifies their economy. I assign a technician and get 6 credits...not very exciting.

Some races do care about money such as corporate sector and some do not. If you play corporate sector they are happier the more money you have so the mechanic exists just not with all factions.

If your economy is collapsing then you need to determine why. You can't just build finance districts anywhere. Finances districts multiply values. So you need to build them on a high wealth world. You may also need to build culture districts to expand your tourism to generate more income that the finance districts multiply. You have to adjust taxes, increase finance bonus, and ideally setup tourism improvements.

You don't need to setup internal trade routes its already assumed. You build a Trade Depot. Your faction can open trade and sell goods and services and this is reflected in teh income from the finance districts and buildings. When you build a colony your transporting the raw goods to the nearest core world to be processed and turned into credits. Its handled behind the scenes.
You basically can support your entire economy off of selling relics you dont want, trade routes, and using control. You want to get the trade routes out early.
Build some Treasure Hunts in your shipyard, they can bring back some decent cash if you have a problem.

Also try selling stuff to rich Alien Civs with a lot of cash on hand.

also look at Competitiveness in the Individualist Cultural Track (next to last so it takes a lot of Cultural Points): +1 RAW WEALTH for EACH Citizen with the Individualist trait
so all modifiers will be applied afterwards
แก้ไขล่าสุดโดย Dray Prescot; 22 ก.ย. 2024 @ 6: 11am
z|A|bik2  [ผู้พัฒนา] 22 ก.ย. 2024 @ 7: 36am 
Hello Buzzerker,

we are open to constructive criticism. However constructive criticism should also be written in neutral tone to be constructive criticism.

There are many ways to make credits even without the individualism trait, as explained by posters above. There are multiple ways to play not involving individualism. Individualism just provides you a huge boost in the field of economy.

If you have issues with economy, please tell us more about civ you are playing, including their traits, so that we can work on a strategy for you to succeed in economy, while you are waiting on ideology traits :)
I see the economy as pretty messed up - I use Survey ships to make up the difference. having 7 survey ships early mid game is the only way I can keep a positive cash flow
โพสต์ดั้งเดิมโดย mrmike_49:
I see the economy as pretty messed up - I use Survey ships to make up the difference. having 7 survey ships early mid game is the only way I can keep a positive cash flow

Mr Mike as Zabik said if you can share your setup and maybe your game we can look at that. YOu can get a lot of credits from surveying but its not required to stay in the black.
แก้ไขล่าสุดโดย Illauna; 22 ก.ย. 2024 @ 10: 21am
Nah.It's easy to make lots of money.The correct techs,planet triangles and fiddle with populations jobs.

My view it's too easy.
I can't get into specifics since I've only played GC3 and haven't started this one yet, but:

"Just go bankrupt and lose the game? Destroy ships and starbases collecting natural resources (ahem, THAT'S A PART OF THE ECONOMY ISN'T IT? Yes, yes it is)"

This just seems realistic to me. There's reasons why human civilizations developed the way they did for many thousands of years before we came up with capitalism, only a couple hundred years ago, and who knows how much longer that will actually last?

Nations are good at growing food and collecting resources, but that doesn't necessarily translate into fungible, investable wealth. We conquered each other all the time and took each other's stuff, and the rulers taxed almost all of whatever income a common person could somehow earn, to pay for more conquest. Even today, a nation has to follow a pretty narrow, specialized domestic policy path to be economically viable, otherwise you're stuck as a poor, perpetually "developing" country. And depending on your politics, you could argue that even the great nations depend on a global "war economy" to drive their economies.
its funney how easy is to make money in gc4... even too much easy.. beside easy economic you have full of side options to get money.. every game end up on at least 2K-3K per turn..
แก้ไขล่าสุดโดย StarFishon; 23 ก.ย. 2024 @ 11: 35am
The most important thing is getting your approval high so you can raise the tax rate to squeeze your people dry, eh I mean to provide all the amenities of a modern, interstellar civilization to your cherished citizens.
So in a way, happy citizens give you more money, as the OP proposed, you just have to remember to take it.
แก้ไขล่าสุดโดย Sarellion; 23 ก.ย. 2024 @ 5: 12pm
Its easy to make a good economy. Every civ earn money differently... Tourism, true money income building, scout, invasion, happyness + high taxe, expedition, diplomacy, trade route, sell item etc...
Exemple: If you play Torians, best way is happyness + tourism and some trade route.
If you play festron, just go for some expedition and invasion, you can be rich only by spam industry with them.

Idk, each civ have a way to earn credit easily.
แก้ไขล่าสุดโดย Overloadedcasu; 25 ก.ย. 2024 @ 6: 21pm
When ever I go negative, it usually doesn't last too long. I always seem to find a way (there are many posted in the replies above) to rebound back into the positive. To me at least, don't panic, take your time and remedy the issues.
Negative income is pretty much a non-issue - you could play your whole game on a deficit. This especially applies on the higher difficulty levels where the AI civs get gifted lots of money. Whenever you need cash, just sell them some tech or treaties.
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