Galactic Civilizations III

Galactic Civilizations III

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travel Dec 19, 2021 @ 3:34am
tips on various incomes?
I thought i might try this game again since it was patched by my basic problem of it being impossible for me to make it more then 40 turns has never really changed.

By then i start pulling negative cash and zero production no matter what i do. i have maybe 4 planets if im lucky, nothing i can colonize spawns near by and its usually useless.

How do you p[lay this damn game? Im not above cheating. I just want to get a stable income so i can actually explore the galaxy and build ships.

So what buildings do you build on every colony? what research do you use? Do you auot purchase anything? How do you manage production? what are the must have techs?

I have yet to be defeated by the actual AI invading me, and not my economy freezing my empire. I think i built a few lightly armed scout ships once. It was many turns in and i barely was about to reasearch weapons, researching production government, eco, dipl, tech. theres just no time for weapons. I still lose before war. Sometimes i can barely get colony ships cranking out but i cant keep out with planets i want to colonize, some are basically useless territory. I dont know what to do with administrators or space stations
I play terran, or a custom race that basically terran.
Last edited by travel; Dec 19, 2021 @ 3:40am
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Showing 1-15 of 18 comments
Jamite Dec 19, 2021 @ 7:30am 
Invest in banks esp. on world that has $$$ bonus tiles. Also have cities located esp. near population bonus tiles. The more people you have the more tax $$$. Also find balance on income & expense cost per turn. If you created too much starships right off the bat then you'll never be able to have positive cash flow. Good luck.
travel Dec 19, 2021 @ 10:08am 
this is good info, ok so you can spam bank on planets. does that work with market centers or try to farm the end tier one? cause that could take awhile.
Any winning strats so i can fly space ships would be great/ id put it on easy but i can fight i just cant eco, the other thing id do is cheat or use a trainer if it means being able to play
Jamite Dec 19, 2021 @ 11:16am 
In a fleet focus on ship design that has focus on weapon speciality. For example a medium hull that has lots of missiles with added special add on like 50% launch & 25% extended range....
Mc Dec 20, 2021 @ 4:53am 
Myself, I don't build many economic buildings as they usually improve only income but gold you can get in many ways. Still you might do one economy capital/focused world if you wish.

Instead:

- I focus on approval (morale) and increase taxes
- on peaceful front trade routes can bring a lot
- late game tourism can bring a lot

In general
- early to mid game 2-3 survey ships fishing for anomalies should cover you
- already developed colonies can "produce" aid economy type projects
- if you need some money NOW you can sell some excess resources (some AI will surely have money, just try to find someone who is missing/has low quantity of given resource), Or you can sell on market.
- promote enterpeur citizen -> immediate 5000 injection which should last you some time, worth it if you have income problems. If you miss the special resource buy from someone or in market (even if you pay 1000 you still get 4000 as a result). Usually I don't choose this citizen type but I can take few to have available for promotion when needed.
- Spend wisely. Eg don't rush build much (except beginning of game where you should use the initial money for rush-build to give faster start), also most mercenry ships are useless, I might take some survey or scout ships early but other than that, it is mostly waste of money. Even if they seem to have good stats they role generaly makes them uselesss for combat (fleet). Star bases don't go crazy and upgrade only what you really need, those can drain money extremely fast if you want to upgrade everything everywhere.
Last edited by Mc; Dec 20, 2021 @ 4:53am
Missions. Treasure hunt from finished shipyards. Cluster your worlds with colonization.

Also try to rush Pax’s emporium.

Personally I suggest benevolent ideology the top three tenets should always be your opener. That way you can mass population early.

You have three strong shipyards producing treasure hunts your money will stabilize. Also I don’t rush anything other than my first colony ship until my money has stabilized. I’ll lose cash for probably the first 40 to 70 turns. Sometimes for the first 120 turns.

Surveying anomalies is also an extremely solid recommendation.
travel Dec 20, 2021 @ 3:29pm 
honestly i like the combat, but im finding it hard to believe anyone enjoys the empire management aspects? they seem confusing, rigged to lose at best.
ghost88 Dec 20, 2021 @ 5:12pm 
Originally posted by travel:
honestly i like the combat, but im finding it hard to believe anyone enjoys the empire management aspects? they seem confusing, rigged to lose at best.
This game is complex on the surface with it's share of micro but, once you get a handle on the basics it can be fun.
There are U-Tube How Too videos, this forum or the Stardock Forums, and a Discord channel all active so there is help.
travel Dec 21, 2021 @ 1:21am 
discord could be useful thank you
geddon2 Dec 21, 2021 @ 8:21am 
Agree with most of the earlier comments.

Don't bother trying to build banks or economic buildings. The pay-off is not worth the investment in time and hammers. I'd also postpone building trade routes in the early game, unless you're going heavy pragmatic ideology or are playing a trade-based race like Iridium.

There are far quicker and easier ways to make money:
- Try to get Pax's Emporium. This is not too hard to achieve, and will give you immediate tourism income.
- Prioritise tourism techs in conjunction with influence growth (change into media assimilation government). Tourism income accelerates pretty quickly with territory, and can end up netting you $1000s of cash per turn by the mid-game.
- Settle "scenic" world types as a priority. Each of these generates 1% tourism income from the start, which is equivalent to a free Pax's Emporium.
- Build an early fleet of survey ships, and keep building them throughout the game. Anomalies can net you huge amounts of cash for very little effort (just set them to auto survey and they'll trawl away in the background).
- Make money from bartering. Do the rounds of the other races every 10 turns, and trade relentlessly for cash. Sell old techs, excess resources, non-committal treaty types such as open borders or exploration. You can easily make $1000+ every 10 turns doing this.
- Sell excess resources on the open market as needed (although be aware that flooding the market will lower the unit price for that resource, as happens in real life).
- The entrepreneur citizen with the $5000 promotion can help you out in a pinch, although you might only do this once or twice in a game.

Hope this helps.
travel Dec 27, 2021 @ 11:42pm 
are thhere must have dlcs that affect eco? i have most i think
amgreen45 Dec 28, 2021 @ 4:44pm 
Play as Yor, go to civilization, set tax rate to 100%
no more money worries
jonnin Dec 29, 2021 @ 11:58am 
Money is fairly easy.

pregame: consider increasing your income via your custom race's perks to suit your playstyle. For example i hate trade, so I zero that out and favor tourism. You can also reduce costs and so on. Custom races are huge for making the game easier / better. The default ones are NOT max-min builds and are in fact very poor across the board (a key example is the default robotic race is about 10% of what it can be if you set up a max min custom one!!!). Speaking of robots, they ignore 100% tax rate...

early game: you start with a bunch. Do not squander it all on rushing. Save some so you can go 'in the red' for a while.
build explorer ships to raid anomaly for money. 2-3 of these is usually enough to offset a lot of negative income for a while in the development phase.
after that, early middle game: raise taxes. Its easy to overlook this.
influence and tourism: claim more space (your map colored areas) with starbases and up your tourism income.
short term fixes: sell to market, if you can (DLC & specific governments)
trade with AI (get much money for selling them things they need, late game they are less friendly about it)

by midgame income should take care of itself via population, a few key buildings, and your influence/tourism (even if not heavy invested in it).

I do not make money themed planets. Its a waste of planet space that could be production or science. If you need one, make one, but they are a losing game in the long run.
Last edited by jonnin; Dec 29, 2021 @ 11:59am
travel Dec 29, 2021 @ 3:30pm 
i should be clear, at a certain point, say 20-30 weeks i dont just run out of credits, my productions too low to finish contrusction projects and my empire dies.

I build factories as fast as i can, but dont have the income = (

Also many of my planets reach 4million, which is as high pop as i can get it seems, im kinda from gal civ 2 but i dont know much about this game, like increasing population.
Last edited by travel; Dec 29, 2021 @ 3:31pm
ops Dec 29, 2021 @ 3:48pm 
errm ... do you research interstellar tourism asap ?
Mc Dec 29, 2021 @ 4:05pm 
Factories are mostly good later, they do % increase but your base is low. Early game factories are mostly to level up other prod. improvemets to give bigger flat bonus. Depending on civ it can be different building, but you should have something (probably one pre colony) which gives flat production - so build this and around it as many factories (or other +construction bonus) as possible (to increase its level).
If you have asteroids around and the tech (forgot which one it is) - build asteroid mines, 2 mines are like one more pop (if close, distance reduces it). Mine is 100 credits but almost always worth it.
Keep morale up, low morale will decrease raw production. I usually set tax to have ~80% global approval. But early game you can keep it even higher (eg I keep it at 100% - no taxes - until I burn out all leftover money not used to initial rush-build/mercenary ships).

Capital should have lot of production, so if needed you can also build transport to help production on new colony (It transports 100 production).

4 milion (4 pop?) is very low. Build cities (esp. next to farms or other pop+ bonus to have also +% incrase). I go approx. 1 city per colony and 2-3 cities on important colonies (like science or production hub). To build cities you need food (4 per city) so build farms (never destroy the farmland tiles on planets since you can build farms only on them). There is also one galactic wonder which gives lot of food (and AI does not seem to care about it much). But on week 20-30 you probably don't have many farms/cities so anything but capital will have low population base.
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Date Posted: Dec 19, 2021 @ 3:34am
Posts: 18