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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
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.
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.
There are U-Tube How Too videos, this forum or the Stardock Forums, and a Discord channel all active so there is help.
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.
no more money worries
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.
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.
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.