Anno 2205

Anno 2205

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VoiceGS Dec 23, 2018 @ 6:04am
Managing Credits
Hey.

So I just bought this game for the sale and so far I have been enjoying it. At the moment I have unlocked Kinngait Protectorate, Vanha Plains, Orbital Station and the moon as well as my first area and I think I have been doing good. But, I always seem to have a problem with my balance. Can anyone give me any tips on what I should do to get a big balance cause I always end up into issues where I need to get even more resources to keep them happy and then that brings down my balance again.

Am I always gonna have an issue? What else can I do to keep my Credit Balance high?

Also when would be the best time to enter the Stock Exchange? I'm already rank 24 and my average balance is around 5k.

Any tips would be great!

Thanks.
Originally posted by kopiC:
Sorry if this is long......
- Build as many temperate residence as possible. First buy temperate region as soon as affordable.
More Temperate residences = more people to consume goods = more revenue income.
Only in temperate region, residences generate more income than cost-of-goods.

- In Artic & Lunar, cost-of-goods far higher than revenue generated by Artic & Lunar residence. Keep Artic & Lunar population low, just enough to generate workforce. All Lunar facilities cost thousands to ten thousands of credit to upkeep.

- Don't over produce (goods, public service, enegy, workforce, logistic), those drain your revenue.
- Sell excess goods at Local Traders (they offer significant higher price, but shop list is random). Sell excess goods at Global Market (limited number of routes). Seeing how tedious to generate revenue from trading, just don't overproduce in first place.

Advisable to build up 2 or more temperate region (things will be much easier), before entering Lunar.

Start with Orbital ASAP. I started Orbital when I am just level 6. Bonus gained is worth it.

Delay Stock Market till as late as possible. (its doable at Corp level 40, income at +40,000. I wait till level 100+).
- Stock Market do give big reward: removal of restriction on all advance modules, all industries productivity boost. Also unlocks a new building allowing more promotion for residence.
- At times, stock earning falls to negative for extended duration. You need high savings and high income from your settlements to avoid bankrupcy.
- Higher Corp level, faster Influence point gain.
- Larger revenue, able to out-bid competitor during stock auction.
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Showing 1-5 of 5 comments
olstar18 Dec 23, 2018 @ 1:52pm 
That is the games cycle. You need credits so you expand but that means more expenses so you have to put those credits into resources then you need to expand to pay for it.
FluffyNo3 Dec 23, 2018 @ 2:00pm 
More houses = more credits
The author of this thread has indicated that this post answers the original topic.
kopiC Dec 23, 2018 @ 7:05pm 
Sorry if this is long......
- Build as many temperate residence as possible. First buy temperate region as soon as affordable.
More Temperate residences = more people to consume goods = more revenue income.
Only in temperate region, residences generate more income than cost-of-goods.

- In Artic & Lunar, cost-of-goods far higher than revenue generated by Artic & Lunar residence. Keep Artic & Lunar population low, just enough to generate workforce. All Lunar facilities cost thousands to ten thousands of credit to upkeep.

- Don't over produce (goods, public service, enegy, workforce, logistic), those drain your revenue.
- Sell excess goods at Local Traders (they offer significant higher price, but shop list is random). Sell excess goods at Global Market (limited number of routes). Seeing how tedious to generate revenue from trading, just don't overproduce in first place.

Advisable to build up 2 or more temperate region (things will be much easier), before entering Lunar.

Start with Orbital ASAP. I started Orbital when I am just level 6. Bonus gained is worth it.

Delay Stock Market till as late as possible. (its doable at Corp level 40, income at +40,000. I wait till level 100+).
- Stock Market do give big reward: removal of restriction on all advance modules, all industries productivity boost. Also unlocks a new building allowing more promotion for residence.
- At times, stock earning falls to negative for extended duration. You need high savings and high income from your settlements to avoid bankrupcy.
- Higher Corp level, faster Influence point gain.
- Larger revenue, able to out-bid competitor during stock auction.
Last edited by kopiC; Dec 23, 2018 @ 7:36pm
VoiceGS Dec 24, 2018 @ 12:15am 
Hey all.

Thanks for the replies. Really helpful. At the moment I'm now level 43 and still have about 20k give or take balance. But I have around 4mil in credits in the bank since I saw that the end products in lunar zone sell for a ton of cash so was able to buy 2nd temperate zone. Also I found out that instead of buying housing I went for appartments instead as they seem to be more efficient. Also I tweaked my Logistics as well and better situated them. Yeah I like the 2nd bonus from farming in removing the cattle farms since Rice Farms are more efficient as well.

I will wait till I have around 40-50k in balance before trying the stock exchange. Can't wait to try it.

Thanks.
Panterich Dec 27, 2018 @ 11:21pm 
So, i always wondered, if that is actually the case:
Originally posted by kopiC:
- In Artic & Lunar, cost-of-goods far higher than revenue generated by Artic & Lunar residence. Keep Artic & Lunar population low, just enough to generate workforce. All Lunar facilities cost thousands to ten thousands of credit to upkeep.
And finally i decided to do the math. At the moment i only calculated Arctic, and that statement turns out as not totally right. Note, that i count energy as free, because it is free in a late game. But it shouldn`t really matter within the end result. One other thing - i use custom veteran difficulty, and i don`t remember which options i may`ve changed, and i don`t see how i can check that. While it is still shown as veteran, it may have some relevance to my calculated numbers.

Firstly, un-upgraded residences (protectors?) give little (~10%) profit with fully satisfied demands, if you are not overproducing (that also means you trade Drinks in bulks of 50 and use all of them). And those numbers clearly make it unreasonable to try to build more of those residences apart from what you need for workforce - too much hassle for pocket change.
However, just by upgrading those residences you raise income by x2.3 while raising expense by only 66%. This results in x12 profit boost.
There is more. Social needs make only 20% of motivation for un-upgraded residences, but their maintenance costs are 4 times more than cost of all the needed production. Skipping social needs there results in almost x10 profit boost.
Combination of 2 previous points results in x22 boost. Thats almost 70 per upgraded residence. An addition of Stimulants makes that 82. I know it is not much, but it also isn`t negative.

As a tip to new players who may read that: there is no reason why you should not build more residences first, place enough social buildings for upgrade, do an upgrade for residences you intend to keep and remove unneeded residences and social buildings after that.

Btw, "stretched" stimulants production building produces 8 stimulants and can heat 20 residences. Those 20 residences (upgraded) consume almost 7 stimulants. I suppose that makes it a good "building block" for filling sector area.
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Date Posted: Dec 23, 2018 @ 6:04am
Posts: 5