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usually i unlock tech after tier4, after settling the camera route,i got credits and balance,this will support me to buy carbon for futher tech developments.
normally, i reach tier4 in1.30-1.50hrs,if i play with keto, i will buy carbons and needs to unlock researchers to build 7firebirds,after that,i wont supply tech people until keto is defeated.
I usually start by having 6 Fishery and 6 Tea. Create my first route and name it “Money” and start selling fish and tea to the nearest NPC. As I progress I will over produce Communicators and start selling them. This usually covers lots of expenses.
Higher class population still pay you more this is noticeable when you reach class 3 and 4 and they pay you more when you satisfy their needs.
I think the economic strategy here is to think about trading and not just rely on population taxes at least in the early game.
If I understand what you guys said, then these are true:
- Techs are money-losers until genius level. You have to be ready to subsidize them for a long time with a big eco (or tycoon) base.
- Eco levels 3 and 4 are worth developing, financially, even though they make your economy more vulnerable to events.
- I should trade. I was reluctant to start doing this because it’s work to tell how much it really costs to manufacture goods. After all, if you’re taking a loss on each unit sold, you can’t “make up the deficit on volume”. :) In previous games I think some goods sold at a net loss, like tools.
- If I understand you, even fish are profitable to sell. I gather communicators are more profitable. Has anyone analyzed the margin of profit on each type of goods?
- Is there a way to play the NPCs to get the best price for goods? Is there a way to use politics to raise margins? Are “duties” worthwhile?
Duties are not worth while, there are far better items you can put in your warehouse
I feel that those calculators that work out some sort of net loss/profit for production chains are not very useful in the long run.
If you already have a production chain up and running anyway, then any excess you can sell is gravy. Just make sure not to leave yourself short by setting the sell slider appropriately.
Whilst techs don't generate the most tax income, their goods make great trade items, such as Functional Food, Energy Drinks, Exoskeltons, Bionic Suits etc.
Techs also allow you to build labs. If you have the shares functionality enabled then these can help increase income too. An island with stacks of stuff researched/built and sat in the warehouse earns more income.
Yes, you can buy new coal / iron or whatever drill bits / plows from NPCs, but it's a lottery as to what they have, and every click to change items gets progressively more expensive to do. Not very useful if you only have a few thousand credits! :)