Flaviusx -> RE: Economy needs a boost (11/27/2009 6:31:39 PM)
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The only way I can manage the human economy is to avoid building mines. Mines send them into unrest way too easily. With humans, you really come to value systems with asteroids and oort clouds, because those can be developed without penalty. As I've said elsewhere, I don't like the humans much in this game and consider them a hard mode race. Trade is huge. I've had some empires bringing in over 5000 credits a turn from that, which is no joke. A trade mission to a high pop world can bring in up to 150 credits net each turn, even after paying custom duties. The key here is to make sure you send trade missions to such worlds. 30 pop seems to be about the break even point where revenue covers duty, and after that it is all profit. In 10 turns or less you will pay off the initial 1000 credit investment and it's all gravy after that. What's harder is convincing the AI to establish missions in your own worlds. They don't seem to be very aggressive about establishing trade missions with you. If you can get them to do it, make sure it's on a colony where you can afford to spare the space for the mission. (Poor worlds are great for this.) If you want races with easier economics, look for those without unrest penalties, with the bureaucracy bonus, or the Crylons (who get a 20% mining income bonus). The Crylons and Walden are strong on economics. The Walden, in fact, are in my opinion the best race in the game in the larger maps, but they don't lend themselves to an extermination playstyle due to the VP penalty they incur from killing pop. Once they get assimilation techs they can blitzrieg like crazy, however, and absorb enemy empires.
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