Jeeves -> RE: Economy questions (11/11/2010 11:08:27 PM)
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1) If you have economic woes, consider building more constructors. Although the empire pays their maintenance, you will get cash from the civilians every time a project is built for them. Furthermore, the increased supply of resources will unclog your economic pipeline. This allows your spaceports to actually BUILD the ships for the civilians rather than just starting to build or queueing them for build. 2) If your civilians lack cash, they cannot build things. Consider cutting the tax rate down to 1% on all colonies with revenue less than 20k, so that the civilians have the money to buy more ships. Larger colonies (except for your home world) do quite well at 14% tax more or less. On your home world, tax at 14 to 33% rather than 50%. Now notice the increased population growth rate. 3) The tax automation is BONKERS, don't use it. The economic report is defective, take everything it says with a grain of salt, except for ship/base maintenance costs. On THAT it is very correct. ***EDIT***: You start paying maintenance on something when it finishes building. If you start builds on a LOT of things simultaneously, (for example 18 capital ships costing 7k each to maintain), then you have a nasty surprise coming at you when they finally are completed. Suddenly maintenance jumps by 126k! 4) When you change tax rates there is always a lag of about a month until the change actually takes effect. I think that taxes are collected on a monthly basis by your empire. I am almost sure that ***maintenance*** is PAID seven times a year. *** Edited *** 5) Your foreign trade bonus is applied to all transactions between you and another empire. It increases from the time when you first got the free trade agreement until the % bonus reaches 20% 6) Anytime that goods pass through one of your spaceports, you get a bonus % of the transaction which depends upon the technological level of the commerce center at the transaction spaceport. So if you fail to upgrade your oldest spaceports as the years pass by, you will be losing an enormous amount of cash *** EDITED*** 7) Revenue for a colony = population * development level * (1- corruption % as a FRACTION) * (quality factor - 50) / scale factor 8) So what you want to colonize is independent colonies, high quality factor worlds, and worlds with luxuries or ruins, and try to stay near your capital. Was that news? *** EDIT*** in the process of colonization, you need to get as many different strategic resources as possible from each of the systems which you colonize. In each colonized sector of the map, you want to be self sufficient in all strategics, and as many luxuries as possible. The sector boundaries are not really important, what I mean is within a reasonable distance of every colonized system get as many different resources as possible. I am in the process of writing a game strategy guide, currently at page 33 of an estimated page 50. Once it is approved by the staff, you will find much useful information in it. I am doing this project for free, because I really like the game.
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