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Do you still think GalCiv 1 is fun even with GalCiv II out?
758 votes
1- Yes
2- No


Early economy booms
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by Citizen Psirrow - 2/27/2004 3:08:27 PM

If you've seen me post anywhere on here before you know I love my economy. I've searched for tips for improving it early in the game, but most of the advice seemed to apply to later game where maintenence would get to be a problem if you've built too much or if you've gone military crazy too early. I know I settle low, and that can hurt my econ, but I'm just curious what are good income levels about 2yrs into the game or if there are methods to improve that. After a while (when the galaxy is settled and the only colony ships out there are just filling in decent planets on settled star systems) my economy gets okay raking in 8k or even 18k last game (though that was with a econ boom). I'm just curious if there are ways to improve the earlier figures because until about half way through the game I'm dead last, then I hit a point (probably when the sub-inhabitence level planets start producing) and I get something that looks strangely like a diode graph in my econ graph.

                  
#1  by Citizen TheUndertaker - 3/5/2004 6:47:40 PM

Take +2 trade route for ur race and reserch ur way straight trade tech and build 3 frighters and send em off the all the HQs of the other races



          Posted via Stardock Central
#2  by Citizen Psirrow - 3/6/2004 9:57:52 AM

Will do, I'll see what that does... when I get back home and I can actually play.

                  
#3  by Veteran fsk5809 - 3/6/2004 8:24:59 PM

When you're talking about racial picks, are you talking about pre-AP or post-AP? The latest beta changes the game balance a bit, so you're going to have to reevaluate your picks.

                      
#4  by Citizen Psirrow - 3/7/2004 8:28:20 PM

I don't have AP so I suppose pre-AP would be it.

                  
#5  by Citizen Good Omens - 3/12/2004 5:58:13 AM

Go straight through the yellow techs to Trade. I like to find a minor to trade with; because they don't expand quickly, they rarely become a threat, so I don't feel the need to go to war and lose my trading capability. Periodically after that, research the trading techs (either +1 route or +10 Trade); maybe every 3-4 other techs. As soon as Banking Centers and such become available, they need to be built on every planet. When I research the Galactic Stock Exchange, I generally push my social spending up to 80% or so until it's built; the bonus is too good to lose.



#6  by Citizen Psirrow - 3/12/2004 9:13:59 AM

Okay, I'll try for more of a point for the galactic stock exchange. I'll also go for the trade bonus techs when they're cheap. I sometimes find it pacifying to swallow a few smaller techs when the one I really want is on the order of 30 turns.

I'll also continue to try to avoid going to war until I have a healthy economy or tech base (or both). That would make breaking trade routes a late game thing like maintenence and various other things. Last game I broke a grand total of 8 of my trade routes and heaven only knows how many of the aliens without even flinching because of a strong stand alone economy. I'll try to keep a few minors alive next time to have someone to trade with in the off chance that it rases the score.

                  
#7  by Citizen Matthew Downie - 3/12/2004 10:18:34 AM

Remember, you can also 'capture' trade routes. If you conquer a planet, you gain control of all the trade routes going to and from it (with some exceptions - it doesn't allow you to exceed your normal limit on trade routes, and you won't gain any trade if you're at war with the person the trade was with).
If you can win a war easily enough, do not provoke wars between your enemies and their trading partners, since this will break off their trade prematurely, preventing you from capturing it.



                           Posted via Stardock Central
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