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


Trade routes
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by Citizen Impious - 7/1/2004 9:14:13 PM

Is ten the max number of trade routes you can ever have? Just curious, cause I've in situations where all my bonus routes add up to more than ten, and was wondering if there was any point in even trying to expand them any further once I reach ten total?

                
#1  by Veteran Grand_Admiral_Thrawn - 7/1/2004 10:05:45 PM

You can never have more than 10 trade routes, so if you take them as a starting pic, if you research all of the techs, they become defunct, as you can research for 10 routes.

Join the Diplomats, the most active in the Metaverse: http://diplomats-empire.com Link

                      
#2  by Citizen Impious - 7/2/2004 1:03:43 PM

thank you

                
#3  by Veteran Cosmic Fox - 8/30/2004 6:37:20 AM

You might want to consider picking the points at the start that leans toward economics, and maybe one toward trade routes. All of my games go along much better with a 30+ on Economics. Once you do max you your trade routes, go for the techs that boost trade more.

NeoTech Gaming Network http://www.neotechgaming.com Link Galciv fansite sci-fi themed.

                      
#4  by Citizen NewfyScotian - 8/30/2004 8:18:00 AM

Trade routes are limited to 10 but you can maximize your money with these tips.

1. pick your trade routes to be as long as possible. The longer the trade route the more money that can be made.

2. research as many techs as possible to increase your trade income

3. upgrade your starbases to include a trade bonus while the frieghters are in that star system. This usually works best if there are several traderoutes passing through the star system.

                          
#5  by Veteran Cosmic Fox - 8/30/2004 8:33:20 AM

Great Tips Newfy..

                      
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