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Social Building order
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I generally do Soil Enhancement, Habitat Improvement, Entertainment Network, Banking Center, Embassy, Fusion Power Plant, Manufacturing Center, Research Lab, Multimedia Center, Stock Market, Stadium, Anti-matter Power Plant, Cultural Exchange Center, Economic Exchange, Harmony Generator, Trade Center, and Terraforming.
I add things to the build queue as they become available, and generally I stick to that order. I may have missed one though. Hope that helps.
For Honor and Justice! Galactic Guardians Link
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I build esentially the same things but my build order is different.
soil, banking, manufacturing, habitat, fusion, research, entertainment,antimater, news,exchange,embassy,multimedia,stock exchange, culture exchange, teleporters, terraforming, trade center (if I am goody 2 shoes)
This build order works for me because it is the way I research techs. I find that I am building my morale buildings about when the planets start having morale problems.
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#4
by Citizen Chipperoo - 8/12/2004 4:23:01 PM
Bnics, and Raven as well, be careful building the high cost improvements (VR center). It has a maintenance cost of 5BC per month. I find that I only need to build it on my lowest PQ planets, and even then only late in the game.
Another good strategy for keeping your morale high is to lower your tax rate. Be careful doing this because, of course, it lowers your overall income. You want to always strive to keep that number above zero.
In the early game I try to stay as close to zero as i can (Each time a freighter makes a new route, I go back and increase spending).
Once you have mastered the art of the spending sliders, you'll find that after the inital land grab phase, you'll go into autopilot on your build queue and your tech research order.
Bottom line, do what works for your style of play!! And don't be afraid to save a game, then try something "Wierd" and see what happens.
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Another good strategy for keeping your morale high is to lower your tax rate. Be careful doing this because, of course, it lowers your overall income. You want to always strive to keep that number above zero. |
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Just to clarify, the number that Chipperoo is talking about (I think) is the surplus income you have left over during your turn.
During the mid game, experienced players (depending on playing style) will find that even at 100% morale the tax rate can be set really high and your surplus income will be extremly high.
You will not be able to to get your surplus income to zero no matter how you adjust your sliders. This is a good thing.
I usually have an surplus income of over 300 BC during mid game with 100% morale and a tax rate of over 50%.
Towards the end of the game as I am taking over planets, my trade goes down, so does my income. I find that I am now spending my surplus because my income is negative. This is ok as long as you monitor it. When my surplus gets to a point that I would like to preserve I adjust my spending slider to accomodate that.
[Message Edited]
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Some of you guys have some good strategies. I am glad I stumbled on this thread. Thanks good tips.
Just curioous does everyone start out with expenses set at 100%, military set as high as possible, taxes as high as possible without loosing 100% morale in the start of a game? I picked up this strategy from someone a while back. Allows fast colonization phase allowing you to grab more planets.
Link a sci-fi themed website (under construction) featuring galciv & other space games.
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oh and i wouldn't recomend going if u don't plan on going back it becomes way to easy at the lower levels. |
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True if you play the easier levels the way you play MASO.
Just the other day I set up a normal game and the played offensively the whole game. I never traded for techs. And my starting picks were geared to production and morale. I had no extra diplo or influence.
That is good game.
[Message Edited]
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