How do I generate Income?

Well, I know the basics of generating income.  I know that I earn tax revenue for each citizen on my planets, and I know that I earn additional income through trade.  But the problem is, I always find myself reaching a certain point in the game where my income just doesn't hold up to my expenses; particularly in terms of the maintinence cost for upgraded planetary facilities.  The second biggest factor is my fleet costs, but this is being behind 2 or 3 civ's miliatarily.

When you're looking to spend a little time growing your income, what do you do?  Is it a matter of building the right starbases?  Opening tons of trade routes?  Creating certain planetary facilities?  Is there another magic method I'm just not using?

Or am I just not balancing my budget properly?  I have I gone too far down the reasearch/production trees without letting my economics catch up?  Should I just pay closer attention to my in's and out's per planet?

Many thanks for any advice.

jujumbura

10,635 views 6 replies
Reply #1 Top

1) Trade.. alot, give races trade if they dont have it so THEY trade alot, you can only have 3 with basic trade but you can get alot more from others i.e 9*3 plus minors = lots of money.

2) economic treaties help

3) Who said War profiteering?

4) if you see an economic bonus starbase.. get it. NOW. If its belongs to a friend of yours (or someone who can smoosh you) send a ship next to it.. give that ship to someone at war with your friend and weeee its yours (assuming you get a constructor there fast enough.

5) tourism is nice.. if you can get a high influence

Reply #2 Top

6) governments make a huge difference once you get some planets

7) as a general rule, the higher the efficiency of production/research per tile, the lower the efficiency of production/research per upkeep

8) if you're not busy at something else (like colony rushing) kill the pesky minor starbases when you get your own constructors near the ressource

then make peace with them in the same turn or ... kill them

9)  watch your pop, 100% morale allows your pop to grow twice as much

10) depending on your strategy to the game, balancing economic buildings might be necessary

11) research economic buildings and techs with bonuses to morale/econ

last (but not least) galciv.wikia.com is a nice source of info /strategies, even if not always up to date

Reply #3 Top

I'm not sure at what stage inthe game you are. Early in the game everyone has a bit of a cash flow problem. Players have developed different ways to combat this, but its a concern for all. What I do is alternate between fatories and trade centers at the beginning. I get trade somewhat early to get the Economic Capital built. I try to get the government techs squeezed in as soon as i can. They offer econominc bonuses, morale bonuses and influences bonuses at the same time. Many people keep their morale at 100% to get the population boost, this can be very lucrative in a short time. Later in the game I generally make my planets almost half economic buildings. Eventually making any planet at PQ10 or less all stock exchanges and one farm. But at this point its just to have more money and not to get out of any hole.

 

Reply #4 Top

Definitely dedicate some of your planets for purely making money.  Enough farms for at least 15 billion population, 1 or 2 morale structures, and the rest economic buildings.

Kzinti empire2.JPG Sentient species taste better...

Reply #5 Top

Hmm.  So is it better then to have specialized planets for economy, military, research, etc, than to have planets that are general-purpose?  It seems like it might be really hard to get an idea of where your credits are going....

Reply #6 Top

Yes, I think specializing is the optimal way to go with planets.  I specialize every one of mine for either econ, reseearch, or industry.  If you devote a decent % of your planets to income-generating, you wont worry about where your BCs are being spent, you will worry about spending enough to stay under 20k each turn. :grin:

I like to get to 20 billion population on most planets (excepting the very low PQ ones) by the end of the game for a higher social score.  So at the end of the game, each moderate to high PQ planet has 2 farms, 1 or 2 virtual reality, 1 fertility clinic (until the pop maxes), and the rest of the tiles for only factories, labs, or stock markets, depending on the planet.  Only my industry planets get starports.

Kzinti empire2.JPG Sentient species taste better...