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Economy

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13 years ago
May 13, 2012, 7:34:02 AM
I always seem to get smashed in the economy section of the game, even tho i research into economy the whole game. What am i doing wrong? not sure how to make it better? smiley: frown
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13 years ago
May 13, 2012, 8:37:37 AM
Can you tell us what you have been doing?



At the beginning of the game try to expand fast and hard. I let my homeworld and first colony build up to max pop before pushing out colonizers and ships to defend them. I also like to build the food improvement on the first world in each system to help speed up growth. In that same boat, the tech that gives alien grafting and sustainable farming is my first one researched.



Are you focusing mainly on one tech tree? Don't do that! It is much better tho spread out and keep the trees relatively even.
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13 years ago
May 13, 2012, 8:39:52 AM
PortlySlim is right.. its almost impossible to help you without knowing what you are doing (apart from mentioning common points that you can easily read about in the forums)

Can you describe what you are doing usually the first few turns?
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13 years ago
May 13, 2012, 8:44:35 AM
Ok ill play another game writing down what has been done in order sorry for the small post.

Only just got game about 1 week ago. me= noob smiley: smile
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13 years ago
May 13, 2012, 9:16:00 AM
liamlg444 wrote:
I always seem to get smashed in the economy section of the game, even tho i research into economy the whole game. What am i doing wrong? not sure how to make it better? smiley: frown
When you say economy I am assuming you mean FIDS output. Here are some pointers:



*ONLY build planetary exploitations that get additional bonuses for that planet type. The only exception is the food exploitation which I would recommend building on every system with a max population greater than 8 which you don't want to assign a hero to and every system with a max population greater than 16 in addition to assigning a +50 food bonus administrator hero asap.



*Get Administrator heros (as many as you can, horatios are great for this since you can just clone from one) and get those +50 (+20 and +30) food and +25 industry bonuses asap. Reassign him to systems of max population greater than 8 which you want to get spitting out FIDS. Reassign them whenever the population maxes or a more important system is without an admin.



*Remove food exploitations from max population systems and replace with one of choice (Usually production or dust imo).



*Research food exploitation upgrades early, as well as other upgrades for your most common exploitations.



*Gain monopolies, this will make your economy and fleets pop. When you have one or two luxury monopolies research FIDS modifier upgrades for them in the left hand tree.



I hope this helps, I could think of more but I don't want to have a huge ugly post.
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13 years ago
May 13, 2012, 10:18:05 AM
I would love a huge ugly post haha, Your tips have helped so much.

What i usually do is build a production exploitations on my first plant and start researching in the exploration tree, getting xenobotany and arid epigenetics. then i research in soil xenobiology and particle scannning. from there when i find new systems i usually go with production expoitations or research explotation. Not sure if just me but when i find a new system it takes many turns to get a exploitation, not sure if me or game.



btw i play the Sophons.
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13 years ago
May 13, 2012, 10:28:04 AM
liamlg444 wrote:
I would love a huge ugly post haha, Your tips have helped so much.

What i usually do is build a production exploitations on my first plant and start researching in the exploration tree, getting xenobotany and arid epigenetics. then i research in soil xenobiology and particle scannning. from there when i find new systems i usually go with production expoitations or research explotation. Not sure if just me but when i find a new system it takes many turns to get a exploitation, not sure if me or game.
I almost always build a food exploitation on my home planet. I recommend using your initial colony ship to colonize any Terran, Ocean, or Jungle planets which are not already colonized in your home system. Build your food exploitation on one of those if your races home planet is not one of those three types. Obviously this doesn't apply if there are none there, in which case just build your food exploitation on your home world.



I recommend rushing production of your first food exploitation in each system. This won't be possible for your home system as you start with 0 dust, and as soon as you hit 22 dust you should be hiring a hero with the administrator trait, or if there isn't one the highest labour bonus. However rushing an exploitation costs under 200 dust and will save you up to two turns on your first population increase. You can then immediately begin production of system enhancements that will increase total FIDS output for your soon to be blossoming colonies.
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13 years ago
May 13, 2012, 10:31:31 AM
Ok sounds great, always wondered what the food one was useful for!!



So just to get things clear.

Food is too increase pop faster then when full pop change?

Production is to build things quicker?

Dust is to buy things?

research is to help with faster research?
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13 years ago
May 13, 2012, 11:18:03 AM
ArrowLance wrote:
I almost always build a food exploitation on my home planet.




Why do you do this?
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13 years ago
May 13, 2012, 11:27:28 AM
ArrowLance wrote:
I almost always build a food exploitation on my home planet.




Got to say I hardly ever do this. I usually build that exploit on my first colonised planet, but I usually go science on my home.
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13 years ago
May 13, 2012, 11:49:17 AM
You "get mashed" because the AI currently a) cheats and b) prioritises dust generation to buy stuff (because it also gets massive discounts).



When you capture enemy systems, you'll often find that every planet has +dust / finance exploit on it; this is because the AI does nothing more than +dust > buy ship to combat you.





~ The Dev team have said that in removing the infinite cash / ship bug they're having to "rebalance all 8 AI". What this actually means is someone is actually having to write some proper AI instructions rather than the cheesy dust behaviour it uses at the moment.





A few of us are waiting on the patch with interest; it'll prove whether or not the coder in charge of AI routines knows her/his stuff or not.
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13 years ago
May 13, 2012, 12:23:57 PM
I've noticed in my games, the Dust exploiting seems to be worst for non-Craver AI. I take over Craver Planets and they generally have a good mix. I take other peoples planets, and they just have the finance boost.
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13 years ago
May 13, 2012, 12:59:05 PM
4x_Fan wrote:


A few of us are waiting on the patch with interest; it'll prove whether or not the coder in charge of AI routines knows her/his stuff or not.




If you are expecting a perfect AI 2 weeks after the Alpha has been launched, you are about to be disappointed. No, it's not going to be perfect and one of the main goals of the Alpha is the AI to be improved. Having said that, giving ratings to the AI coders' skills basing them entirely on impressions of the first 2 versions of the Alpha doesn't seem very rational to me.
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13 years ago
May 14, 2012, 4:48:28 PM
Jashbeast wrote:
Got to say I hardly ever do this. I usually build that exploit on my first colonised planet, but I usually go science on my home.




depending on planets i do industrial.
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13 years ago
May 14, 2012, 5:03:12 PM
Slar wrote:
depending on planets i do industrial.
A hero with the +25 production enhancement is all you really need for early production. That's one of the reasons I focus on food/expansion so much early game.
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13 years ago
May 15, 2012, 2:05:35 PM
i generally go with Horatio for that same reason. Also I don't get hero's evertime, even if I do not always governer hero's. So I can't always get the +25 production hero early.



ArrowLance wrote:
A hero with the +25 production enhancement is all you really need for early production. That's one of the reasons I focus on food/expansion so much early game.
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