or it could be that ur trade was fulctuating a bit.
| i was pulling in over 750 bc's a turn, but when i reached about 20000 bc's in the treasury my economy droped into the negatives until it reached about 19500 |
| no i wasnt getting all that much from trade maybe 3 or 4 hundred a turn and when i had positive cash flow it was generaly over the thousand mark. |
Sounds like a significant factor in it was actually trade vessels. Did you have them all going out at the same time - basically, if you stagger sending out freighters your economy is fairly stable, if they go out all at once and complete their route all at once, your economy jumps up and down. Aside from adding new tiles that require more spending.... or adding to your expenses by say building ships in previously unused docks.... it's the only natural factor that creates fluctuations in your economy. This would be especially prevalent in a gigantic map where you can see very large sums in the routes.
That means that closer routes are the way to go.
Waiting for a freighter to go across a gigantic map means you would only get income once or twice in the whole game.
| So you only get trade money when a freighter completes it's route ? That means that closer routes are the way to go. Waiting for a freighter to go across a gigantic map means you would only get income once or twice in the whole game. |
No, they generate money every turn. They just generate more cash as they get further away. What I was saying was, if his economy as based upon ALL his freighters income when they were far away and they all completed their route at approx the same time, his econ would plummet quickly.
I don't use Trade for cash as I prefer a stable income, I use it to build relations to other civs.
. it continued throughout the game and had it not been disabled i would have had a tech victory so it wasnt new social projects. I have been looking for it and at 20000 the amount that was coming in in taxes dropped so maybe at 20000 theres some kind of tax relief, not really sure why though.
One game I was consistantly getting 4-5K bc a turn and up to mid game i was spending it almost as fast as i was getting it.
Got extra tech of an AI and decided for once to upgrade my fleet instead of building new ships.. Was going to cost 48K.. 8 turns away cause I had 10K at that point. got to over 20K and the economy dropped to 2.5K a turn.
I had to upgrade around half my fleet individually.
In another game my economy wasn't as strong and it would fluctuate from 1.5K to a negative value (forgot the amount) at the 20K mark.
Add more stock exchanges, it helps. And raise the taxes if you can do it and still keep a high approval rating. Mine are usually well over 50%, sometimes as high as 75%. It is usually only one or two plnets that will have a very low approval rating, and I just add a couple more entertainment centers to these so I can keep the overall taxes high. And I usually have between 95% and 100% overall approval.
| but when i reached about 20000 bc's in the treasury my economy droped into the negatives until it reached about 19500. |
Same here. IIRC i read somewhere there's a penality for money-hoarding. When your treasury crosses 20,000BC you lose about 20% on econ ability. Not confirmed from developers though, but it is in a game.
BR, Iztok
Something like this happened to me. In lateJan2229 my tax income (set at 80%) was 20K, trade 2187, tourism 921. Population ~830billion.
I was not at war w/ anyone, held ~25% of gigantic galaxy, ~2% of planets were in the red -- the rest were making money and I was netting ~4k. My accumulated funds were ~17K. Approval ~99% (there is one planet at 95%).
On Feb1 my tax income dropped to 16k -- everything else the same --- and my income went slightly negative. Trade and tourism the same. At this stage 25% of my planets were in the red on net income. Approval level the same.
Everything else stayed the same. No notification of any galactic economic collapse. What the bloody 'Ell happened??!
This sure puts a crimp in plans to go for a conquest victory.
As Iztok said in his post right above yours, there is an econ penalty for having more than 20,000 bc in your treasury.
The 20,000 figure is a known thing.
That is, there are penalties for having a treasury higher than that. The first one (alluded to in this old thread) is a tax or some other income modifier that remains in place until below 20K.
The "solution" to the 20K figure is to buy an improvement or a ship to get under 20K before you end the turn. Oh, be sure to move all your survey ships, though, even if you have to do it manually. If they find a cash anomaly that puts you back above 20K, you will get the effect even if you bought down to get just under it.
That is not the only penalty, however. Any time you end a turn above 20K, you have some probability of one of two or more special negative events.
One of the "events" is a notification that someone is stealing money. Another, IIRC, is that there is embezzling going on or something like that. If you get that notification, you will see a progressive reduction in revenue. I forget what you have to do to get rid of the effect. maybe some old thread will tell. I just keep the treasury under 20K, even if I have to GIVE away some to an ally or minor AI, or use it to buy some trade good, etc.
(I play DA, so this applies to DA for sure. I think it applies to TA, but am not positive.)
The 20k mark is well-documented. Another, less intrusive mark is the 10k mark, which affects your trade income (halving what your traders bring in, moneywise). Basically, having a cashpile of 10k or over will lead to a reduction in trade-income, having a cashpile of 20k or more will add a reduction in tax income as well.
Before you folks get too into this topic, remember that the original post was made all the way back in March 2006. GalCiv2 was released about a month before this thread was made. This thread could very well be the first documented case of this "having too much money" problem.
Funny when some really old thread pop back up.
Next someone is going to start asking for multiplayer... again.
Before you folks get too into this topic, remember that the original post was made all the way back in March 2006. GalCiv2 was released about a month before this thread was made. This thread could very well be the first documented case of this "having too much money" problem.
Yes, I noticed, but the thread-resurrecter seemed oblivious to the 20k mark, so I figured might aswell sneak information on the 10k mark in aswell. ![]()
I find the popping up of old topics (either by resurrection or rebirth) to be amusing. It's always funny to see the same issues crop up through the years. ![]()
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