quick ulto econ ($$$$$)

READ!!!!

when you start u get 1 planet (class 10) 1 colony 1 flagship p.s. (only works w/ scatterd stars) send 'flag' to nearby system (need steller cor') on home build 3-factorys 1-farm 2-rearch 1-entertainmentand 2-markets (no need for embasy... u got plenty of influence on home)and force to social (buy 1st factory) ONLY TAKE CLASS 7 PLANETS AND UP FOR FIRST 2 YRS! A way to jump-start a new planet 1. buy starport!!! 2. click on build ship 3. build ship (any ship) 4. click done 5. dubble click on new planet 6. buy a factory 7. DO NOT FOCUS ON ANYTHING (not reacerch, social, or military) 8. build as u please NEXT TURN! 9. REPEAT PER NEW PLANET (glich cheat only works 82% of the time) tech trick: when you find an anamaly u usualy rush to it, right? DON'T! make sure flag can't get it that turn! when u tell it to go to the anamaly look in the destenation spot solder1 - 1% solder bonus repair1 - 1% repair bonus weapons1 - 1% weps bonus defence1 - 1% def bonus economy1 - 1% econ bonus ship exp - + ship experince free ship - free ship (usualy high tech level) reacerch 2 - waste o' time!!!!!! reaserch 1 - curently being reacerched tech time is cut by 25% what this crud mean? well if you find a reacerch 1 u should change reacerched tech to long but wanted tech get 25% off time and shitch bach to preveus (160 weeks -to- 120 weaks) very helpfull for out of reach techs also... if ya got etics go for newtral if posible (approval bonus = higher taxes) i very much hope this helps all the fresh beginers and further improve the skill of those already experts. as i find more gliches, bugs, and cheats, i will be shure to post 'em for ya. i am not try'in to put down Mr."good in best" but nutral has the best economy bonuses like newtral trade and direct ship buy discounts it is also my encuragement to build your own styles of ships to meet the demands always remember to trade tech with allies and warn enamys to help that i thought it would be good to know that starbases do boost your flight range well. use them as out posts for your ships to thay can fly farther in to the stars if ANYONE has more to ad or to disprove the above... feel free... this is for the genral help of all who need it... i take pride only from the help this gives and hope for more and more posts to add. like i said... ANY VOICE IS WELCOME HERE! i hope to learn frome you as well as you will from me...
24,396 views 11 replies
Reply #1 Top
To Dale2
IMHO - about alignment things ...
Be BAD/EVIL and take your bonus+++
Tuff it out and be GOOD ... no BONUS.
Be a total cop-out neutered wissywoss and get your BIG boneass !!!!
It is YOUR choice ....
Anyway, just my opinion ...
Reply #2 Top
I could learn alot better if you used capital letters, sentences and paragraphs. Don't you understand that most people find posts like this hard to read and won't bother iwth them? I know I won't.
Reply #3 Top
i am not convinced that neutral gets more money than evil. evil drains trade money for anyone passing thru their territory and they get the best econ wonder out there. i think these add up to more than a couple extra traderoutes in most cases
Reply #4 Top
To Grifman,
Some tough, hard, feedback for me to assimilate here.
I post in a style not uncommon on forums. Appreviations (sp?) and short cuts are often used on informal media such as this. Of course if it makes it difficult for you to follow the post thread, for that , I am sorry.
If you have a more specific issue you would like me to deal "iwht" .... well, just let me know.

Reply #5 Top
Byram: I believe Grifman was referring to dale2's post, which I too found very difficult to comprehend.
Reply #6 Top
Maybe ....
Reply #7 Top
Byram, there is nothing wrong with your post. However, dale2's is illegible. Especially considering you actually DO everything grifman is talking about. Oh, and there is a rather major difference between one typo (getting 2 letters reversed) and being unreadable to the world at large.

Since we're talking about cash:
The evil trade drain isn't much, unless you happen to have a LOT of the map covered. And neutral's extra trade is still worth more. If you are starbase heavy, go evil for the free upgrades and also free invasion tactics.

But with good, you can get higher relationships easier. Which means better trade value. Which means more money.
Reply #8 Top
Hey guys relax... has anyone noticed these forums are getting very hostile... Dale used bad formatting and poor spelling, but so does half the world (so did you Marc). It was worth the read to find out his general game strategy. If the meaning of life was written in crayon, you'd still read it, right? Besides, from the look of it, his post was copied from notepad... I bet it was well formated when he wrote it first. Full literacy in english is not a prerequisite to provide valuable suggestions to fellow players.

I've always found Trade to be just a so-so income source overall, unless you spend the time to line up most of the routes and build a half dozen tradeposts along it. It is great for covering that extra 5% you need to run at full capacity and still turn a few BC profit midgame, after the colony/resource rush is over. Population booming is way better for income... morale is king.

In the spirit of Dale and for all the new starlords, here's how to pop boom:
ya gotta keep in mind your planets grow pop faster when they are happy, with like a double rate when they are real happy (100%) since your money comes from taxes more pop = more taxes, so you wanna keep them happy so they will rut and make babies for you to tax and then hurl at enemy worlds. So when ya begin don't drop a factory or a lab or anything like that, buy yourself a entertainemtn complex adjust your tax rate so your homeworld is 100% happy each turn you can buy a ship you need if you have the cash and on the planet you should buy some factories to make colony ships. new planets get an entertainemt thingy, then develop them as you want. when all the planets are gone, your pop will be big and you can crank taxes.
Reply #9 Top
ya gotta keep in mind your planets grow pop faster when they are happy, with like a double rate when they are real happy (100%) since your money comes from taxes more pop = more taxes, so you wanna keep them happy so they will rut and make babies for you to tax and then hurl at enemy worlds. So when ya begin don't drop a factory or a lab or anything like that, buy yourself a entertainemtn complex adjust your tax rate so your homeworld is 100% happy each turn you can buy a ship you need if you have the cash and on the planet you should buy some factories to make colony ships. new planets get an entertainemt thingy, then develop them as you want. when all the planets are gone, your pop will be big and you can crank taxes.


Yeah, I start out in a very similar fashion. I also like starting out as the Torians sometimes since they have an inherited morale bonus.

First, main view, I start by clicking my flagship, hitting 'A' on my keyboard, then letting him do his thing. Send the colony ship home, then bring it back out so it gets a full load of colonists.

Secondly, finance window, I put taxes at 39%, put all funding into research, then crank capacity up to 100%.

Third, home planet view, take note of tile bonuses, decide if homeworld is going to be any of my capitals. (Rarely has my homeworld been a capital since it will only go from a class 10 to a 13, one or two more if you have PQ bonuses). Since it rarely is a capital, I just try to utilize tiles to the best of their ability. I buy one entertainment network, then 2 labs, then 1 Marketplace, 1 more entertainment network, and assuming the homplanet isn't going to be a capital, I'll try and put the equivalent of 4 factories on it.

Two Entertainment Networks are enough to keep morale at 100% @ 39% tax rate until the pop gets around 8.00 bil. or so...

I try to conserve money by buying as few colony ships as possible. I crank money into research so I can get some Basic techs quickly. This allows me to screw research for a bit later and focus all on Social. I have a few techs that I will ALWAYS get before cutting research:
1. Impulse Drive (Free +1 speed, better engine)
2. Planetary Improvements (+10% to all prod./res.)
3. Trade (able to build Econ. Capital and Restaurant of Eternity)
4. Advanced Computing (Tech. Capital and Smart Drones, which is the 4th prod. booster for Econ. starbases)
5. Sensors*** (Not always a must to me, but a free +1 sensor range and with Stellar Cartography, you can see planets and stars on the mini-map)
6. Basic Logistics and then General Life Support (Range bonus, lets the flagship look farther for stuff)

*** - With Impulse Drive, Sensors, and General Life Support, you can make a decent Surveyor using a cargo hull, it's not hard to match your flagships speed, just one Impulse Engine... so why not put 3 on the cargo surveyor!

Maybe throw in a few other techs if you want, but don't waste to much time since your enemies are usually not taking much time to research, if any, initially.

Hopefully, your flagship will run across a few resources as well. All of them are VERY valuable, but the research ones aren't as valuable as the others.

Have your planets function whichever way you think is best. Personally, I try and have every planet start with 3 or 4 factories so as not to have to wait for money to buy everything. I have 4 types of planets, or specializations...

a. Ship builder - These are large planets with every tile devoted to manufacturing except for one StarPort and maybe one Morale booster to try and keep approval above 75%. I tend to pick them more on actual production capacity and not on class alone. (Like noting wether terraforming techs give 1 or 2 tiles at each level and noticing any manufacturing bonuses on tiles) I almost always put my Manufacturing Capital on the one with highest manufacturing points.

b. Tech planet - These are also large planets. Every tiles is devoted to devoted to labs, with the exceoption of a space for the one where I am going to put my tech capital, and another one for trying to keep my approval about 75%. (I will have some factories on it initially, but once I get to the point where I can easily afford to buy new/upgraded labs, I tend to scrap the factories for labs instead.)

c. Money Maker - These aren't always the largest planets, but are the ones I plan on stuffing a lot of people on. I use the planets with morale bonuses wether it be from tiles or from a random event for this type.

d. B**ch planets - These are any size planets that don't seem to stand out as anything great, but are important none the less because I will put any Super Projects and/or achievements on them that affect the empire as a whole and not just the planet so as not to waste a tile on one of the previous types. Usually these can have a decent production and/or research capacity, thus acting as more of a support role. In other words, they do the stuff that the other planets can do, just don't want to do...

It's getting late, so this is my last pointer... Make as many trade goods as you think you might need and try and get all of the useful Galactic Achievements. Here is my list that I usually use to pick which ones to build, 1 is highest priority.

1. and 2. Diplomatic Translators and Restaurant of Eternity. (Diplomatic edge, and a 20% influence bonus, not important so much for you to have, just for you to keep from everyone else, I have yet to trade the Diplomatic Translators out if I can build them first)

3. Xinthanium Hull Plating (+15% hp, once again, not so much important for you, but also important to keep it from them)

4. Morale boosting trade goods. (A.I. is more willing to trade these to you if you don't build them)

5. Galactic Showcase (+25% Diplomacy skill)

6. Galactic Bazaar (Makes the A.I. think the stuff you're offering up in a trade is worth a lot more than it really is!)

7. Omega Research Center (+50% research boost on planet it's built upon, not so great since it's a smaller bonus than the tech capital, and even less valuable since it comes so late into the game, but it does help regardless)

8. Hypercomputers (Relatively easy to get, plus you'll probably already be going down that branch of the tech tree since the A.I. almost always seems to use Missle weapons at first)

As for how fast to get everything done, that just depends on your style of play. Some like to rush in before the A.I. can build a defense, tends to be very effective, but gets harder to do as the intelligence of the A.I. increases. I like to try and devote some time to the Diplomacy branch so I can trade easily for other techs or cash, and if I finish it, one can build the Spin Control Center. It's nice because you can have a military with only 3 ships, but in orbit of the planet with the S.C. Center will make your military rating appear much higher than it really is.

Also, the A.I. tends to start getting aggresive and start a serious military after first year, then they start looking for who to invade the second year. If you don't have a decent military, and/or good relations with other races by then, you will get harassed... a lot...

post in a style not uncommon on forums. Appreviations (sp?) and short cuts are often used on informal media such as this.


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Reply #10 Top


actualy i just typed bad from my mind... that is the only draft... thanks for the kind words zerogman, dark snathi and your opinion byran! pleeze help this post grow with your opinions and stratagys! till i read it again DALE2 is out...