the_spyder

Economic changes (not liking it). Am I alone?

Economic changes (not liking it). Am I alone?

So here is my thing.  When I played "Dread Lords" I could get to a point where I could jump in and Escalate pretty quickly.  I could get up a force of troops and stomp all over my enemies.  Ok, it makes me a bit of a war monger, but I was voted "Most likely to want to rule the universe" by my college mates.

So, with Twilight, I can't get ahead to save my life.  I spend ALL of my time just trying to eak out a meager economy.  Every single game, I get to negative economy almost before I get to my third planet.  There I stay and have to fight tooth and nail just to get a positive income turn after turn.  I hover there until I get espionaged to death, or some other race decides I am easy pickings and swoops in.

Am I doing something wrong?  I do measured escalation.  I only take another planet if there is some advantage too it (either a high quality or some good local).  I build star bases to milk income.  I try to trade, but I like plaing the Dengin and in almost every game there is a referendum limiting the number of trade routes for Evil races to 2 almost before anyone gets established. 

If I am being a dummy, someone please help me understand.  What strategies do I need to embrace to dominate the galaxy?
118,115 views 55 replies
Reply #51 Top
Trade seems to be bugged. When they fix it, it should make a difference.
Reply #52 Top
I also agree the mmc is simply unbalancing.

Otherwise I think I like the fact that I cannot just turn output on 100% and leave it there if you make the econ easier then why bother having the ability to adjust your spending.

Reply #53 Top
I'm happy with the nerfing of the MCC, as a mostly Neutral player, I only occasionally used it, but found it waaaay too easy when I did. Besides, I like the other effect much better, as a riot starter on world that are getting alienated from their own culture. Just adds more spice to the mix really...

I've played two games with ToA now, one with the Korx (huge/abundant/tough) and one with the Thalan (medium/abundant/obscene). First game with the Korx was just to try things out, so I thought I'd step down a bit. Mistake. I didn't need it, I found the eco quite manageable, you just need to know where to put your efforts.
The Korx are naturally good at eco, getting a few eco techs ánd the government techs (which as samuraiTuretsky observed DOES boost your economy significantly, you can find the effect on the Governments & Ethics page, as a sidenote, if I recall correctly the listed bonusses to diplomacy and influence actually don't exist...). it was easy getting a second and even third colony wave out, firmly planting me at #1 from the start. (A position I hate, as I know it won't be very challenging to win...)
The Thalans are more economically vulnerable, I got pop growth as a bonus to offset their natural penalty. Their initial galactic achievements rock, but they have no other buildings, I rushed to the first econ building, to start pumping up my secondairy planets to pay for the industrial world I was going to turn my HP into. Then I got manufacturing on first lvl. The Thalan manufacturing building is cheap to build (=fast, love the super ability), has a high output (12 points, as much as a Industrial Sector) but also a very high maintenance (15bc) (I offset this by turning 60% of my other planets into pretty much eco-only planets). This combo worked very very well.

Naturally, with both races I used the 100% approval to grow populations on my new planets to increase my tax base, as stated before, this hardly hurts your economy at the start, but provides a huge boost to your economy a year into the game. I hardly went into the red at all. With the Thalans I was even doing so well that I could use anomalies (only one survey ship) to purchase a few constructors to quickly claim some resources, instead of using them as cash reserve to cover for the cashfall. Selling tech to the minor races also helped a bit, but was hardly vital.
Reply #54 Top
Take time to learn the new buildings and trees. I basically started GC2 with ToA and my economy ran fine. Having learned the Drengin, I then customized them to be able to do just that, the colony rush, the fast militarization, the works.

I love the new economy, being as it is part of the expansion that got me to play this game. From how the old ways are described, I'm not so sure such a free and easy economy without cares is desirable or attractive.
Reply #55 Top
Also, I'm not sure about this, but it seems like the higher forms of government boost your economy a good deal. I'm normally fine-tuning and balancing my budget and then I get Interstellar Republic and my profits start soaring. I believe the tooltip descriptions for the governments show bonuses in influence and diplomacy, but I feel like there is an economic boost as well. Maybe I'm wrong and it's just coincidence in that my colonies I filled with economic buildings are getting higher populations and more tax-payers.


Government techs unlock governments, which are optional and so the bonuses the government gives you aren't listed in the tech.

Each level of government gives +10 econ over the last, but any gov over the first sets a minimum overall morale that you have to maintain or else you will lose your political party bonus and suffer a penalty based on the strongest opposition party.