How to create a good economy in the game>?

I was wondering how can I create a good economy in the game when I am playing it? I have no idea on building one because when I do I end up loseing money fast in the game and was wondering how can I make money for my empire fast.

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Reply #1 Top

how i do it is to use all starting bonuses to max diplomacy and research. quickly expand while researching a lot. contact aliens, sell tech to the. (preferably for their tech) then sell ur tech and the other aliens techs to next race for their techs and credits etc etc. u'll have better techs than them, better research, planets and everything pretty much exept military. but since everybody likes u so much from all ur diplomacy etc u dont need. and when u decide to make a fleet, one of ur ships will be able to take out half of theirs. this strategy takes some time and make sure to have as close to max productivity as you can, and keep the taxes below 40% (i try to keep 100% morale) do this and you shouldnt have any problems at all. (this strategy works best on the bigger maps with all alien races)

hope you will have use of it ;)

Reply #2 Top

  I build factories only on production bonus tiles (worker costs of 1 factory but more production),  only build economy buildings on planets which have no research or production bonus tiles or asteroid fields.

  Research sensors (for survey ships) and the trade techs early.  I use the +2 trade routes in my race abilities and try send freighters to other races' home planets.

  I still get a short dodgy period :S   where the economy is struggling,  but it quickly improves enough for upgrading my warships and buying a weapons technology (such as Stinger III) from another race.  Nowadays I even win against early Drengin hostilities.:sun:

Reply #3 Top

First, in race selection, max the economic bonus.  Consider Federalist Party, but their are advantages/disadvantage to al lof them.

Second, rush buy very few things early.  If my homeworld has a bonus tile, I do generally buy to use it from the start.

Third, grow your pop by keeping 100% approval just about as long as possible.  Thus, a few points in race selection to morale can be good.

Fourth, research at least the first econ bonus early.

Fifth, delay building anything on colonized planets until their pop grows enough to show a positive cash flow.  This reduces expeditures and also maintenance costs.  Be prepared to make an exception or two in the case of high PQ colonies or ones with juicy bonus tiles.  Another exception might be to build a spaceport for more colonizers or constructors.  For example, cheap zero engine colony ships can be used to finish colonizing a system, or add module to an anomaly mining base.

Sixth, grab any green anomalies you can, and add modules for bonuses.

Seventh, get a few more survey ships going, researching the sensor tech and also maybe Impulse engine (for the +1), though put only ion engines on them.

Eighth, get Trade and build the Econ Capital on your most populous planet.  I get Trade for two reasons, and neither is to use freighters.  The first is the Econ Capital, and the other is to trade it to minors for something (maybe cash) so that they will quickly start trading with ME!

Later, research Banks for the econ bonus.  Also, researching morale buildings allows higher taxes even if one never builds the buildings. I generally do build at least one on the same planet as the Econ Capital, due to its high pop.