Money to burn

Many times, I get an economy going that is making tons of credits.  After a while, I have spent all I can find to spend, am already putting out one ship or improvement per turn when I want to, and my treasury just fills up.  Sometimes I pay incredible cash amounts for techs I don't really need.  Boring.  I have tried buying starbases, but they don't do that as much anymore.  AI is getting too darn smart, I tell you.  What is a poor little spendthrift to do?

I remember Asteroid Mines used to have upgrades.  I would like upgrades to this generation of Asteroid Mines.  500 cred gets me one production point.  5000 cred should get me a second production point.  If that doesn't drain my pockets, 50000 for the third point should do it.  :)  There, we have two levels of upgrade for Asteroid Mines again!

72,329 views 23 replies
Reply #1 Top

I hear you.  236 turns into a game on immense, I have 300,000 credits and am making over 11,000 per turn.  I could put more into manufacturing/research and cut down on that income but I hate the coercion penalties.

Reply #2 Top

How do you make 11.000 credits per turn without putting only wealth buildings on all your planets? I'm 266 turns in my current game and get 175 credits per turn. Military and starbases suck up a lot (although I must admit that I modded my game so that starbases cost 3 instead of 1 credit per turn base maintenance).

I have an income of Saving 741 + Trade route income 172 + Tourism income 115 = 1029, my expenses are Ship Maintenance 472 + Colony maintenance 276 + Starbase Maintenance 213 = 962. Strangely that nets to 174 credits net weekly income (the calculation is broken since a while now).

That's on an insane map with 39 colonies.

Reply #3 Top

I've got a raw production of 6523, savings per turn 10938, trade income 1876, tourism 734, for a total income of 13548. Expenses are 1147 for ship maintenance, 649 for colony maintenance, 253 for star base maintenance, for total expenses of 2051.  I have 55 colonies with a total population of 2,417.8.  I've also got 4 economic anomalies (for a total +100% at the moment). I have a banking sector on most planets, and my home world has the financial capital, citadel of revenue, and trade capital.  And then there are the various wealth boosting techs like wealthy population, federalist party, pacifist party, etc. 

So that's how I got to 11K per turn.  I think it's due more to lots of population than wealth buildings.

Reply #4 Top

By the way, I used to spend my excess cash on mercenaries, but with the new administration limit on star bases I can't build enough mining star bases to do that any more.

Reply #5 Top

They could put a simulated stock market in the game then play the market.

Reply #6 Top

Holy crap, Publius of NV, that's a pretty damn good economy! I've never had a problem with mine but have not reached those levels...

 

One thing I like to spend my extra cash on is getting other races to declare war on each other and embargo the heck out of each other, too. Let them do my work for me and then I don't need as many ships. I used to also go nuts with starbases but those days are over... sniff sniff :'(

Reply #7 Top

Hm, ok, I have most of the economy boosting techs (although presumably not as much as Publius since I play with tech rate very slow). Also I don't have those economic relics because I play with relics on rare. But still that doesn't explain the difference. Surely I don't favor my economy that much, most of the time I'm content with running a moderate profit of 50-100 credits and rather concentrate on research and manufacturing, but still ...

Perhaps it's the population, my planets have about 20-40 pop each, but most of the time I have to load some of that in transports since I'm engaged in a long running war.

Reply #8 Top

What to do with the money: Throw the galaxy into war by bribing the AI into attacking eachother ;) But yeah, even this is only fun to a certain point...

Reply #9 Top

Update your ships ;) That's the most expensive action in the game I think. Several thousand credits per single ship are not uncommon.

Reply #10 Top

Quoting lyssailcor, reply 7


Perhaps it's the population, my planets have about 20-40 pop each, but most of the time I have to load some of that in transports since I'm engaged in a long running war.

It all depends on how you feel about having extra production in your economy.  Most people like it.  ;)  We've been talking about Wealth here.  I won't scare you with my Research numbers. After all, Wealth is not my priority and I still get thousands of that.  But my Research tricks I keep quiet about.  There might be devs listening.  ;)

Make sure you have all the Hospital  upgrades.  If you don't already use it, look into Food Distribution.  It takes in adjacencies as 10% growth each.  Some careful location foresight can really make that pay off.  I put Food Distribution next to the Hospital and my Capitol whenever I can.  That's 50% growth right there.  Same as two upgrades on the Hospital.  Buy everybody's Autocarpus Viriles.  It all adds up.  Population growth, meaning maximum Population growth, is the only way I know to make up for filling Transports.  I put 6 billion soldiers on a Transport.  If I get my growth rate up to 1 per turn, ambitious, but possible, it takes 6 turns to make up for that Transport.  That kind of refill rate can shorten your long running war.

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Reply #11 Top

Quoting erischild, reply 10


Quoting lyssailcor,


Perhaps it's the population, my planets have about 20-40 pop each, but most of the time I have to load some of that in transports since I'm engaged in a long running war.



It all depends on how you feel about having extra production in your economy.  Most people like it.  ;)   We've been talking about Wealth here.  I won't scare you with my Research numbers. After all, Wealth is not my priority and I still get thousands of that.  But my Research tricks I keep quiet about.  There might be devs listening.  ;)

Make sure you have all the Hospital  upgrades.  If you don't already use it, look into Food Distribution.  It takes in adjacencies as 10% growth each.  Some careful location foresight can really make that pay off.  I put Food Distribution next to the Hospital and my Capitol whenever I can.  That's 50% growth right there.  Same as two upgrades on the Hospital.  Buy everybody's Autocarpus Viriles.  It all adds up.  Population growth, meaning maximum Population growth, is the only way I know to make up for filling Transports.  I put 6 billion soldiers on a Transport.  If I get my growth rate up to 1 per turn, ambitious, but possible, it takes 6 turns to make up for that Transport.  That kind of refill rate can shorten your long running war.

Ok, I don't pay enough attention to pop growth I have to admit. I appreciate the Food Distribution advice. I am also usually too lazy to destroy and rebuild improvements when more tiles become available ...

Reply #12 Top

Quoting erischild, reply 10

Make sure you have all the Hospital upgrades. If you don't already use it, look into Food Distribution. It takes in adjacencies as 10% growth each.

Right, at my current advanced state of research I have biomass resequencers surrounded by as many farms (typically 5 or 6) as I can fit on every planet, with populations typically between 40 and 80 (except for the ones I captured, which are still building up slowly).

And since I had so much cash to play with I've grabbed every asteroid in my ZoC for additional raw production boosts that increase my income further.

Reply #13 Top

Having a large pool of money is very useful for upgrading your fleet, even a seemingly endless supply of cash can be put to good use this way.

Reply #15 Top

Quoting cuteriya, reply 14

I am surprised to read all post.. thanks

So am I. I find having enough money is a big problem for me. Is there a special trick involved?

Reply #16 Top

Get Tourism and Trade asap, boost your influence on all Planets, the more you have the higher the Tourism income. Myself I build a few wealth worlds as a buffer. The Maintenace reduce techs are actually quite potent if you get them all. As always, Population is key you want 40+ on each planet.

Reply #17 Top

Quoting Horemvore, reply 16

Get Tourism and Trade asap, boost your influence on all Planets, the more you have the higher the Tourism income. Myself I build a few wealth worlds as a buffer. The Maintenace reduce techs are actually quite potent if you get them all.

And don't forget to establish trade routes.

Reply #18 Top

Quoting Lucky_Jack, reply 15

I find having enough money is a big problem for me. Is there a special trick involved?

There is no special trick.  And I have no idea how different your gameplay is from mine or how it is different.  

I make a practice of using balanced management of small and medium planets, so they are making just enough to pay for themselves.  Then, the big Wealth planets are making actual profit for the empire.  I manage population so it is always growing, which affects Wealth, Research and Manufacturing all at once.  I create a limited number of small fleets with big ships to avoid tons of ship maintenance.  I avoid as much coercion as I possibly can.  I consider all of these things as reasonable to do and the Wealth results are just one result from this core careful economy management.  

I am not looking for maximum Wealth.  I am looking for maximum Raw Production and efficiency.  Maximum Wealth is just one byproduct of that.

Reply #19 Top

Quoting Lucky_Jack, reply 15

I find having enough money is a big problem for me. Is there a special trick involved?

There is no special trick.  And I have no idea how different your gameplay is from mine or how it is different.  

I make a practice of using balanced management of small and medium planets, so they are making just enough to pay for themselves.  Then, the big Wealth planets are making actual profit for the empire.  I manage population so it is always growing, which affects Wealth, Research and Manufacturing all at once.  I create a limited number of small fleets with big ships to avoid tons of ship maintenance.  One thing that is possible is to emphasize ship manufacturing too much and outbuild your cash flow.  This is an argument against defending each planet separately in large empires.  I avoid as much coercion as I possibly can.  I consider all of these things as reasonable to do and the Wealth results are just one result from this core careful economy management. 

I am not looking for maximum Wealth.  I am looking for maximum Raw Production and efficiency.  Maximum Wealth is just one byproduct of that.  

I am convinced that this is only one possible approach and other principles are also valid.  Consider this as free advice with the usual money back guarantee.  ;)

Reply #20 Top

Thanks,all. But I seem to run into morale problems so quickly that getting my income up in the early game period (planet rush) is quite difficult. Things were much easier in GC2.

Reply #21 Top

Intimidation Center.

Reply #22 Top

@erischild

Why are you building wealth worlds at all? Did you try without them entirely?

I'm curious, because I don't build wealth worlds at all. I generate some income simply by upgrades to econ starbases and some by trade (maybe 2-3 trade buildings on that one planet... typicly my homeworld) and eventually tourism. And I pick Handy +2 as a racial trade. Very useful that one.

Maybe it is because of difference in map size... is it more useful, because it allows you to kickstart fresh colonies? I usually play on Medium to Huge... 4-10 planets to colonize early on.

Reply #23 Top

Quoting zuPloed, reply 22

@erischild

Why are you building wealth worlds at all? Did you try without them entirely?

I'm curious, because I don't build wealth worlds at all. I generate some income simply by upgrades to econ starbases and some by trade (maybe 2-3 trade buildings on that one planet... typicly my homeworld) and eventually tourism. And I pick Handy +2 as a racial trade. Very useful that one.

Maybe it is because of difference in map size... is it more useful, because it allows you to kickstart fresh colonies? I usually play on Medium to Huge... 4-10 planets to colonize early on.

 

I play on Immense or Insane.  It really isn't about fresh colonization.  I have sparse factions spread across the galaxy.  Empires are easily 30-50 planets each.

I have been persuaded to try smaller maps with more factions and much tighter spacing.  I would estimate starting empires as 8 to 12.  The same principles are applied to my economy as in larger empires. They just don't achieve the same levels of positive feedback loop acceleration as quickly.  However. if I start conquering, the feedback loop will start kicking in pretty quickly.  Then I am back to swimming in Wealth, Research, and everything else.  Please note that this is not a complaint.

In my late colonization phase, I have usually built a lot of improvements on my starting planets, improvements that start building up maintenance costs.  Even if the planet is overall profitable, it will be by just a credit or two.  If I don't start working up Wealth planets, that will start to mount up and the overall economy will bog down.  So the Markets start kicking in and I start making appreciable money.  This gets me investment in Asteroid Mines and cash for Diplomacy trades.  Also, I like rushing certain key buildings.  This all very good and keeps things accelerating throughout the game until  late stage.  Somewhere in there, the Wealth production balloons to larger numbers.

I could theoretically convert the Wealth planets to some other function, but, actually, I have the same issues with Research and Manufacturing.  All my problems in life should involve too much success.

Presently, I am trying a different custom faction that doesn't fit my play style so well. At the same time, I am moving down from Incredible and Godlike. I have different abilities, traits, and tech tree.  If sheer culture shock is a mark of successful variation, I am on the right track.  ;)  We will see how it works out.