Greetings and salutations! I am new to the game and to these forums. I seem to be running into problems with the economic side of the game. I build a nice empire, with plenty of ships, but next thing I know, I am running out of money and my entire empire ceases to function.
I wonder, therefore, if anyone could give me a description of trade and economics works in the game?
Trade Help!
Moderator: thunderchero
You need credits to maintenance your fleet. If you build too much ships, maintenance costs are getting higher than your empire income. If you run out of credits you cannot build anything until you are out of negative credits again.
You can see on left upper empire info your aviable credits and turn by turn income. When turn by turn income start decreasing (or even drops into negative value), you have build more ships than your actual empire population can support.
Then you have to decide what to do: - friendship threatment with another major/minor to gain trade credits and doing so increase turn by turn income, colonize new planets or terraform all planets in systems of your empire (which increases empire pop and so increases turn by turn income) or scrap some ships, scrap unneeded outposts or star bases) or have some systems producing trade goods (lowest effect).
You can see on left upper empire info your aviable credits and turn by turn income. When turn by turn income start decreasing (or even drops into negative value), you have build more ships than your actual empire population can support.
Then you have to decide what to do: - friendship threatment with another major/minor to gain trade credits and doing so increase turn by turn income, colonize new planets or terraform all planets in systems of your empire (which increases empire pop and so increases turn by turn income) or scrap some ships, scrap unneeded outposts or star bases) or have some systems producing trade goods (lowest effect).
life long and prosper
if your in negative credits per turn, simply scrap a ship at a shipyard whenever you cash to keep you affloat, this will allow you to maintain a much larger fleet on say -800 creds per turn, yet your scrapping a scout every other turn so you stay afloat while your big fleet conquers your enemies.
each system gives you a credit output, more systems more money, simple as that!
each system gives you a credit output, more systems more money, simple as that!
Dissy of Red Squad Elite;
The Elite Gaming Clan of the MSN Gaming Zone
Peace, Love & Unity
The Elite Gaming Clan of the MSN Gaming Zone
Peace, Love & Unity
ohh in terms of trade goods, they dont really do much afaik...maybe a lil, but ignore trade goods, simply assign trade routes for your income, and make alot of systems! usually you have alot more important things to make on systems other than trade goods, and you shud always be lookin to improve your systems infrastructure, so ignore trade goods.
if you notice your getting close to your +1 credit per turn limit, stop building some ships, and focus on infrastructure for abit or make some colonies/conquer some ppl. that'll keep you afloat.
if you notice your getting close to your +1 credit per turn limit, stop building some ships, and focus on infrastructure for abit or make some colonies/conquer some ppl. that'll keep you afloat.
Dissy of Red Squad Elite;
The Elite Gaming Clan of the MSN Gaming Zone
Peace, Love & Unity
The Elite Gaming Clan of the MSN Gaming Zone
Peace, Love & Unity