diplomacy, economy and senate

hi,

on the subject of diplomacy, I've noticed how easy it is for me to drain thousands of credits (or dollars?) from the AI, simply by researching lot's of cheap techs, and selling them off to everyone. considering how the minor races always seem to have huge amounts of cash, it's almost like a limitless well of money!

in fact, I'm pretty sure that for every game (maybe not ultra hard) I can rush the diplomatic trade good, and use the diplomatic profits to pay it back. is it just me, or does diplomacy really overpower the human player? granted I've only played a few games, and finished one recently, so I might be off target here. what's the general concensus about this with the more experienced players?


and on the subject of economy... simply using the above example of diplomacy, every turn my budget is negative, which is fine because the surplus of technology sales keeps me way above the red line, however I would like to have a surplus each turn. is it because I'm setting gov spending in the 80-100s?

I do have trade routes, space stations with the trade modules, banks, economy centers, etc.. still running negative though. in fact there was a game message that warned me about running negative for too long and how it can hurt my economy, I didn't see it at all though. what's a good way to keep the money flow positive? does it even matter?


and the last thing, the senate. how can i influence the seat vote? do i only have to keep morale up, through social improvements and even propoganda?



thanks for any input :)
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on the subject of diplomacy, I've noticed how easy it is for me to drain thousands of credits (or dollars?) from the AI, simply by researching lot's of cheap techs, and selling them off to everyone. considering how the minor races always seem to have huge amounts of cash, it's almost like a limitless well of money!
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That is true at the easiest level. On hardest levels, you won't get money with tech.

is it just me, or does diplomacy really overpower the human player?
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AI don't play very well the diplomatic game. More, high diplomacy can really help you to stay out of trouble at the highest levels

simply using the above example of diplomacy, every turn my budget is negative, which is fine because the surplus of technology sales keeps me way above the red line, however I would like to have a surplus each turn
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Simple, sell techs against BC over 20 months instead of instant cash (0 month)

I do have trade routes, space stations with the trade modules, banks, economy centers, etc.. still running negative though.
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starbase module have an impact on trade only if a mini-freighter is in the same sector.

in fact there was a game message that warned me about running negative for too long and how it can hurt my economy
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Yes, if you are below -500 BC, no more spending will take place as long as you are below -500 BC

what's a good way to keep the money flow positive
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Lower spending rate, have trade routes (established by you or the AI), avoid improvements with a too big maintenance cost, avoid rushbying with amount over too much month

does it even matter?
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Yes. Positive treasury allow to rushbuy thing, to create starbase when they become costly, avoid running into -500BC when AI demands important donation.

and the last thing, the senate. how can i influence the seat vote? do i only have to keep morale up, through social improvements and even propoganda?
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Yes, a high moral help you to keep control on the senate. And it has also an influence on growth rate