Make Money FAST with Aphrodisiacs!

The AIs just *love* the Aphrodisiac trade good...

In two games (using the latest April 7 version) against all Intelligent AIs on large maps (12x12), Aphrodisiacs have been a major part of my early-game strategy. I start by putting spending at 100% and putting 100% into military production producing colony ships, scouts, and a couple constructors until my savings go negative. Then I cut spending and put all of it into researching the Universal Translators and Basic Environmental Control.

Once I have Basic Environmental Control, I then immediately purchase Aphrodisiacs for 630bc + 12bc for 777 turns. (Sometimes I have to drop spending to 0% for a couple turns to get out of debt before the purchase.) Then the trading fun begins...

After all the trades are done I usually get about 300/month in tribute for the next 20 months, most of the techs that the AIs have researched, and a few defenders to make my empire less of a target. The minor civs will often pay 80-90bc x 20, and the major ones either pay 50-60bc x 20 or in techs and ships (if they are broke).

Then I spend the next 20 months giving all my planets the basic improvements (soil and hab, fusion and research lab as soon as I get the techs), and creating lots of constructors to claim a large share of the resources. (The game gets much easier once you have 3 or 4 of the military resources fully improved.)

The only downside is that the major civs will grow much faster, so it might be a good idea not to sell Aphrodisiacs to the Drengin. That is, unless you want the Drengin to help "manage" the worrying growth of the Altarians... ;)

At first I thought this tactic was an exploit that should be removed, but now I think it should stay (although it could be toned down a little). The major AIs are getting a reasonable deal (30% pop growth for 1000-1200 bc), and the minor civs are *supposed* to be exploited.

Has anyone else tried this tactic? Should it be nerfed (at least a little)?
1,045 views 6 replies
Reply #1 Top
i do this with all the trade goods...except for diplo translators and i only sell gravity accelerators (sooo useful) to minor or pathetic civs.

i'm currently winning a game on "incredible" (large map). this would not have been possible without heavy trade good dealing.

it might be good to nerf the value "a little". but it's hard to say...i would like to see the AI put more emphasis on producing trade goods to prevent you from using this tactic too heavily.

cheers

h
Reply #2 Top
I do this in a slightly different way. I crank military.. then research, get the necessary techs (plus a couple more, takes only a couple months). Then I go into deficit spending, crank tax rates up a bit, and get not only aphrodisiacs, but diplomatic translators, frictionless clothing, and alloy as well. 4 trade goods in usually no longer than 16 months (plus the original months to set this up). At least at the current level, I get all of them first, and by then come into contact with several races, and then can go trade city. LOL

fleabitfox
Reply #3 Top
Ok i have to ask.

I researched all the Trade itmes in my current game.
I thought you traded them automatically.

What do i do with them?
How do i lease them?
What can i lease?

~SDC~
Reply #4 Top
Ok once i build a Trade Good.

What do i do with it?
What can i lease?
How do i lease things?

Thanks

~SDC~
Reply #6 Top
If you don't trade them the bonus desribed in the trade good is for your race only.... Like Diplo translaters +30% diplomatic etc.

Camdar