Top Tips Wanted!

#1: "Buy in lump sums ... sell in leases that run 50-100 turns."

Buying in lump sums forces you to manage your cash flow better. Selling in long leases helps to ensure that you'll have a reliable cash stream throughout the game (and also helps keep you from getting too much cash on hand to blow through too early).

Exceptions abound, of course: What if you absolutely must by those techs or ships just to keep pace or stay alive? Sure, in cases like that, buy on a lease plan ... but obviously this should be avoided when possible.

#2: "Freighter Queue"

You'll want to establish trade routes that are less likely to get killed off when war starts, and keep in mind that you can have all trade routes going to one planet! So an ideal situation is to have a minor civ 'behind' you in the corner running all your trade routes back and forth.

But often times you'll have to trade across dangerous bits of space, and no doubt you'll eventually begin to lose freighters if war breaks out ... so: Freighter Queue!

For each trade route you have, produce an extra freighter and send it in a direction opposite to that of your core routes. You'll get the message that you have maximum trade routes, but that's o.k. Just park the freighters outside those planets and should you lose a route or two, you've now immediately got routes back up and running as opposed to having build more freighters during war and waiting for them to go across the galaxy when you desperately need the routes running.
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Reply #1 Top
Note: All Strategies below work on Tiny Maps. Your mileage may var.

1 - Build ships, not Debt. Don't buy anything in a lump sum unless the survival of a colony depends on it (i.e. a defending ship). Run your early economy at a loss instead and rush-build the ships you need. Why pay 700 BC to get something in 1 turn when you can get it in 3 turns for 100 BC? Those two extra turns are not worth that much...

2 - Don't pay Money for Nothing. Unless you are grabbing a resource, don't build a starbase until you have enough constructors on hand to offset the 5 BC/turn cost.

3 - Trade Goods good, Trade Routes bad. Don't become too reliant on trade routes that can get cancelled in war. Rush to get trade goods and build up a stream of revenue from those instead.



Cheese tactics:

1 - Rob the Graves of your Victims - After you wipe out an AI, immediately meet with them and offer peace, but make them pay out money over a long-term. If you can get their starbases, do it now. After the turn is over, the defeated AI will disappear but you still get the revenue stream.

2 - Say your Hail Mary's - over time, build up a collection of colony ships. This allows you to snag any planets that suddenly become habitable (a legit strategy), but you can also repeatable colonize and scrap some crappy planet just to get the Good-Neutral-Evil events. This allows you to choose the beneficial Evil option on all of your "legit" planets, while paying your "penance" on worthless colonies.
Reply #2 Top
If you are going to buy something, the long term lease is a good deal.

What's a bad deal is the inflated prices in the first place. Your money is usually better spent buying tech from the other civs.

Sometimes I rush buy key trade goods and wonders. While it's preferable to build them, time and time again waiting around to build them another civ beats you to them.
Reply #3 Top
Vulture enemy starbases. Keep an eye on who's at war and park a constructor and cap ship adjacent to every resource starbase you can find. When one of those bases gets blown up during the war. Move in, claim it and garrison it before the AI (they NEVER bring constructors with them when attacking a star base...something I'd like to see them do).

As a variant...rather than waiting for the fortunes of war to bless you with a destroyed base, send a BUNCH of capital ships next to the base (enough to kill the base easy) and give them to the enemy. The enemy will then use them to destroy the base so you don't have to wait. Special note: be aware of differences in military ability so that you can be sure the ships you give are enough to do the job in the hands of an inferior AI navy.