Freddybear

Freddybear

Joined Member # 649443
0 Posts 4 Replies 84 Reputation

Why not add more maintenance cost as you add modules to the starbase? A basic one-constructor job could be cheap, while a fully tricked-out Trade base with Culture improvements might cost quite a few BC's per turn. ~SDC~

94 Replies 3,020 Views

You've got the basics. Just crank up the trade routes and count your money. Put some picks into Trade and Diplomacy abilities. Trade gets you more money from the routes, and Diplomacy helps you keep your trading partners sweet. Here's one strategy that worked nicely when I started out stuck in a corner: stay Neutral-to-good and then establish lots of routes with your Evil neighbors after the UP votes to limit *their* routes. The Yor were the dominant race: they had three times

17 Replies 5,219 Views

The way I deal with them is to sell some goodies to the AI to alleviate the cash flow problem. But it sounds like you were being destabilized after the recession. ~SDC~

16 Replies 2,943 Views

You can put in some Propaganda (on the Details page for each planet) and build a News Network. Start earlier building cultural influence and resistance buildings like Embassies and Cultural Exchanges. Grab an Influence starbase. ~SDC~

9 Replies 3,378 Views