Something has changed - FINANCES

Something drastic has changed with money and finances since the last beta update.  I noted a patch or two ago that it was made easier to make/manage money.  Well, that's GONE.  The last two games I've played, I cannot keep my head above water financially.

In both games, I played on the challenging setting on a medium galaxy with 7 opponents.  I only managed to grab 3-4 planets in the early game, choosing to develope my homeworld more and let my others planets sit until their populations built before building any meaningful structures on them.  With trade, tourism, and all of the usual means of income, I was ALWAYS in debt. 

Usually, I am able to keep my taxation set at default, but in the course of a game, I range anywehere from 25-45% depending on circumstances.  I really like to keep my taxation at 35% most of the time.  In my current games I am not expedning for spies; I am not maintaining large fleets.  In fact, I have no ships, no spies, and maxed out trade routes and I am STILL running  in the red. 

What gives?  Was something mistakingly broken or changed to the finances in the most recent patch.  For me, the game is unplayable as I cannot maintain my empire, cannot build ships, cannot gain spies, cannot get enough trade, etc.  In all my experiences with GalCiv 2, I have NEVER had a problem maintaining my economy. 

Anyone else noticing this in the most recent patch?

Arras


3,490 views 6 replies
Reply #1 Top
Look at your expenses screen and tell us what is eating up your income? Is it too many colonies? Leases? Ship maintanence? Research costs? Galactic-wide government funded subscription for all citizens to Maxim?

I know that depending on your morale bonuses, 35% tax rate is kinda low. What is your approval rating? Are you trying to keep 100% approval?

What are your sources of incomes? Taxes? Treaties? Tourism? Blackmail?

Knowing WHAT is causing you to be in the red is usually your first step in getting back in black.

Reply #2 Top
The economy curve is pretty steep in TA. Many commenters on this board have said that the economy is the key to the game, and the devs seem to agree. This seems to be the one of the major points that the devs use to set the challenge rating of the game as a whole. If the game seems to be getting to easy, lower the starting cash and make things more expensive. If it's getting to hard add costs and give them more money to start.

Appearently, the devs are leaning toward the "it's too easy" side and are tighting up the money.

Scincerely,

[email protected]
Reply #3 Top
I appreciate the response and support thus far.

What I failed to mention, and failed to think of when I posted was that I was using a custom race I created several patches ago. I have deleted them in the off chance that this will fix some of the issues.

In others news, I just played the Terrans in a fast game and suffered none of the problems I mentioned before. Tomorrow, I will recreate my custom race and attempt to play again. Something tells me that I won't suffer this gain now that my old race (created before the most recent two patches) is deleted.

Anyway, I will report back tomorrow with more detail if the problem persists or if I have solved my problem.

I just love this community; thanks for the tips.

Arras
Reply #4 Top
I really like to keep my taxation at 35% most of the time.
End of quote


Low tax rates generally only work in the beginning, when you need high morale for fast population growth. Later, you should aim for 49%, 59% or 69% (whichever you can afford with your morale rating)

Also, if nothing else help, cut expenses... you don't need to run your economy at 100% all the time.
Reply #5 Top
The economy does seem a harsh mistress in TA. I've noted in all my test games that it's been a real challenge again to balance that early "run in the red to the exact turn before your civ turns the corner and starts producing a profit." The net effect has been a slower colony rush since I can't afford the upkeep. I actually tanked in my current game and had to turn my economy down to 20% for an embarrassingly long time just to stay about 0bc while my population grew. The only reason I'm now winning is because of bugs in the AI (worlds full of miners) and this is on Crippling.
Reply #6 Top
The developers of the Civilization series made a similar change in significantly increasing maintenance costs to reduce the mad rush at the start of every game. While I do dislike having to constantly manage the money flow so tightly, it did make a positive change in the Civilization series and I think it should be the same with this game.

Instead of mindlessly colony rushing and expanding until all the free space is gone, it becomes a matter of quality over quantity. You can only grab a limited number of planets before you have to build the infrastructure to be able to afford to expand further. It means you have to compromise and make more decisions before the game finally reaches the point when expansion is over.