Why aren't there economy bonus tiles?

There's bonus tiles for everything else - production, influence, morale, food, research.

I'd like to see this implemented in 1.2.
10,202 views 22 replies
Reply #1 Top
Probably due to game balance. Its very easy to be pulling in 1000+ credits per turn even without trade, just from tax revenue and tourism. Economic resource mining starbases r the best gold mines in the universe. A economic bonus tile would just make it way too easy......
Reply #2 Top
ditto meglobob - although an initial boost would help somewhat. 5000... going, going... gone...Bugger!
Reply #3 Top
No idea. I don't think it would be any more unbalancing then the other bonuses. A 100% economy bonus would be equal to two regular tiles with economy buildings, just like every other 100% bonus.
Reply #4 Top
I have thought of that and I decided that in effect the bonus food tiles serve that purpose. All of the binus squares have a downside in cost or moral in the case of food. A econ bonus tile might be "way too powerful".
Reply #5 Top
Its hard to make money if your evil and the "UN" passes a law that you can have only one trade route, that happened to me in a recent game.
Reply #6 Top
Maybe there should be Economy bonus tiles.. but ONLY 100% ones.
Reply #7 Top
Its hard to make money if your evil and the "UN" passes a law that you can have only one trade route


I don't bother with trade at all sometimes when playing evil. I raid and pillage instead its really great fun. When I play evil the other races don't gain from trade either cause I blow there freighters to bits as well,
Reply #8 Top
There are, in a sense. A good tax planet has a couple of farms as well as the economy buildings. A farming bonus saves tiles that you can place economy buildings on. Same deal with approval bonus tiles.
Reply #9 Top
I just build economy structions on the approval and influence tiles anyways, eventually they will upgrade to stock market which has those as bonuses and your all set.
Reply #10 Top
I just build economy structions on the approval and influence tiles anyways


That...is lame.
Reply #11 Top
If you are evil and only have one route consider putting economic starbases along this route and go for master trade and build trade centers on all of them and you should see income for that route skyrocket.

I think that 100% economy tiles were not implemented because of the sheer amount of economic ability enhancemets in the beginnig of a game.

not always wise to build a economic structure on a morale bonus esp. when the amount of farms can be increased to support a larger pop for more income.
Reply #12 Top
No reason to build a economic structure on a morale bonus.
Think of it this way, a 100% morale bonus basically doubles the bonus of the morale building.
You can have 2 farms with it.
At end game thats 20B additional pop versus a single bonus from the econ building.

I do use econ buildings on the influence tiles since stock markets have some influence.
Reply #13 Top
I see no inherent need for infuence bounes esp with planets far from a border use them for something more usefull.
Reply #14 Top
Since you apparently haven't noticed, all of your planets get an influence bonus based on the total influence produced by your entire empire. An influence planet in the middle of your empire makes all of your planets have more influence, so influence matters even on planets that are not at your borders.
Reply #15 Top
Intresting I didn't know that but i still don't think it matters if you could use it for something better right.
Reply #16 Top
Usually you homeworld and another class planet 13 - 26 will generate enough influence to give your subsequent planets a good enough starting bonus that they are not instanly converted if say the Arceans grab a planet in that same system so it dosen't exclusively matter to increase the influence of a planet dramatically.

But if you have not gotten the Restaurant of Eternity 20% overall influence bonus or a Infuence resource or two I can see why anyone would be conserned with your influence over your enemies this is also why they have influence starbases and the Re-education Center to hider outside influence of your colonies on the border of your nation. just research Xeno Buisness through Cutural Conquest if this conserns you so.
Reply #17 Top
tax revenue is sqrt of pop times some factor
so at 9 bill pop, you get lets say 300 income
at 25 bill pop you get 500 income
stock market gives you 30% econ increase, which is about 100 income on that 9 bill world
so building 2 stock markets is a LOT better then getting those 1-2 farms and 2-3 morale buildings
2 stock markets will give you the same money AND make your pop happy
25 bill pop will may the same money but you need morale, food etc
its simply not worth it (if you are not interested in high influence)
Reply #18 Top
Are you having trouble keeping a decent amount of money in your treasury - Tax is equal to total population in many peoples terms.

I may seem that the extra income you get from the stock markets is a lot but lets say you build 2 Xeno farms on a planet with a morale bonus 5 billion tp/w on that planet with an initial conoly with the farms it's 6 mt/w X 2 is 17 mt/w and that single entertainment net can keep at least 10 -15 million happy at one time so the extra squares can still be used for your stock markets which will in turn make the total income somewere around 500 - 800bc a month instead of 300bc a month.
this is pure econmics a work here.
Reply #19 Top
But, you're forgetting another key aspect of having high population: War making ability. Especially with the toned down pop increase in 1.1, having a high population is critical if you want to be able to make effective war on other people, which makes it worthwhile.
Reply #20 Top
Esp with a lot of planetary defenses on the planet.
Reply #21 Top
But, you're forgetting another key aspect of having high population: War making ability. Especially with the toned down pop increase in 1.1, having a high population is critical if you want to be able to make effective war on other people, which makes it worthwhile.


Even this doesn't matter all that much. The slower population growth is only really noticeable when you're first starting out. Once you hit 5-10B population on a planet, you'll be at or very near the growth cap per turn anyway. This means you'll be replacing those troops you take from a planet in pretty much exactly the same time as you would with larger populations. It's only an issue if you want to be manning your transports faster than the population growth cap (in which case you'll need the extra pop as you'll have to be draining your total population). With a very small amount of forward planning, that's not something you'll ever need to do.
Reply #22 Top
If you wan't a pop explosion in a few turns set your abilites at the level don't ask 70% pop growth this is something of extreme use if your evil because you will regenerate your population in very few turns that combined with getting Habitat Improvement which has the Aphrodisiac which is another 50% bonus in your wallet this is also a useful economic tool because of your fast growth rate you will reach your cap faster than you would with no bonus to it meaning you are able to get your taxes at a more reasonable time such as in the beginning of a game.