Page 1 of 1
Raising Credits
Posted: Thu Jun 25, 2020 9:59 am
by actrade
Maybe I missed it in the manual, but other than selling excess materials and increasing taxes, what's the best way to raise credits? I'm not seeing a structure I can construct that will help in that regard? I also have been incorporating conquered towns once their happiness rises enough so I'm aware of that way. Thanks in advance.
RE: Raising Credits
Posted: Thu Jun 25, 2020 10:24 am
by Leslac
Sales tax on your own ppl and tarrifs on both minors and majors can bring in A LOT of money. The only building I've yet met that makes money for you was a black market special event hex that netted me 100 creds per turn.
RE: Raising Credits
Posted: Thu Jun 25, 2020 12:08 pm
by Jdane
Manually trading resources one has in excess (particularly rare earth metals early game) can help a lot too.
RE: Raising Credits
Posted: Thu Jun 25, 2020 12:51 pm
by Destragon
Reduce salaries of your workers in your zone by talking to a governor and of your leaders by talking to your secretary.
RE: Raising Credits
Posted: Thu Jun 25, 2020 1:04 pm
by Jorge_Stanbury
In my very limited experience:
early on, your 1st priority is to nationalize the recycling facility (costs 500); then you will get a steady flow of rare metals, which in turn will give you a nice profit
It won't hurt to prioritize expanding it to level 2/ 3 for more rares
once you have steady flow of rares ,you won't have any issue with money
RE: Raising Credits
Posted: Thu Jun 25, 2020 1:17 pm
by Tomn
So the thing is, taxes don't just appear out of thin air in this game. Taxes are in fact actual taxes on economic activity, and so are tariffs - your non-worker population has a whole private economy set up, buying and selling resources and making money through their own buildings that they construct with their own income and your taxes siphon a percentage of that into your treasury. So no, you can't DIRECTLY build anything to raise your credit income, but what you can do is nuture your private economy and give it what it needs to grow - ensure a large enough population to work whatever jobs the private economy makes, conquer new cities to provide more economic centers, invest in the public budget (which directly transfers cash from your treasury into the local private economy - handy when setting up new colonies or conquering a badly developed new city), run down the commerce profile line, play private investment cards to create a boost of capital, playing cards like zoos and commercial assets that produce new private assets - it all adds up.
And then you raise taxes and laugh.
RE: Raising Credits
Posted: Thu Jun 25, 2020 1:43 pm
by zgrssd
ORIGINAL: actrade
Maybe I missed it in the manual, but other than selling excess materials and increasing taxes, what's the best way to raise credits? I'm not seeing a structure I can construct that will help in that regard? I also have been incorporating conquered towns once their happiness rises enough so I'm aware of that way. Thanks in advance.
It is taxes, selling excess and not paying your workers too much (they are the biggst credit drain).
Generally I go for Sales tax 25% (1 Step) and Income Tax 50% (2 or 3 steps?)
With carefull management I can keep the Private Eco Salary low, allowing me to get along with 4 miliCredits for Workers.
RE: Raising Credits
Posted: Thu Jun 25, 2020 2:26 pm
by Zyphtan
If you remove sign-up bonus you can save a chunk too. Getting the interior council is great too you can increase some of your taxes and make alot of money. I usually go with the council when I need more money.
RE: Raising Credits
Posted: Thu Jun 25, 2020 7:51 pm
by Lovenought
The Enforcement profile give you a Strategem called "Efficiency Drive". I can give you like 2-3,000 credits at a time if you roll well.