There are five main sources of income in this game: housing taxes, commercial taxes, industry, agriculture, and mining. Each has its advantages and disadvantages.
An income based on taxation is reliant on a large population. Care must be taken to ensure that you have enough food to feed your population. If you run out of food, your population will starve and will give you only one-tenth of the income a healthy, well-fed population will give. Your population will also buy up a limited amount of any consumer good you own at a price of 8 credits per unit. The disadvantage of tax income is that you must always be sure to have a sufficient amount of food on hand, but the advantages of tax income far outweigh the disadvantages. In order to unlock better projects, you will need to increase your empire level, and your empire level is determined by the planet and population counts of you and your vassals. This, combined with the fact that tax income gives you a steady income every turn, makes tax income the most commonly used income type in the game.
Commercial income is the most straight-forward type of income. To produce commercial income, you only have to assign some planets to commerce. Each planet assigned directly increases the amount of income generated. Commercial income, like housing, provides a steady and instant income, but does not produce as much income as other kinds of income types.
When planets are assigned to agriculture, they automatically produce food and raw materials every turn. Food can be fed to population and raw materials can be used to produce commercial goods. Both food and raw materials can be sold on the market for a maximum price of 20 and 6, respectively. Races such as the Collectives that have a good bonus toward agriculture can make large profits. This type of income, however, is disadvantageous in that it takes time for food and raw materials to be sold, and thus does not provide a steady income.
Planets assigned to industry convert raw materials into commercial goods. This is one of the least profitable type of income, as commercial goods can only be sold for up to 7 credits per unit on the market.
Mining is an income source popular among new players. Each system can mine one type of mineral and some ore. The type of mineral that the system can mine is randomly chosen when it is created. Mined minerals can be sold up to 999 credits per unit and ore can be sold at prices up to 5,000 credits. Mining produces the highest income in the game (assuming you manage to sell the minerals and the ore at the maximum price) but like agriculture and industry, it takes time for minerals and ore to sell.
Each type of income is affected by several bonuses and penalties such as racial modifiers and minister traits.
|Last updated: 2012-03-29|