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Cyborg Cash Flow

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Subject: Cyborg - how to get a good cash flow?
From: mikebarnard@mistral.co.uk (Mike Barnard)
Date: Sat, 02 Nov 1996 02:12:25 GMT
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Hi.

I'm playing the 'borg for the first time and I'm finding myself
in a cash crisis.

The (very few) planets I find with natives get taxed to hell and
back for the few turns I can, regardless of happyness, and I get
an average of about 6 thousand from it. But the best I can get
from the clans themselves when all the natives have been
assimilated is about 6 hundred a turn. Other races can get up 5
thou with lot's of luck.

So how does the borg get loadsa money?

Scrooge of Borg.

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Subject: Re: Cyborg - how to get a good cash flow?
From: kenneth.van.kley@bbs1984.chi.il.us (KENNETH VAN KLEY)
Date: Tue, 05 Nov 96 20:58:00 -0600
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One way would be to park a freighter or something @ the planets and keep
pulling colonists off... Just keep the max colonists to adequately tax the
native race. You'll still assimilate the population, but not nearly as fast...

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Subject: Re: Cyborg - how to get a good cash flow?
From: Robert O'Dowd <Robert.ODowd@dsto.defence.gov.au>
Date: Mon, 11 Nov 1996 11:52:15 -0800
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This depends on planetary native populations and the like.

The biggest problem is that, more often then not, you
assimilate the natives and get more colonists than a
planet can support. So they start dying and eating
supplies, with a secondary effect of cutting into
the income you can get by taxing them.

Taxing the natives until they riot is *not* the way to
go. The sequence I recommend is as follows.

1) Work out how many turns it will take to assimilate
the entire population. Essentially use the formula
(1+assimilation_rate)^n =
native_population/initial_colonists
The number of turns you are looking for is n.
2) Tax natives into the moderate yellow until about
n-5 turns.
3) Tax them into the red (Only to point of rioting
if you don't care about planet infrastructure) after
that. Turn down your colonist taxes.
4) Once your natives are assimilated, start taxing
your natives again. If they are likely to die (e.g.
on a desert planet) tax them high fairly initially, and
reduce taxes later. If they will survive, tax them
into the yellow, but no more.

Another thing to do is suck colonists off the worlds
being assimilated, bring them back to your homeworld
(remember: that planet is suitable for your life
form) and tax them there!

Lastly, use alliances. Give your partially assimilated
planet to a (trusted!) ally, and let them tax it.

Remember one thing. In the early part of the game,
you will tend to have much more money than your
opponents (tax collected is based on both native
population and colonist population).

 

---------------- <Standard Trailer>
Robert O'Dowd Phone : +61 9 550 1618
DSTO Bldg A51, HMAS Stirling Fax : +61 8 550 1577
P.O. Box 228 E-mail : Robert.ODowd@dsto.defence.gov.au
Rockingham, Western Australia, 6168

Disclaimer: Opinions above are MINE and may be worth what you paid for them.

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Subject: Re: Cyborg - how to get a good cash flow?
From: bjeter@odin.cbu.edu (Xalorous)
Date: Tue, 12 Nov 1996 16:10:10 GMT
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Robert O'Dowd <Robert.ODowd@dsto.defence.gov.au> wrote:

>The biggest problem is that, more often then not, you
>assimilate the natives and get more colonists than a
>planet can support. So they start dying and eating
>supplies, with a secondary effect of cutting into
>the income you can get by taxing them.

Save these planets for allies, or even terraformer ships.
The thing with supplies is configurable, so check on it in
your game.

Use randmax. It will keep the natives happiness at 40 or
above, preventing rioting, yet taxing the most possible.

>Another thing to do is suck colonists off the worlds
>being assimilated, bring them back to your homeworld
>(remember: that planet is suitable for your life
>form) and tax them there!

Good idea, bad destination. Find a nearby planet with no
natives, adequate or better minerals. Set up a new
homeworld there with the overflow. Doesn't even need to be
nearby with chunnelling.

>Lastly, use alliances. Give your partially assimilated
>planet to a (trusted!) ally, and let them tax it.

Difficult to do unless you catch it in time. Still, this is
an excellent way to give your ally a planet with a big
population.

Requirements: Firecloud (yours), Scoutship (his), a fleet
of freighters.

Example: I am birds, you are the borg. You've found a
Bovinoid unity with ten million bov's and 49deg climate.
This is a perfect planet for me to use.
a. get the firecloud there.
b. chunnel in 4 LDSF's and a ship of mine, swift works.
c. Only one LDSF has clans, but it has a 1000 clans.
d. Drop the clans. For 3 turns build factories, mines,
etc.
e. Pick up all clans but 1000 each turn. ( can't use 1200
as well, due to the fact that the clans grow in addition to
assimilating).
f. When you've 3 LDSF's almost full, pick up all the clans.
g. Set ships to gs3 to give them to me.
h. I drop the clans onto a 'perfect' planet.
i. Chunnel in a Merlin to make minerals, and a Neutr. Ref.
to make fuel.
j. set up a chunnel route to a starbase planet to
distribute the gains.

If minerals aren't a problem, use the planet solely for it's
cash ability.

Other planets to look for for cash: Insectoid, Avian,
anything with Unity gov't or close to it. The highest cash
producers are the Insectoid Unity's with a high population.

For borg alone, be sure to get six or seven million
colonists on any planet with a climate near 50 deg. They
will grow, and you can build lots of factories there. You
can use such planets as 'refugee camps' for emptying the
'harsh' climate planets.

>Remember one thing. In the early part of the game,
>you will tend to have much more money than your
>opponents (tax collected is based on both native
>population and colonist population).

So build bio's early and often. Try to arrange some sort of
trade with Colonies, Rebels or Robots for fighters.

Xalorous
bjeter@odin.cbu.edu
"It's obviously not his real name."

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Subject: Re: Cyborg - how to get a good cash flow?
From: bjeter@odin.cbu.edu (Xalorous)
Date: Wed, 06 Nov 1996 15:13:36 GMT
--------
mikebarnard@mistral.co.uk (Mike Barnard) wrote:

>So how does the borg get loadsa money?

Try using Randmax. What it does is tax heavily for one turn, then let
the colonists (natives too, but this doesn't help borg much), go at 0
tax for a couple of turns to build back up happiness. This has the
result of making your colonists grow, and yielding money also. This
is the growth method.

It can also tax by the safetax method, where it will tax your clans
down to happiness level (that you specify, default is 40), and KEEP
them there.

Randmax takes into account the assimilation used by the Borg. It
taxes all natives with 'safetax'. It will raise considerably more
than 6000mc while assimilating. Try starting with less clans
initially. Try taxing higher. You can, IIRC, take the happiness down
to 40 without rioting. But if happiness is below 70, your population
won't grow. Use your hyp shps and chunneling to gather up all the mc
you've made.

It is true that a few planets will yield several thousand mc per turn.
BUT this is strictly from taxing natives and selling supplies. Borg
on the other hand have the ability to tax several hundred from
colonists each turn on every planet. Most other races don't get
anything from colonists except on homeworlds. Also, you should build
the maximum number of factories and defenses on every planet. This
takes advantage of your greater populations.

I would rather have ten planets producing 500mc per turn than one that
can produce 5000.
Xalorous
bjeter@odin.cbu.edu
"It's obviously not his real name."

 

 
 
 
 
 

Species Info:
Origins
Abilities
Cyborg Fleet

Strategies:
The Borg
Cyborg: Collective Strategies
Borg Notes
I Cyborg: Part 1
Antarch's Guide to the Cyborg
Cutter's Guide to the Cyborg
Newell's Chunnel
Pickle's Guide to the Borg
Cyborg Cash Flow
 
 


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