Randmax causes populations, even small ones, to produce a slight income. To be honest, I just let it determine tax rates for everything.hennef wrote:i seriously do not understand why low starting pop would be an advantage for the lizards. and i also do not understand why i should EVER tax a normals planet's population. it produces no money at all if there are 100clans and it is only worth at all with 5000+ clans. i always wonder why ppl set their planets to safetax. just to produce 7money per turn and have growth halved or worse......
but that Is another question at all.
one thing is sure though: if you set low minerals and low starting pop, you will have a VERY slow game.
that is a completely different thing though. low pop and low minerals are not the same things. and i agree that the fed need less ppl to get a lot of money. but for 100 mines you only need 100 ppl. it is the same in every game. so in low mineral-game the lizards would get the minerals faster - as they ever do - but still it would be the same low amount for everyone. no offence, but i do not see your point.Sinner wrote:Hi All
Low starting populations gives the Borg a HUGE advantage. To a lesser degree, the Feds get an advantage as well (due to the 2x tax rate over the colonist values, so a 1000 clan planet can produce 2000 credits....).
Even if a low pop game gives FEDs an advantage, I find the mineral mining rate takes that away, I have only just started playing the FEDs and i have found that i end up with a good amount of money.
Yet I still struggle to get good ships out in a low mineral game cos it just seems to take a long time to get the minerals out of the ground.
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