Buying monopolies
Verfasst: Dienstag 21. April 2020, 12:46
http://birth-of-the-empires.de/wiki/ind ... e=Monopole
"As soon as at least half of all major races are known, monopolies for specific resources can be purchased here. Previously, this is not possible. [It should say "this "was" not possible.]
By the possession of a monopoly of a particular resource, the production of this resource in all own systems is doubled also when buying a build list entry the pro rata cost of raw materials fall away also the monopoly owner gets all of applicable trading fees of all other empires for this specific resource. "
[Note: so it's expensive but doubled my titanium production, then later deuterium. Then I get the 15% fee rather than it just being lost so the other two AI empires are paying me instead. It also means the cost of rushing production significantly falls meaning, a very smart player knowing this, would then delay upgrades to some mines, and then after the "monopoly", then save a giant wad of cash on mining like crystals and iridium as these upgrades are very expensive.
It's not what an English speaker would call a monopoly as the other AI empires can still mine titanium and deuterium. There is nothing exclusive about my empire and titanium and deuterium mining. Instead of the word "monopoly", it should say double production in this resource.]
...
In the single player game, when you buy a monopoly, you can't lose it as the AI can't purchase a monopoly. In the multiplayer game, you can be outbid subsequently by other human players.
It's expensive. By turn #326 I had been able through trade and managing infrastructure and trying not to build fleets, but absorb them through membership, manage a high profit margin to rush infrastructure buildings. Then level up these minor race fleets by certain military buildings. And then rotate them out to protect those minor race home systems again. This made me the strongest military power way superceding the other two AI empires.
My focus was on accelerating farms to not induce famines, then when stable, then industrial might. Then research. Then all manner of mines. You manage your titanium at first by resource routes in areas that do not have it, as that is the limiting factor for higher level buildings.
I built say at eight rounds of the basic buildings, then created a resource route to allow upgrading.
Then as prices rose, then sold off natural resources to accelerate building creation. Then when the prices recovered, typcally by a 100 credit range, then sold again.
Eventually demand was high enough that waiting for the price recovery was shorter and shorter, thus the delay to sell again happened faster and faster. Then I allowed it to rise a bit more before selling. Rinse repeat.
Eventually buying the titanium monopoly for I think 150,000 credits, then deuterium for about 200,000. Duranium is about 300,000. I'm experiementing to see if it's worth doing.
In the last month, I really haven't so much played the game but experimented just to see what tactics and strategy are likely to pay off to be in a much stronger economic position than the AI.
It's twice the ore or crystals, but honestly profitability is a function of how fast the price returns to its previous normal elevel prior to me dumping that mined natural resource. The beta version seems to have the price return faster, but honestly such miniscule sales should not depress ore or crystals in such high demand. If so, then a "monopoly" ie a payment to double ore/crystal production is worth it as you easily recoup the one time fee.
It's a very different sort of game where you have to be extremely savvy on economic matters, whereas most of these 4X strategy games are not so nuanced and it's more about military conquest.
That means it's foolish and unrealistic to wage war before turn #400. All that time is about infrastructure, cashflow, understanding trade function in trade routes and mining sales and creating resource routes.
This is likely why there isn't much "internet buzz" about BotE as that is not very standard for a military space game.
"As soon as at least half of all major races are known, monopolies for specific resources can be purchased here. Previously, this is not possible. [It should say "this "was" not possible.]
By the possession of a monopoly of a particular resource, the production of this resource in all own systems is doubled also when buying a build list entry the pro rata cost of raw materials fall away also the monopoly owner gets all of applicable trading fees of all other empires for this specific resource. "
[Note: so it's expensive but doubled my titanium production, then later deuterium. Then I get the 15% fee rather than it just being lost so the other two AI empires are paying me instead. It also means the cost of rushing production significantly falls meaning, a very smart player knowing this, would then delay upgrades to some mines, and then after the "monopoly", then save a giant wad of cash on mining like crystals and iridium as these upgrades are very expensive.
It's not what an English speaker would call a monopoly as the other AI empires can still mine titanium and deuterium. There is nothing exclusive about my empire and titanium and deuterium mining. Instead of the word "monopoly", it should say double production in this resource.]
...
In the single player game, when you buy a monopoly, you can't lose it as the AI can't purchase a monopoly. In the multiplayer game, you can be outbid subsequently by other human players.
It's expensive. By turn #326 I had been able through trade and managing infrastructure and trying not to build fleets, but absorb them through membership, manage a high profit margin to rush infrastructure buildings. Then level up these minor race fleets by certain military buildings. And then rotate them out to protect those minor race home systems again. This made me the strongest military power way superceding the other two AI empires.
My focus was on accelerating farms to not induce famines, then when stable, then industrial might. Then research. Then all manner of mines. You manage your titanium at first by resource routes in areas that do not have it, as that is the limiting factor for higher level buildings.
I built say at eight rounds of the basic buildings, then created a resource route to allow upgrading.
Then as prices rose, then sold off natural resources to accelerate building creation. Then when the prices recovered, typcally by a 100 credit range, then sold again.
Eventually demand was high enough that waiting for the price recovery was shorter and shorter, thus the delay to sell again happened faster and faster. Then I allowed it to rise a bit more before selling. Rinse repeat.
Eventually buying the titanium monopoly for I think 150,000 credits, then deuterium for about 200,000. Duranium is about 300,000. I'm experiementing to see if it's worth doing.
In the last month, I really haven't so much played the game but experimented just to see what tactics and strategy are likely to pay off to be in a much stronger economic position than the AI.
It's twice the ore or crystals, but honestly profitability is a function of how fast the price returns to its previous normal elevel prior to me dumping that mined natural resource. The beta version seems to have the price return faster, but honestly such miniscule sales should not depress ore or crystals in such high demand. If so, then a "monopoly" ie a payment to double ore/crystal production is worth it as you easily recoup the one time fee.
It's a very different sort of game where you have to be extremely savvy on economic matters, whereas most of these 4X strategy games are not so nuanced and it's more about military conquest.
That means it's foolish and unrealistic to wage war before turn #400. All that time is about infrastructure, cashflow, understanding trade function in trade routes and mining sales and creating resource routes.
This is likely why there isn't much "internet buzz" about BotE as that is not very standard for a military space game.