From the inherent trade given by CEO's and the few Clerks scattered around from Housing districts, most of my worlds give around 200 trade value each with the trade focussed worlds giving much more. Galactic Slave Market: Buy and sell pops on an industrial scale, set them free or keep them as livestock. A lucky bonus I got was purchasing the Numistic Shrine, which gives priest and merchant jobs which is right up my alley.More Megastructures: Budget has been approved for your own glorious Matter Decompressor, Mega-Art Installation or Strategic Coordination Center to acquire new scaling capabilities for your megalopolis.Expect surprises when these master traders wander through your space or when you visit their home systems. Caravaneer Fleets: Keep an eye out for the Caravaneers, nomadic interstellar wheelers-and-dealers who stay aloof from galactic politics, and always have a bargain up their sleeve.City World: With Ecumenopolis, players can increase the population density of core worlds to truly epic proportions, eventually creating a planet-spanning megacity. Using the new Corporate Authority, construct an economic powerhouse and dominate galactic trade - for a brighter future. Trade value basically means energy credits. By building Branch Offices on planets within empires they have trade agreements with, the MegaCorp can add a portion of the planet’s Trade Value to their own network.
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