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Can't make money/keep nations happy on Easy

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Beric:
So I've been playing this game on and off for four years. I haven't touched it that much since 2.3, but playing 2.5.dev a lot over the past week (sure is addicting!), it seems MUCH harder than it used to be. Not as much in the tactical area (though it's definitely harder there as well), but more on the strategic level. This is the fourth Easy campaign I'm on, having lost the previous three due to nation happiness.

Specifically, even on easy mode, countries instantly drop in happiness level. Along with this drops monthly income. Research is slower than ever (back in 2.3 I always ran out of things to research!), so I've compensated by hiring a lot of scientists. In my current campaign I'm in August, and I have 55 scientists in 6 labs, but have way too much I still need to research. I have two bases, the second one with 30 workers. However, in order to build the second base, I have been forced to sell everything, including my one interceptor and all alien tech I obtain, leaving none for research.

In addition, I'm forced to sell every alien ship I capture in order to keep countries from going under and me losing, as well as for monetary needs, preventing me from researching these ships. I would build more bases in other countries in order to shoot down more ships and get more money, but I can't because I don't have enough money. Production no longer makes money either, so I'm out of ways to make cash.

I currently lose 150K a month (as well as spending money on production), which I recoup selling UFO's and alien tech, causing me to break even. I have nothing left to sell in order to build an interceptor. I could fire scientists/workers, but that would make me even more technically backwards.

Is this game getting harder, or has it changed and I'm now playing it wrong?

Timo:

--- Quote from: Beric on August 14, 2012, 08:53:52 am ---However, in order to build the second base, I have been forced to sell everything, including my one interceptor and all alien tech I obtain, leaving none for research.

--- End quote ---

I think your error comes with selling that interceptor. In order to keep nations happy you need to shoot down as many UFO:s you can, and take every single mission that comes with preference to landed UFO:s (harvesting, terror, whatever). UFO:s shot down are not going anywhere very soon.

My almost first buy in normal difficulty was another stiletto in order to shoot as many scouts and fighters as I can. Harvesters are too big, those I leave alone until I have much better weaponry and crafts.

Also, build radar towers in strategic positions. Those are cheap and allow you to catch more missions.

Beric:

--- Quote from: Timo on August 14, 2012, 09:12:17 am ---I think your error comes with selling that interceptor. In order to keep nations happy you need to shoot down as many UFO:s you can, and take every single mission that comes with preference to landed UFO:s (harvesting, terror, whatever). UFO:s shot down are not going anywhere very soon.

My almost first buy in normal difficulty was another stiletto in order to shoot as many scouts and fighters as I can. Harvesters are too big, those I leave alone until I have much better weaponry and crafts.

Also, build radar towers in strategic positions. Those are cheap and allow you to catch more missions.

--- End quote ---

I just can't understand why they get so unhappy. I accept every mission and minimize civilian loss. The countries' invaders are getting killed, they're getting alien tech, and their civilians aren't dying. I'm also progressing in my ability to fight them. Why should they care if a few aliens fly over their heads? I definitely didn't have to shoot down so many aliens in the past. And my SAM sites surrounding my two bases I build back in the beginning shoot down a ton as it is.

Timo:

--- Quote from: Beric on August 14, 2012, 09:22:17 am --- Why should they care if a few aliens fly over their heads?

--- End quote ---

My rationalize for that is that every UFO means some sort of alien mission, and you (or the country in question) just don't get alerts from most of them until it is too late. Shooting UFO:s down means pre-emptive strike which means less alien missions.

Nokim:
1. Right now in game code (2.5-dev) is bug related to hardcoded salaries values. So actually on easy you spend much more money on personnel salary then on normal.
2. I agree with Timo, you should not to sell interceptor. Shoot UFOs as much as you can and don't leave them on ground. I didn't use radar towers and SAM sites - this saves money for building bases.
3. You don't need many workers in beginning. More research, more bases with interceptors and radar coverage and at least one UFO yard to store one UFO per type for research and disassemble later. Specially useful storing intact Harvesters - antimatter and weapons for your future interceptors.
4. Don't waste time on research laser-based personal weapons. Research plasma for use and sell.

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