UFO:Alien Invasion
General => Tactics => Topic started by: Gross on February 28, 2008, 02:32:07 pm
-
Hello...
How to earn cash in this game...? I have spent about 10 hours in the game, but still I dont understand where to get credits... :( Only way is to produce inventory and sell it...? ??? Can anyone help...?
-
Hello...
How to earn cash in this game...? I have spent about 10 hours in the game, but still I dont understand where to get credits... :( Only way is to produce inventory and sell it...? ??? Can anyone help...?
Nations will also give you money at the end of each month
-
You know you can speed up the passage of time, right? Try pressing n and m.
But yes, you can make your engineers pay for their supper by manufacturing and then selling off gear ;D
-
Heh... thanks... :) Is there any tip how to get rich faster.. ? :)
-
Play the 2.3 dev version from SVN, unstable but you can sell UFOs for 3m ^^
-
Play the 2.3 dev version from SVN, unstable but you can sell UFOs for 3m ^^
you also can in 2.2: the only difference is that there are less UFO to sell :P
-
Right now I have a lot of cash.
I think it would be cool if we could pay "bonus" to researchers and manufactures to improve their
productivity (not to soldiers though)
For example, if you pay 100.000 dollars, the scientiests on a specific project will research
a bit faster. Lets say by +10% (it should not be much, but it should still be enough that
paying that sum will be of benefit to you, i.e. if you have a lot of cash and dont know what
to do with it)
-
But yes, you can make your engineers pay for their supper by manufacturing and then selling off gear ;D
Has anybody done the number crunching to see which items give most cash per hour of manufacture? Or what items are recommended to make at the beginning of the campaign?
-
It's a classic XCOM first-step in the game :D Get those Engineers making cash!
IIRC, the Assault Rifle is a prime candidate in 2.2. Yes, I just checked -- the Firebirds is the best per hour, but takes too long. The Assault Rifle and MG net the same amount.
-
Tip - In 2.2 Bolter Rifle earns you slightly more per hour than the Assault Rifle.
In 2.4 all the production costs appear to be identical to the price listed in the Buy/Sell screen. When selling items you receive somewhat less than the listed price. Conclusion, production of items for sale only consumes cash (and worker time).
Q - Btw, is this intended?
If so, then I even might prefer my initial base to be auto-created without the Workshop, so I can decide to invest it into something more urgent.
P.S. Since this is my first post to the forum - great game, congrats!!!
djivi
-
Wow, this thread is more than 4 years old. Congrats on unearthing it.
Q - Btw, is this intended?
Yes.
-
If so, then I even might prefer my initial base to be auto-created without the Workshop, so I can decide to invest it into something more urgent.
Keep that workshop until you have a production base up and running. You start out short of med-kits and IR goggles, build them. Then make grenade launcher ammunition, there seems to be a world wide chronic shortage of that stuff.
The best money is from selling alien stuff. I just wish we could sell the dead tamans, my freezer was stacked so full I started using them on the firing range. Then the janitor's union came and kicked my butt.
-
Telok, this is hilarious! Awesome!
-
Extensive use of Radar Towers will allow you to fight a lot of battles and recover a lot of UFOs - which means a lot of stuff for sale.
Radar Towers are cheap. Radar Towers are good. Radar Towers are your best friends - ex aequo with sniper rifles :D