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Ways to earn credits
Topic Started: Jun 26 2008, 04:15 PM (47 Views)
Luciel
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Goddess
TRADE ROUTES
Trading is probably the easiest way to gain credits, after building economy structures on your bases. With proper attention, trade routes can rival if not surpass your base income as the primary source of credits for your empire. While they can be plundered and often carry significant "price tags" to set up, you would be foolish to overlook this rich source of income.

Optimize Trade Routes
To get the most out of your trade routes, you need to routinely check them and see where improvements can be made. Because of the price tags associated with setting up new routes, it is probably advisable to optimize a few routes at a time, unless you have a lot of credits on hand. This also minimizes the negative impact to your economy caused by the delay between canceling an existing route and waiting for the new route to be accepted. Below are a few suggestions for squeezing extra credits from existing routes:

1) If you haven't already, replace all your self-trades. This essentially gives you an extra route (a self-trade uses two trade routes, one from each partner base) and can more than double the income from the routes, particularly if your bases are concentrated in a single galaxy.
2) Replace all trade routes with non-unique partners with routes to unique partners. The bonus for having more unique trading partners is cumulative and can make a noticeable difference in your overall trade income.
3) Start looking at your less profitable trade routes, i.e., those that generate the fewest credits per hour, and see what you can do to make them better. Trading with bases with economies equal to or greater than your own can add a few credits. Trade income is also based on the distance of the trade route, so longer trades are always better than shorter routes, all other things being equal. While the extra two or three credits per hour you may get from making these small changes may not t seem like much, it can really add up when you're working with 50 or more trade routes.

OTHER METHODS
There are several ways to earn credits other than through your base economy and trading. Profiting through combat can be a highly effective way to boost your treasury and fund construction, research and production projects. However, it can be risky if your opponent is online and you are therefore unable to stage an optimal attack. Additionally, there is always the possibility of a miscalculation that could end up turning a projected profit into a hemorrhagic loss.

Attack UC Fleets
Attacking UC fleets can be a nice way to make a profit, though you'll lose some fleet in the process. The advantage of attacking UC over player fleets is that UC fleets: 1) do not move and 2) do not attack you before you can attack them (unless they are over a UC base you occupy). This allows you to determine the optimal fleet with which to attack without fear that your plans will be foiled by an alert combatant.

Collect Debris from Empty Astros
Collecting random debris sitting idly on empty astros can be an easy way to add money to your treasury. While most piles are small – the remains of hapless scouts and the like – the 19 credits or so per scout can really add up. Collecting such small debris piles, however, is an extremely time-consuming and frustrating process. Therefore, your best bet is to find larger piles of debris.

Steal Debris :evil:
While stealing debris is poor form and highly frowned upon by the AE community – in fact, many guilds consider it grounds for issuing a KOS against you – it is a cheap way to get credits if you are willing to risk losing some fleet in the effort to get the debris. Also, my personal philosophy is: if the debris has been there for more than a day and there are no recyclers there working on sucking it up, it's fair game.

Farming
"Keep an eye out for 'inactive' players. When someone goes inactive and gets booted from their guild, it's often months before their upgrade expires and they turn UC. So by occupying those bases you can get a +50 econ or so perma farm for a very long time. If you find an un-occupied inactive take their bases (and their occupations) quickly, using our intel database to find all of them.

Perma farms last long enough thats it's often worth taking a small loss to take the base after pillage and TRs. 15/15 PR you need to think twice about, looking at the duration of the upgrade remaining and the value of the TRs, 20/20 PR you need to really crunch the numbers to see if it's worth it in the long term."
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