Making net profits?

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Slasher
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Post by Slasher »

Plus you can gain intrest on your savings in the bank whilst you are running turns if there is some cash in there.
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Adar
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Post by Adar »

how big of a deficit are we talking here? im losing close to a mill each turn..is this fine? as long as im covering it with food sales..which is gettin harder? this brngs me to the dilemna over whether to maintain an even amount of markets and foragers or just go forager..any advice?
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Ruddertail
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Post by Ruddertail »

Go all foragers. Scrap markets, unless you also build a lot of tens, they're not much help.
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Nuclear Raunch
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Post by Nuclear Raunch »

Money lost per turn is completely dependant on the size of your army and your mages. Obviously the bigger the army the more costly it is to run. Troop selling is still an effective method of making cash. In most proms troops sales do way better than grain sells. Here grain sells for 7$ which makes them a good alternative. Especially for a new player.

If it was me I would go with foragers instead of the markets. Since food sells for 7$, just look at how much cash you lose per turn and how much food you net. If your money lost is more than 7X the food gained then you have a problem. If it's not then you're fine.

Also to answer your question in another thread about spells, recall hawks is the opposite of prepare hawks. If someone is in different era (mossflower, northlands, or southsward) than you, you need to cast prepare hawks to be able to attack, scan, or FA (foreign aid). Once you cast the spell it will be in effect for 12 hours.

If someone else wants to attack you and they are in a different era and you have a prepare hawks spell cast, then they will be able to attack you even if they have not cast the spell yet. In other words casting the spell allows you to attack everyone else, and it allows everyone else to attack you.

Casting recall hawks closes the spell and requires other empires to cast it for themselves instead of using it against you.
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