Bankrupting other races & Minors influence

#1

I find it very easy to bankrupt (some) other races. When they have less than 2000 bc and a surpless less than 100bc /month and I have a lot of techs I can sell these techs for ex. 100 bc over a lot of months this will deplete their treasury and it seems that when they get more than 500bc in debt they have a hard time to recover again (just like when you get in that mess yourself.

#2 The minor races usually have much more influence points than the big boys 3000+ ! Why is that?

When my influence is a bit low I can get lots by selling techs to minors (usually after I bleed them dry economically :p ). I find this a bit silly but helpful in a pinch.
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Reply #1 Top
On #1:

I think the big problem here is that the AI is not aware of how much it has per month to work with when we try to negotiate a price settlement in a trade. My suspicion is based on the appearance of the cash trade window. It does not have separate fields for $ now and $ per month. I think the AI should (when enhanced) be able to look at its income per month and be more reluctant in allowing itself to be put into declining debt so easily.
Reply #2 Top
On #1 : AI is too easy to bankrupt anyway. We'll have to wait for the improved AI. But right now, I found that the best mix is to Destabilize to the max one alien civ. With all its planets with 1 morale, it is soon past the point of bankruptcy. Repeat with the next civ.


On #2 : I may be wrong, but here's my impression : the AI of the minor race is not very keen on building anti-cultural improvements. To prevent the minor neighbours to be culturally captured very soon by the player, it is necessary for their planet to start with 25+ influence. It was the case of nearly all minor planets I have seend. So, they get in the beginning of the game far more points than the major civs.