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Gazillionaire Deluxe cheats / Gazillionaire Deluxe hints / Gazillionaire Deluxe faqs / Gazillionaire Deluxe solutions



Gazillionaire Deluxe hints

Hints & Strategies Guide

(c) 1996 - 97 LavaMind. All rights reserved.


On the surface, Gazillionaire Deluxe may appear to be a simple, uncomplicated
game, but as
most players quickly discover, there are many subtle strategies and various
approaches you can
use to gain an edge over your competitors.

In this guide, we will explain how to manage your money, what commodities are
worth buying,
when to sell and when not to sell, where to travel, how to deal with the
characters you encounter,
how to invest in the stock market and, last but not least, how to cheat. By the
time you finish
reading this, you should be able to get the most bang for your kubar, and,
hopefully, you'll never
go bankrupt again.

NOTE: This is 50% of the Hints & Strategies Guide. If
you want the complete Hints & Strategies Guide, it is
available from LavaMind's Online Store at
www.lavamind.com
___________________________________________________________________
___________________________________________________________________
Spaceships

Which spaceship is the best?

Every spaceship has its advantages and disadvantages. It's difficult to say
which ship is the best
overall. The ship you prefer depends greatly upon your style of doing business.
Listed below
are our personal comments for every type of ship. However, ultimately, you'll
have to
experiment to determine which ship works best for you.

Stinger XII
If you need speed, this is a great ship for you. It's like owning a sports car.
It's fun, snazzy, but
not always practical. Personally, we don't like refueling all the time. Until
you upgrade the size
of your fuel tanks, you'll be spending a tidy sum at the pump. We recommend
including the
planet Xeen in the game, so you can upgrade your fuel tank size often.
Passenger Capacity = 8
Crew = 4
Fuel Capacity = 20
Cargo Capacity = 100
Engine Speed = 7
Free Engine Upgrade = Yes
Insurance Cost = Average

The Fly Catcher
If you can't make up your mind between one of the large ships like Whaler 2000
or one of the
smaller ships like Retina, this is a good compromise.
Passenger Capacity = 8
Crew = 5
Fuel Capacity = 40
Cargo Capacity = 120
Engine Speed = 5
Free Engine Upgrade = No
Insurance Cost = Above Average

Le Rock
This is a great ship if you hate spending money. But you know the saying,
"You've got to spend
money to make money." Being cheap isn't always the best.
Passenger Capacity = 8
Crew = 3
Fuel Capacity = 65
Cargo Capacity = 80
Engine Speed = 5
Free Engine Upgrade = No
Insurance Cost = Very Low

Whaler 2000
This is a powerful ship, and it just may be our favorite of the bunch. If you
play your cards right,
you can make a bundle with this in the long run. However, if you get careless,
it is easy to go
bankrupt with a ship this size. Another draw back is its speed. If you use
this ship, we strongly
recommend you include the planet Pyke in the game, so you can upgrade your
engine as quickly
as possible.
Passenger Capacity = 11
Crew = 6
Fuel Capacity = 50
Cargo Capacity = 130
Engine Speed = 2
Free Engine Upgrade = No
Insurance Cost = Above Average

Retina
This is a sleek, economical ship. Just right for yuppies.
Passenger Capacity = 6
Crew = 3
Fuel Capacity = 40
Cargo Capacity = 100
Engine Speed = 5
Free Engine Upgrade = No
Insurance Cost = Average

Cerebralis
This is what we use as our standard ship. It has no outstanding qualities, but
it also doesn't have
any major draw backs.
Passenger Capacity = 8
Crew = 4
Fuel Capacity = 40
Cargo Capacity = 100
Engine Speed = 5
Free Engine Upgrade = No
Insurance Cost = Average

Globulizer
If you have that need for speed, but you don't want to refuel all the time, the
Globulizer just may
be the ship for you. The one draw back is its reduced cargo and passenger
capacity.
Passenger Capacity = 7
Crew = 4
Fuel Capacity = 30
Cargo Capacity = 80
Engine Speed = 7
Free Engine Upgrade = Yes
Insurance Cost = Average

Locomotis
This is a good compromise between speed and cargo capacity. Locomotis is a real
work horse.
Just think of it as a pick-up truck.
Passenger Capacity = 5
Crew = 4
Fuel Capacity = 40
Cargo Capacity = 110
Engine Speed = 6
Free Engine Upgrade = No
Insurance Cost = Average

Mantagon
This is another one of our favorites. We enjoy jacking up the passenger ticket
prices, spending a
bundle on advertising, and making a killing.
Passenger Capacity = 10
Crew = 3
Fuel Capacity = 40
Cargo Capacity = 90
Engine Speed = 4
Free Engine Upgrade = No
Insurance Cost = Below Average

Kegger
With a crew size of 2 and a cargo capacity of 150, you can't beat this. It is a
killer at the lower
levels. However, watch out when you try to use this ship on Expert or Master.
On the higher
levels, the profit margins for transporting cargo shrink, and most of your
profits tend to come
from transporting passengers. With only 1 passenger, you will find it difficult
to make money,
even with a skeleton crew.
Passenger Capacity = 1
Crew = 2
Fuel Capacity = 35
Cargo Capacity = 150
Engine Speed = 3
Free Engine Upgrade = No
Insurance Cost = High

Worm Shuttle
This ship appears to be a nightmare. With 12 crew members, how can you possibly
make a
profit? Try raising your passenger ticket price to somewhere between 4,000 and
4,500 kubars
and advertise Everything. You'll quickly discover that you can make money. At
the higher
levels, where the profit margins for transporting cargo become tight, this
passenger ship is a great
choice.
Passenger Capacity = 16
Crew = 12
Fuel Capacity = 30
Cargo Capacity = 75
Engine Speed = 6
Free Engine Upgrade = No
Insurance Cost = Very Low

Squidocity
This is a nice ship with a good-sized engine. All around there is not much to
complain about.
This is sort of like a trusty family station wagon with a V8 under the hood.
Passenger Capacity = 8
Crew = 6
Fuel Capacity = 40
Cargo Capacity = 110
Engine Speed = 6
Free Engine Upgrade = No
Insurance Cost = Average


Bankruptcy

Don't overextend yourself.

The fastest way to go bankrupt is to overextend yourself. In other words, don't
become excited
and bid too high on a new ship or facility. It is easy to go bankrupt if you
don't watch how much
you are spending. No matter how good a deal seems to be, don't bid more than
you can afford to
pay.

The most important factor in determining how much you can afford is the Credit
Limit on your
Trader's Union Loan. If you exceed this Credit Limit, you will go bankrupt.
It is wise to stay at
least 50,000 kubars below your Credit Limit. This will allow you to borrow
enough money to
purchase commodities, pay your crew and buy fuel.

No matter how well your company is doing, if you run into a streak of bad luck
and can't meet
your loan payments, you will go bankrupt. It is common for a company with a
bigger ship, more
warehouse space, more facilities and a larger net worth than any of its
competitors to suddenly
find itself in a position where it is about to go bankrupt simply because it
borrowed too much
money and cannot make its weekly loan payments. Don't let yourself fall into
this trap.


Credit Limit

Never pass up a chance to increase your Credit Limit.

If the Trader's Union or Mr. Zinn offers to lend you more money and increase
your Credit Limit,
you should always accept the offer. As a company, you want your Credit Limit to
be as high as
possible. This will give you a cushion so that you won't go bankrupt during
hard times.

For example, what should you do if the Trader's Union offers to lend you 50,000
kubars and
extend your Credit Limit by 50,000 kubars, but the interest rate on the loan is
a whopping 9% a
week?

You should accept the offer and pay back the 50,000 kubars when you land on the
next planet.
This way you will not accrue any interest, and your Credit Limit will increase
by 50,000 kubars.
You never know when this may come in handy. Later in the game, you may run into
trouble and
need to borrow money from the Trader's Union, and you'll be happy to have that
extra 50,000
kubars in credit available.


Luck!

Good vs. bad luck streaks.

If you play the game long enough, you will notice that luck runs in streaks.
You can be on a good
luck streak or bad luck streak. The general rule is that every time you have
good luck, the chance
of having more good luck increases. On the other hand, every time you encounter
bad luck, the
chance of having more bad luck increases. Also, if you are on a bad luck streak
and you have a
good event, then the streak is broken.

If you are caught in a bad luck streak, it is wise to buy insurance. This may
be the only way to
keep your company from going bankrupt.

One way to help improve your luck is to travel to planet Mira and visit the
Grand Sages (click on
the Planet Special button). If you get blessed by the Grand Sages of Mira, your
chance of having
good luck rises.

However, if you are already on a good luck streak, it may be better not to ask
the Grand Sages for
a blessing. There is a small chance that the Grand Sages will curse you, and
this may end up
breaking your good luck streak.


Warehouse Space

Is it a good idea to buy warehouse space?

Sometimes it is a good idea, and other times it isn't. If you are low on cash
and have the choice
between buying a larger ship or more warehouse space, it is always better to buy
the larger ship.

However, if you have plenty of cash and you want to invest some of it in
warehouse space, this
isn't a bad idea. The advantage of storing goods in the warehouse is that you
pay no export or
import tariffs. That's right, no taxes! You also don't have to pay for a crew,
fuel and other travel-
related expenses. The disadvantage is that if you store goods in a warehouse
and just let them sit,
you are losing money every turn. That same money you have invested in those
goods could be
sitting in a bank earning interest! So you are losing that interest. This may
not sound like much
money, but it adds up. Also, the profit margins on selling goods from a
warehouse are typically
low. This is because the Supply % on the planet usually doesn't change much
from week to
week.

Warehouses can pay off big if there is a temporary glut of goods on the market,
and the price is
artificially reduced for one week. If you buy up the goods that are normally
rare on the planet
and put them in the warehouse, when you return you stand to make a healthy
profit. It's also
advantageous to have some goods in the warehouse in case the next time you visit
the planet,
there is nothing worth buying.

One rule of thumb is that you should never borrow money to purchase goods to
store in the
warehouse. The interest on your loan will typically eat up any profits you may
achieve. If you
don't believe me, just keep track of the numbers, and you'll see.


Ship Size

Should you buy a larger ship every chance you get?

No. If you are close to exceeding your credit limit, it is not a good idea to
buy a larger ship. If
you do, you may go bankrupt. You should only buy a larger ship if you have
enough money to
pay for the ship and fill up the ship with cargo. After all, what's the use in
buying a larger ship if
it leaves you so far in debt that you can't even afford to buy any commodities?

This said, purchasing larger ships is generally a good idea. After all, the
larger your ship, the
more cargo and passengers you can transport, and the more revenue your business
can generate
each week.

The real question is how much you should bid for a larger ship. You will notice
that your
competitors keep raising their bids as they earn more money. You should do the
same. It is
never good to bid outrageously high, but it does pay to bid enough so that you
have a chance of
getting the larger ship. A good rule of thumb is to watch what the computer
players are bidding
and try to bid 10% higher if you can afford it.


Cargo Capacity

Always try to fill up your ship with cargo.

If your ship has a cargo capacity of 100 tons, you should generally try to buy
100 tons of
commodities. If you see a commodity that is a good deal, don't just buy a few
tons, buy all of it.
This maximizes your profit-making potential.

Occasionally, you will come to a planet with simply nothing worth buying. In
this case, it may
appear that you have no choice but to leave the planet with an empty ship.
However, keep in
mind that even a small profit is better than no profit, so don't be too choosy.


Buying Commodities

It is usually better to buy the more expensive commodities.

It is much better to purchase an expensive commodity like Exotic rather than a
cheap commodity
like Cantaloupe. This is because the potential profit for Exotic is much
greater.
                               
For example, if you purchase 100 tons of Cantaloupe at 10 kubars per ton, and
you sell them for
the maximum price of 40 kubars per ton, you stand to make a total of 3,000
kubars. On the
other hand, if you buy 100 tons of Exotic for 180 kubars per ton, and sell them
for the maximum
price of 720 kubars per ton, you will make a profit of 54,000 kubars.


Profit Potential

Look at each commodity's Profit Potential.

When you purchase a commodity, don't just look at the price. Instead you should
look at the
commodity's Profit Potential, which is the difference between the commodity's
current Market
Price and the maximum Price. This is the true value of the commodity you are
purchasing.

For example, if you purchase Whip Cream for the low price of 50 kubars per ton
(Price Range 50
to 200), your Profit Potential is 150 kubars per ton (i.e., 200 - 50 = 150).
This means if you
purchase 100 tons of Whip Cream, at most you can make 15,000 kubars. On the
other hand, if
you purchase Oggle Sand for the not so great price of 300 kubars per ton (Price
Range 140 to
560), your Profit Potential is 260 kubars per ton (i.e., 560 - 300 = 260). This
means if you
purchase 100 tons of Oggle Sand, you stand to make up to 26,000 kubars. Even
though Oggle
Sand does not appear to be as good a deal as Whip Cream, it is actually a better
deal because its
Profit Potential is so much higher.

If the Profit Potential for two commodities is roughly equal, it is always
better to buy the
commodity with the least risk. For example, if Whip Cream is selling for 60
kubars per ton
(Price Range 50 to 200), its Profit Potential is 140 kubars per ton. At the
same time, if Oggle
Sand is selling for 400 kubars per ton (Price Range 140 to 560), its Profit
Potential is 160 kubars
per ton. The Profit Potential for both commodities is roughly equal. However,
you are taking a
lesser risk buying Whip Cream because the price of Whip Cream cannot fall below
50 kubars per
ton. That means at most you can lose only 10 kubars per ton (60 - 50) buying
Whip Cream, while
you may lose up to 260 kubars per ton (400 - 140) buying Oggle Sand. In this
case, it is better to
purchase Whip Cream because if the price falls, you stand to lose less.

Another advantage of buying a less expensive commodity with roughly the same
Profit Potential
is that you have more money left to pay down your debts or deposit in the bank.
In addition, you
end up paying less in import and export tariffs, which also saves you some
money.


Supply Chart

Always look at the Supply Chart before travelling.

Most first-time players don't pay enough attention to the Supply Chart. The
most important
factors in buying a commodity are the PROFIT POTENTIAL and the SUPPLY. This is
the
golden rule:

Profit Potential = (max Price Range - Market Price) x Tons for Sale

Once you find a product with a good Profit Potential, you should go to the
Supply Chart and look
for a planet with a low Supply %. The lower the Supply % on the planet, the
less plentiful the
goods, and the higher the price.

The most difficult part is finding a combination of goods with high Profit
Potentials and low
Supply %. Often you will discover that some of commodities are not compatible.
In this case,
you should sell off the commodities with the lower Profit Potentials and find
other commodities
that are compatible. This involves many estimations and on-the-fly
calculations. What you are
looking for is the best possible combination of Profit Potential, Tons for Sale,
and low Supply %.
The more you play the game, the better you will become at making these sorts of
quick
calculations in your head.


Selling Cargo

Don't be afraid to sell your cargo at a loss.

When arriving on a planet with a ship fully loaded with commodities and discover
that the
market price is lower than the price you paid, your first reaction might be to
give up on selling
your commodities. This is not always a good strategy. If there is another
commodity available
on the planet that is a better deal, you should sell the goods on your ship at a
loss and purchase
the other commodity.

Remember, every time you travel to a new planet, it costs your company money.
You have to
pay crew wages, buy fuel, pay interest on any loans, etc... Besides this, your
competitors are
trying to maximize their profits each turn. If you make less money than they
do, you will never
win the game. What you want to do is to maximize your profit-making potential.

A good strategy is to always sell all of your commodities every time you land on
a planet, even if
it means taking a big loss. After you sell all your commodities, go back to the
Marketplace and
look at what is available to buy. You may end up buying back what you just
sold. This is okay.
You don't lose any money buying and selling commodities while you remain on a
planet.

Selling all your commodities regardless of price will give you a more objective
way of looking at
the Marketplace. It is a mistake to become emotionally attached to the goods
you purchase.
Sometimes it is wise to sell your goods at a loss if there are better
commodities available on the
planet.

NOTE: You only have to pay import and export tariffs when departing from a
planet or arriving
on a planet. As long as you remain on the planet, you will not have to pay any
tariffs regardless
of how many times you buy/sell goods. The only tax you will accrue while you
are on a planet is
the Passenger Tax.


Choosing Commodities

Don't buy commodities that you cannot sell on the next planet.

Many players fall into the trap of purchasing commodities that they plan to sell
two or three turns
later. They look at the % Supply Chart and say, "First I'll travel to Vexx and
sell my Umbrellas,
then I'll travel to Stye and sell my Gems." This is a big mistake. If you
can't sell a commodity on
the next planet you are travelling to, then don't buy it.

It is better to buy a commodity with a lower profit-making potential than to
purchase a bargain
commodity that you don't plan to sell for a few turns. This is because the next
turn you may find
a much better commodity for sale, and you will either have to pass up a better
opportunity or sell
the goods on your ship for a loss.

Your ship can hold only a limited amount of cargo, and it is good to maximize
the profit potential
each turn. If you travel around with the same commodity from planet to planet
looking for a high
selling price, you are losing money. In most cases, it is better to make a
little profit each turn
than to travel around the solar system for five turns searching for the highest
possible price you
can get.

Try it both ways, and you'll quickly see that you make far more money
buying/selling all your
cargo every turn, than searching for the perfect price.


Paying Employees

Don't pay your crew every week.

It is better to wait until the very last minute to pay your employees. This
will save you money.
Instead of paying your crew, you can have that money in the bank earning
interest. Only pay
your crew when they "DEMAND" to be paid. You will be alerted to this by the
text on the
CREW WAGES button of the Main Menu turning red.

Another advantage of not paying your crew until you absolutely have to is that
there is always a
chance that they will change their mind and forgo their salary. This can save
you a bundle.

But don't get too greedy. Once your crew demands to be paid, you better pay
them because there
is a good chance they will go on strike. When your crew goes on strike, you are
forced to raise
their wages by 500 kubars per person a week. If possible, it is better to avoid
this situation.


Taxes

Don't pay your taxes every week.

It is not a good idea to pay your taxes until absolutely necessary. If you pay
your taxes every
turn, you are losing money because that money could have been deposited in the
bank earning
interest.

Another advantage of not paying your taxes right away is that there is always a
chance Emperor
Dred will intervene and grant you a tax break. This can save you a lot of
money.

The general rule is to pay your taxes only when the Tax Auditor "DEMANDS" that
you pay. You
will be alerted to this by the text on the TAX button of the Main Menu turning
red. If you do not
pay your taxes at this time, there is a good chance you will be audited and have
to pay a large
fine.


Passenger Ticket Price

Don't set your Passenger Ticket Price too high or too low.

If you set your Passenger Ticket Price too low, you will be cheating yourself
out of a lot of
money. On the other hand, if you set your ticket price too high, you won't get
any passengers at
all.

We found that setting the ticket price at around 4,000 kubars works well. If
you do this, be sure
to invest in Passenger Advertising. Generally, TV advertising works best. If
you don't have
enough money to advertise, it's probably wise to set the Passenger Ticket Price
at around 1,000
kubars.

The optimum Ticket Price/Advertising is still open to debate. It doesn't hurt
to experiment with
different values and find out what works for you. The one tip we can give you
is never to set
your Ticket Price over 10,000 kubars. If you do this, you won't get any
passengers. Ten thousand
kubars is the absolute maximum anyone will pay.


Mr. Zinn

Don't pay back Mr. Zinn until you have to.

If you are playing the Tutorial or Novice levels, it is best to pay back Mr.
Zinn quickly. This is
because your options are limited, and you don't have any better place to invest
your profits.
However, if you are playing one of the more advanced games, it is best to wait
as long as possible
to pay back Mr. Zinn. You may have to pay a little more in interest, but it is
good to have the
extra money to invest in upgrading your ship and buying facilities.

Unlike the Trader's Union, you cannot borrow money from Mr. Zinn whenever you
feel like it.
Hence, it is smart to owe him as much money as possible. If you use the
borrowed money
wisely, you can sometimes earn more money than you are paying out in interest.
However, if Mr.
Zinn raises his interest rates, it is probably a good idea to pay Mr. Zinn back.

In general, the higher the interest rate on Zinn's Loan, the sooner you should
pay him back. The
lower the interest rate, the longer you should wait before paying Mr. Zinn
anything. For
example, if Mr. Zinn is charging you only 2% interest on your loan, you can earn
more money
investing in Facilities than you will save by paying Mr. Zinn back.

Another factor that can influence your decision is Mr. Zinn's home planet of
Zile. If Zile is
included in the game, you can often persuade Mr. Zinn to forgive part of your
loan. This will
save you even more money. Knowing this, you may want to hold off paying back
Mr. Zinn and
try to get him to forgive your loan.


Advertising

Always invest in advertising.

Advertising is always a good deal. Unfortunately, there is no fixed rule for
how much is the right
amount to advertise. How much you advertise depends a great deal on what ship
you are using.
For example, if you are using the Whaler 2000 ship, you should spend more on
Passenger
Advertising and Commodity Advertising because your ship can hold more passengers
and cargo
than any other ship. The opposite is true for Le Rock, which has a relatively
small cargo bay.
Listed below are the general guidelines for each ship:

Ship Type Passenger Ad Commodity Ad
Stinger XII TV TV
The Fly Catcher TV Everything
Le Rock TV Radio
Whaler 2000 Everything Everything
Retina Radio TV
Cerebralis TV TV
Globulizer TV Radio
Locomotis Radio TV
Mantagon Everything TV
Kegger None Everything
Worm Shuttle Everything Radio
Squidocity TV TV

This assumes you have set your Passenger Ticket Price accordingly:

Ship Type Passenger Ticket Price
Stinger XII 4,000
The Fly Catcher 4,000
Le Rock 4,000
Whaler 2000 5,000
Retina 3,500
Cerebralis 4,000
Globulizer 4,000
Locomotis 3,500
Mantagon 5,000
Kegger 1,000
Worm Shuttle 4,000
Squidocity 4,000


Insurance

Should you purchase insurance?

First you should check the insurance Price Range. If the price of insurance is
low, it is always a
good idea to buy it. One bad event can cost you a bundle. Especially when
transporting valuable
cargo, it is in your best interest to buy insurance. The more valuable your
cargo, the more willing
you should be to pay for coverage.

You will notice as you purchase larger ships, the average price of insurance
rises accordingly. If
you own a 2,000 ton ship, it is not unreasonable to pay 20,000 kubars for
insurance. However, if
your ship is only 400 tons, you probably won't want to pay over 7,000 kubars for
insurance. The
exception to this rule is when you are on a bad luck streak and need some added
protection.


Warehouse

When should you store goods in a warehouse?

You should not use your warehouses unless there is a good reason. The
disadvantage of using a
warehouse is that you invest a lot of money in buying the commodities, and you
cannot make any
profit on these commodities until you return to the planet. The more money you
have tied up in
commodities that are just sitting in warehouses, the less money you can deposit
in the Bank or
invest in buying Facilities. In addition, there is no guarantee when you
finally return to the planet
that you will be able to sell the goods stored in the warehouse for a profit.

This aside, there are three times when it is a good strategy to store
commodities in a warehouse:

1) You should use a warehouse when you transport goods to a planet with a low
Supply %, but for some reason the price of the goods you want to sell is
unusually low. This only happens if there is a special event, such as a glut of
goods flooding the market. If you store the goods in a warehouse instead of
selling them, when you return to the planet, the price will probably be higher,
and you will make a substantial profit.

2) When there is a glut of a certain commodity on the market and the prices
drop
despite a low Supply %, you should buy the goods and store them in the
warehouse. The next time you return to the planet, the price will most likely
be
high, allowing you to make a sizable profit.

3) If you beat another player to a planet, you can buy up all the best
commodities
and store them in the warehouse. This way when the other player arrives on
the planet, there is nothing left for him/her to buy.


The Need for Speed

It pays to be first.

It is in your best interest to get to a planet first. If other players beat you
to a planet, they will buy
up the most valuable commodities. Having a faster engine and travelling to a
closer planet will
increase your chances of arriving first.


Engines

A faster engine is worth buying.

If you have extra money, it is usually good to upgrade to a faster engine.
Before purchasing a
faster engine, check to see how much the engine costs. If the price is
relatively low, buy it.


Facilities

When should you buy Facilities and how much should you pay?

The answer to this question is complex. Generally, a good rule of thumb is to
only buy a Facility
if you have enough cash to pay back the loan quickly. Facilities are estimated
to be worth 15
times the Facility Fee (the MIDDLE button on the input box). This amount is
added to your net
worth when you purchase the Facility. If during a Facility Auction you bid
MIDDLE (i.e., click
on the Middle button), you are usually getting a good deal. If you bid below
MIDDLE, you are
getting a great deal. The higher you bid, the less of a deal you are getting.

If you pay MIDDLE for the Facility, the Facility will earn the equivalent of 6%
interest a week on
average. This assumes one human player and six computer players. If there are
two human
players and six computer players, the Facility will earn the equivalent of 7%
interest a week on
average. In general, the more players, the more a Facility will earn.

The advantage of buying a Facility over putting your money in the Bank is that a
Facility takes
money away from other players, while a Bank merely pays you interest. The
disadvantage of
buying a Facility is that the money invested is locked up in the Facility and
cannot be liquidated.
Even if you are about to go bankrupt, you cannot sell your Facilities. Money
deposited in the
bank is liquid, and you can withdraw the money any time. Another disadvantage
of a Facility is
that you have to travel to the planet to collect the Revenue, while the interest
the Bank pays is
automatically added to your Bank Account.

You also have to consider other investments such as the Stock Market. If there
is a bull market,
and share prices are rising at an average rate of 10% per week, you are going to
be better off with
you money invested in stocks. However, if it's a bear market, and share prices
are falling,
Facilities are a much better deal.

You should be aware that the money your Facilities have accumulated in Revenue
on each planet
is not added to your net worth until you actually go to the planet and receive
it. Along with all
this, you have to consider how much money you have taken out in loans. If you
are paying a high
interest rate on Mr. Zinn's Loan or the Trader's Union Loan, then you should
probably pay back
those loans before investing in Facilities. Unless of course, you get a great
deal on a Facility.

As you play the game, you will notice that the computer players begin to bid
more and more for
Facilities as time passes. This is because they have more money to spend.
Don't base your bid
on how much they are spending. You should look at your financial condition and
determine what
is the right price for you, and then bid that amount regardless of what everyone
else is bidding for
the same Facility. In the long run, you will be better off.

NOTE: This is 50% of the Hints & Strategies Guide. If
you want the complete Hints & Strategies Guide, it is
available from LavaMind's Online Store at
www.lavamind.com




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