you CANT go broke on small map. he's obviously speaking of large maps
(well, in thery you could go broke on small maps if you play really insanly badly... that would deserve its own medal)
all that talk about economic research is a bit pointless too. if you're at that point, you obviously didn't get broke, did you ? the usual problem is starting up... it's easy to get broke... just colonize every planet on sight and build factories and research centers like a maniac... you WILL run out of money and face a -1000bc/turn at maximum taxe rate (80% ?) with all planet having negative pop growth... sweet ... a dead end...
****Here is what the usual problem is***
At 33% a 5 billion planet give you 17bc and cost you 12bc just for colony maintenance plus extra for production and research. there is also a bug that cause the social production to be charged even when building nothing (at least was there in 1.2, couldn't figure if its fixed yet... didn't seem to be)
It's a no brainer that it's very easy to get broke, since the population of a starting colony is very low. with a single colony module (typical fast speed colony, the standard model come with 2 module, if you take one out and put more drive you outrun the competition) ... so I was saying, if you start with a full colony module, it takes 20 turn to reach 1 billion, after which the optimal growth is .25/turn (max morale) it's still another delay before you reach 5b. in fact you need a farm, and usually somewhere above 8b to reach break-even on most colony, from population alone
your problem is obviously morale
here is some data that can help you
planet quality affect morale (a lot)
>> colonize big planets first, the small ones never get big, if you surround them and the enemy colonize they will get absorbed. especially true for all those size 5 planet
exception: colonizing a full sector give an influence bonus. so if there are only two planets in a sector, it may be worth to colonize it to strengthen your influence. also, you don't want your size 37 (yes, 37) planet to be surrounded by enemy planets and rebel against you ...
morality affect both morale and planet quality !!!
neutral race get a big morale bonus, that tech (morality) also give you access to the crystal achievement (trade goods) which give a +20 moral on all your planets
neutral races also get all upgrade tiles availlable immedialetly.... see... I wasn't kidding... size 37 planet indeed
>> morality is an early research target, but after you got some speed drive research done
racial habilities:
planet quality: +20% - this is more important than max morale bonus !
there are tons of morale ressources out there, tons of morale galactic achievements, and as stated before, planet quality DOES GENERATE A MORALE BONUS... a multiplicative one in fact, if you check the formulas
moarale bonus: the 2 remaining points give you +25
political part: your choice, a +10 morale is availlable, I prefer +20 economic, but I might try different next time... just because morale is so critical early on
money and population growth:
morale at 100% give you 2x the pop growth
using transport to ferry population from high pop planet to low pop planet will both raise morale and help pop growth. remember the 20 turn to reach 1 billion... you can make this 20 turn go down to zero with transports. it also allow you to build colonies with very few peoples (250m ? or even less... so you don't shrink your planets) while using transport for the actual population transport
greed: don't be greedy !
I mean two things.
don't go full research on production/research/commerce/etc right away.
the basic facilities are ultra cheap and ultra fast to build. try to finish your colonisation and planet setup first. that way planet are unproductive... but hey ! production cost money... so this is a bessing ! it allow you to build a setup that look like this
starport (buy, it's only 152bc)
3 factory (nice number, more for capitals and military starport)
1 farm
1 entertainment
3 commerce
1 embassy (+% accross the galaxy.... nice... get some tourism, big influence, absorb planets)
if you're in a thought spot, setup the worst planets like this:
1 starport
1 farm
1 entertainment
once you're all set with that and the economy goes right, research production first, followed up by trade and then research. don'tt worry you get 1-2 years before the badies look at you - after that it's time for the big diplomatic squeeze
early on (before all that production/rsearch/trade thingy), all research should
be geared toward speed: ship drives, miniaturization, logistic/range.
your goal is to spread and strengthen pockets of your civilisations through the galaxy. target the really big planet first.
How do you target those big planets?
you DONT build colony ships early on.
you DONT colonize the planet next door.
instead you start with the custom race, remove the hyperdrive tech (2 turn to research at 100%) and add sensors. buy some factory (cheap) while you build so really fast custom designed survey ship. you will have a fleet of scouts, you will find the planets first, you will grab all the anomalies for big $$$ and big %%%.
here is the secret: you build colonies when you find those planets. now they will grow, you will transport peoples there. you CAN upgrade at any time your scout (survey) ship to get faster drives OR you can upgrade them and turn them into transport or colonies (very cheap) and back to scout if needed. or turn them into deadly vulture and kill enemy constructors/colonies/freghter/etc or even turn them into contructor (lol that's a dirty trick ! but very realistic... why engineer couldn't do that, hey ?)
speed speed speed.... $$$$