Improving my post-land-grab development

I’ve moved up in difficulty to the "Painful" level, I think it is. I’ve gone to a "huge" galaxy, but not a lot of stars – I like open space, I guess.

Anyhow, the land grab phase is just ending, and I find this point in the game the most difficult. I have 3 neighbors who surround me in a corner. One is the semi-aggressive, human-cousins (Toreans?) that I’ve had problems with in past games.

I’m playing with abundant resources, and have about six in my sphere of influence, not yet with starbases. I’m playing on Fast tech research. I have a custom race with bonuses to economy, soldiering (great for defending) and research. I have about 15-20 planets most size 10-12 (I might be getting a couple more, but it looks unlikely as they’re so close to the other races I doubt my ships can get there in the next couple turns).

At this point, I need to transition from land grab to successful development, and in this difficulty setting, I’m afraid of making errors. I know I need to get my economy going, and although there are still a fair number of anomolies left, I’m not counting on too much more money from them (I nabbed more than 6000 during the land grab). However, I do have the market cornered on them as I’m the only one of my neighbors with Sensors.

My economy hit the -500 mark in the last couple turns, and I have to adjust the sliders. Upon this point, I’m not sure what is best:

Is it better to move up taxes at the cost of Morale, or is it better to turn down my production slider (and if so, do I make any concessions with regard to social/military/research). I do have a morale resource, and it’s going to be the first thing I build on (in the next several turns as constructor ships launch).

Military: I have a strong fear of that human-cousin guy. He’s attacked me before in other games. He’s also looking like he has the center of the galaxy covered (Drengens are on his far side from me, though, which is cool). I’m building tiny ships with a missile and no engines (there’s no room!) just to "fool" the AI into thinking I have a defense. I think I know how to handle that in terms of building cheap ships that actually can’t do much, but they look like a defense. Any tips there? What concerns me is using my fragile economy to maintain crap ships… And falling behind further in research…

Now, most of my planets are literally PQ 10. I have a couple 12s, a small number of 7/8, and one in the 16-18 range (too close to the green triangle guy for my liking). I’ll be colonizing some 5/6s as the land grab winds down.

Should I specialize a few planets? I guess I should definitely specialize 3, one for research capital, one for manufacturing capital, and one for economic capital (probably the 16 for that, right?). Mostly I’m concerned with how to get good research output, because I generally am okay at improving my economy on planets with population.
Thanks for any experience you can lend to my increasingly challenging game.
6,037 views 6 replies
Reply #1 Top
As far as the "more population growth" vs. "higher taxes" tactics to get your economy roling at the beginning of the game, I started out with the high taxes approach. I've since tried the more population growth approach and haven't turned back since. It just seems like I do better in relation to how the other civ's are doing in terms of economic growth.
Reply #2 Top
Obviously, if you can mine some research resources, that will help... but I would get any economic & morale resources first, as these lead to more money, which you can turn into research or production.

Luckily, your economy is flexible. If you have a true manufacturing juggernaut planet, you can squeeze research out of it by setting a research focus. Even without any labs, you can get a research boost if the factories are putting out enough points. This approach is decent after you've built all of the planetary improvements you want on the planet. It may not be a permanent solution (specialized research planets are better for that), but can work well in a pinch when you really need a certain tech.

Also, choosing a neutral alignment will lead you to Neutrality Learning Centers, which are great.
Reply #3 Top
My usual approach is to dial down spending and try to keep morale around 75%. I keep a close eye on the economy screen and slowly edge spending back up as my population increases.
Reply #4 Top
Is it better to move up taxes at the cost of Morale


A good rule of thumb is raise taxes to where yr lowest planet is at 45% approval. If it declines below 45%, just drop taxes 1%. U also know which worlds u need to build a morale centre on as well. As u do this u can raise yr taxes further over time.

One is the semi-aggressive, human-cousins (Toreans?) that I’ve had problems with in past games.


Ah the Torians, friendly, peaceful good guys...er...not!

U have 3 options, go for planetary invasion and try to eliminate them early.

Set up trade routes and build yr military up which will keep them sweet, choosing good will make them friends as well.

Make a beeline down the diplomacy techline, build spin control center and place all yr most powerful ships in orbit. This will cause all races in the game to respect u.

U can of course mix & match the above strategys. Good luck.

Mostly I’m concerned with how to get good research output


If u have tech trading on, why bother with research? Just trade techs with all other races and concentrate on industrial & economic output. Yr research, u can just get techs no races have to trade.

Lots of players put too much emphasis on tech research, at higher levels u after let the other races do the donkey work then exploit them.

Hope those ideas help.

Reply #5 Top
The "population growth versus taxes" issue is a big debate. I'm a gouger, I go for the taxes. I keep overall approval at the bottom of the green and, when planets don't have any approval builders yet, I may lower taxes a little to keep individual planets out of the red. I work the entertainment techs and run 1 farm and 2 approval buildings initially. After I've got a few morale resources built up and some morale building trade goods, a couple stock markets is all it takes to keep approval well in the green. At that point, I set taxes at 80% and I'm done with it.


Reply #6 Top
I grab colonies and build factories first. Try to keep taxes so that approval rate is above 75%. Eventually I get into a money crunch. I usually find enough anomalies with money til I get to the point where I am building banks and stock exchanges. Then the money rolls in. My populations never get that high since I am pumping out colony ships in the initial phases.