NO RESOURCES - Help

I just do not get it. After the first 10-20 turns my situation is such. I had created 3-4 colony ships and founded good worlds. Scout ship is running around every where playing the pop the anomily game. But I quickly get negative money (from purchasing colony ships of course) which I guess leads to the NO RESOURCES on my planet screens where i am trying to build things. I have taxes cranked up to the max that I can and government spending down to a trickle. My only big expense is the leases. How do you get more resources other than taxes? Trading is not a option as it is not available yet.

This newbie needs some direction. Any thoughts?

Thanks
[Message Edited]
267 views 10 replies
Reply #1 Top
Your leasing to much, the cost of your leasing exceeds
your monthly income. Your basicily dead :)

Try again and lease less :)
Reply #2 Top
Also, No Resources could mean your Military/Social/Research sliders are set in a way (say, 100/0/0 respectively) that you can only build ships, and not socials...
Reply #3 Top
"taxes cranked up to the max"

You may find that lowering taxes will result in more revenue. Apparently, the population hides from the tax collectors when the tax rates are high.
Reply #4 Top
Ah, is that why there is a sweet spot on the tax rate where you get diminishing returns once you go past a certain point?
Reply #5 Top

Ah, is that why there is a sweet spot on the tax rate where you get diminishing returns once you go past a certain point?
End of quote


Yep... Don't aim exactly on te sweet spot as it tends to jiggle around slightly. Also, jiggling the tax rate tends to wreak havoc on morale.
Reply #6 Top
How do you get more resources other than taxes?
End of quote


(a) A large part of the revenue at the start is based on PQ - later in the game pops are so large they outweigh it, but at the start a PQ 20 is worth about 6 PQ15s. So, build Soil Enhancement, and Habitat (and they dont cost maintenance!)

(b) Help your economy - get diplomacy so you can go up a government type (that gives you 20% extra economy etc), and build Banks (they dont cost maintenance! and increase economy!)

(c) Sell techs to everyone - even 1bc/month for 12 months makes a difference. You will get more from the minors. Ideally, trade for techs as well - I get all the techs the minors have from them, and then work my way up from the weakest economy to the strongest. Then I repeat, selling any techs I got from the others. By the time I have done, everyone has all the techs, and I have a nice income boost for the next 12-20 turns. (Trade goods might help too... And you will get more if your diplomacy is higher, so consider getting the Diplo Translators).
(By then, I hope to be ready to repeat...)

(d) If all else fails, next game, don't lease quite so much stuff.
Reply #8 Top
I choose a bunch of economy bonuses, so I can avoid leases, jack up the spending to 100%, keep a reasonable tax rate, and by the time I run out of money, I've got enough research and infrastructure to have a decent starting position.
Reply #9 Top
I am having the same problem and have no leases at all.
But I had been playing under 1.04, and just upgraded to 1.05....Is there some kind of economy bug, or am I am just fiscal equivalent of Herbert Hoover?


~SDC~
Reply #10 Top
I just know that jacking up taxes past about 50 to 53 percent is asking for trouble since you'll notice the morale drops like a rock.

Also, your tax yield is a product of morale. The higher the morale, the more efficient yoru people are and the more money you eventually get because your people will reproduce like rabbits. So I see the sweet spot on taxes is the max you can get away with without killing your approval rating