Question Regarding the beginning of a game

when i start a game, i obviously have to start colonies. my problem is the astronomical maintenance costs of a new colony. how do i overcome this without having to jack up taxes to compensate and drop my spending to nil?

thanx
PS ya i noes colonize better worlds, but im not lucky enuff to find 15< scattered everywhere =/
8,910 views 9 replies
Reply #1 Top
I realize this does not answer the spirit of your question, but if you set the number of planets to aboundand and the number of habital planets to rare, you won't have that problem. The problem you will have if finding a habitable planet before the AIs get to it.
Reply #2 Top
when i'm not lucky enough to find an economic resource early on, my build list goes factory > starport > market center > market center > market center > market center to pump up the economy of new colonies.
Reply #3 Top
how do i overcome this without having to jack up taxes to compensate


Diplomacy gives you a great way to earn cash too if you have techs to trade to friendly nations...

Alternatively you can race to develop trade and get those freighters pumping... I usually make far more from trade than I collect in Taxes...
Reply #4 Top
greywar, in GC1 I've managed to have a tax rate of 0% while having 100% funding in effect. Haven't pulled that off since they changed starbases, however.

One thing that helps is to rush for the improved government types early on. Yes, "Interstellar Republic" increases your maximum cost because it increases your ability to spend money, but it increases your income by the same amount. Plus, the fact that the fixed expenses don't change means that they'll be taking a smaller percentage of your overall income. Seriously, I rush that so hard that I'm usually a Star Federation before anyone else makes Star Democracy, and I strongly suspect that the only reason they made "Interstellar Republic" is because I sold them the tech.

Let's take a pretend Imperial empire that is making 1100BC a turn on taxes, can spend up to 1000BC a turn on their manufacturing/research, and spends 100BC a turn on maintenance. So, their budget balances. 1100-1000-100=0BC.

Now, if they go Republic, the 1100BC in taxes turns into 1375BC, the spending of 1000BC goes to 1250BC, and the maintenance stays at 100BC. 1375BC-1250BC-100BC=25BC surplus. So, they're manufacturing more faster AND have a surplus of cash. If they set the finance slider to 80%, they'd get the same 1000BC of manufacturing/research production that they had before, but now instead of breaking even, they've got a 275BC surplus.

My biggest problem with my economy is that I grab the higher PQ planets first, but it's the PQ 6-9 that I use for my tax base. At those sizes, you can get enough of a population to make econ improvements worth it with only a single farm and little to no morale improvements.

So, at some point I have to start diverting colony ships from expansion to filling in the "economy role" planets.

My home planet is usually where I put my econ capitol and dispatch freighters from, because it's the one PQ10+ planet I have that will have a population larger than 3.000M. I NEVER put farms on a PQ10+ planet until I've got enough techs/goods to keep them happy easily. As long as I'm going to have to deal with the morale issues, I might as well make some money off of it.

Oh, and I don't know how many of you know this, but if you expand that way (filling in the smaller planets later) you can usually get away with stripped down colony ships. A default colony ship costs 155BC worth of manufacturing capacity. A colony ship with all the life support and engines ripped out only costs 85BC worth, so you can backfill the planets much faster if you keep designs like that handy. The same applies for constructors. Unless you're afraid that the starbase might get destroyed or you might want to divert the constructor to a newly found resource, there's no reason to have any lifesupport on a constructor that gets sent to upgrade a starbase, since by definition, the starbase will be in range of a ship with only the built in life support.

Oh, and a custom built colony ship with an ion engine instead of a hyperdrive engine not only has more range (1.1 vs 0.9) but is 15BC cheaper in manufacturing capacity, so definitely design that ship as soon as you get that far. 10% more colony ships can help with the rush quite nicely.

Yet another tip on the rush. Don't forget to research Galactic Warfare and Space militarization once you have your economy established, as that will give you +20% to your military manufacturing rate.
Reply #5 Top
And Planetary Improvements another ealry boost to production
Reply #6 Top
Also don't underestimate the usefulness of resources early in the game. Grab any and all. Finding an economic resource within easy reach can quickly put you ahead. It allows for faster production and faster expansion.
Reply #7 Top
how do u rush research the various governements? i have to research advanced research buidlings first, hardly a rush =/ but to everyone else, thanx a lot, its been very helpful
Reply #8 Top
All resources are useful. Which ones are most useful depends on your strategy. Sometimes I change my strategy depending on what resources are available. Give me a start with 4 military resources in the immediate area, and I'm much more likely to go for military conquest. Make thouse 4 influence resources, and it will be be hard not to be converting planets faster than I could invade them, so why bother invading?
Reply #9 Top
True. My usual research plan goes something like this:

Go after the lower of research or factory branch until I reach Research Academies and Enhanced Factories, then going for Trade Centers (sometimes this happens a bit sooner if I don't have econ resources). I'd probably stop at Research Labs and Advanced Trade markets, but neither of those currently upgrade, so I'd have to tear them down in order to replace them. I do build research improvements prior to the Research Academy, but I don't build econ improvements prior to the Trade Center.

Then, I bee-line for Star Democracy. Star Democracy has a much lower research time than Interstellar Republic, but Star Federation has something close to Interstellar Republic, so I usually take a break and research weapon/defense/drive technologies before coming back to hit Star Federation.

So, rushing the governments is a relative term. I'm getting to them (especially Democracy/Federation) before the AIs do (usually before they've got enough research into weapons that they can mount an effective war) and probably the average player, but I'm not exclusively researching towards them.

My normal build pattern on my home world is "buy lab" "buy lab" "buy factory" "buy factory" while the queue works on two or three morale improvements. The two tiles that are left usually get two more labs. I don't mind building these labs, as I'll be tearing them down and replacing them with Trade Centers as soon as I have the tech and my colonies are providing enough research to make up the shortfall.

My home world pushes out strictly the top of the line colony ship.

New Colonies get a starport bought for them, then start working on the minimal colony ships until their immediate region gets backfilled. Sometimes a colony will get switched to top of the line colony ships if homeworld isn't pushing them out fast enough, but unless I get econ resources, the bottleneck usually isn't there.

Nothing below PQ7 gets a farm (PQ 6 planets are limited to 3.500M population regardless of food, and I'm not giving up one of 5 tiles for just 0.500M people). Everything from PQ5 and up builds a factory first then worries about the other stuff.