Deficit Spending and other Nonsense

So I picked up this game on the Steam winter sale and am loving it so far. I've got a few noob questions, however, if you would be so kind as to help me out.

Played on beginner, did alright, won. The next three games (on easy) I got war-decced on within the first 150 turns. Okay, gotta build up the military. So I build up the military and have enough defenses to not have the "Ripe for Conquest" modifier, but I'm hilariously in debt. Look online for information, read some tutuorials, okay, I'm prepared. Start another game (still on easy), get military techs, specialize my colonies (and make sure they're growing and not stagnating). In my current game I'm doing alright, I thought that a huge map with only 5 other races would give me time to get my feet under me, and it has. I've met them and am trading with some of them, have ~4 money worlds at the expense of research worlds and I'm still running a small deficit. It's only ~10bc weekly, and I can deal with that by trading the seemingly infinite amount of Durantium away that I've got, but still. I'm using a handful of economic starbases, have trade routes running or going, etc. So I guess my question is if it's possible to have a positive balance in this game. I know I could stand to research a few more econ techs, but it's turn 150 and I feel like I'm behind in military and diplo techs.... even though the AI doesn't have them. Can the AI hide techs they have? I dunno. Is this about normal?

Having said that, though, I'm loving this game and I'm pretty sure it's going to eat a fair amount of my time. Thanks in advance!

12,245 views 5 replies
Reply #1 Top

Max out your trade routes, all with the same origin planet with a %trade bonus planet trait, tons of farms, and the trade capital and trade post improvements fully surrounded by +wealth buildings for simply silly bonuses. The income can be IMMENSE from that alone, but it should be considered "rainy day money" than for budget balancing. Your empire should break even with direct planetary wealth+tourism. Did you research tourism yet? It's free money, and on larger maps it can be stupidly profitable if you can stack the UP treaty with a couple of the galactic events.

Techs aren't hidden, but you might not see them. the diplo screen lists all available techs that can be traded, not all techs they have. If tech brokering is off, you won't see any techs they got from others, and you can't give techs you got from others. Probably not the reason for you. The AI generally doesn't do the diplo branch, so you'll almost certainly never be behind on them.

Reply #2 Top

On the subject of trade routes...what type of modifiers is a concern? In particular, does it matter how far apart the planets are? The level of the planets?

Also, I assume the various trade route modifier buildings are only effective if on a planet that actually has a trade route...is that correct? Or can you just put them on any planet and still get the benefit?

 

 

Reply #3 Top

Trade is ok but low return. What i do is make my first 2 good planets money specials. Drop a factory, 2 farms, fill with markets, all on mgf focus, then shift to $ focus. Also do not overlook $ research.

Reply #4 Top

Both trade improvements are planet only, that's why you put all routes to one planet. Cranking their levels up and adding farms are two of the most important factors. The others are route age, distance, and target planet economy. Distant, friendly capitol planets(especially minor races) are the best freighter targets.

It's pretty trivial to get trade routes to a profit of well over 200 per turn, which you could only otherwise expect from an extreme wealth focus planet.

Reply #5 Top

Quoting stevezar, reply 2

On the subject of trade routes...what type of modifiers is a concern? In particular, does it matter how far apart the planets are? The level of the planets?

Also, I assume the various trade route modifier buildings are only effective if on a planet that actually has a trade route...is that correct? Or can you just put them on any planet and still get the benefit?

 

 
End of stevezar's quote

Assumption correct.

Distance between trading planets and pop of those planets increases income.

Trade Capital (+100%) pumped with any and all wealth adjacency bonuses and trade bonuses from 4+ economic starbases covering your trade hub (modules +60% to +150% early, higher later) and money is no longer a concern.  Doesn't even factor in other bonuses from race, planets, etc.

Tip:  Scrap the stock freighter design and add engine and a sensor (to watch out for pirates.)  I will give my freighters a prometheon hyperdrive if available, just to get the trade route established faster (I don't stack engines or sensors- principle).  I always name these special fast freighters "Paul Picks Up the Soap".  Just a private joke.  But really, I do.