Multiple Starbases - pt 2 - comments welcome!

I'm in the end-game of my first attempt of having 3 - 5 starbases in each sector. These bases are maxed on def and production. I'm at peace with my neighbors and became an ship dealer: selling old Dreadnoughts and Avatars at 6 to 8 for 500bc/60months. Tribute/trade generates 7,000bc/mo and, at 55% tax and 100% spending, I still have negative cash flow. I have 76 bases and 50+ Overlords. Overlords are built every 1 to 5 months (40/40/20 income distribution)! Most planets running out of social projects. I expect a cultural victory but not soon as it only Jan 2195.

found 2 bugs:

1) the UP Screen has all Zeroes for voting power. Must have just overflowed on influence as it rated at 49,646 on graph.

2) Tir-Quan training was built but still remains on list.

my comments:

3) Space stations should generate income but have no economic improvements. Shopping Districts and Waterparks should help improve the sector's economy.

4) The International Space station is being constructed to help improve research yet Gal Civ's space stations have no research improvements.
273 views 8 replies
Reply #1 Top
Where would you have to set your spending slider to achieve a positive cash flow under the scenario you describe above?

I wonder whether the game is correctly transferring the maintenance costs for the ships you are selling?

I've run into similar monetary issues once or twice, I didn't have a large number of ships but sometimes after restoring from a saved game my economy would tank and I'd have to move the spending slider down to less than 15% before my cash flow became positive. This was with multiple maxed economic resources.
Reply #2 Top
A tax rate of 55%, 100% spend rate and ID of 45/45/10:
Taxes..............8972
trade..............1870
tribute............4960
maintenance........1528
Military.spending..6582
Social.spending....4318
income..............912+
approval.............85%

My most productive planet has M and S (83+1226) and R of (48+206). (massive shield overflow)
There are 3 maxed Economy resource bases.

I did have monetary issues early on but selling old ships for tribute fixed it. Its not the maintenance, its the Military and social spending that kills your ecomony.
Reply #3 Top
Military maintenance isn't displayed separately from Military spending, so the maintenance on your ships could well be a factor.
Reply #4 Top
Is the maintenance on the domestic policy economic screen for social projects and not ships?
Reply #5 Top
The maintenance on the Economy screen is for social projects.
Reply #6 Top
Ted reduce your military spending to zero and have a look at the figures. Then could the number and types of ships, and the number of starbases. Should give the required values.

Paul.
Reply #7 Top
Sol, you are right! I set my Spend Rate to zero. Social and research 0bc, military 3377bc.

It would be nice on the Domestic Policy Stat screen, the Military stats gave the number of ships by type and maintenance.

Has anyone else tried this approach to the game: massive starbase? I have yet to go to war and all but 1 sector of the huge galaxy is blue.
Reply #8 Top
I have managed to play two gigantic universe games now with some AI set to bright (+some smart, some good, some neutral, some evil), without firing a single shot (One game won by all techs, one by cultural influence) and lots of BIG starbases.

Total scores for the games were 1224490. I found it quite easy to avoid war wand just plough on with research & social.

I have yet to try this on a harder dififculty level. I wonder how many people play their games without military action.

I like it how it stops your cultural influence spiraling out of control if you build all the cultural trade improvements.