Some Thoughts

I've got about 10 games under my belt at this point, and I wanted to share some thoughts and see what other people were experiencing. Generally, I'm enjoying the game, but there are some aspects that, IMHO at least, could use some work.

Specifically:

1) Late game economy. If you let the game run long enough and don't tech whore, it becomes literally impossible to pay for your own planetary improvements, at *any* tax rate. Max pop, max improvements planets can't pay for their own improvment maintenance at the very end of the game in my experience. It seems to me there needs to be about a 50% across the board increase in planetary revenue. Note that the problem is *especially* pronounced in a late game with only one other empire with which to trade.

2) Tech whoring pays off *way*, *way*, too well. If I don't tech whore, I run a deficit with 0% spending by the late game. With an aggressive "sell every tech all the time" strategy, I'm consistently running at 0% tax, 100% spending and making a profit. The AI, which evidently has a money cheat, will happily pay me hundreds of BC/turn for 50 turns for a batch of tech. Postage stamp sized AI civs somehow manage to pay me more in tribute, per turn, than my entire, far larger, empire makes *total*. Tech whoring makes the game trivially easy, so I'm inclined to want to avoid it out of a house rule, but w/o tech whoring or some other form of AI money abuse you simply can't fund your empire (see above).

3) Starbase Stacking -- Yes, they stack. Net result is if I find a nice sector with 3 or so inhabitable worlds, I'll put up a half dozen or so starbases, thereby about quadrulpling their production. This is problematic on the one hand because of the balance issue. Can you say one turn everything including monuments? On the other hand though, its utterly no fun. The tedium factor involved in vectoring hundreds of constructors around is high, although the gameplay payoff is almost irresistable.

The net result, from where I sit, is of an excellent game crippled by a late game economy problem. The economy problem is manageable through two obvious abuses (tech whoring or base stacking), both of which, unfortunately, take a lot of the fun out of the game.

I just want a game where I can actually make a profit off my economy and not *have* to tech whore or base stack.
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Reply #1 Top
Well I've found the key is to not build all or even most of the improvements because their bonuses tend to provide IMO poor returns for their maintainance cost.

The only social projects I construct on all planets are Habitat Improvement, Soil Enhancement, Banking Center, and Economic Exchange Center (?) because all the aforementioned projects cost 0 maintainance and provide excellent returns. Most of the time I'll stick in a Stock Market as well since the bonuses outweight the costs. Rushing for econ boosting trade goods, and wonders is also a must.

In one game I left my upgrade type at Imperial, left taxes at 33% throughout the game, and I could still generate surplus income with 100% spending. Just to note, the surplus did _not_ come from trade. When an economic boom hit, that surplus jumped to approximately 500 credits per turn. Not too shabby :) It also allowed me to pay the Yor and Dreggin protection money (a big mistake in the long run) without going bankrupt. At my high point I had 30k sitting in my trearury.

Hope this helps your problem.
Reply #2 Top
YES. What people have to realize is that building up ALL your worlds, ALL the time, with ALL the buildings is not an economically feasible proposition. You have to see how much the planet is capable of supporting purely on the "free maint" upgrades, then build enough to patch any of the obvious problems of that planet (morale-boosting, shipyards if a war is coming, etc). That's why multiple governors are important, instead of having only one gov with all the upgrades in it.

About the tech-whoring, did the upgrade help?

Astro