I have an economic problem

I'm playing humans, political party-Federalists, one of my bonuses is economy +20 and each time I play a new game regardless of my economy bonus i'm ALWAYS slowly going into debt. I try icreasing taxes, chaging the industrial output and building market center's(or whatever you callit), but it doesn't help and my income is still on -12 and decreasing. What to do?
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Reply #1 Top
I'm playing humans, political party-Federalists, one of my bonuses is economy +20 and each time I play a new game regardless of my economy bonus i'm ALWAYS slowly going into debt. I try icreasing taxes, chaging the industrial output and building market center's(or whatever you callit), but it doesn't help and my income is still on -12 and decreasing. What to do?


I'm bad with words, but here goes. First off, there's lots of posts on economy in these posts with answers. Get diplomacy so you can tech trade, once you have trade you can build an economy capital. I like to put it on my home world to get the cash right away. You can also lower taxes for greater morale(100%) to double your pop growth for a few turns then raise taxes. Put a couple of economy buildings(market centres). Almost always you will be running a debt for a while until your population and a few economy buildings are built. This is difficult to read, but its a few ideas and there are others if you check old posts. Good luck   
Reply #3 Top
Few tips. Dont expand too fast. Each world you colonize is a drain. Grab too many and you have troubles.
Also, economic centers dont help much on new planets with low population. You dont have to immediately build on new planets. That just makes it worse in maintanance fees.
Watch your mil/soc/research sliders. If you ARE building, lets just say factories, for example, and you have 80 percent on military spending, its gonna make your costs go up. Building labs and factories, especially rush buying them can put a serious hurt on your economy.
Dont neglect techs like xeno economics, or the government techs. They boost economic skill. Morale techs also help, because it lets you raise taxes without too much headache from your citizens. As a small side tip, keep approval above 70 percent. The number should be green in bottom left hand corner. Get it any lower, and it turns yellow, and means you wont populate your planets as fast.
Reply #4 Top
Four words - "100% Approval" and "Tech Whore".

Approval: It will make you grind your teeth in frustration, but keep tweaking the tax slider every turn to keep your approval at 100% from the first turn of the game. This will double your population growth, resulting in more taxpayers created earlier in the game. Keep this up until your home world is just about full (16 billion) before you start easing the slider up. As you increase taxes, use the colony manager to check that your other colonies remain at 100% until they are nearly full, as well.

While you're doing this, try moving the tax slider up until you're in the green and note the difference in income between that setting and the 100% approval setting. It's not as big a difference as you think, especially early in the game.

Sell EVERYTHING: Especially to minor races, who will happily fund your debt until you're on your feet economically. When you sell techs to one race, make a note of what you sold them and make the rounds on that same turn and sell it to every other race, too - your monopoly will not last long, and you might as well get the $ from it while you can. Sell your diplomacy techs, weapon techs, logistics techs, everything they will pay you for (there are a few, like colonization techs, that nobody will buy for the first couple of game years). And sell them one tech at a time, tech values decrease the more items you put into one sale.

Another thing that will help is to turn some (I do about half) of your planets into pure moneymakers. Build one or two factories to help get everything else built, then one farm, one entertainment building if you want, then fill the rest of the tiles with econ buildings. Don't even build a starport. This is the best use for all PQ 10 and less planets, IMO.

Also, if you're going Evil, make sure you tech up to Concepts of Malice and build the Mind Control Center ASAP - it gives an undocumented 100% econ bonus.

There are some true masters out here who could no doubt offer many refinements to the above, but that should get you started - good luck!


Reply #5 Top
First, I second the advice to search around in old threads for economy talk. It abounds, and I learned a lot by reading folks like MarshallONeill.

Your post makes me assume you're talking about the early game (first couple-few years for me b/c I like the biggest maps). Lately, I've become very fond of aggressive deficit spending as the core of my initial growth strategy.

I'm not into score maximizing, I favor gigantic maps, and I have an irrational need to be vastly superior in tech by the mid game. Right now, I get there by rush-building almost nothing in the early game, making my own survey ship design an early research priority, and hoping that I can keep my overall spending slider at 100% and morale in the green until the economy is also in the green. If you have decent luck with BC-yielding anomalies (sp?), you can leave the main slider alone. If things are getting rough by the time you're down to a couple thousand BC, you'll need to ratchet down your spending until the population and econ infrastructure catch up.
Reply #6 Top
I don't go the 100% approval rate (quite the opposite, I hover around 50% early on) and don't have problems with econ. For many, it probably doesn't matter because you're going with deficit spending anyways. As long as you have people and infrastructure to generate taxes by the time you can no longer deficit spend, it's all good.

I also use the semi-questionable/exploitive (since the AIs never do it) sensor/anomolie econ booster trick (research sensors first, build multiple fast as possible cargo-hull based survey ships as early as possible, send them out auto-seeking anomolies, and wallow in the extra BC and bonuses). There are threads on this out there too. It's a bad addiction and I sorta wish they'd change it, but til then, gaining 1000's of extra bc during the "anomolie rush" is too tempting to pass on.

Even without cheese, it's not that hard to have a good economy. Just keep in mind that everything is based on taxes, which requires people. Early on it can be rough while you grow planets. It doesn't hurt to specialize some worlds for higher populations (within tolerable levels) with lots of +econ structures - money worlds can do wonders for your econ. I don't like to rely on trade (too easily severed by war/diplo), but everything helps.
Reply #7 Top
One more thing about selling techs to minor races...also make sure early on to sell them the techs that allow the various capitals to be built. Trade, Xeno Industrial Theory, and Advanced Computing. They will usually build the corresponding improvement and when you take their planet, you own it.

Sentient species taste better... Sentient species taste better...