Unfortunately, of the 3 games I've played, I've never had more than 6 planets after the colony rush (gigantic map). |
This is your biggest problem, you need to colonize better. Note that the following advice is primarily for huge or gigantic maps.
Your initial starting money is what subsidizes deficit spending for quite some time, that plus an anomaly or two can keep you going for at least a year. You have to be very careful about spending this money.
On your home planet I usually buy the first factory but that's the last building I buy for two to three years. I build my manufacturing capital and 4 factories on my home planet, less if I have a production bonus. This is usually enough production to build a colony ship every other turn, at this rate you should out colonize the AI at every level except perhaps suicidal. Eventually I'll put my econ capital on my home planet as well.
A couple of words about this. Later on in the game you'll look around and think that it would have been better to put your manu cap and econ cap somewhere else. You'd be wrong. Growth in this game is exponential. An early bonus is far more important than a much bigger later bonus. Note that I don't include my tech capital in this but that's the subject of a different discussion.
You need to be careful about pulling too much pop off your home planet with each colony ship. I usually pick 5B as the pop I don't want to go below on my home planet. I take 500 colonists every other turn until I get to 5B, then I start taking off only enough to get down to 5B. This is usually at least 300. If you pick the 70% pop growth bonus, you can take 500 colonists off every other turn forever.
The goal of any colony is to become self sufficient as soon as possible. To do this you want to start the colony with as many colonists as possible and you want to keep *all* of your colonies approval rate at 100% each and every turn. Plus I *never* buy a building on *any* colony. I schedule 3 or 4 economic building for build and let the planet build them itself. The first reason is that economic buildings (except the stock market) don't require any maintenance, the second reason is they improve the economics of the planet. By the time the planet has 4B people it runs a profit. Only then will I start building factories and research buildings on the planet.
A note about tax rate, I set it as high as I can and still keep approval on my colonies at 100%. On my home planet I like to keep it above 75%. Once a colony starts turning a profit I don't mind if it's approval drops as long as it's not less that 75%.
As you get more and more colonies you start to bleed money pretty quickly. There's a bit of adjustment that's required but if you concentrated on getting your planets profitable they should start getting there by the time you run out of money.
One thing is that you do need to break off the colony rush earlier than the AI. If you've done as I suggested you'll have a good economy but you'll be behind in production. Break off the colony rush early and start building factories on all your planets. I usually go for about 4 on each.
A note about what to research during all this. Speed is one very good thing, but I tend to go for any economic bonus or any morale bonus (morale = money) ASAP. I also try to build the morale wonders. Even just xeno ethics and going neutral with it's 10% morale bonus allows you to up your taxes 10% and your economy starts to take off. From their you have a lot more choices as to how to play.