it took me a while to get the hang of starting out and getting a good enough foothold to avoid being crushed on normal. I'm stil a bit hit or miss on normal, but will admit that blatantly using the cheat options (mainly clone ship, +10k credits, teleport ship, and insta complete current research) gave me a chance to get a grasp on figuring out ways to balance the economy and output in useful manners.
Some important things I learned:
- Scouting out the anomalies as soon as possible is incredibly useful. Build a few ships with a couple engines, life support units, sensors, and of course the salvage unit (it's called something else i think, but allows you to harvest the anomalies).
- There are a bunch of options you can automate ships with, if you double click a ship it will let you select them and show the hotkeys for them. Set your anomalie scouts to autoscout anomalies.
- High populations on a planet will hurt your approval there. Farms will let you get a larger tax base, but can hurt you even more by making you lower that tax % so far down that it turns out as a los overall.
- If you research a better farm, stop the upgrade on it for any planets that are starting to get unacceptably high amounts of unhappy people due to overpopulation.
- Entertainment facillities are great for helping you keep taxes high. Simply researching the techs gives you a bonus of +5% each step, you can setup more than one entertainment facillity on a planet to help with people hating you. -80% is the worst you can get from people due to overpopulation, it's good to setup some planet(s) as giant slums with people, farms, and entertainment... lots of entertainment... as much as needed to keep them happy.
- The floating resources you can build bases around are far far more useful than they appear. The millitary (red), science (purple), and economy (green), are the most important ones to snatch up if you can. Approval and Influence are also very nice, but not nearly as important in my experience.
- Remember that giant slum with farms and entertainment? Use a colony ship or transport to move unhappy people from overpopulated worlds to it if you have one sitting around.
- You get some massive bonus' for the different types of governments. +25, +50, +75 economy and a couple other things I can't recall off the top of my head. Grab them if you can without serious sacrifice.
- +economy buildings are incredibly useful for planets with high output.
- Setup economy starbases and fully upgrade for traderoutes and +social/military/science around any planets with lots of factories/labs or trade routes. It makes an absolutely huge difference.
- slap an extra engine or three on your colony pods if you can without serious sacrifice.
- screw the universal translator during the early landgrab and anomaly cleanup. Go for better engines, lifesupport, and sensors depending on your race. Miniaturization isn't bad either.
- Certain species really dislike each other, certain ones will almost always attack certain species.
- Establish trade routes with anyone who might attack you. Start with people nearby that don't really like you, move towards people who are militaristic towards you or simply bordering depending on how likely they are to attack your species. Trade routes improve relations and have the added benefit of giving you money.
- Fund any wars your neighbor is fighting as long as they don't look hopeless. Throwing an occasional fleet of ships or lump of credits at someone can drag a war on for ages and give you time to buld up on techs, useful warships, and similar things before they get tired.
- Call for peace if the UP resolution for it comes up, the people fighting will almost always bulk up their armies and crumble on each other when it ends.
- A lot of the time you can give tech and ships to people to help keep them down that tree. If you are using a different branch for your weapons, you get to come at them wtih something they probably aren't prepared for.
- influence bases can occasionally cause people to attack you, be careful about using them to expand your borders when you have a weak military.
- Spreading around parts of the trade tech tree can greatly assist with keeping the galaxy a more peaceful place and has the added benefit of occasionally earning you some extra cash.
- Avoid researching the lab and factory upgrades too much until your planets are somewhat settled, at least wait until the landrush is over and you have some production capabilities on all your planets. Paying a few hundred credits for a basic lab or factory, or waiting 10-20 turns isn't a huge thing... paying thousands of credits or waiting hundreds of weeks means your planet is essentially useless.