Early Economic Crash, Need advice

I'm Playing a dark avatar game as the drengin, tough difficulty, and I'm currently about 100 BC in dept and losing 40 BC every turn (I was 450 BC in dept but that was before I sold off a bunch of my techs). This is with my spending and taxation rate both at 51% (I didn't intend for them both to be at the same percentage, it just kinda happened). Ironically I have the second best economy but I think I have to many expenses. I'm having a hard time fixing my economy and I'm wondering if this is because I over-expanded, Its early in the game and I already control 5 planets in my medium galaxy. Actually the Alterans control the same number of planets and seem to be in a similar situation to me. I suppose what I'm asking is if anyone has any tips for how I can turn my economy around, you know, so I can actually start invading planets
9,066 views 14 replies
Reply #1 Top
The economy is naturally set to self destruct at the early stages of the game, that is normal.

What i like to do to help my economy is to research all the trade techs first up, (swap them for other techs i need later on) and get my trade routes up and running quick smart.

At first i do not build anything on planets i colonise. I ignore them untill my finances turn green then i start developing my capitals first, alomg with any bonus squares. next i will start building markets everywhare i can except my science and production capitals or any planets i want to specialise in production or science.
Reply #2 Top
Are you playing with abundant anomalies? That's what keeps my economy afloat in the early game. I even try to pump a couple extra survey ships out as early as I can, to get the anomalies before the other players do.

Also, as Mystikmind said: you don't always have to develop your new colonies right away.
Reply #3 Top
Thanks for the advice, Researching Trade techs early sounds like a good Idea, Unfortunately for me ,in my game, most of the other races already have Trade, if not advanced trade, while I have neither, so I'm hoping to research basic logistics and then trade it for a trade tech
Btw my economy is in the positive again since I found a cash giving annomoly
Reply #4 Top
I almost never trade away Logistics. That's a war tech.
Reply #5 Top
I almost never trade away Logistics. That's a war tech.



Actually logistics is a tech to trade away as quick as possible! Yes it is a war tech but the AI generally researches this tech pretty quick, so you should sell it while you still can.... going going gone!
Reply #6 Top
This is with my spending and taxation rate both at 51%


You really want to keep the spending rate at 100% if at all possible. If, in future games, you think you are approaching the point where you may have to tick it down, reduce the number of plantery builds that cost money and put more focus on the income buildings.

In addition, for your current situation:

The money techs generally offer a boost to your economy simply by researching them. This is also true of the most (all but one?) of the government techs. The morale line of techs also provide automatic boosts to morale (meaning you can raise taxes). Don't forget to check for any trade goods that boost morale that may be within your ability to trade for...So if you can trade or research any of these, you can get a boost out of them.

Make sure you have fully developed any economic or morale galactic resources under your control. As your manufacturing tech increases, so does you ability to more fully develop galactic resources. The max is 39% with Industrial Sectors.

Reply #8 Top
Sometime just before I started playing DA beta games, I switched from spending my initial BC quickly to a strategy that relies on minimal quick builds and some good luck with anomolies, as tetleytea mentioned.

I haven't tried playing above the Tough level, but I'm starting to believe that the human player is likely to be better at seeing the benefits of a short-term annual deficit than an AI that has no bonuses--I seem to be getting better results out of my colony rush efforts with carful deficit spending.

I'm not a very methodical player, but I think that keeping your economy at 100% spending over many turns is "worth more" than spending your nest egg quickly on a few planetary improvements and/or ships.
Reply #9 Top
Also you should be careful about buying on credit because it tends to add up quickly.



Bying on credit?? i tried that once, and once was enough! the credit options are pretty much a useless waste of code in my opinion.
Reply #10 Top
I have used credit a total of once...But it was in my current game. It was on the evil project build that adds 100% to your economy. I did the math out, and the short term bonus to my economy was enough extra cash that it was cheaper than waiting a few weeks to be able to buy it with cash. The only situation I have been able to find where credit made sense.
Reply #11 Top
Credit (i.e. Mitrosoft) is nice in the end game, when the game is about to end anyway. For example, to finish a conquest victory, you can Mitrosoft a few transports on the front lines, and grab those last few planets. Or Mitrosoft a Neutrality Learning Center on your tech capital, to speed up your tech victory (especially if you're in a tech race).

Can't honestly say I've ever used Mitrosoft to help change the game outcome though, except in the Dread Lords campaign.
Reply #12 Top
One thing I try to do (you don't mention what your morale is at just your tax rate) is get my morale at 70% (or even 100%). You can grow your economy faster because your tax base grows more quickly. It sometimes seems counterintuitive. But I will lower my tax rate when my spending is negative. I will run 100% production and be negative most of the time in the first year. I use anomalies and tech trading to keep things going and try to keep morale above 70%. I will usually have 4 survey ships plus my flagship running around collecting everything. When the anomalies are gone I switch them to explore. I also get as many diplomacy tech as possible and try not to trade them away I do trade the trade techs away. I figure the AI will send freighters to me as well. I try to run as high a morale as possible during the game even if this means lower production. The sooner I can build my tax base the sooner I can run 100% production.

Hope that helps
Reply #13 Top
It´s a good thing that you can find a Mitrosoft rep *anywhere* in the galaxy, not just in human space.    They're actually fantastic, not only do they have *everything* in stock, they also deliver it *anywhere* you need it.    
Reply #14 Top
Another factor about the 100% approval / tax base is that later on you will be researching Interstellar Republic & Star Democracy. Grow your tax base early, before you research those techs. Then you get the 25% bonuses on your grown population. Lowering your taxes early will only cost you ~20bc/turn, but later on it will cost more than that just to lower tax by one point.