NLC's and Industrial Sectors broke my economy

Hi!
In my current DA 1.50.72 fastest-tech maso game I for the first time allowed my planets to build "ultimate" production and research buildings: Neutrality Learning Centers and Industrial Sectors. Those two combined changed my financial state dramatically, and for the worse. Let me explain that a bit more.

Im most my games I build my planets by a simple rule of thumb: 1/4 of every kind of buildings: 1/4 factories, 1/4 labs, 1/4 banks and 1/4 for other purposes (colony center, 1 morale, 1 farm, starport, specialization, "wonders"...). In DA with nerfed factories I sligtly increased amount of them to ~30%. My usual spending sliders settings are 1%/49%/50%, and in late mid game, when my core ~20 planets achieve maturity (all tiles used with the latest kind of buildings, but not NLCs and ISs), I'm usually flowing in money. At that time I usually have in possession at least one of each kind of galactic resources, ofc. most of them fully mined.

My current game went about the same way, but then I decided to build NLCs first, and after them also the ISs. Since both cost a lot of money (=time to build) I decreased my research slider from 50% to 30%. The first effect I noticed when first NLCs on bonus tiles came on-line was a drop in income: all of a sudden I couldn't spend money for spies. Playing as a Kryn that sounds silly, but that was just a consequence of moving from Reseach Academies with 14 TP output to NLCs with 22. To alleviate that I had to lower my research slider for another 5%, but that was just a temporary solution. Since more and more more NLS were built, they required more and more money to feed ther enormous output. So I increased taxes from 69% to 79%. That helped, but when my planets started producing ISs, my financial situation again went to worse. Those ISs cost lots of money to maintain and require 20% more money to feed their production. Just from five HWs I currentely possess (that have the usuall infrastructure: manuf. capital, Quantum power plant and ~5 ISs and one-two starbases for support) I get so much production I can not afford to fincance it.

Here's my current situation:
- I'm running taxes at 71% to allow newly conquered planets to grow at 100% approval, producing 8300BC from taxes,
- I have Federation as government,
- my econ ability is at 108%, morale 174% and research 133%,
- 3 turns ago I had an econ treaty worth 200BC with Altarians, the third strongest econ,
- all my older planets have Stock Markets, on most newly conquered I'm building financial buildings exclusively, even converting other buildings into it,
- all my trade routes (11) are active, bringing measly 340BC, with potential of ~800 (my financial capital brings 340, average planet at 9B pop ~200),
- my empire produces 370BC from turism,
- my espionage spending is turned off, my research is all-time high despite its slider is at 21%, several production-heavy planets are turned off (nothing in military queue), but
- I'm still barely runing positive income, as that dozen of newly conquered planets with 1-2B pop costs me ~40BC to have each.

Solution: win ASAP. In the mean time I'm:
- growing pop at 100% approval on most planets to make those new planets pay for themself ASAP,
- converting some ISs into Stock markets,
- converting other buildings on conquered planets into Banks/Stock Markets/Trade centers, covering empty tiles with Trade Centers, and
- researching the latest morale tech to build the only one morale "wonder" I don't have yet, to increase taxes back to 79%.

Conclusion
My "1/4" model does not allow me tu fully utilize those ultimate buildings. In future games I'll need much more econ buildings before I can afford too build NLCs and ISs. The best approach will probably be to
- build lately-gained planets into econ planets (most econ buildings), and
- on "old" planets to convert one of existing research and one production buildig on most planets to Stock Markets, before actually building there NLCs and ISs.

BR, Iztok
60,523 views 106 replies
Reply #1 Top
I haven't played Neutral in awhile and I have yet to play DA but the Industrial Sector is in my mind the biggest trap in the game. It can single-handedly ruin a game if researched or stolen prematurely. At least in DA you can choose to build lower tech buildings. In DL the way I deal with this is to disable the Auto-Upgrade governor on every planet when I colonize/conquer it. It can be a pain later on hand scheduling upgrades but it beats losing because of you're forced to build Industrial Sectors before you're ready.

I do the same thing with my newly conquered planets of immediately converting them to 100% economic buildings (plus farm/morale as required), however, it usually takes awhile to 'digest' that first set of planets. One thing that I did differently in my latest game was instead of conquering planets in my first war I convinced my first opponent to 'give' me (using high levels of diplomacy and military rating) 30 of his planets with pop already established. That made the first set of new planets easier to digest and gave me a much better start to my game than I've previously had.

On my initial colony builds I do a bit different (I'm still on DL as mentioned). I only build factories and wonders on my colonized worlds. I also completely gave up trying to keep up with the AI colony rush and only accept planets PQ11 and above and max out their manufacturing potential before colonizing more. I only colonized 45 planets compared to the average AI's 100 (on a gigantic abundant all galaxy) but all were fully populated with factories and just the few economic buildings required to make them self sufficient. By the end of the colony rush the AI had 100 planets but only 20 or so were capable of sustained military production. I had 45 planets all of which were producing a reasonably good fighter in 8 turns or less.

In previous games I probably would have had 75 planets to the average AI's 100, but by colonizing fewer but stronger planets I was in a much better position in this game than I've been at the end of the colony rush in any other game.
Reply #2 Top
It's good to get Industrial Sector just for the starbase upgrades. But you have to use discretion in how much you actually build industrial sectors.
Reply #3 Top
Hi!
It's good to get Industrial Sector just for the starbase upgrades.

That's why I wrote for the first time allowed my planets to build "ultimate" production and research buildings. Most my games were at the end when I got them, and I built them only on bonus tiles, discarding all other upgrades. It's really a big trap.

BR, Iztok

Reply #4 Top
It's good to get Industrial Sector just for the starbase upgrades. But you have to use discretion in how much you actually build industrial sectors.

Yes. You do need them for the final SB upgrades and when you're able to afford the cost of the upgrade it's fine to upgrade everything but you don't want to be forced to do it if your not ready.

I once stole Industrial Sectors on my first planet invasion. At the time, I only had Factories. I hadn't disabled the auto-upgrade on all my planets so when it happened all factory build's were converted to Industrial Sector's. I was able to go back and disable all upgrades, but Factory builds that I had scheduled but not completed were converted to IS and the only choice I had was to build the IS or not build any production at all on quite a few planets. That was the only game that I ever just abandoned and started a new one. However, I now tediously disable auto-upgrade on all planets as I acquire them. As I said the Industrial Sector is a trap, the longer you can hold off before acquiring the tech the better off you will be.
Reply #5 Top
It would be a nice idea to have a control panel toggle so you can if you want have auto-upgrades default to off whenever you colonise or acquire a world. Obviously, if you toggle the governor back on you want it to stay on.

It's so much better to have control over which planets get the all-singing all-dancing factories that can finish an upgrade queue in no time, and which ones have a couple of no-frills factories that will get the job done.
Reply #6 Top
I never want auto upgrades. I wish it was just off.
Reply #7 Top
I never want auto upgrades. I wish it was just off.

I agree that always off would be better than having to go three menus deep into every planet to change it, but I think the best option would be if this were toggle-able from the colony list in the civilization manager, or even as a global option setting in the options menu.
Reply #8 Top
The global option setting is better, since it's annoying to have to turn it off every time you acquire a new planet. That or wait till you get some upgrade you didn't want before you finally fix it.
Reply #9 Top
Perhaps you may, instead of spreading it around, put somethings in one basket? Perhaps you should have a financial only planet, a research only planet and a production only planet? This would be ideal because it allows you to concentrate more on your economy rather than having it small and spread out.
Reply #10 Top
I believe everyone here is talking maps where the planet count runs into the hundreds...
Reply #11 Top
I kinda ran into that problem in my last game. The Terrans wouldn't give up, but I was taking on too many planets, and since I had no trade left, I couldn't afford to take on too many new ones. I ended up recreating "Sherman's March". I'd take a planet, build a transport, launch it with everyone that was left but 1 million, and destroy the colony. Worked pretty good actually, though I wouldn't suggest it until the end, as it also turns the planet into a PQ 0.
Reply #12 Top
I only build industrial sectors on tiles with manufacturing bonuses. Further, i only build 1 planet which is full of industrial complexes - my manufacturing capital.

So if i have 10 planets for example 3 will be full of NCL's, 5 will be full of stock markets, 1 will be full of projects and 1 will be full of manufacturing. I will usually have 1 or 2 more planets with manufacturing plants on bonus tiles. So in total i would normally have about 4 planets max with at least 1 manufacturing bonus producing ships. The other 6 planets won't even have a starbase!

When i start conquoring worlds i normally convert them all to economy except capitals. So i could easily end up with 80% of my planets being dedicated purely to economy by the end of a game.... and it is needed, believe me!
Reply #13 Top
Iztok,

Have fun winning your current game. In DA - which you are playing - I use both NLC/DS and IS, but I really focus on the econ worlds. For each set of 50 worlds I control I will make 2 manufacturing worlds, 1 research world, 1 troop production world, and 46 econ worlds. I find it too annoying to disable the autoupgrade for each planet, and I always find myself capturing these technologies whether I choose to research them or not. Lots of IS are useful on a world with a QPP and good natural bonuses, you can kick out a fully loaded huge hull about once every 2-3 turns.

If you are playing with a slower research setting, then it doesn't matter, you can just avoid researching to this level. But if you know you will make it this far, either micromanage every world or prepare far in advance by having a very robust economy.

Also, I have found that empire wide morale bonuses over 100% don't have any effect, or at best a negligible effect (less than 1% difference). It seems like you have already spent a lot on morale resources... way beyond what will help you. Are you sure that you are getting any benefit from the other 74% of your morale bonus that is over 100?? My testing does not indicate that you do... but I am always interested in comparing results.

Reply #14 Top
You don't need a mixture of buildings on each planet. Allow the high quality planets on the border of your empire with other races to be exclusively production worlds. That's where you want ships to come out and reinforce your fleets and deal with threats. Let the worlds that are far away from the border to be economic worlds with 1 farm and all stock markets or for research. I also have a low PQ planet that I use to buy and place Trade Goods buildings on.

Neutrality learning centers are the best buildings for research, but they cost a ton to build (even more than Industrial Sectors) and cost a lot to maintain. It's best to build a research world with some factories first (like 4-5 of them) then fill it up with NLCs and afterwards replace the factories with NLCs, the tech capital, the +25% research building, the omega research building (+50%).

To save money, the key is to use Research/Production bonuses as you are only charged for 1/2 of it. So if you get a research bonus of 1000 from starbases, you only pay 500. So build your research planet with the tech capital and other things, then build Economic starbases to enhance its research. If the planet is not in the middle of the sector, you can have 8+ Economic starbases to enhance the Research on that world. This is better as opposed to building another research planet because the new buildings on that planet will charge you the full amount for what they use.

The way I've proposed is the most efficient way that I know. But it may not be fun for you. You may be better off not research Industrial Sectors, they cost 2x compared to Manufactoring Centers and aren't that great.
Reply #15 Top
Hi!
@Mystikmind
1 planet will be full of projects

Just one question: with what you build those projects? I'm asking because buying them outright means several thousands BCs hole, and I usually don't have that money to throw around. I almost invariably build them on my planets with good production, or else I risk AIs will build them before I could. So at the end of the game most of my bigger early-to-mid-game taken planets have a "wonder" or two. However lately I noticed I let AIs build some trade "wonders", and I then bought or traded for them, thus saving a tile. Helps, when I have only ~100 tiles to use.

@Wyndstar
Have fun winning your current game. In DA - which you are playing - I use both NLC/DS and IS, but I really focus on the econ worlds.

I did, thanks! After I proceeded with the game my income increased each turn by ~600BC, also thanks to some delayed troop transports that brough 10B pop to those newly conquered planets. After 5 turns I've been able to again turn on ship building, in 10 turns I've been running about 5000BC surplus - a fully built second econ resouce also helped there a lot. Those ~80 newly built econ builings really had some impact.

Are you sure that you are getting any benefit from the other 74% of your morale bonus that is over 100??

No, after this game I'm not sure. When I finished that last morale "wonder" for 12% bonus I still had to keep my tax rate at 71% to have those low-pop planets at 100% approval. Only when I built there Entertainment and Multimedia centers I could increase the tax and still had them at 100%. So it future DA games I'll save some tiles by not building all morale "wonders", but only so much to get my morale ability over 100%.

BR, Iztok

Reply #16 Top
Hmm, I by far am no expert to the game, but in my limited mind the solution for this seems to be quite easy:
assuming IS and NLCs increase the industry and research output by ~25% each and you run into financial problems because of it, wouldn't the easiest solution be to simply turn the global spending slider to 80%? By this the running cost (and industrial and reaearch output) would be the same as if you hadn't built the upgrades.
if you later manage to improve your economy you could step by step increase the global spending again in order to see an increased output.
Reply #17 Top
wouldn't the easiest solution be to simply turn the global spending slider to 80%?


Shock! Horror! Lowering the production slider is a move of desperation, and means you failed to manage the game properly. I shudder to think....




Iztok -

I did, thanks!


Congrats! Yeah, I would be happy to go into more detail, but after some testing I'm pretty sure you stop getting any bonus after your morale hits 100%. This makes morale resources next to useless... but oh well. I am not going to question the devs in their ultimate wisdom.



Reply #18 Top
Congrats! Yeah, I would be happy to go into more detail, but after some testing I'm pretty sure you stop getting any bonus after your morale hits 100%. This makes morale resources next to useless... but oh well. I am not going to question the devs in their ultimate wisdom.



So you always have morale at 100? Any player has to work to get their morale even near to 100!!

And you can do it without any resources? I'd love to hear how.

Seriously I would love to hear how you do that.
Reply #19 Top
Any player has to work to get their morale even near to 100!!


I wish that were true. For instance, with Krynn you can start with a +80% bonus, researching xeno entertainment gives you another +15%, and by turn 5 you are already at 95%. Just look at how easy it is to pile up a huge morale bonus:

entertainment line:
+15+5+5+5 = + 40

wonders:
crystals +15, ultra spices +15, virtual reality modules +12, frictionless clothing +10 = + 52

alignment:
+10 for neutral

Plus I think you get something for the governments now. Even if you started the game with a zero bonus it is easy to get over 100% on your own.

Say in a typical game, I start with a racial bonus of about +30%. Now very early I get xeno research, extreme entertainment, and xeno ethics, for a +20 to +30, and then build ultra spices and crystals for another +30.... and look, by month 6 I'm easily into a +90% morale.

But plenty of races it is easy to max out in the first three months or so. Drengin, Korath, Altarian and Krynn at least all start out with very decent morale bonuses... and another +20% only costs you 3 racial points.

Seriously I would love to hear how you do that.


I hope my above description explains. Sorry if I seemed flippant or exuding idle hubris in my original statement. I have long since gotten frustrated with the morale cap and the ease of hitting it... hence my tone in the above post.

Good luck!

Reply #20 Top
One thing that I find helps with switching off Governors is to press Z (previous) or X (next) while in the planet details screen. That saves a level of drilling down as far as I know.
Reply #21 Top
And, to clarify, my problem with knowing for sure on the governments is that I typically already have a 100% morale before I get to Republic, so I have long since stopped checking to see what my morale is. I keep meaning to remember to check and then forgetting, because it doesn't matter by that point anyway.

Also, you will pick up random morale increases from anomolies. If you set anomolies to abundant you can pretty easily get another 10-15% increase there.

Reply #22 Top
So, are you saying you've found a morale exploit? If you're playing on the highest level (suicidal?), then you're far beyond where I am. I usually play medium, all random, so that sometimes the only planets I have are my homeworld. There's no way you could play that way with this set-up.

But if 100% morale will win when there are many inhabitable planets, then I'm glad you've told me this. In my games I have to worry about building my military before I can even imagine getting my morale at 100%. Except, of course, in the very beginning of the game, when you want to double your pop, no matter what the circumstance.
Reply #23 Top
Well, I do play on suicidal, but I think it is more a matter of playing with more planets. More planets means more research so you can get through the trees faster, and more tiles so you can spare space buying up galactic resources quickly.

I don't believe I've found a morale exploit, quite the opposite. Morale, at least in my games, isn't exploitable. It is so easy (and typically fast) to hit the cap, that most of the morale pumping things in the game have no meaning. Hitting 100% morale early helps because you can have a much higher tax rate and still be at 100% approval. If there were someway to move the cap, to say 150%, I would be all for it... and then it would require morale resources or a high racial bonus to max out. In DL there was no max (that I ever found), so every little piece of morale bonus you could get would matter. Now, well now as I said I just max it out early and forget about it. Morale buildings work differently, so you still need to worry about them.

Even with just a starting planet, you can still do it fast with Krynn. They get a base +50%, spend 3 points to get another +20%, and take the +10% morale, +10% diplomacy political alignment (Krynn also get a decent diplo boost, so this is a good pairing if you like to overkill on a few stats). Then research xeno entertainment and you are basically done worrying about morale for the rest of the game. No planet tiles needed, no additional resources needed.

But don't think this makes the Krynn overpowered. Quite the opposite. Because the morale cap is so low, at only 100%, you are almost certainly just naturally going to get over 100% if you put nothing into morale. Most of that bonus for the Krynn is just wasted... truncated excess.

And that's my frustration. Not only is it easy and fast to max out morale, you can eventually push morale up into the +200% to +300%... and all for nothing because of the cap. The Krynn morale bonus would be much more powerful if there was no cap.

100% morale won't win, its about managing your economy. Once you get that, it is easy to try and figure out your farm/morale building balance with that 100% as a base underlying component. And it is much easier to keep a happy (and breeding) population once you have that nailed down. I like to go to war too, but for me war starts with a solid economy first, military research and combat ships later.

Hope that helps.

Reply #24 Top
Just one question: with what you build those projects?


good income and tech trading.

Remember this... building a project is the equivalent of killing a tile, so obviously you don't wan't to kill tiles on your good planets! unless the project boosts that planets production such as an economic or manufacturing capital
Reply #25 Top
Thanks Mystikmind and Wyndstar for pouring that much information in this thread. i haven't played the game in a long time, and I'm having some trouble with the korath in the game I started last week end. Many things for me to think about here, while I await till I can leave my work...

How would you adapt to a no tech trade game? I play more or less the same setup as CornhuskerMac, and that does change things...