I have found a save game and checkd the values carefully while having the comments here in mind.What I found out was unexpected.
Using an agent, I could see that the social/military/research was through the roof and in three digits in the 2 AIs capital planets without any major bonuses being around.
When looking at AI planets in this way, IIRC you are seeing the maximum potential output of the three categories not what is actually being prodiced based on their current slider settings. That's why when you take over with a normal split spending setup your output shows much less.
End of DethAdder's quote
First, you were right on the values shown from Agents. I planted a few agents and when I reached a higher level in espionage, I could see the real values, which were realistic this time around. Thanks for that.
However, that doesn't mean the AI is not doing something INTERESTING behind the scene.
I checked the timeline <F6> for various values to see how the AI is doing. The 3 AIs started with Economic at over 200 and at turn 60 they where at 800, while I started at around zero and at turn 60 I was about 200!
My population was more than any of them by about %20 and I had the tax at %49 at turn 60
I had 7 trade routes which was more than any of the other civs. They had 4, 4 and 2 trade routs.
I was behind in research as well by quite a bit. They had about 3 times my research. Nevertheless, this didn’t seem unnatural since they had invested in labs quite a bit and the civ with highest research had a +%700 research tile in the capital.
The other timelines were competitive. I was ahead in some and behind in others but the margines were not as big as the eco or research.
How can you start the eco with about 200 a turn? Little population in the beginning and no trade. ( I'm not sure if trade is counted towards the economy)
Considering their population was the same as mine, they couldn't have taxed them %100, and even if they did, with the small population you start with, you can't gain much anyway. Even if all 3 other civs had abilities that helped eco, they can't start with 200 even if their eco is +%400
Since Stardock and everyone says tough doesn't cheat, then it should be that way, but can someone with more experience point out a possibility for starting with and maintaining what seems to be a magical economy?