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Hydro
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Winfield, IL, USA
Jun 1999 time: 05:30
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Around turn 250 I noticed I was getting messages of planets scrapping buildings for lack of maintenance (I'd gotten them before, but had ignored them). Looking further, I found that there were a half dozen or more planets in my 250+ planet empire that had maintenance that was twice their taxes, and no planetary grants (my empire split is 40 grants, 40 military, 20 research). There were chronic shortfalls. The result is that there was zero building (even on the planet with 14 industry DEAs), infrastructure improvements, terraforming – nothing. Nothing, that is, but a merciless slide to the bottom. What was strange is that these worlds had no real rhyme or reason. One was a captured human world with 100B pop, and another I can recall was a settled world deep in my territory.
I tried upping my grant budget, which did no good. The planet still wasn’t getting any grants (according to the eco summary, at least). Then I switched my empire budget from balanced to savings. This whacked my economic output, but did the depression planets no good (likely because they had no money to start with). Increasing planetary taxes came nowhere near making up for their shortfall, with 3500 maintenance and ~1800 economy (and that was on a 100B planet!). Then I took drastic measures and scrapped mining DEAs (it was a very poor world – the Human AI empire set that up, obviously). This did not good, either, except cleaning up something I should have done when I conquered the planet ages ago.
So my questions:
* It is my understanding that income is derived from economic activity, like mining and production, and trade. Anything else? These depression planets lack production. Because they aren’t making anything, they have no income. Rinse, repleat.
* What do you pay maintenance on? I looked under the DEA, improvements, and other items descriptions and I can find nothing that tells me what costs what.
* Why do these planets fall into this death spiral? Other planets with similar pop have economies 100,000+, yet these poor blighted planets have economies of 1800. What gives?
* Are there certain key structures that need to be built? Some (but not all) of the worlds lacked space ports for some reason. They could have been scrapped before I noted, but I’m not sure.
* Has anyone else seen this? If so, what did you do? Any ideas on how to reverse the death spiral?
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Hydro
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Winfield, IL, USA
Jun 1999 time: 05:30
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I'll check, but I almost always disband an invading army so they get cycled back into the pool. Maybe I forgot this time. But, what about my interior worlds?
I've already eliminated the mines and the farms. All that's left (that the AI didn't disband because of maintenance problems) are gov, military, and industry.
With no budget to terraforming the planet has been slipping, and population emegrating. Farms are now on Toxic. Bad news, and an even better reason to remove them.
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Hydro
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Winfield, IL, USA
Jun 1999 time: 05:30
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I looked into my worst planet:
Troops - none
Terraforming maintenance - none (it had reverted, or was reverting)
No specials that impact maintenance, other than being Red 2 (which is very hard on humans and causes 2x maintenance cost) with nasty gravity (which depresses production, and therefore income)
After some TLC it looks like the planet is pulling out of the depression. I can't pin it on one thing since I did many.
One startling event: my empire income increased 2x in about 5 years. This impacts research and military, and also grants to planets. I think this was the key - there was more money to spread around, and that helped it get over the maintenance hump so it could start making things.
How did this happen? I switched from Balanced to Savings. Initially this hammered my empire budget (a decrease of ~10%). Then, it started jumping by huge amounts. I'm thinking that as planets 'saved' their surpluses grew, then they granted this income back to the empire. Therefore, my galactic budget grew by huge amounts (from 30M to 85M!) in about 5 years. There may be other explanations for this, such as a new tech that increased $$ (the only one I can think of is one that mitigated gravity effects, which would increase production and therefore income).
This suggests a new tactic for mature economies - switch to Savings.
Hydro
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BenRipped
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Sol III
Jul 2003 time: 21:30
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The problem is in the CODE! The MORONS at QSI set a limit of only 10 planets per turn to receive GRANT monies and its even worse when you colonize a new planet(s) in a turn... ALL of the GRANT money goes to the NEWLY COLONIZED planet(s)! The code will cycle thru the planets and the ten in most dire need get grant money... except when a new planet is colonized.
To work around this I've started colonizing up to eight to ten planets in a turn once I have about 75 planets and then wait for at least five to ten more turns before colonizing more planets. Also build up your ECONOMIC boosting buildings like RESEARCH, & STOCK facilities. Watch your pollution and keep it less than 1/2 of your building & maint budget per planet... A little Micro Management goes a long way.
Change your payout distribution to ~30% Research, 60+% Grant & what is needed to keep your planets happy... out of revolt makes up the rest.
Also check your TAX levels. They should be as high as possible without causing a revolt condition... check in the Planetary screen per planet and look in DEMOGRAPHIC/UNREST and keep it at or very near ZERO.
Also watch your LEADERS! Some of them cause UNREST! (Unrest + 5% BAD! Unrest - 5% GOOD! ) FIRE the BAD LEADERS!
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Hydro
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Winfield, IL, USA
Jun 1999 time: 05:30
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Ah, that explains why truly needy but 'developed' planets are starving, and a newly colonized planet is getting 500K in grant monies (as I've seen in my later games wehn my economy is huge, and newly colonized planets small). I can see it now: "Greetings from the Emperor - Congratulations on founding the colony Po Dunk Two! Here's a half million dollars. Spend it wisely!"
This means that setting Imperial grant budget to very large percent of your total budget in mid and late game is completely pointless since it makes the planet econ AI go into the deep red. Basically, it can't spend the money even if it wanted to because the economy can't utilize that kind of cash.
Early in the game I always set my grants at 60% or more to goose my early development. Of course, I'm dealing with relatively small amounts of $$, so the AI can't waste it to the same degree. Now I'll back off to target at total allotment of +50K/planet for 10 planets (total 500K) or less.
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BenRipped
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Sol III
Jul 2003 time: 21:30
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Also UNCHECK the PAY BACK to the EMPIRE BOX!
Late in the game set your planetary build sliders to just hit the light Yellow. This leaves money in the planet's bank for future use instead of blowing all of it on POLLUTION management.
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Hydro
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Winfield, IL, USA
Jun 1999 time: 05:30
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Bakalov, later in the game I've found that by colonizing with one pod then setting migration I get a huge influx of people from my overpopulated worlds at the core. This can be destabilizing since it raises unemployment, and if I have no or little ship garrison then pirate attacks run rampant. So, I'm not sure I like your massive colonization idea since the extra population doesn't produce much except for the intrinsic (but minimal) industrial capacity of a population.
That said, I'll try it just to be sure!
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