Economic Capitol

Greetings,

I've played this game a few times now and have finally beaten it at "Normal" however I know in order to progress further up the difficulty tree I am going to need to learn how to optimize things a bit better. I just discovered the fact that PQ of a planet limits max population regardless of farms. Obviously my strategy of putting one farm and one entertainment on every planet even the PQ 3's was stupid.

Money seems to be a big limiter in this game, so I would like to see an analysis of how you would build an Economic Capitol. I'll start with a few assumptions.
#1 The planet that has been chosen to put this on is a PQ 24 world. It will never get more tiles with teraforming.
#2 It is in the corner of a larger map and thus unlikely to ever be attacked by a hostile civilization,
#3 You have found it on turn one of a standard game and thus you are going to have to do a lot of social building on this planet over the course of the game.
#4 This PQ24 world has NO special resource squares.
#5 Your default empire wide settings are 49% tax rate and 33mil, 33soc, 34research.
#6 Assume no racial mods, starbases or mining resources are in play.

Looking at the farm vs pop size it looks like maximum planet size is obtained with 12 high end farms (100 billion).

What would your initial build be for this planet.. and what would the 24 squares be with a max tech tree?

I was thinking something on the lines of
colony
factory x3
trade x2
farm x2
entertainment x2
econ capitol
farm x2
entertainment x2
trade
farm x8
replacing the factoryx3 with stock marketx3 once every other improvement hit end game building type

Help me out here

Faldyar
39,471 views 18 replies
Reply #1 Top
10 famrs/ Is this correct? You must be mad! You should only add as many farms as it will take for your people not to go ape crazy. I think even on a nice planet liek this 3 farms shoudl be absolute tops (Even thou you would be a brave man to put that many with 49% tax). I just think you are trying to make it too much about money. A nice planet that size should have 4 factories and a starport for sure, it will be a really good ship builder on top of everything else.

Besides in most games I end up with 4 or 5 economic capitals.
Reply #2 Top
Personally, I would build in the following order.

Colony
Factory
Starbase
Factory
Farm
Entertainment
Farm
Entertainment x2
Farm
Entertainment
Farm
Entertainment x2
Trade x9
Econ Capital

Then, once upgrades were finished, I'd think about building over the starport and factories with either more entertainment (if needed) or more trade centers. I also like to have an orbital fleet manager on every one of my planets, but that's an opinion thing.

-Dewar
Reply #3 Top
-80 morale is the max from population. You hit that at around 25 billion. While higher population gives more tax money, the amount of taxes you get per population reduces as population increases. It's better to have lots of markets than lots of farms.
Reply #4 Top
So much depends on Moral bonuses. I play Populist politics and the highest moral (naturally Joyous) so I can control moral with fewer entertainmet buildings. I also build frictionless clothing, harmony crystals etc.

I can't imagine more than 3-4 farms. Use 4 or more Market centers to boost your income and shoot for 25-30 billion max population. With the econ capital you will have an economic dynamo.

It is not hard to beat the AI in population at any level and it does not take a mega population to have a giant economy. In a recent gigantic game I had over 200,000bc in treasury at the end game and my largest population planet was less than 20 billion. I had many in the 13-14 billion range
Reply #5 Top
I usually only put a max of 2 farms per planet, even really big ones. The reason? Morale. Even as a Neutral race with all the morale bonuses (trade goods, wonders, populists), your planets with large populations will be around 49 morale. I do set the taxes at a whopping 69% later in the game when I have all the bonuses though.

If its all econ, I would go with 2 farms, 2 entertainment, 3 factories and the rest banks or whatever. Later you can evaluate your morale situation and think about adding another farm (especially when you get stock markets).
Reply #6 Top
I would aim for a fully developed planet of:

Colony
3 Industrial Sectors
Starport
2 VR Centres
Econ Capital
Political Capital
12 farms
3 stock markets

Maybe a 3rd VRC depending on morale resources etc in place of one of the Ind Secs. If military capacity isn't required then the Ind Secs & Starport would become Stock Markets. I build all planets towards max population for maximum economic return - this enables me to switch off social production completely after the initial build phase, go 50/50 military / research and just buy outright all future upgrades or trade goods (aswell as the occasional AI planet etc).
Reply #7 Top
First off, I always put my econ capital near my borders, as close to the middle of the map as possible- my trade ships reach their destinations faster.

If their are no farming bonuses, build two farms and morale improvement. At least 3 or 4 factories, and the rest econ improvements and the econ capital.

But if you have a bonus for research or influence, capitalize on that too.
Reply #8 Top
Holy Crap, dude how do you keep them in line with that many people? I havent figured out how to neuro staple them yet myself.
Reply #9 Top
I usually only build 0-1 farms with 1-3 entertainment buildings on each planet and run taxes in 80%+ with high approval. Usually keep approval around 80ish and start building another entertainment building on a planet if it starts to drop into the mid/low 70's since that gives it time to get built on slower/smaller planets before the approval drops too far. Usually run it that way since it gives me the leeway to jack taxes up to 90-100% in emergenceys for a few turns. Later when my planets are mostly built up though I'll generally wind up raising taxes to 100% range
Reply #10 Top
Factory (buy if can afford it; otherwise build it)
Stargate (you still want to be able to build ships here such as freighters for creating trades routes which would benefit from this planet's high value and remote location)
Factory
Factory
Now build Trade Centers, stopping to build a farm or entertainment center as needed to grow the population and manage moral.
Economic Capital

Instead of building an obital fleet manager and planetary defense, I like to have a fast fleet nearby to attack enemy fleets that come near. It is better to have your fleet attack enemies rather sit in orbit and play defense.
Reply #11 Top
population slum planets might of course get 2 farms, usually easier to just use planets with +farm tiles for those though. Researching upgraded farms from time to time usually is better than taking up space with extra farms though, especially when playing +20 research and technologist (another +20 research) since it's quickish.
Reply #12 Top
Dont build farms until you see your population is closing in on the max for that planet quality, otherwise that farm tile is basically idle for a long time when it could be used for a econ building.
Reply #13 Top
I wouldn't have that many farms, I'd say one farm (of the best quality) is enough. I'd have
Initial Colony structure
4 Factories
1 Starbase
1 farm
1 entertainment
1 econ capital
rest trade

Not necessarily in that order

You might think it a bit strange to put an starbase on an economy capital, but if it's early in the game as you say, it might be worth having a starbase to give you an extra ship production centre. Once you get more shipyards up and running then you could upgrade one of the factories and the starbase to either stock markets or another farm and entertainment centre.

Oh and just nitpicking here too but it's spelt Capital, I see alot of people make that mistake on here for some reason.
Reply #14 Top
Capitol is the building - Capital is the city.  And we generally use "spelled" on this side on the pond...  although "spelt" is correct, also. 
Reply #16 Top
Wow at Magnumaniac's 12 farms!!

Clearly, given his medals, he knows what he is talking about..... it's funny how some people totally undervalue farms while others overvalue them! That makes for an interesting divergence in strategies. I personally follow the PQ rating of the planet to achieve a large enough population to rake in cash and defend itself, but not too great a disparity between different worlds to make it difficult to organise morale. The most farms I have ever had and managed to keep in line morale wise was 4 on a pq28 planet. Anymore than that and they would have started whinging..... 95% of my other planets at the same tax setting were on 100% morale. It's a tough one to balance sometimes.
Reply #17 Top
If you're evil, don't forget the mind control center. 100% bonus to economy, twice that of the economic capital.

You can go higher on the farms, but it does take a long time for the planet to fully develop that way. My max so far has been a bit over 60 billion people. No real issue keeping them in line since there were 42 tiles on the planet and plenty of development (class 26 base, +42% planet quality event = 36, +6 from terraforming = 42). IIRC there were 15x stock exchanges, 8x farms (I'd buy more as the pop grew), and around 10 virtual reality centers (probably more than I needed, even with my 69% tax rate). With the econ capital and mind control center, it was producing over 2k bc per turn, and still growing. And during most of that game, there was the "increased econ" event that pushed its income to around the 3.5k mark. I have the exact numbers written down somewhere, but can't find them at the moment.
Reply #18 Top
I must be doing something wrong. I've never needed more than one farm per planet. I usually keep my planets under 10 population because I build so many troop transports for invasions so I've never needed more farms than one.