Taking care about spending too much money

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UesugiKenshin
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Taking care about spending too much money

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As you initially build infrastructure, you have no idea how many structures to build and of what type. There are maximum storage sizes like the grain elevators for wheat in real life. This is confusing as you are planning for billions.

Similarly, each resource has storage sizes and so you basically start with 4 mining units per resource type. Then upgrade them so you have a storage amount you can draw down from.

This is also a function of the race inhabiting that sector as some can crank out a lot of material and some units and or the race are more efficient.

The same thing happens on energy production. Try to make only 4 and upgrade them and mostly make special energy projects like wind, charge collectors, geothermal, ocean, etc so you won't have to upgrade them. There is a bug in the software as it's misleading as you think you need lots of energy reactors when in fact a few will do. You will add the buildings under the manager section and then sometimes click on and off and then back on again to get the correct total energy units.

It's faster to rush production but initially expensive. Try to only do this when it takes more than 10 turns as a rule. The more you spend, then it influences the value for the natural resources required to build the building. That is what drives up the worth of each resource, so you do this on purpose as then when you sell them, it produces excess credits, that you use in turn to rush production.

You slowly increase the value of resources this way so you have LOTS of excess credits to keep your economy running and making lots of mined resources. Then you create resource routes to new colonies so you have the prerequisites for making various upgrades in a timely fashion.

I try to boost the value by units of a hundred, and so ratchet up the valueof titanium, then deuterium, then duranium, then crystals, then iridium.

You really don't want to "trade" this with other major and minor races as the profit is so little that way. Instead you create trade treaties and mostly maintain peace, and never actually trade resources. This especially works with minor races by using gifts of credits in tandem with higher value treaties like a friendship treaty linked with 2500-5000 credits, then a cooperation treaty and 2500-5000 credits, and so forth until as their acceptance rate rises proportionally until in the first 500 turns, some become members.

It's pointless to give away the very resources you require, right? Yourr empire needs them to build infrastructure.

This balanced way generates the most credits plus fastest infrastructure plus most resources and ends up saving you money.

When you make more than 4 mines of say duranium, then when you upgrade, it's very expensive and since there is a limit of around 125,000 in storage, then the rest is wasted.

The same thing is true for food as there is cap of 25,000. You want slow growth by maintaining a storage 25,000 in food and sending a new colony ship to that sector on a terraformed planet. This minimizes how many farms to make. If you do upgrades, then mostly you do not need lots of excess farms.

At first you will use the manager exclusively, but after say turn 630+, you will max out on research, and sometimes enter the manager screen and adjust worker percentage to finish mining or industry or specific resources as research is no longer important.

This is how you finish ships faster and not have to rush ships at great expense.
Minor Race Database http://birth-of-the-empires.de/wiki/ind ... r_(Minors)
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Re: Taking care about spending too much money

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You are trying to create a surplus 50,000 credits so you have adequate cashflow. Later you will get that up to 100,000 credits. You do this by building transports and building outposts and then starbases. Doing protects your sectors and brings them under your empire's control in the least expensive manner.

Eventually you will end up in turn 630+ to having as much as 2,500,000 in credits and there will be so much in credits that you can rush any infrastructure taking longer than 10 turns. And doing so will slowly increase the value of mined resources up to 1800-2400 per 100 units of say duranium.

This is easily doable by manipulating the economy and especially so in sandbox mode where you are the sole major race on a 40x40 galaxy.

If the sabotage ever gets fixed after turn 300-400 and or modded properly with much higher tech level requirements, then you could play with a high percentage of minor races like 50-90% and 4-5 major races. Sabotage is terribly unfair and I don't recommend playing with other major races for that reason. It basically should be turned entirely off until after turn 630+ and only work 5-10% of the time for LOTS of realistic logistical reasons based upon the speed of warships.
Minor Race Database http://birth-of-the-empires.de/wiki/ind ... r_(Minors)
Minor Race Ships http://birth-of-the-empires.de/wiki/ind ... nen_Völker
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Re: Taking care about spending too much money

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It takes a lot of time on higher levels say 400+ just terraforming, sending colony ships, and setting up resource routes. A single turn in turn 630+ can take 75 minutes to move all the ships and carefully upgrade everything and ensure cashflow by selling resources in a staggered way.

When you terraform and colonize, then though a slow migration will occur across a sector under your control, to get the best natural resource acquisition, you want to send 3-4 colony ships to do terraforming and colonize planets within a single sector. Doing so with the strategy above will ensure you have as much titanium, deuterium, duranium consistently, and most often crystals, iridium and some deritium.

Having deritium is essential to make more ships, but iridum double hulls will be eventually used for your warships. That means you have to carefully manage so every sector under your control has as many as possible. Otherwise you will have even longer turn lengths just juggling using way more resource routes, and canceling them, and creating new ones.

Most sectors can only handle 3 resource routes. Very few do more. Unless you want constant micromanagement and two hour long turns, then the most efficient manner is following my advice.

You want to fight battles, but mostly this is an economic logistical puzzle with only 5% fighting just like the real life military. In medieval history, commanders would bemoan only fighting 3 significant battles in their lifetime. That meant mostly being economic managers so they could plausibly muster adequate military troops or else be hopelessly in debt.
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Re: Taking care about spending too much money

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Mostly you want to increase the experience of your troops and ships by infrastructure and not actual battles. The former is safer and the latter causes expensive attrition. The threat of adequate offensive capabilities plus starbases plus troops plus defensive capabilities, especially when of high experience, then limits actual naked and foolish warfare.

You never want to fight brute force against brute force as that is absolutely exorbitant and ruinously so.
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Re: Taking care about spending too much money

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For all of that to work is contingent upon fast research and peace increasing your membership by the inclusion of minor races through diplomatic initiatives. Wage peace as it's cheaper than foolish war. Be strong and peaceful. Conquering and creating empires seldom worked for 200+ years in history. Most empires failed miserably because of foolish military expenditures caused by blundering attrition.
Minor Race Database http://birth-of-the-empires.de/wiki/ind ... r_(Minors)
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Re: Taking care about spending too much money

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Playing this way with a much higher percentage of minor races across the galaxy is actually harder as many will have huge fleets, but will defend them. Many of them have defensive bonuses too. This forces the AI major races to fight better and in a slower growth rate. The only problem is likely some major races have high diplomatic power, and so they unnaturally grow empires too rapidly. Honestly that should be tempered through modding as the humans are ridiculously overpowered. But it means they have far more to defend and they can't be everywhere. You might want to play as the humans first.

If just a few things would be modded as above, then BotE would be outstanding.

I think you will find I'm right in my assessment. Ships do not travel fast enough to emulate a normal speed of warp drive capable starships. That also needs to be addressed.

Gas giants end up being a waste. There either should be some advanced benefit from them after tech level 14 like special projects on those planets or resources or special starships. But there isn't. The galaxy should be as full as possible with as many useful planets as possible.
Minor Race Database http://birth-of-the-empires.de/wiki/ind ... r_(Minors)
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Re: Taking care about spending too much money

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The lower the percentage of minor races, the more unrealistic the AI wages war as they rapidly expand in ways that cannot actually support useful ships and troops with correct infrastructure.

It would be far better to have preset infrastructure on created maps (rather than totally random) so players could start in say turn 800+. Then mostly you would have wargame scenarios with premade units fast enough to actually wage campaigns.

Just like on Star Trek, you have stalemates as each empire like the Fedration, Romulans, Klingons, etc are so evenly matched that grand battles can only take place if an unbelievable amount of infrastructure and economy and hundreds of ships are premade.

Instead you have foolish territorial battles that make zero sense by turn 400 coupled with nonsensical espionage and sabotage.
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Re: Taking care about spending too much money

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If you electto follow my advice, and also elect to do nontraditional terraforming by allowing the best sectors to be utilized by much higher percentages of minor alien races, then that is initially very expensive as you will have few M class planets unoccupied in sectors.

This means extensively terraforming. Some planets when terraformed do not allow space docks. This means additional colony ships terraforming and then colonizing with that same sector. Long term this offers a richer game experience and ends up allowing for a robust economy.
Minor Race Database http://birth-of-the-empires.de/wiki/ind ... r_(Minors)
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Re: Taking care about spending too much money

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If you colonize an M class planet, eventually as your population in that sector grows (due to adequate diet by sufficient food resources and storage), they will naturally migrate to the surrounding planets that can be colonized (so no gas giants even at maximum tech levels)

However the software does not necessarily reflect whatever resources are on those other sector planet classes. This is why I recommend you actively terraform and colonize with new colony ships as you might regularly send 3 and sometimes 4 on sectors with many such planets.

Doing so results in way more resources, thus less resource routing is ultimately needed as they are available locally. This translates to less total construction but routinely upgrading what you have and so saves you money in the long term.

Cheap colony ships are essential. There is no need for expensive hulls, and occasionally when a unknown fleet is present, since you are just sending a colony ship, they will take pity on you and an attack can be prevented by hailing them or breaking off the attacking by retreating.

Since there is no existing "hailing system" to communicate, then much of the time in turns before 300, that is how you meet other species and begin diplomatic negotiations.

Ideally, a modded version of BotE would use isolinear scanning to identify those ships through long range scanning, and thus initial diplomatic negotiations would not be so unpreditable and potentially causing a war.
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Re: Taking care about spending too much money

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To make multiple colonizations work for you REQUIRES higher levels of agricultural resources and replicators and so a ready storage as a buffer or it induces a famine from the onset.

That is why I initially use resource routing to build adequate infrastructure, and then break those resource routes so they can be used elsewhere.

It's worth your time to read how to manipulate the resource value by selling them judiciously in staggered amounts and logically allowing a rising price for them...eventually. This totally changes the game as rather than the pittance in trade income through facilitating by trade with minor races, you use those resources yourself.

The difference is in millions of credits.
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Re: Taking care about spending too much money

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Your goal is to maximize every natural resource in that sector through mining. Ideally you have at least titanium, deuterium, duranium, crystals, and iridium. In my opinion, every sector is multiple solar systems and that is based on genuine astronomy. Realistically every race major or minor begins from a rich sector or else they could never achieve warpdrive as they need all those resources just to build basic starships. That means every sector has to have deritium too.

From a game mechanics view, some sectors are better than others as they are "richer" plums to pick through war.
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Re: Taking care about spending too much money

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It's crucial that you understand that it doesn't matter if every resource is in a sector and it doesn't matter if you build ten mines of high level of every type as there is an artifical cap in storage of 125,000 per type.

More mines means faster generation of that cap in storage when depleted and likely by a sale of resources. More mines regenerates potentially faster if labor is managed to do so.

More mines is not necessarily better as your sector has a cap as well that typically is under 55 billion. You thus can only create so much and then no more so the mines just sit there unused.
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Re: Taking care about spending too much money

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Rather, more mines per type of resources means more expensive upgrades. You definitely do not want that as that is cash to rush production and cash for military expenditures.

You want to build adequate infrastructure to service your needs with a margin for error ie wiggle room.
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Re: Taking care about spending too much money

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This is hard to believe but true that you sometimes should scrap excess low level buildings as then upgrading is not so expensive.

Because there are no guidelines, it's rather easy overbuild as you initially have no idea how many buildings are required for 55 billion in a sector.

It's bizarre that a sector maxes out in population, but a colony ship will have billions,yet this does not subtract from the sector's population.

This is a frequent issue in wargaming as any ship would require a monumental sum to haul huge numbers of people around.

Similarly the growth rate in a sector can be absurdly high.
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Re: Taking care about spending too much money

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On a fully populated galaxy map of 40x40 size and with a maximum number of stars, then mostly you have random generation of sectors that have 5+ planets and 2+ colonizable worlds. With terraforming, you often have 5+ colonizable planets. Sometimes you have super sized planets and sometimes you have more planets albeit small planet sizes.

In general, a single colonizable planet doesn't offer enough in the way of resources to be worth the trouble. A sector has to have at least 3+ resources too...but that severely limits its ultimate value.

I would always choose the largest possible galaxy map.

It makes no sense to have more than 1 percent galactic anomalies as they are random. For a modder such sectors have strategic value just as mountains do in real life to impede the enemy. You could have a large empty uninhabitable zone or chains of stable wormholes as well for modding reasons.

It makes no sense to have anomalous entities as they are seriously overpowered until after turn 630+. A preset game would use them as a balancer to check the growth of some alien races.

A random game on a 40x40 map with no minor races would result in haphazard territory by major alien races. That wouldn't be realistic either.
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