And unlike ES it's not turn based, so I don't have the luxury of being able to read though the tech tree and meticulously plot out what i'm going to do and weigh my options-or its tooltips for literally anything clickable.
The solution to that is to pause the game in your first few plays while you read in-game descriptions, the Wikia etc. You can also give orders while paused, though pausing is basically off limits in MP mainly for social reasons.
Since you like ES, which I find overbearing in the econ department, I'm going to share my Sins advanced econ tricks [which frankly pale in comparison with ES]. To play really well on the Sins econ front, you actually need to plan your next one or two expenditures and a spreadsheet can help with that in the beginning, before you develop an intuition for when you should (and when you shouldn't) buy/sell on the Black Market in order to make your next purchase (and sometimes the one after that) happen faster. I use[d] one that basically looks like this:
|
credits |
metal |
crystal |
|
|
|
have |
339 |
108 |
43 |
|
|
|
want |
700 |
150 |
75 |
|
|
|
rate |
12 |
2.28228 |
2.8301 |
|
metal pr |
crystal pr. |
time |
30.0833 |
18.40265 |
11.30702 |
|
231 |
250 |
hypothesis |
107.5 |
|
-43 |
|
463 |
501 |
rev. time |
21.125 |
18.40265 |
26.50083 |
|
|
|
For example, in the above scenario I want to have enough to pay for the development of a planet I'm about to colonize and its first extractor. What I should do [to minimize the time before I have the funds] is to sell all my crystal right now. The above doesn't show the formulas, but they are trivial [exercise!]
In general [but there are exceptions], it's not worth buying resources after you have 1-2 moons/roids, you'll be typically selling from that point onward. If you find yourself wanting to buy resources, say to upgrade a planted sooner [say to avoid underveloplment tax], notice that you're also doing that [buying resources] with the underdevelopment tax itself, and for shorter periods of time [less than a minute] that is usually cheaper than buying a large chunk of resources at the exorbitant Black Market prices. (I also have a spreadsheet [part] for precisely calculating that for longer periods of time, but this rule of thumb is usually okay.) Another econ thing that's easy to tabulate and learn is how much population before the max is reached (at the current dev. level) you need to buy the next upgrade so that the population grown isn't temporarily stunned and you also don't waste credits/resources by buying the upgrades before they are needed. In MP, you won't have time to do this kind of stuff anywhere near optimally, unless you're in the eco slot and have lots of experience guesstimating the above. One econ gotcha to be aware of are [near] simultaneous colonizations, which sometimes happen when you expand in two [or more] directios. You can easily underestimate the resources needed for those. An addendum to the above table is to keep track of the time[s] for the next colonization[s], typically by tracking how much AM the colonizers need to regenerate, which after the first couple of colonizations is the limiting factor. (The colonizers regen .5 AM per second but lose 100 on a jump.) You don't have to worry about that in the "frontline" slots in 5v5 MP matches though; the enemy will keep you so buys you'll have a hard time remembering you had colonizers. But the good frontliners do manage to expand toward the center of the map while fighting next door.
And a BM trick: you can sell less than 100 units (or all that you have) if you use the "place on black market" as a piggy bank. Put what you have there, wait for how much you want to sell to accumulated, then sell your current lot and pull back from the piggy bank by right-clicking. Waiting for another player to buy directly from you is usually not worthwhile, despite the higher prices because waiting times can be very long (and that's because most people/AIs sell but don't buy resources.)