Help a newer player to gal civ 2

Hi,
Ive read the beg. guide a few times and Im starting to get the hang of things. on problem i keep running into is debt. How fast should i be colonizing? How do i deal with that 12 maitnence cost for every new planet?? Just seems by early-mid game im always swamed with debt with every planet -20 to -30 income, how do i get around this. more specificly in the campaign where you cant build freighters to get trade income??

Mainly i guess i just need to know when to start colonizing new planets and how fast to develop your home planet.


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Reply #1 Top
Its kind of a balance. If you colonize too many planets too quickly you might kill your economy but once the population of those planets increases to a high enough level they should be able to pay for themselves. However a factory or lab planet will always be spending more than you can get from it in taxes. Thats why you need to have economy planets to support them.
Reply #2 Top
Most of your income is from taxing citizens. Citizens, obviously, need planets to live on and time to breed. So it's important to lay a groundwork and realize that youll need lots of citizens to have lots of economic growth. Citizens take a long time to breed, so in the beginning, the key is not digging yourself into a hole by building monster production colonies, because your people cant breed fast enough to keep up, even with +pop growth bonuses its very difficult.

Early in the game, it's important to grab as many high quality planets as possible, so the opponents dont get them. Skipping planets with quality 1-6 or so, is probably a better choice than picking up all of them.

In the first game year its hard to build a solid economy. Im no veteran but here's what I do for now.

I colonize everything of planet quality 8 or higher, asap. If it has a quality of above 12, I 'save' it for later building (instead of just building tons of research or production immediately, thereby driving me further into debt). Anything with lower quality, I just stack with 1-2 production buildings (focus the colony on social production), then stack the other 5-6 spots with economy buildings.

After about a year ive got a large handful of planets (even if low quality) with population nearing the default max pop (6.0b), and am taxing the hell out of them.

Once i am noticing my economy is re-entering the green and pulling out of the yellow, I know i can begin my larger research/production colonies.

In general this could be broke down to:

Increase taxes
don't build massive production colonies initially (this includes massive research production)
smaller/medium colonies stacked with +economic bonus buildings is good solid money.
You need to realize it takes time and colonies to grow population.


I find that in the very first stages of the game, im not building an awful lot of planetary improvements in general(except on home planet). I'm Just capturing planets and letting them grow, and occasionally building something here and there as my economy permits.

Specifically, the -12 bc per turn for your colonization of that planet shouldnt be a big deal, unless youre building on every square on every colony every time you get a new one. Then your money will go straight down.

I usually also build 2 economy buildings (trade centers, whatever) on my home planet, not sure if this is popular or frowned upon but, I find it helps me lose money much more slowly, giving more time to grow.

And lastly, the techs to get trade centers, market centers, stock markets, etc, are very important. Getting to the 2nd or 3rd quickly can easily turn your economy around as long as your population has started growing well.
Reply #3 Top
The above is decent advice but one thing to point out is that early on its often better to decrease taxes rather than increase them.

Your income is proportional to the square root of your population. If you can lower your taxes to keep approval on your new colonies at 100% then you get the benefit of double population growth. The faster your population grows the sooner your planets become popular.

There are four different levels of approval that it's desirable to keep on your planets. 100% approval gives double population growth and can really help your colonies become profitable sooner. At 75% to 99% you get a 25% pop growth bonus but in my opinion this isn't worth the income loss. Between 41% and 74% your pop grows at the default rate. At 21% to 40% your pop doesn't grow and at 20% and below you lose pop.

There are really only two ideal places for a planets approval. 100% or 41%. If I can't keep approval at 100% then I just increase my taxes until my approval is at 41%. You will have variation from planet to planet and you need to keep in mind that its the approval of the particular planet that's important *not* the average approval so you may need to keep your average approval at something like 49% to keep all planets above 41%.

Anyway keeping taxes low early to build up your pop faster is counterintuitive but can be effective. Also you can't keep this up forever. You fund this behavior off of deficit spending from your initial 5,000bc. That's why it's important to never buy buildings except perhaps the first factory on your home planet. You need to save your cash to last as long as you can before eventually having to raise your taxes.

I'm also a fan of not building anything on your colonies early. If you feel obligated to build something let the planet build a marketplace. It increases the planets eventual income and doesn't add any maintenance cost to the planet. As you pointed out that initial colony support of 12bc is a killer.

Also try taking the pop growth racial ability, it can be a big help in getting your planets profitable.
Reply #4 Top
Thanks for the advise. I definatly see some things I'm doing wrong (building way to much) gal civ is its own type of game and i think Im trying to play it like regular civ (sid meier) Where you ALWAYS want to be building SOMTHING. My last game i tried to expand a little slower and my economy was booming by year 3 or so but rather then nabbing 75% -90% of the planets i ended up with half. However i was greatly out producing my opponent. I think this stratagy of not building right away definatly has merit. i let you know how it goes.

Thanks again

At what poiont (population wise) do you feel it's right to start buliding more factories and research centers? Also for your first year or so whats a good production (actual not possible) for non-home planets, seems it would be hard to get more then 5-7 in each catagory without extra RS and factories.
Reply #5 Top
At what poiont (population wise) do you feel it's right to start buliding more factories and research centers?
End of quote

There are many ways to go and a lot of this depends on the size of galaxy that you're playing as well as how well your economy is doing.

Growth in all resource utilization games (this certainly includes the Civ series) is exponentional. The more resources you have, the faster you grow. Once your planets start to become productive you use more and more of your economy to build up your newer planets. However a rule of thumb I use is about 2B. Once you're at this level the planet can usually start producing on it's own without going into the red.

Not sure what you mean by 5-7 in each category. As to what classifies as a good production it all depends on what you're trying to do. The beauty of this game is that there are so many different strategies and variations. I assume you've seen discussions about "all factory", "all lab" or "all economy" strategies. If not search around there's a lot of discussion about these.

Everything comes into play. Being evil and getting the Artifical Slave Center gives a hard coded 50% bonus to all military production. The ASC actually unique in that it multiplies all other production bonuses as opposed to "stacking" i.e. is additive. This is a big part of any factory focused strategy.

If you have a strong enough economy you don't need any production at all and simply buy all your ships. It's just so hard to give a definite answer, it really all depends on what you're trying to do.

For example one way to gain advantage over the AI is to outcolonize them. More planets means more people, more income, more production and more research. However you can also intentionally allow the AI to outcolonize you but make sure that the planets that you do colonize are top quality and invest more time and effort into making sure your planets are fully developed by the end of the colony rush. Then you can simply over-run the AI with their far more numerous but far less developed planets. I call this the the quality over quantity method. However both methods work well but just focus on different things. With fewer high quality planets you look to take over the AI while he's weak and before he can develop his planets. If instead you out colonize them then it's the other way around. You try to survive until you can develop all of your planets and then once developed you can begin to assert control.

For every way someone says is the best way to do things, there's a knack that you need to develop in order to make it work. On the other hand for almost every way someone says is not the way to go there is a way to make it work. The devil is in the details. It's easy to give some high level overview of some method of play but when you try to make it work you find it's far more difficult than it was described. The best thing is to play and try new things and then ask questions and try again. You'll find that some advice will help and some won't. But even when the advice doesn't help at first it's often good to go back later and try something that didn't work for you. You can find that something that didn't work for you before now suddenly will work and it's not because the advice was bad and is now suddenly good but it's because your experience and ability have grown and changed and suddenly now you "get it".