I think you had to research trade to get freighters, right? There were better things to research as I recall.
Getting trade was fairly easy as it is an early tech whose prereqs were very low in cost and totally necessary if you wanted to speak to the AI, besides you also got several other bonuses and abilities (like Econ Cap improvement...) or you simply took it from the Korx.
Besides, your (valid) point was that the game poses several initial economic problems, and if we're talking this + how to overcome this, then anything that's positively contributing to making money like
- Trade Routes
- racial bonuses to Popgrowth, Moral, Economics, Diplomatics etc
- getting new techs to broker away
- surveying more + faster anomalies
- getting better buildings for Popgrowth, Moral, Economics etc
will naturally make it very topnotch at your priority list. Ofc it'll individually differ from game to game, but one thing is clear if you don't have a positive economic balance then making money is the single most important thing; because the general loss of power becomes enormous if you have to reduce the global spending slider.
As a crude example, to produce a colonyship costs around 100 credits, whereas when you want to buy it you'll have to raise 10 times these credits. Now if I'm unable to bring my economy into balance + have to reduce my global spending slider to say, 50%, resulting in a loss of 1000 production, then I would have to raise 10.000 credits if I wanted to re-complete this loss via a quickbuy in later turns.
In contrast, if you already make surplus credits, money looses alot of worth and at this point it's usually better to invest into increasing production. I think you already know these correlations fully well, but I just keep asking myself why then you post a total overgeneralized nonsense like "There were better things to research" within the consensus of the discussion...
Also, if you aren't producing anything the AI is going to seriously out-expand you on the larger maps
Hmm, I haven't written anything along that line that I am not producing anything... esp. not of not expanding etc. As you just made a single fullquote I cannot know to what exactly you're refering here, (this is one reason why fullquotes are both useless + annyoing) but going over it again I wrote to leave the social queue empty sometimes, yes. And I would do this ESPECIALLY during the colonial rush when colonies run @ 100% mil prod producing colony ships (cheap starting buildings such as starport, fert clinic, (black) market center, recruiting center can easily be build via social focus)
If you do produce things, you need a higher tax rate, which means your income growth drops off a cliff because your population won't budge much
The game isn't black 'n' white like you seem to describe it. The loss of popgrowth in the grey zone from 99% to 39% approval is marginal. Example: Starting homeworld 8.000 people w/o any related bonuses:
Approval 1% = Taxes 62bcs, PopGain -800; zone rangeing from 1% - 19%
Approval 23% = Taxes 38bcs, PopGain +-0; from 20% - 38%
Approval 45% = Taxes 31bcs, PopGain +75; from 39% - 75%
Approval 76% = Taxes 16bcs, PopGain +93; from 76% - 99%
Approval 100% = Taxes 0bcs, PopGain +150; only at 100%
As you can see there are 5 different zones which define how much population growth is achieved.
In short, during the colony rush set taxes so that planetary approval is above - but as close as can be - of 39%. Promoting excessive pop growth is contraindicative if your still struggling to get these colonies in the first place.
Once the colony rush has ended, and you can do it, set approval to 100% on most planets in order to get your planet to capped pop so you can set taxes to maximum while still maintaining, at least, +20% approval per planet. Except Breeder - skip the first part.
Besides, producing stuff doesn't have to mean you'll have to raise taxes at all - because you could produce stuff that might help you in that region. Things that don't cost maint, or at least, not much, and providing economic (NOT productive) bonuses...
The optimum strategy is Super-Breeder with phases between 0% tax rate and 60% tax rate- periods of pop growth followed by periods of expansion.
I don't wanna lecture you too much but this is really not the optimum, or even a mediocre, breeder strat. At 0% tax you'll have 0 credits tax income. There is also no reason why one should set taxes at a fix 60%.
First off, if you don't wanna adjust taxes every turn you always go in 5% steps beginning at 4%, 9%, 14%, 19% and so on, because every time you cross 5%, 10%, 15%, 20% etc it triggers an extra moral penalty that you don't want.
Secondly, logically, you adjust taxes in accordance to what population growth zone you aim for (see above 5 lines). Breeder obviously needs 100% approval as long as planets aren't near-max. Aim for that around 4/5th of all (new) planets stay at 100% and don't let the rest (already outgrown planets) take your taxrate further down. Needless to say, Breeder is so strong you can *easily* stay at 100% approval on most planets throughout most parts of the game while completely ignoreing other economic routes. Although it would be unwise to not build Freighters or to not jack up taxes once planets reach maxpop etc...
But it doesn't change the fact that the PRIMARY source of economic growth comes from population growth. There was no good alternative in the long run. You had to expand to increase pop. Building factories simply doesn't help.
Nowhere did I post that building factories could help you economically - when obviously the exact opposite is the case.
What your primary source of income is depends really on your map-setup. You'll be surprised to what limits you can push the game if you focus to other regions. Draths WarProfiteering + full enemy setup is OP. Korx tradeing on a medium map + all common setting can be your #1 spot of income. Generally Tourism-income on smaller maps seems completely OP if coupled with influence bonuses (+250 bcs right on turn1). Under a low planet count no taxes will beat this. Excessive techbrokering to max enemies under low planet count when you play all-lab enables you to basically drain all 9 enemies + 9 Minors of ALL their income every 4 turns. Then, the 5000bcs anomalies. You can play games in which you've already did collect 100k bcs via anomalies while still being under a total of 1000 bcs taxes.
Nevertheless I agree that taxes are the best and most important source of income - but only if sufficient habitable planets are on the map + from midgame on.
In contrast, in Gal Civ III there are THREE ways of increasing production.
1. Pop growth.
2. %multipliers from planet buildings.
3. Raw %multipliers from economic starbases and Interstellar governance techs.
And the %multipliers can increase planet production by multiples of 6 or 7 or more.
This is why you're seeing the obscene production numbers that humans can pump out. It's exponential growth, and exponential growth is almost impossible to balance.
Gal Civ III has the opposite of Gal Civ II. The economy in Gal Civ III GIVES TOO MANY BONUSES, just as Gal Civ II was too demanding. That's my point.
You're compareing apples and oranges. From GC2 economy to GC3 production-stats overkill. How do these things compare? Not at all.
Reading your second-last sentence actually makes me wonder if you somehow logically intermingle the meaning of the words "economy" & "production".