Manufacturing management and empire finances

When playing, I prefer to play on an "Insane" sized spiral map, with all AI races involved. But from the very start, and most of the way through, I find keeping a positive net gain on my cash to be next to impossible, even with maintaining small fleets. Forget putting ships in orbit of any of my planets, I'd be living on a homeless shelter planet in no time.

 

I began wondering if all my manufacturing planets that are not sponsoring a ship yard are being wasted? Would those planets better serve if I tore down all the manufacturing plants and converted the planets to research or financial generators?

 

Is a planet that is specialized in manufacturing, but NOT set to sponsor any shipyard, a waste? Does manufacturing from one planet benefit my empire if it's not directed at sponsoring any shipyard?

 

Gonz

15,461 views 8 replies
Reply #1 Top

It's a waste yeah. I tend to have manufacturing planets in two categories 'makes big ships' and 'makes small ships'. The small ship ones I keep just enough factories to be able to make a constructor/trade ship etc (which when you have pop high enough is 0 factories lol) and really focus them on something else - usually wealth and research mixed in an appropriate ratio based on my global wheel setting and priorities (usually more research early game and getting more cash focus late game as the big ships you build start outstripping your population [and therefore wealth] growth).

Reply #2 Top

Thanks! lol Yeah, I've been puzzling over that for a while now. I just got the game. I'm a huge Civilization fan, enough of one to actually like the new Civilization Beyond Earth game when so many others don't care for it.

 

I have another question you might know the answer to as well. It concerns Trade ships (freighters) and trade routs.

 

I have a number of planets that are mainly trade planets and tourist planets. Now I know "tourism" doesn't work on trade routs. That's pretty much automated (for lack of a better word) where the tourism just "happens" based on your planetary improvements.

 

But trade is a different story. None of my trade planets (or ATM Planets as I like to refer to them) are within the radius of a shipyard. So how do I set such a planet as a start point for one of my freighters? I would like a freighter to run from say, Planet A to Idiot neighbor B. Yet when I create a freighter, it asks me to pick the freighters "home" from the planets that are within my shipyards radius. If I construct a freighter in a shipyard that has no planets in it's radius, the game doesn't ask me to set a freighters home. I assume it just lists the closest planet.

 

Does this mean that every time I make a trade planet, I need to knock up a shipyard next to it and make all it's freighters there? I hope that is not the solution.

 

Gonz

Reply #3 Top

Does this mean that every time I make a trade planet, I need to knock up a shipyard next to it and make all it's freighters there?

 

Yes. Or moive one close enough (10 tiles I think, 20 with the Ideology buff). TBH you best off with just the 1 trade planets, atleast thats what I have found due to the Trade Captial building +100% + 5% from adjasant wealth buildings + trade post again surrounded by wealth buildings,  you can get near a 200% trade increase on 1 planet, I usualy pick a planet type with a bonus also usualy 25% I think theres a +50% trait also(No counting the race traits), but I never get that lucky. My current game I have 8 routes out of 1 planet and its raking in 1350 creds a turn. Stick to Trade Planet too AI Capital as routes untill either you lack the range or run out of capitals, I then search for AI planets with the planet trait for my next routes(3 of mine are like this atm, in a 9 player game due to a few wars that prevented me setting up capital routes).

Reply #4 Top

Cool, thanks again. Those were my two major issues, now I think It's time to start a brand new game to put that info into practice. Looking at it now, This should make my cash-flow problem pretty much go away, and with fewer manufacturing planets, I should be able to crank out research and cash pretty swiftly now.

 

I like this game so far. Nice detail, but the games "tutorial" is seriously lacking, and the learning curve for the game is huge. Pretty much a matter of starting a game, seeing what winds up making that game unmanageable, starting a new one and doing something different to see the effect.

 

Thanks again for the info :)

 

Gonz

 

 

 

Reply #5 Top

I play on insane as well and every planet gets two factories, a power plant and if I have the tech a Hive..all touching in a diamond. With that said if you are not connected to a shipyard, all excess production can be funneled back by a project and coercion. 

I will typically have planets not hooked up doing one of three things...

 

  • Economy, focused on econo and also an econo project.
  • Influence, no focusing and just a culture festival cued up.
  • Research, focused on research with a research projet cued up.

 

In all cases having a good amount of production DOES help all three categories. I then fill the rest of the tiles with farms or tourism if available. 

Reply #6 Top

Hello,

My strategy is :

One manufacturing plant on every planet. But two one those with a penalty (like "frozen").

I often dedicate my home world to making big ships. With a high population, a manufacturing capital and five manufacturing plans are enough.

 

I tend to focus on having a high population on each planet, with as much farm as I can. And after, I ajust the wheel to meet my needs. I only put research or wealth facilities on title with bonus.

 

It may not be optimal, but I is enough to win against "genius" opponents on an insane map.

 

 

P.S. I'm sorry for my English, I'm not a native speaker.

Reply #7 Top

Just an update on the trade Route Bonus, its 205% + Racial + Planet Trait + Techs + Ideology.

Larsenex an I seem to have the same thorey on planet layouts B)

I just ended my current game due to been unhappy with some modifications and  some niggle little text bugs in my mod. First game I have taken too 400 turns with the new planets layout of 3-6 Farms per planet (pushed some to 8-10 just to see whats what) population is pretty insane on prod/research.

 

Precursor Industrial Center, is the Trait that gives 50% Trade Route, spotted one in enemy space last game, Ferengi of all people! :omg:

Reply #8 Top

Yea there seems to be  a bug for ideology right now. I am going to shelve my current game, delete all modded ini files and fire up a new game today after work. Ill see if there is still the 'no idealogy' after 34 planets issue.