Okay, with the new patch, it turns out we have plenty of minerals to harvest. Those +7 deposits really make a difference. So much so that I'm in a game right now where I'm swapping my few remaining mines over to energy and food, because I keep capping out minerals and the price is so bad that energy generation seems like a great investment. I'll get more mines later, but it's only 40 years in. I get plenty from space.
However, I'm facing a different problem. When playing a regular empire that uses consumer goods, I still cannot optimize consumer goods properly. In previous games, I'd face some difficulties balancing minerals needed for alloys, consumer goods, and for expanding districts and buildings. Well, now I have plenty of minerals, but I still seem to suffer for consumer goods or I have too many and I fall behind alloys. I could supply 50 more consumer goods factories with minerals without a problem, but build slots aren't free nor infinite in number.
My questions are complicated, so let me ask them in sequence.
1) Do I build an alloy factory first or a consumer goods factory when the first new building slot opens on the capital? I've been doing alloys, but...
2) Since researchers eat lots of consumer goods, when do you build a research lab? I've tried not building any for 50 years, but then I was so behind in tech that it took 167 months to research the Flesh is Weak project.
3) I've been colonizing 4-5 new planets during the first 50 years. Obviously this has an impact on sprawl, but am I shooting myself in the foot with the extra POPs working colonist jobs all at the same time?
4) I've been putting gene clinics and robot production facilities on all new colonies as the first and second buildings. Obviously, those medical workers eat more consumer goods, but I've been addicted to POP growth since the game was released. Since robots only need minerals, am I shooting myself in the foot for extra POP growth by building the clinic too early (or at all)?
5) Culture buildings... Unity is kind of important. I've tried running a no-unity building strategy, but I seem to fall horribly behind in traditions. But those culture workers consume a ton of consumer goods. Sometimes I put the unity building as the 4th building on a planet. This nets me plenty of unity, but it's also 2 workers eating extra consumer goods.
The catch with all this is that when I get past year 50 or so, I'm usually fine on consumer goods. I can make up small shortfalls by either buying from the market or directly trading with allies. (I found an ally in my current game that is apparently bad at growing food, so I trade food directly for consumer goods at a competitive rate.) But it's getting past the early game that is difficult for me. I can't compromise alloy production too much (the AI will attack you in 2230 if you don't build a fleet), but I can't spend thousands of energy credits buying consumer goods in 2240 either.
However, I'm facing a different problem. When playing a regular empire that uses consumer goods, I still cannot optimize consumer goods properly. In previous games, I'd face some difficulties balancing minerals needed for alloys, consumer goods, and for expanding districts and buildings. Well, now I have plenty of minerals, but I still seem to suffer for consumer goods or I have too many and I fall behind alloys. I could supply 50 more consumer goods factories with minerals without a problem, but build slots aren't free nor infinite in number.
My questions are complicated, so let me ask them in sequence.
1) Do I build an alloy factory first or a consumer goods factory when the first new building slot opens on the capital? I've been doing alloys, but...
2) Since researchers eat lots of consumer goods, when do you build a research lab? I've tried not building any for 50 years, but then I was so behind in tech that it took 167 months to research the Flesh is Weak project.
3) I've been colonizing 4-5 new planets during the first 50 years. Obviously this has an impact on sprawl, but am I shooting myself in the foot with the extra POPs working colonist jobs all at the same time?
4) I've been putting gene clinics and robot production facilities on all new colonies as the first and second buildings. Obviously, those medical workers eat more consumer goods, but I've been addicted to POP growth since the game was released. Since robots only need minerals, am I shooting myself in the foot for extra POP growth by building the clinic too early (or at all)?
5) Culture buildings... Unity is kind of important. I've tried running a no-unity building strategy, but I seem to fall horribly behind in traditions. But those culture workers consume a ton of consumer goods. Sometimes I put the unity building as the 4th building on a planet. This nets me plenty of unity, but it's also 2 workers eating extra consumer goods.
The catch with all this is that when I get past year 50 or so, I'm usually fine on consumer goods. I can make up small shortfalls by either buying from the market or directly trading with allies. (I found an ally in my current game that is apparently bad at growing food, so I trade food directly for consumer goods at a competitive rate.) But it's getting past the early game that is difficult for me. I can't compromise alloy production too much (the AI will attack you in 2230 if you don't build a fleet), but I can't spend thousands of energy credits buying consumer goods in 2240 either.