Intentional early game bankruptcy

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Livigy

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The critical resource issue for energy running in the negative early game does't seem particularly harmful. Especially when you are still using one planet and are in the exploration phase of the game.

The debuff is 75% Weapons, shield and army damage. This can be safely ignored until you need to go to war which might not be for 25-30 years.

The other debuff is mineral producing jobs produce 50% less minerals. Note this is only for jobs, not all minerals. At the start of the game you only have 4 miners so the overall impact to your economy isn't major. If you have enough external mining stations to cover your industry and alloy production you should be fine to shut those mines down. Keep those mines open though until you have adequate off world mining stations and have built the additional agriculture districts you will want.

Now why would you want to run in the negative? Basically it is to repurpose your very limited pool of workers early game and ignore energy balance entirely.

If you move your limited workers towards food production you can safely run nutritional plenitude and encourage planetary growth. You can also safely repurpose workers to additional alloy production as you now have 8 more workers to play with (all your miners and energy technicians). The excess food you will be making from the repurposed workers can be sold when necessary to buy scientists or campaigns/early enclave purchases and minerals if you have some change or need to set up your first few stations.

Running at negative energy also opens up some other options particularly as you can ignore maintenance costs of science ships and scientists. When you sell excess food you know the energy isn't going to stick around so buy a couple of scientists or even start searching for the right scientist to help you get the techs you want to beeline. Typically you wouldn't have 15 scientists exploring because of the energy maintenance but it doesn't matter if you are sitting on negative 50 energy. As this is the early game exploration should be a primary focus which happens line up to when wallowing in bankruptcy is pretty safe to do.

As you are ignoring energy balance you can also change your trade policy for consumer goods and your economic policy towards military for additional alloy. Trade and clerks are still helpful for the amenities and preventing consumer goods going into the negative.

You can also prioritise minerals and research over energy stations with your very limited mineral supply. Eventually you will want to build those stations but they aren't an immediate necessity as you will have other uses for the early minerals such as building agri-districts and alloy foundries.

Getting out of the energy rut when going to war will probably require you to fire excess scientists and their ships hopefully by the time you reached the natural barriers from other empires/chokepoints. You should have a decent stockpile of sellables to cover your excessive energy imbalance or sit on some decent energy anomalies like geothermal or familiar shrine. I would also recommend keeping your crew quarters and building up a navy so you don't get attacked early game while you are particularly vulnerable. At least the energy component of maintaining an idling navy isn't an issue though.

Another way to get out of the rut is to go all out warfare. Invest in a massive fleet to take a few planets or outright take another empire entirely then hit a nearby neighbour with a tribute demand as by that point most empires should be inferior to you at least temporarily. Also note if you do run out of energy you can strategically sell stuff when you are about to engage in combat to temporarily remove the debuff.

At the end of it all if you rebalance your economy all your debts are forgiven. So invest in your future by going bankrupt.
 

meiam89.

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Aug 29, 2018
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Doesn't this mean that you can't hire new leaders? I never really stop hiring new leader, since you need new governor for colony and I always make multiple scientist (the first crop of scientist should explore without analyzing anomaly, you then hire newer one to explore new path and research anomaly).

And then you have to dig yourself out of it anyway, it just seem like you lose quite a bit for little benefits.
 

Livigy

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Doesn't this mean that you can't hire new leaders? I never really stop hiring new leader, since you need new governor for colony and I always make multiple scientist (the first crop of scientist should explore without analyzing anomaly, you then hire newer one to explore new path and research anomaly).

And then you have to dig yourself out of it anyway, it just seem like you lose quite a bit for little benefits.

You hire leaders directly after selling surplus food. Sell 1000 food for 600 energy and hire three in one go then you go back into bankruptcy. You actually have more room to hire leaders this way as you arn't paying their upkeep while waiting for the energy to hit 200.

For example if you had 5 leaders thats 10 energy a month maintenance. Over a year that is 120 energy. You would need workers to offset that energy. What could your workers produce over a year if they wern't working the energy or the mines? Typically it would be food because of the district system or alloys when you free up building slots, then you can sell what those workers made to buy more leaders.

Then you also factor in all the ignored building maintenance for example 4 energy a month for the alloy foundry then all the mining stations at one each. You are effectively running these for free while bankrupt they don't stop working.
 
Last edited:

Eye Urn

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So I take it that you've actually done this successfully? I can somewhat understand the desire to not selectively turn buildings off when they don't have enough energy and instead apply a blanket penalty that assumes you're merely working with low deficits, but perhaps instead it simply needs to scale down production and effects based on the percentage of energy that you're missing. I never really even looked at the penalties for not having enough resources - pre-2.2 I moved pops as necessary (having always made enough buildings because the shortage was foreseen well enough in advance and I simply didn't have the pops to work all the buildings), and since 2.2 I've used the market to make up shortages instead of building extra districts.
 

artemis667

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I thought your stations and anything that required upkeep stopped working at the point of having no energy?
 

Livigy

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My current game I did this quite successfully. Again it is only for the first 25-30. But everything keeps working while bankrupt the only penalty is to ship combat and miner output. Once I tributed a neighbour by 2233 my economy was fine and I had alot of mineral food and alloy to sell if needed.