I tried the tips from GAGA Extrem (and Snoipah) on one of the saves in solo mode. I seems to work to some degree, thanks! Now all I have to do is get 10 of my planets back from unrest/near rebellion.
Yes, I think it was the consumer goods tanking that led to the spiral. And sure, my economy was perhaps not the most stable before, I like living on the edge and had an integration going on. Saving up a good stockpile of rare resources sounds like a good idea, but on the other hand, just not upgrading any buildings seems a lot easier and is probably the strategy I will use for the next couple of plays at least.
People think I'm a villain on these forums, but I'm really just an anti-hero. I'm not going to give people false information and I'm more than happy to help people
git gud because the more people who are as
AWESOME as myself means the higher likelihood Paradox makes the AI harder so that it can offer me a challenge.
Anyways, upgrading buildings can be risky but you can avoid the risk altogether by mouseovers and math.
Example is lets say you're upgrading a alloy producer, if you mouse over the current one you have, and the next upgrade, it'll show you what the upkeep difference is. Check your current mineral/special resource surplus, and if it's higher than the differences of required upkeep for the building, then it's relatively safe to upgrade it. The thing you need to worry about is is that it'll take worker jobs to fill the new alloy production jobs, so if you are, say, making 11 minerals a turn, and the difference is 10 minerals, you'll probably be losing minerals when you finish it due to miners potentially moving to the alloy job and leaving their previous job without a worker, so you lose the 10 minerals a turn plus whatever they would be making.
Now this is not an issue when you are above 100 minerals, or even 50 a turn, but it's something to keep in mind. It can also take people from food/energy jobs, but really the main thing to look out for is seeing how much
special resource you are making and how much the building requires.
In regards to having negative consumer goods production, it's better than having negative alloy production, since consumer goods are just to keep your pops happy(for the most part), where as alloys are important for the war effort.
If you have 20+ alloys a turn and negative consumer goods, replace a alloy building with a consumer goods building, unless you're saving for a megastructure(rush matter decompressor if you can, if you don't have a black hole, rush dyson sphere).
My ascension perk system is technological ascendancy>voidborne>master builders>galatic wonders>Arcology Project>colossus>genetic ascendancy 1>genetic ascendancy 2. If you don't like genes(which I don't see why you won't unless you're spiritual, fertile+clone vats are amazing), and you don't care for colossus(which I don't see why, total war is amazing for your influence) you can take technological>one vision>voidborne>master builders>galatic wonders>Arcology Project>whatever>whatever>whatever
Side note:
Clone Vats say it's required to make clone troopers but you don't need them or the ascension perk to make clone troopers. Is this a bug or a typo?