Tips needed : first moves to build a strong economy

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Revan F

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Okay, I'm not new to stellaris but I have some issues with the new economic system, mainly that i feel myself always trying to save a tanking economy which is always in a deficit of SOMETHING and when i fix the somehing I have another deficit to take care of (food, then energy, then consumer goods, then food, and now my mineral production is low due to me building industries like crazy), while having to watch unemployment and amenities on evry planet and take care of alloys production for expansion and wars. I never feel I have a booming economy, so I guess i must do something wrong.

So, my question is : how should I order my priorities, what must be my first moves to have a booming economy? I usually try to find a good agricultural world to have a food surplus at the start and benefit from the food distribution decisions, but energy and consumer goods tanks due to that. Or should i forget the idea of specialized world completely? When must I start to expand on my alloys production?
 

Dalwin

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Here is what I do for first moves with most societies.

On day 1 have the construction ship in your home system develop the mineral mine located there.
Once you have accumulated 200 energy, build a second science ship and send it out exploring.
Once you save an additional 300 energy, clear the slums on your home world for the free population point.
Colonize the first hab 80 system you find as soon as possible. For most galaxy settings, this will be quite early.

Other plans start to depend on what traits and civics you chose.

In general, expand aggressively and do not hesitate, even a little, to go way over your admin cap.
 

Revan F

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Here is what I do for first moves with most societies.

On day 1 have the construction ship in your home system develop the mineral mine located there.
Once you have accumulated 200 energy, build a second science ship and send it out exploring.
Once you save an additional 300 energy, clear the slums on your home world for the free population point.
Colonize the first hab 80 system you find as soon as possible. For most galaxy settings, this will be quite early.

Other plans start to depend on what traits and civics you chose.

In general, expand aggressively and do not hesitate, even a little, to go way over your admin cap.

That's pretty much what I do, except that I play with no guaranteed world around me. But i tend to play with a very adaptable spiecies, so it's more often than not 40% hab.

Do you try to get on specialized world early (one agri wold, thenone Energy wolrd) or do you build on a needed basis with an eye on specialization later?
 

Kaleth

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For the first few worlds I usually have a basic idea of how I want the planets to develop later on, if its got a lot of food deposits, its a agri world, same with minerals and energy. if its big but has few deposits its a science or rare resources. but i'm way more flexible about building districts that don't fit those types if I need it. if i'm lacking food then i'll build some in my agri world or mining world etc.
Also if you play a hive mind then take the policy that gives more basic resources but less specialist resources. it helps tremendously at the beginning. you can swap it around late game
 

Dalwin

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That's pretty much what I do, except that I play with no guaranteed world around me. But i tend to play with a very adaptable spiecies, so it's more often than not 40% hab.

Do you try to get on specialized world early (one agri wold, thenone Energy wolrd) or do you build on a needed basis with an eye on specialization later?
I tend to generalize most worlds, especially early on, unless they have a rare feature giving them a bonus or penalty. Specialization is OK but I think it takes a back seat during the first century to constant expansion and keeping a good supply of everything by taking some care on when and where to upgrade buildings. As such it is population growth more than anything that sets my pace.

Later on, once surrounding civilizations have blocked your ability to explore outward planting outposts in your wake, there is time to specialize.

The advantage gained by being the first to plant an outpost on a critical intersection leading to a cul de sac of a dozen or more systems far outweighs the bonus that early specialization can give.
 

Surimi

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As a general rule, wait until you actually need jobs before building new things on a planet. It's tempting if you're used to the old logic of Stellaris building to queue everything up and then just leave the planet alone, but this will actually result in a mess (in particular, it will create too many specialists and cause excess spending on maintaining unused buildings and districts).

Early game, the key thing is to improve production of those basic resources (energy/food/minerals). Once you have those, you can reliably buy and sell with them to keep everything in the green.
 

Evaris

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step 1: (day 1, before unpausing)
a.) using the internal market to sell all consumer goods and some food to reach 200 energy, use energy to hire a scientist.
b.) Queue a science ship to be sent out using your starting alloys
c.) send your construction ship to add a mine to your minerals in your starting system.
d.) set rations to nutritional plenitude for the bonus to pop growth

Step 2:
a.) Once you reach 300 minerals, start producing an additional generator district
b.) sell all the excess consumer goods you produce on the regular
c.) Once you reach 300 energy, clear the slums blocker for an extra quick pop.
d.) specialize your economy on your secondary worlds.


Those are general tips. Other than for that, if you want to be an economic powerhouse, it's going to largely depend on your starting civilization. Here are three, general, "strong economy" suggestions of mine;

1. Trade is done best very tall - one of the few things life seeded is decent at. Thrifty pops, clerk jobs abound, grab the galactic market,make your home station purely a trade hub, and rush voidborn to fill your starting system with habitats. For early game rushing, you'll want either to be friends with everyone and pull some migration treaties, or invade some primitive worlds. Byzantine bureaucracy, corvee system, or free haven are your top secondary civic picks.

Alternatively, set habitable worlds low and play a megacorp, with 2 guarenteed starting worlds. This keeps you under your admin capacity, keeps your competition from getting too much larger than you, and you'll be pulling in all the extra revenue. What you specialize your secondary planets will depend on their bonuses. Given the chance, one for minerals, and one for food, make your capital an ecumonopolis in the long run. Though you'll also want voidborn here for trade in your home system. Top civic picks are free traders and brand loyalty.

You can easily reach in the thousands of trade value in your capital alone with either of these builds, around 2275-2300 or so.


2. For purely getting energy credits out of the market and having an economy in which you can buy everything you need, surprisingly, agrarian idyll is going to be one of the best pursuits here. As farmers produce more food per job than miners or technicians do, and food having a 1:1 base exchange ratio on the market, and with the agrarian trait, you can produce 8 food per pop before tech or building bonuses. (and thus, 8 energy per pop per month, once you've stored up enough to exchange. Plus, easier to keep up with the growth rate bonuses, which you want regardless) And agrarian idyll also boosts your stability gained from all those farms, further improving your overall output. Just stick with wet biome worlds on your start for the extra chance of farmland.

Combined with the worker output gain from authoritarians, and you can sell to the market nearly unending amounts of food to exchange for whatever you need.

Works best on higher planet count settings. Secondary civic top picks: mining guilds, byzantine bureaucracy, or if you want to throw in some materialism for research speed and academic privilege living standards down the line, mechanist will bost your pop growth rate and increase your starting pop count.


3. For a strong economy overall, we're going to need to inhabit every bit of land you can, in as quick a sprawl as possible. For this I suggest grabbing post-apocalyptic, as it let's you settle anywhere, and either set inhabitable planets high, and pick up inward perfection if you're wanting to just build megastructures in the long term, or if you want to be more active, set primitive civilizations high, pick up mining guilds as a secondary pick, and invade primitives to expand quickly. (they'll hurt your economy in the short-term, but the number of pops gained from primitives should not be overlooked, given pops are the greatest resource in 2.2.) With mining guilds you should be swimming in minerals, to turn into consumer goods and alloys. Pick up robotic workers as soon as you can too, to further boost your pop growth speed, and bio-ascend, for cloning vats and the fertile perk.
 
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nuyu

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What I did is I more to specialized my planets.

For my latest playthrough I controlled 12 planets but 10 are size 11-12. I focus on one type of resources for each planets and the rest I invest for city district. I set my trade for 0.5 energy and 0.25 consumer goods, so it give me some space for not too depend on my mineral productions.

At early stage is better to do one resource per planet, because pop growth are main issue. Once you are bit stable then you can re construct the building/district again slowly. Just make sure don't demote your pop too much during reconstruction.