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Bir çeviri sorunu bildirin
My guess is that your decent economy is not so decent. Do you make sure to only colonise planets that have a resource you need? Do you, maybe, build too many imperial buildings? Many of the systems you colonise you'll only need one or two planets at first. And even late game, most planets will have no imperial buildings..
At 20 systems they should have the income for the kind of fleet you mentioned. Not with too much left, but definitly not impossible.
FTL might be that they got lucky with a FTL resource planet (does easy AI try to put up an effort getting these? No clue). Or they may have been mining FTL shards from asteroids.
Also, I don't think motherships generate profit. Would need to check to make sure, but I think they're neutral or slightly negative at minimal maintenance, and max population.
Either way, there's a reason why Star Children, Mono, Heralds, and The First are not recommended for beginners. Playing Saar (star temple stuff), after half an hour I had 8 systems, and had a budget of 1.7M without any money-pressure resources (maybe 300-500k was from planets with hydrogenerators + megafarms, and 2+ moonbases). Settings were default (without dread pirate, revenant parts, and influence victory), map also expanse.
When I play Star Children I usually prioritize a Shipyard and a second Mothership as my first major purchases. You can send Labor from your motherships to the Shipyard to combine it, also leaving you open to parking a mothership in orbit of a labor generating planet whenever you need it and sending that labor along too.
I generally don't build my third mothership until a bit later in the game, and focus on spending my budget setting up my empire and getting some fleets. Especially playing on The Expanse will make this more important.
One cool aspect of Star Children + Fling is that you can Fling the habitats from one planet to another, which lets you expand into systems without having to move a mothership over to them. Just sit a mothership in orbit in of a planet within your starting beacon's range and keep building habitats and flinging them to new systems as long as you have FTL.
Fling has the advantage over Hyperdrive that it can go vast distances in very short amounts of time. It comes at a tradeoff of a hefty overhead startup cost per jump though. Hyperdrive is very much the cheapest form of FTL, and very good for doing short hops between systems very often, but extended travel gets pretty slow pretty quickly.
When you say "outpaced" by the AI in income, which stat are you looking at? Empire (total) Budget? Or Net Budget?
Total budget is essentially a function of the number or colonized/developped worlds in an empire. So long as it's not being drastically mismanaged, the larger the planet owned count, the higher this number will be. It does not take into account any costs though and is more an indicator of size rather than spendable "wealth" per turn.
Net Budget is the measure of how much money an empire can actually spend in a given term. This is a better indicator of their buying/building potential. This is also where the AI tends to go wrong. It will either not be spending enough (and therefore have an overinflated net budget - because it hasn't built fleets) or it will be very low or negative (as something has gone wrong, probably due to planet losses).
My point being that the two values discussed above are not without meaning, but also not a terribly good indicator of being "outplayed" by the AI. At least not with great certainty.
But probably what dolynick said, I guess.
I acknowledge that this strategy is 100% cheese, and using it will likely make you a worse player overall since it will delay your learning of the intricacies of the economy, and possibly teach you bad habits
I wonder if Alar still remembers the last time you did that... xD