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If you didn't pick up an old saved game, although balancing economy is tricky, you can't be that off with food if you build farm districts, or if unlucky with your worlds, hydroponics buildings. As for energy, your ships and buildings have a maintenance cost in energy, so you have to refrain from building too many of them until you get the energy from tech and building upgrades. It's the same for buildings. Also, don't upgrade all your buildings on all your planets (or all your ships in all your fleets) at the same time! For example, if you build only one 5-credit maintenance building on 20 planets, you get a -100 energy drain when they all come on-line at the same time...
In short, don't build anything as soon as you get the resources. Wait until you can maintain them too.
If you don't have any empty farming jobs, but you have planets with available farming districts, then you might need to make more farming districts (possibly demolishing some other districts to free up district slots on the planet).
As for the consumer goods, if you have a lot of researchers then you might need to remove some research jobs in favor of manufacturing jobs. To do this you would demolish a research building and then build a manufacturing building in its place. Take care that you do not build a manufacturing building and then demolish a research building, as this will create a mess. (Workers will promote to specialists to fill the manufacturing jobs, and then the specialists from the demolished research buildings will not switch to manufacturing but instead will be unemployed and grumpy. Meanwhile, unless you had unemployed workers on the planet you will have empty worker jobs, which will hurt your output in some way.)
If you can't get your food and consumer goods positive before your economy collapses then you may need to start a new game and learn from this unfortunate situation. Try to anticipate the needs of each planet and your empire as a whole, and plan ahead to meet those needs as your primary focus. Other considerations, such as fleet size, alloy production, and research output - while certainly important - have to take a back seat to the fundamentals because they can only help you if your empire can support itself.
Another key point is to not build buildings until you have unemployed pops to fill those jobs. If you don't have unemployed workers then your employed workers will leave their jobs and go to work in the better jobs, and your economy will suffer. I know that I effectively mentioned this twice; it is that important.
One thought-dropping living standards will tank stability and such, but unhappy people also leave. You're likely dealing with huge population mismanagement issues due to overpopulation, which can be mitigated by forcing people to move elsewhere in your empire.
Sooooo.......how many of your pops are working Clerk jobs?? Hopefully zero. But I have a sneaking suspicion your answer will be "a lot". If so, you need to move clerks to other jobs.
Food first. Do you have any planets that can support more Agri zones? If so, build some and turn some clerks into farmers. Energy next. It's probably a good idea to max out your energy districts. Once you break even on energy, you may be able to make up other shortages on the market.
While doing the above, set your Planet Specializations. Turn your biggest food-producing planet into an Agriculture planet so it produces even more (meaning you need fewer agri districts on other planets). Look for a planet with lots of energy districts that you can set as a Generator World. Then look for some leaders specializing in agriculture. Also look for buildings that increase food and energy production; build those on your biggest food and energy planets for +15%.
That should solve the worst of your shortages.
as for op's problems, how exactly did you expand? was it through a mass colonization effort or conquest? if colonization, how habitable were the worlds for your species'? if conquest you need to sort out the worlds you took over to provide the basics and stabilize them a bit. for amenities most worlds can go quite a while with just one holo theater or gene clinic providing for their needs. food/energy/minerals you pretty much solve by building more of those districts, specializing worlds if you're able to and using the production boost buildings on them.
Also, with regard to your energy deficit, if you are over your cap on star bases or fleet capacity then it might be a good idea to downgrade/scrap in order to get back under your cap so that you are not wasting energy on elevated maintenance costs.