Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
But in complete reality if you cannot affor that many colony then just simply abadone some that is not benifical until you settle down to the best ones even if they are quite far apart.
Use the left quadrant of the tech tree, the pink techs mainly. In addition to increasing colonization limits there's tons of improvements there that will give you boosts to approval on a system by system basis. For a decent amount of time I was also relying on those random events that give you +10 or +20 approval options for 15 turns which can help you build approval improvements and stabilize in the meantime. You're only in the hole -30 so just two of those improvements will fix it especially if you up your limit.
The other big thing is laws. Keep an eye on which improvements and tech researches influence which political parties. There's a Militarist party faction law that gives you +20 approval for each homeworld owned, iirc empire wide and for yours and each occupied enemy homeworld. The Pacifist faction gives you a law with +20 per each allied faction and +10 for each faction you're at peace with. In a medium size game with 6 players that's +40 for having two allies (max allies is half the number of players) and an additional +10 or +20 if you can somehow manage to keep the peace with all but one of them. There's I think a couple other parties with approval boosting laws but I forget which ones.
The only difficult thing there is making absolutely sure that faction doesn't lose power in an election, which you can enforce in more hamfisted manner through dicatorship or federation or republic influencing, or in a democracy even (which gives you +5 approval for having that government btw) just making sure that you're building and researching enough tech and hiring/assigning enough heroes and boosting pops etc that support your party. Just don't let that faction lose power because then you immediately lose access to their laws.