Lets play star ruler 2
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That is because the amount of you have to spend is dictated per cycle by Income minus your Costs. Now the budget cycle ticks, and you are back up to $500 to spend.
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Spend $100 on something that has no maintenance cost. Your first cycle will see you have $500 to spend. Suppose you have income of $500 and no expenses. This is a little complicated but I'll try to give an example to clarify things: (Which you can preview just above the time controls). Rather, the amount that comes in is the whole amount you have that cycle, and it will all be wiped away clean when the next cycle ticks, at which point you will have the new amount. You do not just get your Income - Costs each cycle, as you might expect, so you can't save up for big expenses. It operates on three-minute cycles, per the bar at the top left.
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Basically you will be constructing big hierarchical pyramids of worlds, where you export food and water to Tier I planets, Tier I resources, food, and water to Tier II planets, and basically all levels of resources to a couple of high-level worlds. FTL Crystals are a good example there, the higher the level, the higher your FTL income. Often it's not worth leveling a food or water exporting planet focus on the Tier I, II, and III resource worlds, your homeworld, and anything special you might come across that benefits from as higher planet level. Hitting level 1 requires a source of food and water. newly colonized) can only house 1 billion people and is a drain on your economy. Leveling planets up is absolutely vital to success because more people means more income and more potential for resources like energy, research, and influence. Planets depend on resources to level up.You do want to secure those in a timely manner, but it is typically not critical on normal play if you can't get it going right away, especially as you can often substitute one resource for another, such as buying a tech with cash. Several global resources might not have income of any kind at game start, most notably Influence and Research.Overall I find these the most powerful and useful, but I'm a turtle player. Finally, they have an FTL cost when you unpack one, and a small static FTL cost per open gate. Gate can be packed up and (slowly) moved as well, so you don't have to build them all in their final destination systems. The Gate stations themselves can be destroyed or boarded as usual, but if boarded, the gate is no longer connected to your network. Gates can only be used by the empire that built them they can't be subverted, stolen, or otherwise used by anyone else (including allies I believe). They are permanent stable connections, and a ship entering any gate of yours can jump to any other gate instantly. However, you'll have to either build another one at the other end or slowboat home. These are great for attackers because you can just fire your fleets at the enemy system and unlike Slipstream they won't see you coming.
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No matter what you send, or how far, it will arrive 10 seconds after being fired, and I believe cost only depends on the mass of what you're firing, not distance, so they tend to be FTL-cheap. Fling Beacons are basically gigantic cannons that fire ships away from them.For attacking, fire the far end at interstellar space near your target system, but not inside it. Also slipstream holes can be used by anyone. Powerful for moving fleets long distances, but it takes time to charge up, and the far end can be seen before it opens, allowing enemies to react and ambush you. Slipstream lets you rip open temporary wormholes through which ships can move instantly.This allows for great maneuverability because it doesn't depend on any external infrastructure other than your FTL resource. Hyperdrive involves sticking a jump drive onto your ships and boosting them at very high, but not instant, speeds across space.Also be aware that 'FTL' exists and is a global resource, so you'll need to manage that. Similarly, there are multiple types of FTL in the game, and you do need to familiarize yourself with those, because even if you're only using one, other races will be using others.Stick with Terrakin at first to familiarize yourself with the game, they've got nothing fancy going on. For example Mechanoids don't breed, they build more of themselves. Each racial type plays differently to a greater or lesser degree.