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> Budget slider
Shapeshifter
Posted: Dec 29 2015, 02:54 PM
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Between turn 17 and 18 the AU's spent changed from this:

Additional Research Spending - 28 AU
Military Budget - 30 AU
Unrest - 0 AU
Grants to Planets - 188 AU
Total spent - 246 AU

To this:

Additional Research Spending - 270 AU
Military Budget - 283 AU
Unrest - 0 AU
Grants to Planets - 1535 AU
Total spent - 2088 AU

Anybody want to explain what is going on here? The sliders themselves are at the same positions and my income is the same. I only have 2 planets(one of them receiving Grants of 155 AU).

This post has been edited by Shapeshifter on Dec 29 2015, 02:56 PM
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NilZir
Posted: Dec 30 2015, 03:08 AM
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You might have almost the same income, but did your treasury go up ?

It looks like what happens when you get a large increase in funds, in the early game often caused by finding planetary specials like Abandoned Colony or Pirates Cache.

You can probably find the cause in your sitrep from the turn before.
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Shapeshifter
Posted: Dec 30 2015, 06:30 PM
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Yep, the Treasury went from 224 at turn 17, to -1500 in turn 18, to 3000 in turn 19. Seems that I just discovered a planet with two Abandoned Colonies on it so that must be the explanation. So you get this extra cash without having to colonize those planets first?
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NilZir
Posted: Dec 31 2015, 03:09 AM
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Yeah the Abandoned Colony is just a one time cash event for the first player to discover that system, after that it have no other effect.

I usually use those extra funds to queue up some spies and change the military/research sliders down to what they were before, since in the early game your planets have trouble spending that much cash. They will of course try if they get the funds and the policy says they have too, but be course of the low population a large part will be wasted on overdriving the economy.

Changing the sliders down and having most of it go into the planetary grants and un ticking the "gift to empire" on each individual planet. That will allow the viceroy to save up some funds in the planetary bank, and spend the money more slowly, giving a boost to the economy over several turns.

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Shapeshifter
Posted: Jan 1 2016, 12:14 PM
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Thanks for the tip and clearing this up for me. Are there any other specials where you get the bonus just by exploring the system? I'm doing a list of all the specials and their effects based on Specials.txt. How about Antaran Technology? PirateŽs Stash?

This post has been edited by Shapeshifter on Jan 1 2016, 12:15 PM
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NilZir
Posted: Jan 3 2016, 05:36 AM
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There are a few specials that works like that to encourage early exploration.

The Splinter Colony / Magnate is based on the race of the first player to discover a system. If it is a habitable planet it becomes a Splinter Colony, if not it will be a Magnate.

Rescue Leader makes a random leader offer to join you on the next turn.

Random Technology gives you a technology on the next turn.
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