Interesting, when i colonize a planet, I immediately plop a building on each site and let them build as time marches on, I guess I better stop doing that. But I figured that's the way that I make coin in the game (you see I know nothing about the game really), and thought that having those factories or research buildings or movie theaters or some other social buildng there would attract people to the planet who would pay their taxes etc.
Here's my strat for no tech trading/stealing, playing at masochistic as almost all civs:
First, I set spending to 100%, the tax slider to whatever level will give me 100% approval, military to 0%, and social/research about 50% each.
I never build out every tile on the homeworld or a colony until mid-game if I'm pursuing a mixed strategy (i.e. not all-manufacturing; all-research, both of which are extremely difficult without tech-trading).
I always beeline for the recruiting center, and build it first on all colonies - it's cheap and effective. (Another reason Arceans stink- no recruiting center!). It also puts you in a good position to get weapons for early wars.
Next, I usually build out the bonus research and manufacturing tiles. I'm also researching any/all cheap pop growth techs.
Then I cue up morale buildings, anticipating the time I will have to raise taxes. (
I'm now researching econ buildings.
After this I usually fill the rest of the "average" planets with econ buildings. Exceptions may be one or two manufacturing/research focus planets.
Even on an immense map I can colonize maybe 10 worlds before my treasury hits -500. This is where creativity comes in. I almost always choose this bonus so I can "research" even when I'm those early depressions. Around turn 30-40 economy will turn around because of pop growth and youll get out of the red and back in the game.