Hmm, first 20 years of a not-very-warlike, not-rapidly-expanding game...
- 12 outposts (1200 alloy)
- 3 of those get upgraded (600 alloy)
- Fill the modules (50 each x2 per starbase) and building (average 75 each) slots on the upgraded starbases (525 alloy)
- 4 science ships (400 alloy)
- 3 colony ships (600 alloy)
I haven't built or upgraded a single military vessel, nor have I built any defense platforms, and I've already used 3325 alloy, nearly half of the total. Filling out your initial corvette fleet (probably about 110/ship, depends on your techs and fittings) is 1870 alloys if you only need 17 ships, or 2970 if you have Distinguished Admiralty. That leaves you with 2005 alloys and one small fleet, or 905 and a medium one. What can you do with those?
- Build some (most, if your fleet size is 20) of another fleet?
- Buy a few more science ships so you can have a decent roster of scientists gaining experience through survey, anomalies, digs, or assisting research, and ready to jump in at need?
- Build some defense platforms to harden a choke point?
- Replace losses from battles with spaceborne aliens and/or an early war?
- Expand to another 5 systems because you're xenophobe and influence doesn't cap your early expansion so badly?
Pick, like, 1-3 of those. That's not much. It's not bad - I think if you're not facing an early war (from either side) then it's a decent amount of alloys to target - but it's not going to cut it if your neighbor is an advanced start genocidal or there's a 1000 fleet strength space amoeba flock occupying a system you really want or whatever. Still, I think for the first 20 years, averaging 30 alloys a month is better than most players can or need to manage, sure.
You start talking the first HUNDRED years, though? At the end of the first hundred years, I'm rolling fleets of size 80 or more, probably at least two of them. My ships have also definitely gotten more expensive, at least 150 alloys/size point and probably more like 200. At 150 each, 36000 alloys provides 240 size points of ship, which is an entirely reasonable amount when trying to take over the galaxy and inevitably taking losses in war. It doesn't leave so much as a single alloy for outposts, starbase upgrades, modules, starbase buildings, civilian ships of any stripe, or platforms. Depending on your game settings, you'll probably have built around 40 outposts (4000 alloys), upgraded at least six of them at least twice (3600 alloys), built the modules and buildings this provided (2100 alloys), colonized at least 6 worlds (1200 alloys), and built at least 6 science ships and probably an other constructor (700 alloys). All up, that's 11600 alloys, about a third of the total. Your fleets (including losses and upgrades), defense platforms, and so on will have to come out of the rest, and let me tell you, against a competent enemy (a player, or even a Starnet AI on normal difficulty) that won't be enough.
Indeed, I think one of the great flaws of this system is that the by-default-100-year-long game phases are just too long for this kind of plan. There's a reason the Soviets set 5-year plans, not 100-year plans. Having a 30 alloy surplus 20 years into the game is "All right, you're showing real effort" territory. Having 50 alloys surplus at 100 years into the game is "... are you even awake in there?" territory. You should have at least twice that much and ideally more like 8 times that much (not too hard; each Foundry Arcology on an ecumenopolis is going to be outputting roughly 50 alloys after bonuses, and a single non-ecu Foundry World might be putting out 180 or so with the tech and population you can have by mid-game). Even on 0.25x habitable worlds, 200 alloys/month surplus would be a better goal for the lead-in to 2300.