This post is a mess. I'm not exactly sure what it is you're saying here; I think we're agreeing?
Again, this isn't always true. One of the largest and richest countries in the world is Russia, and this has been the case historically, but they've waxed and waned out of 'Great Power' and 'Superpower' status over the years due to their internal politics and the inherent difficulty of administrating it's territory. England, and later the United Kingdom, are comparatively small in resources and population, but due to it's strong institutions and administration, did really well for itself.
I'm not sure why you're comparing a tank to an empire either, but even your example isn't always true. A heavier tank is going to require more resources to make and more fuel to run.
Venice basically ran the banking of the entire Med for a while with a comparatively tiny population and army (although their navy was pretty good). It's not just about having the biggest numbers; non-Hive Mind activity is inherently inefficient and larger administrations tend towards gross inefficiency compared to smaller ones. What use is having 10 trillion pops and breeding one genius a day if they can't be put towards what they are effective in? Administration costs are real.
In addition, there's costs to propagating new advances and institutions, which means larger empires will be less efficient at that then smaller ones.
You're thinking too much about raw resources and military potential and not enough about the actual issues of the state you are running.
I
don't disagree that Stellaris has issues with soft-power projection as a game, but Megacorp is very clearly making big steps to fix that, with the Galactic Market and the Megacorps themselves.
Because nations can only support a percentage of their population in research compared to raw resource output (food, iron etc.). I think you're seriously underestimating the raw costs of empire.
The point I'm trying to make is that expansionism is not the only way to be successful and nor should it be. If there's an Empire that's taken half the galaxy but has so many pops that it can't feed them and you're the only person selling food, you have all the power, regardless of the comparative military strength.
Economic power is a real thing and has needed better representation than 'can churn out a fleet very quickly' for a while.
This is nonsense. Small empires are inherently better at research and especially Unity production. Agrarian Idyll/Inward Perfectionist is amazing at churning out Unity and tends toward small empires. Your 'fully upgraded' is not the same as everyone's 'fully upgraded'. The AI is also pretty terrible at empire management atm.
I was suggesting the migration away from the homeworld is more likely than Ecumenopolis, not immigration
towards the homeworld. I apologise; clearly I was not clear.
It's definitely not enough to just stuff a sample into a biolap. Scientists estimate that 150-200 species of plant, insect, bird and mammal become extinct every 24 hours
[1]. That's from our current level of industrialization. While the majority of these species are not fundamentally useful to us as a species, there are several advantages to having an existing baseline ecosystem to compare to; you know the chemical types and biology will be similar to what we have, for sample purposes. This has a lot of implications for medicine: the smallpox vaccine was invented because cowpox jumped the species barrier and cows had already formed antibodies.
I'm not saying don't pave over the jungles, but it is going to have an effect on the research of the empire and definitely the culture.
So it makes perfect sense to be behind an Ascension Point. The player is then choosing how to play. Their empire is happy to pave over their worlds.
In a general sense, I think you severely underestimate the complexities of administration, empire management and research. While they are complicated issues and don't always make good gameplay, more than lip-service should be paid to those issues in a game about management.
>This post is a mess. I'm not exactly sure what it is you're saying here;
I'm saying that quantity=power.
>Again, this isn't always true. One of the largest and richest countries in the world is Russia, and this has been the case historically, but they've waxed and waned out of 'Great Power' and 'Superpower' status over the years due to their internal politics and the inherent difficulty of administrating it's territory. England, and later the United Kingdom, are comparatively small in resources and population, but due to it's strong institutions and administration, did really well for itself.
Russia waxed and waned with...loosing land and population. Large Russian Empire= all the world respects it, and the West doesn't dare to bully it/ befriends the Russians. A bit smaller Soviet Union= half the world respects it, the other half (well, actually, it was less than a 5-th, but let's not deepen into this topic) respects the USA. A much smaller Russian Federation= everyone is away, worshipping the US of A.
Now, the United Kingdom is not a "small" country. It was the 2-nd/3d biggest empire in the world, and the imperial legacy is still not fully dismantled (google up the Commonwealth and the resource stash/political points the UK has from it's imperial era). Now, tell me, did Germany or Russia dare to come to the capital island of the British Empire with a single warship and a bunch of threats? No. Now, the much smaller UK got bullied by Bismark, and an even smaller UK, later, got a single soviet ukrainian aboard a nuclear rocket cruiser coming to London and telling it how he will nuke it, if the britts don't yield. The conflicts with Iceland. The British Empire of old wouldn't be bullied by Iceland.
>I'm not sure why you're comparing a tank to an empire either,
Because the "the bigger-the better" principle works here too. More population, land, resources= more armour, hull strength, more shells, larger caliber.
>but even your example isn't always true. A heavier tank is going to require more resources to make and more fuel to run.
Yes, but it will be also able to last longer and conquer more resource-rich lands.
>Venice basically ran the banking of the entire Med for a while with a comparatively tiny population and army (although their navy was pretty good). It's not just about having the biggest numbers;
So, where is Venice now? Economic power is temporal. Now, resources and land- this is something that will last. Also, the niche of "banking power" is a limited one, and Venice was NOT a superpower of it's time, unlike smth like the HRE. If Venice had the resources of the HRE- Venice would be much more powerful. Just like China is more powerful than the super rich Swiss.
>non-Hive Mind activity is inherently inefficient and larger administrations tend towards gross inefficiency compared to smaller ones. What use is having 10 trillion pops and breeding one genius a day if they can't be put towards what they are effective in? Administration costs are real.
Nope, larger administrations are not necessarily inefficient. It's just a trope, that says that A would be inefficient, because it's bigger than B. By the same logic, if we would be cave men- we would say, that having a country of 1,6 billion is logistically impossible. But China does exist. And the more pops you have- the more administrative crew you can hire, the more robust the country becomes- to a point, where it can ignore any inefficiency. Also, the administrative system can be upgraded, you know?
>In addition, there's costs to propagating new advances and institutions, which means larger empires will be less efficient at that then smaller ones.
Nope. A larger empire=more resource and taxes. And taxations from a higher population would compensate any "costs to propagating". Also, the said costs do not have to be higher than in a small empire. You can have telescreens or TV's installed by the population itself. And having a propaganda channel that is watched by 10 million costs the same as having 500 million watch it.
>You're thinking too much about raw resources and military potential and not enough about the actual issues of the state you are running.
But the resources, land, population, and military ARE the blood and flesh of a state. The state can be efficient, or not, but without lands and pops, it would not exist. The state can be super efficient, but if it's a midget state, some corrupt supernation woul be much more powerfull and rich.
>Because nations can only support a percentage of their population in research compared to raw resource output (food, iron etc.). I think you're seriously underestimating the raw costs of empire.
The more pops you have= the bigger resouce/food output you have (as long as you have enough lands/planets to farm resources from).
>The point I'm trying to make is that expansionism is not the only way to be successful and nor should it be.
It is the only way to success in the long rung. Without propagation and expansionism, a country, an idea, or a species, wouldn't EXIST. The existence of something starts with (self )propagation, if it doesn't propagate for at least a minimum- it doesn't come into existence. And without a large amout of propagation, this smth will die out/get assimilated/get killed off, eventually. And if it is so powerful that it doesn't require propagation to survive for billions of years, why should it propagate and become even more powerful? If you are not some "anti-power" movement, why not? And if you are- to exist is to have power, so, anti-powerists= suicidals, at their core. And we talk about stuff that is more efficient at survival, not dying out.
>If there's an Empire that's taken half the galaxy but has so many pops that it can't feed them and you're the only person selling food, you have all the power, regardless of the comparative military strength.
The empire will just invade you and take all the food.
>Economic power is a real thing and has needed better representation than 'can churn out a fleet very quickly' for a while.
Economic power doesn't exist in a long run, as long as it isn't converted into resources/armies/territories. America purchased (ok, the russians basically gifted it, but it's not the point) Alaska. America has Alaska now. Venice didn't buy Alaska. Venice doesn't own Alaska now.
>This is nonsense. Small empires are inherently better at research and especially Unity production. Agrarian Idyll/Inward Perfectionist is amazing at churning out Unity and tends toward small empires. Your 'fully upgraded' is not the same as everyone's 'fully upgraded'. The AI is also pretty terrible at empire management atm.
Ehm, you didn't get my point, did you? I was speaking about the fact that they ARE more efficient at tech in the game (just as you said), but it is unrealistic if we compare it to real life logic. Also, the efficiency gets negated, at the moment the large empire starst building lots of labs, that both compensate the science debuffs and generate XTRA science. A large empire can have >10 000 science generation. A 1 planet small empire can have, what? 100? 200?
>I was suggesting the migration away from the homeworld is more likely than Ecumenopolis, not immigration
towards the homeworld. I apologise; clearly I was not clear.
And why it is more likely? Do all species have a "love to travel" trait? No? No.
>It's definitely not enough to just stuff a sample into a biolap. Scientists estimate that 150-200 species of plant, insect, bird and mammal become extinct every 24 hours
[1].
And all those plants, insects, birds and mammals are not required for the survival and wellbeing of Man. If the die out without having an impact. Plus all the usefull biostuff is already in the farms/ in the air-generator parks in the big cities/used for experiments in biolabs/ oops, this part was somehow deleted/
>there are several advantages to having an existing baseline ecosystem to compare to; you know the chemical types and biology will be similar to what we have, for sample purposes.
But we can generate air, water, food, without an ecosystem. And to learn that a human can't live without oxygen- you don't require to test trees, no, test the human himself. The answers to "what we need" are in the bodies, not the surroundings. You don't learn about human oxygen usage from a piece of bark, you learn about it from human bloodcells structure.
>This has a lot of implications for medicine: the smallpox vaccine was invented because cowpox jumped the species barrier and cows had already formed antibodies.
Yes, but if there was no nature around- would there be a smallpox to start with, if there was no species to jump from? And in modern times, they can invent via gene testing, not by using cows.
>I'm not saying don't pave over the jungles, but it is going to have an effect on the research of the empire and definitely the culture.
Yes, there can be some effect on the research, but it would be minimal (like, literally, a molecule of science compared to a planet of science), and would be negated really fast, if you pave with at least a little number of xtra labs and scientists. Also, at some point, you just stop requering the jungle- the genome is decoded, you can create new gene-stuff from scratch, or, for example, your species commited mass suicide and turn into none-biological synths.
>So it makes perfect sense to be behind an Ascension Point. The player is then choosing how to play. Their empire is happy to pave over their worlds.
The "choose" part is fine, but the thing is: the number of ascension points is limited. So, somehow, I sacrifice my gene-engineered RP'd immortality, or my megastructures, or my colossus, only to unlock a planet-city. It is already hard to get all the "good" stuff, without sacrificing smth before this future update. BTW, to have a choice, there doesn't have to be an AP lock. You can just build/not build a planet-city, without the whole "to choose or not to choose the AP" xtra decision.
>In a general sense, I think you severely underestimate the complexities of administration, empire management and research. While they are complicated issues and don't always make good gameplay, more than lip-service should be paid to those issues in a game about management.
Well, there are issues, but not always the ones you mention, and not always in the way you mention. A small is not always efficient. A large is not always corrupt. Larger size does not lead to corruption by itself, and a smaller size doesn't lead to effectiveness by itself.