Sympathise with a lot of the rest of your points, but this is just flatly false, isn't it? It may have been true in the earlier versions where admin cap was harder to increase, but at present building wide is just always preferable to building tall - arguably it's again not really possible to build tall as a separate strategy.Goal the second: they wanted to encourage players to play more tall builds. This was accomplished at the cost of wide empires being nerfed into the ground, as to stay under your administrative capacity you have to build tons of buildings which increase the cap, buildings you don't have space for because building slots are now extremely valuable, meaning you have to either take massive sprawl penalties or forsake your economy in order to keep up with the new system.
The basic formula of Stellaris as I've come to understand it is:
- fleet power is completely decisive
- fleet power is limited by alloy production & research output
- max research output & max alloy production is pretty much a linear function of total population
- max population growth is a linear function of total colonised planets
- CONCLUSION: optimal strategy invariably is colonise as many planets as possible as fast as possible
1. ADMIN CAP (BETTER OUTPUT PER POP): the idea being that a large empire will go over its admin cap, taking penalties to research & unity and therefore breaking the otherwise linear relationship between population & fleet strength - giving you a choice between going wide for raw resource production (and therefore total ship numbers) vs going tall for tech & unity (and therefore strength per ship). The trouble with this is that you can just build as many administrative offices as you like to keep your admin cap up. Admin capacity, the thing that is supposed to limit population, is now itself directly proportional to total population. So a wide empire now will have not just double the resource production of a tall empire, but double the research output - the only downside is wasting a few building slots, but this isn't much of a tradeoff.
2. RINGWORLDS/ECUMENPOLI (MORE POPS PER PLANET): In theory a tall empire could have a handful of large worlds, ring-worlds, ecumenopoli, with orders of magnitude higher population than a wide empire with far more planets. But maximum population growth is linearly proportional to number of planets, so the wide empire will always end up with many times greater population growth (often orders of magnitude greater), and therefore many times greater total population vs a tall empire. The only realistic way to fill a ringworld/ecumenopolis in any reasonable timescale is to resettle pops from a high-growth wide strategy.
Since there are no real costs to going wide, no specific advantages to going tall, and not even anything you'd do differently (it's literally just "colonise more worlds & build administrative offices" vs "don't do that (and be weaker)") - it's not just that going wide is always optimal, "going tall" doesn't even really mean anything. Tbh all that's left for it to refer to is building orbital habitats vs expanding your borders (which amounts to just a trade-off of huge amounts of alloys for a more compact empire)
I've spent absolutely ages trying to get my head around this and it seems pretty fundamental - I'm not missing something here, am I?
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FTL Changes
This is an aside really, but I think people are missing the point a bit in these often really heated arguments about the FTL changes. People have got strong views on it because some really enjoyed the old system and some hated it, but the last word really is just that it was broken before and it's still broken now.
The old system was a free-for-all doom-stack whackamole click-fest which made terrain/geography/static-defences basically meaningless and which personally I found really annoying and fiddly and tedious.
Whereas the new system is...doom-stack whackamole but more linear & predictable - less options and with less micromanagement, but basically just as tedious & inadequate in the end.
The devs were right that the old system was broken & inadequate. They were also right that the new system would allow at least some possibility of meaningful geography, terrain, fortification. Sadly in aggregate & as-implemented, it's not clear it amounts to much of an improvement - the problems have always been more fundamental.
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