You could complete a science nexus in 50-60 years on a 1-3 planet strategy on older versions of Stellaris while deep in repeatables. Felt very reliable to me.
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That would also be utterly non-sensical and be rather game-y, however. So I can't endorse this.
Sure, it might not be at the same level of efficiency, but its not ever going to be extreme that adding one planet would be 15x the sprawl of an earlier one. Some ramping up makes sense. Not that much as you put forth.It is not particularly gamey at all. There is a reason why all encompassing empires simply don't exist - there comes a point where the effort to maintain said empire over a given size parameter exceeds reasonable application of resources to properly govern said empire.
Take your pick - Egypt, Rome, the HRE, China, Spain, Austria-Hungary, Russia, the British Empire, Pax Americana... all of them could only get so big before the ability to properly govern a given society ceased to be worth acquiring additional real estate/pops. ALL OF THEM.
The idea that the cost to govern 10 pops on 1 world and 10000 pops on 100 worlds is the same percentage of bureaucrats is entirely nonsensical.
It would also make tall viable at the cost of making wide impossible.That would also be utterly non-sensical and be rather game-y, however. So I can't endorse this.
You could complete a science nexus in 50-60 years on a 1-3 planet strategy on older versions of Stellaris while deep in repeatables. Felt very reliable to me.
It is not particularly gamey at all. There is a reason why all encompassing empires simply don't exist - there comes a point where the effort to maintain said empire over a given size parameter exceeds reasonable application of resources to properly govern said empire.
Take your pick - Egypt, Rome, the HRE, China, Spain, Austria-Hungary, Russia, the British Empire, Pax Americana... all of them could only get so big before the ability to properly govern a given society ceased to be worth acquiring additional real estate/pops. ALL OF THEM.
The idea that the cost to govern 10 pops on 1 world and 10000 pops on 100 worlds is the same percentage of bureaucrats is entirely nonsensical.
My apologies I should have clarified when I posted it - the precise math you use would be far more scalable than what I presented... my intention was not to list the exact numbers, just a clear indication of the concept.Sure, it might not be at the same level of efficiency, but its not ever going to be extreme that adding one planet would be 15x the sprawl of an earlier one. Some ramping up makes sense. Not that much as you put forth.
so long as 100 amenities planets love you and don't cause problems, absolutely. i just don't like hard limits. utopian abundance costing hundreds of consumer goods a month should be enough to solve whatever issues you introduce.Governing your core sector should be far easier than your far flung colonies on the edge of real space...
There are, and they're important (well tech cost is), but they're not urgent. If you spend the whole game over cap, you will be much weaker then an empire that doesn't. But if you spend the first couple of decades way over cap, and every decade and half or so you spend a year over cap (as will often happen with conquest-heavy empires), there's no real consequences (or if you lose your admin cap planet(s) in war or to crisis; you can just build a new one). Tech and unity are both long term effects, so you can ignore them short term.i don't understand why people keep saying there's no penalties for being over admin cap. there's lots.
i don't understand why people keep saying there's no penalties for being over admin cap. there's lots.'
There are, and they're important (well tech cost is), but they're not urgent. If you spend the whole game over cap, you will be much weaker then an empire that doesn't. But if you spend the first couple of decades way over cap, and every decade and half or so you spend a year over cap (as will often happen with conquest-heavy empires), there's no real consequences (or if you lose your admin cap planet(s) in war or to crisis; you can just build a new one). Tech and unity are both long term effects, so you can ignore them short term.
If, for instance, being over sprawl did things like increase influence costs, increase building/district/ship upkeep, lower stability, and lower production, which can all cripple your empire short term, then that would be a serious penalty, which would strongly incentivize pre-building admin cap before conquests.
Not suggesting that that actually be done, only that the penalties for admin cap aren't of the right type to serve as a check on expansion.
ok, yeah i agree, i just mean if you are almost never over your admin cap you can outtech an equivalent empire massively. but you're right. primarily i think going over your admin cap should impact your stability. but costs and crime as well, to reflect corruption over long distances and thinly spread administration along the chain. debuffs to all resource incomes should progressively grow worse. nothing crazy. like, percentage debuffs.There are, and they're important (well tech cost is), but they're not urgent. If you spend the whole game over cap, you will be much weaker then an empire that doesn't. But if you spend the first couple of decades way over cap, and every decade and half or so you spend a year over cap (as will often happen with conquest-heavy empires), there's no real consequences (or if you lose your admin cap planet(s) in war or to crisis; you can just build a new one). Tech and unity are both long term effects, so you can ignore them short term.
If, for instance, being over sprawl did things like increase influence costs, increase building/district/ship upkeep, lower stability, and lower production, which can all cripple your empire short term, then that would be a serious penalty, which would strongly incentivize pre-building admin cap before conquests.
Not suggesting that that actually be done, only that the penalties for admin cap aren't of the right type to serve as a check on expansion.
Playing tall is almost never about the buffs, its about avoiding the debuffs of being large. It was perfectly fine until they added bureaucrats. Most importantly it was fun even if it wasn't optimal. The idea of spending your resources on internal development over expansion isn't BS and its typical of 4X games especially Civ which stellaris is clearly influenced by.It's an anachronistic BS gamestyle that needs all kinds of artificial buffs to be "viable".
Yeah.Playing tall is almost never about the buffs, its about avoiding the debuffs of being large. It was perfectly fine until they added bureaucrats. Most importantly it was fun even if it wasn't optimal. The idea of spending your resources on internal development over expansion isn't BS and its typical of 4X games especially Civ which stellaris is clearly influenced by.