I just feel like adding my two cents four pages later, don't mind me.
It's funny, people have been clamoring for total empire pop count affecting growth for over a year. Now that it's here people are angry. LMAO this forum is a gift that keeps on giving
The community is not homogenous. Make a post or comment declaring war exhaustion to be good or bad, and depending on what time it us, it will be flooded with upvotes or downvotes. Or it's on page 36 of some unrelated thread and it'll be ignored.
So you can’t play wide anymore basically? Hello refund.
No, wide is the ONLY way to play now. There is also a growth penalty to having too many pops on one colony, so the solution is to spread to as many planets as possible to avoid getting hit with what is functionally a MULTIPLICATIVE -95% growth penalty. It takes 0.5 extra growth per pop for each pop in the empire (this is the actually bad mechanic in my eyes), while a "full" planet quickly reaches above 80% growth penalty on top of that.
Also, they failed to remember history and are now repeating it. There used to be a building a while back that gave 2 jobs base and 2 jobs per upgrade level, and NOBODY used the upgraded versions because the upgrade costs strategic resource maintenance for the exact same amount of jobs as just settling a new planet and spamming level 1 versions of the building. This is why they changed level 2 and 3 buildings to give 3 jobs instead of 2 in the first place! You may have noticed that all buildings now function like this.
Get ready for the "level 1 building spam" strategy again! And that strategy requires lots of colonies rather than a few colonies filled with pops.
Well, if the empire cap can both limit pop growth and pop grab from the war, I would be not that hate the mechanism.
But now, only Pacifists' development are restricted, so it's the worst idea.
In fact with the planet cap, the pop mechanism should be ok and pop increase has been slowed down a lot. The empire cap is superfluous
Correct. This patch is a middle finger to pacifists.
I have tested out a total economic overhaul on 2.8 (or was it 2.9?) based on the game Starsector (vaguely similar to Endless Space (2)'s economic style as well), where each planet has at most 10 pops, and instead of "jobs", there is one job that all pops have no matter what, and the buildings on a planet determine what this one job produces. Because I made it takes a really long time to grow pops once a planet was getting close to full even at high growth rates, there was even fewer pops in the late game than there are in the current patch, even though I didn't use a "penalty per empire pop".
I honestly think they should get rid of "growth penalty per empire pop", and just rely on planet size and housing restrictions heavily reducing pop count late-game anyways, but that is just my two cents. On the bright side, it's really easy to turn off in the code.
What does tall mean here? The only meaningful way to talk about tall in stellaris imo is conquest or no conquest. And the no conquest option did just get severly nerfed and definitely was viable in 2.8.
This is a topic of much debate, emotions, controversy, and I will just be giving my own opinion here:
"Wide" empires are those that rely on expanding to new territory, taking advantage of already present resources that require little initial development, at the risk that others may want to expand to the same valuable territory. In Stellaris terms, this means grabbing as many systems as you can and focusing on settling planets.
"Tall" empires are those that prefer to invest extra effort in developing in such a way that they do not contest valuable territory, at the risk they may be unable to acquire highly valuable pieces of territory or rare and exclusive resources. In Stellaris terms, this arguably means filling a few systems with habitats and ringworlds.
The concept sort of comes from history, where you have "wide" empires like the Persian Empire which owned hundreds of cities but had very little local investment short of "pay taxes, don't rebel", compared to "tall" civilizations like Greece, where most cities where independent and highly developed, with every citizen expected to give their everything to assist the city.
Now, this may be a bit of speculation, but I am under the impression that many people who want "tall" builds but downvote every post I make about current "tall" builds ACTUALLY want "small" builds. To put it another way, they want to get as much as a conventional "wide" or "tall" build, but with much fewer colonies and/or pops (some say they want super pops, some say they want normal pops but they want 3 planets with a million of them). Rather than quality of systems like habitat spam, they want quality of colonies.
Problem is that if this was a viable strategy, it would by necessity be the only strategy. Why would you play wide and get less for your effort? And I say this because this was in fact an actual issue a long time ago in Stellaris's history. Vassals are a total joke in the current version, but the "Domination" tradition tree used to give a load of bonuses to owning subjects. One of them was getting a percentage of your vassal's force limit without reducing theirs. Others were increasing the resources a tributary gave you without reducing the amount they lost. It was quickly understood that between both you and your subjects, having a swarm of subject empires would produce way more resources or fleet size than a single nation owning the combined territory. Hence why vassals are glorified friends you can annex for an influence cost at the moment.
At least with the "Wide" and "Tall" builds that (as I see it) currently exist, there is some theoretical balance. Try to grab a lot of territory and contest those valuable choke points and high resource systems? Or focus on avoiding conflict with expansionist empires and put the resources you may have wasted on battles on improving your smaller empire?