The only tall strat I respect is homeworld-only single-system gameplay. Anything else is wide and chonky to me.
I'm joking, don't quote me.
I'm joking, don't quote me.
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(Gigastructures mod) Birch World + Carrying Capacity mod gotchu fam.The only tall strat I respect is homeworld-only single-system gameplay. Anything else is wide and chonky to me.
Too late!I'm joking, don't quote me.
Member when being far away from the capitol imposed an ethics divergence?The real detriments to going wide and conquering should be internal politics and instability. Far away colonies and sectors wanting independence, conquered populations being unhappy, basically all the stuff that hasn't been added to the game yet.
Something that I think might be an interesting way to buff playing tall/small, is if your core sector gave a significant reduction to administrative capacity. This is effectively the same as nerfing the admin cap every where else, but it feels better for the player. I'd also pair this with a global reduction of bureaucrat efficiency, so non-core stuff is more expensive admin cap wise. I'm also a fan of either limiting admin buildings to sector capitals, or making them give significantly reduced admin cap when not in a sector capital/empire capital. The capital should be the best spot to have your empire's administration, the fact that it's actually the worst just makes no sense.
The reason people go over admin cap early is that the bonuses are all slow longer term things, tech and tradition cost. Slap a starbase influence cost and colonization speed penalty on there and suddenly you need to keep your admin cap under control in order to pull off that rapid early expansion.
The reason people go over admin cap early is that the bonuses are all slow longer term things, tech and tradition cost. Slap a starbase influence cost and colonization speed penalty on there and suddenly you need to keep your admin cap under control in order to pull off that rapid early expansion.
I'm talking about early game stellaris, not early like years ago XDEven purely in terms of tech/tradition costs, back before bureaucrats were introduced, the sprawl penalty wasn't really punitive; at worst, it cancelled out the benefit of blobbing in terms of science/unity production (because a bigger blob had that many more pops, so could make that much more science/unity). In the end, being able to pay science/unity costs *independent of your size* (for an investment in bureaucrats that is merely proportional to your size, so no more onerous for a mega-blob than it is for a medium-sized empire) just means that being twice as big lets you advance twice as fast, which means you are producing more *per pop* on top of having twice as many pops, and so on, and in very little time, on top of your "wide" alloys/month output, you have an absolutely crushing tech lead and can effortlessly run all the unity ambitions simultaneously.
i do like the idea of easier unity production being a meaningful benefit of utopianism and introducing something in to punish larger slavers harder than larger utopiansI'm talking about early game stellaris, not early like years ago XD
Honestly though I do think Unity should be changed back to total admin sprawl (with an additional penalty for being over ofc). Being a massive empire should make it harder to keep unified, and it would help prevent the current "Oh I just get all the unity perks and keep all the unity ambitions running 24/7" you end up with in endgame.
I wouldn't be opposed to making Utopian Abundance make all pops produce 0.5 unity or something along those lines. I think it'd be better served through a mechanic involving internal politics though.i do like the idea of easier unity production being a meaningful benefit of utopianism and introducing something in to punish larger slavers harder than larger utopians
I think they already do produce some. I mean that if unity and admin cap played off of each other as you were kind of suggesting, that would provide utopians an interesting edge because of the unity. I like that.I wouldn't be opposed to making Utopian Abundance make all pops produce 0.5 unity or something along those lines. I think it'd be better served through a mechanic involving internal politics though.
They produce 1 unity and 2 research if they are unemployed. No bonus for normal pops besides the +20% happiness.I think they already do produce some. I mean that if unity and admin cap played off of each other as you were kind of suggesting, that would provide utopians an interesting edge because of the unity. I like that.
Weird I had no idea. Yeah, there needs to be more benefit and some unity for normal pops would be cool.They produce 1 unity and 2 research if they are unemployed. No bonus for normal pops besides the +20% happiness.
they are with modsConsidering past updates alongside how industrial districts will be reintroduced making more planets better, as well as the ring world nerf, I can't see tall being good in the slightest sense anymore, which is a real shame to me because I prefer tall over wide by a long shot.
Done that once (feudal civic, remnants origin), ended up with half of the galaxy vassalised. Definitely fun.The only tall strat I respect is homeworld-only single-system gameplay. Anything else is wide and chonky to me.
I'm joking, don't quote me.
There's also the Trade Value produced -- and Trade Value can be converted into Unity.I think they already do produce some. I mean that if unity and admin cap played off of each other as you were kind of suggesting, that would provide utopians an interesting edge because of the unity. I like that.
i feel like utopian abundance needs a special trade policy of its own the way that the trade league has tho perhaps not the same policy.There's also the Trade Value produced -- and Trade Value can be converted into Unity.
Utopian Abundance seems to have higher per-pop TV than most others, though not enough to self-fund its CG consumption.
Might be cool if lifestyle standards had some sort of Unity buff for like-minded pops -- e.g. Egalitarians would produce a bit of Unity if they lived under Utopian Abundance, and would consume Unity if they lived under Stratified Economy -- and of course Authoritarian pops would do the converse.
There shouldn't be A ascension perk, the devs need to divide all of the ascension perks up and decide which ones they want to cater to tall and which they want to cater to wide. Tall empires can't make full use of wide perks, wide empires can't afford (influence/unity) or benefit from substantially the Tall perks.It would also make tall viable at the cost of making wide impossible.
First the game needs to have a way to identify you're playing tall. Then it needs to reward you with some sort of buff that is only for tall empires. Maybe there could be a playing tall ascension perk.
The buff in my opinion should be to have some sort of techs to keep raising district limits without new sprawl. There should be requirements you can break to lose the benefits.
This would make tall REALLY viable. Without making ultrawide impossible.