Like someone else said, just change the text color.You are on the wrong track when you design a game with penalties as the means of control. No one likes to be penalized and worse no one wants to start a game and see an immediate penalty that they cannot remedy. It then just goes down hill from there. Soon I just have too many red numbers and it makes me feel like I am playing the game incorrectly
Sprawl's increase to various costs really shouldn't be viewed as a "penalty" any more than fleet upkeep or district upkeep. Yes, it's "negative" just like they are, but it's more of a cost/upkeep/balancing mechanic than a penalty punishing poor play. Back in the day, we essentially had the current system for tech and unity costs, and it was never framed or viewed as a penalty. It was just a thing that that happened, and it wasn't a big deal. You could use some strategies that manipulated said mechanics a bit, but there wasn't this attitude of "MUST ZERO OUT SPRAWL PENALTIES!" that's so common now.
For people asking for even more ways of mitigating sprawl, that's the very thing that made it feel like a penalty rather than a cost or upkeep in the first place. They added a cap so that you didn't have the increase to costs at low empire sizes and a few limited methods to increase that cap. The intention was likely to make the system more interesting and encourage different empire types to interact with the empire size mechanics differently, such as megacorps having a higher initial cap but steeper penalties. Instead, it devolved into trying to eliminate the tech/unity cost increases entirely because it was a scary red number. Then we got bureaucrats so people could completely eliminate sprawl penalties, which meant that a core balancing aspect of Stellaris - certain costs increase as you get larger - was completely removed, and having to dedicate pops to jobs that removed that mechanic didn't make up for it. The result was the crazy tech pace we've had since bureaucrats were introduced.
If they introduced mechanics that could literally zero out your fleet upkeep and it became standard practice to do so, reintroducing a non-mitigatable upkeep for ships would feel like a "penalty." That doesn't mean that it's a bad mechanic; it's just a good mechanic that's misunderstood. You wouldn't want to stick with having completely free fleets; you'd want to adjust the game's presentation of the mechanics to shift players' perception so that it can be once again viewed as a normal part of play instead of a punishment for bad play.
Sprawl "penalties" are the same. I thought the UI had been updated to present sprawl-based increases to costs more in line with what it is, but that's either missing and I didn't notice or people are stuck on how sprawl used to work and haven't adjusted yet.
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