3.3 Unity Open Beta Feedback Megathread

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Lidhuin

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I agree with the above: Rip out sprawl entirely and replace it with nothing. This fixes three things:

Tech penalty: The game already tracks how far ahead you are in tech compared to everyone else. If you must rubberband (and that's probably desirable) either increase tech costs based on how far ahead in tech you are compared to everyone else or decrease tech costs for everyone else (basically as if everyone has a research agreement with each other, but you can still sign research agreements for added benefit). No, this doesn't fix wide vs tall, but then again, neither did empire sprawl. Ignore fallen empires.

Unity penalty: Tall empires are currently producing less unity than wide empires and pay relatively high % penalties to gain traditions. Removing sprawl benefits tall more than it benefits wide. Also possibility for rubber-banding if you must.

Edict penalty: Removing sprawl makes edict funds work without having to scale them in any way. Sprawl currently hurts tall and wide equally, as many edicts are functionally impossible to implement.
 
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Tamerlane

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Im only 90 years into a new game so can't do a full evaluation yet, here are my early to mid-game thoughts.

Good
1. Unity cost for leaders. It makes me think more about picking up loads of scientists or spam recruiting them to pick up new traits.
2. Edicts all having a monthly upkeep cost makes it much easier to figure out what you can afford. The Edict fund also lets tech and traditions be more granular.
3. I like that sprawl penalty is back. It was too easy to overcome before. The sprawl reduction traits and traditions have more value. Slightly reduces the snowball effect of conquering a big chunk of an empire and doubling your pop count.

Bad
1. There's not enough ways to spend Influence, if you're not constantly doing Conquer wars using claims. It needs more ways to be spent.
2. Its very hard to determine how good a Planetary Ascension upgrade is. I look at the +25% tooltip, then have to look at what the actual designation does, then work out what the bonus is.
Perhaps it would help to condense the bonuses into 3 levels giving +100% bonus each to the planetary designations. "Oh, this doubles the 10% bonus to resources on my capital". Easier maths.
3. I can't see myself spending Unity on Ascension ahead of buying more traditions and getting the linked Perks. Traditions mostly unlock interesting new mechanics, ascensions are just flat bonuses. Not sure I see the bonus of making them available after 3 perks instead of 7.

I'm excited to see where the beta goes.
 
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ilmcp

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My thoughts from my testing of the beta can generally be summed up as the changes are good (mostly), but the numbers and balancing need some work.

What I would change:
  • Edict Cost: Edict cost is insanely expensive, even prohibitively so. Despite focusing on increasing my edict fund in any way I could and keeping my sprawl low, I could still barely afford to run edicts. The ones for rare resources are good, and some of the cheaper unity ones are okay (peace festivals and map the stars come to mind), but others are insanely expensive (e.g. any subsidy edicts) and need to have their base cost lowered. Also, learning and recycling campaigns are so expensive that it costs more to run them than the benefit you receive from having them running.
  • Leader Cost: 200 unity is too high in the early game for simply hiring a scientist. There are different ways to fix this. Lower the unity cost (to 100 or 50 maybe), give us an extra scientist for free at game start (so we have 2 for exploring from the very beginning), have unity cost for hiring leaders scale based on the number of leaders hired (starts very low so your first few scientists/governers/admirals aren't too expensive, and then builds up), etc.
  • Sprawl Penalty: Overall, I think the penalty is roughly okay where it is, but I would like to see a game setting slider added in (similar to those for, say, tech cost or pop growth) that would allow players to choose how severe the sprawl penalty is and tailor it to their preferences (from no sprawl penalty at all to a very extreme sprawl penalty, with the default being what is currently the penalty in 3.3). Also, I don't like how the edict cost penalty starts right away, while the other penalties only start after 50 sprawl. I feel like all penalties should start after 50 sprawl for consistency (I do like the 50 sprawl buffer, though, that's a good idea).
  • Edict Cost Modifiers: Some ethos, civics, etc., still give minus edict cost, but that doesn't exist anymore.
  • Influence: Feels a little too useless now; I started maxing out my influence with nowhere to spend it before the mid-game. Maybe some unity cost items could be reverted back to influence (megastructures? some edicts?).
  • Civic Changes: The meritocracy nerf of removing unity feels unnecessary, especially since unity from trade was also nerfed. Citizen Service feels like it has drifted too far from what it is meant to represent and now feels more like a mash-up of distinguished admiralty and nationalist zeal. Police State is mostly worthless now. Only unity from enforcers/telepaths isn't worth a civic, and I'd add back the +5 stability.
  • Void Dwellers: Need to fix the issue that habitats are starting with negative amenities and low stability. I'm assuming this was caused by the changes to merchant guilds?
  • Unnecessary +% Sprawl Modifiers: Megacorps have an additional penalty to their sprawl, which now feels extremely punitive since sprawl penalties cannot be mitigated. Maybe lower or remove this penalty?
  • Planet Ascension: Doesn't feel worth the cost on most planets. I'm not sure how to make it more appealing compared to other items that cost unity; maybe a lower cost or an additional bonus to lower sprawl on the planet (like every ascension level gives -2-5% sprawl from pops)?
 
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Idea 6 Rip Out Empire Sprawl, Make Edicts Hard Capped Not Allowed To Go over Your Edict Cap, Have Edict Cap Increase based On Your Empires Unity Cubed/Log Divided

Edicts are free but granted to you. Fund gives you extra edict if you get enough of, this one can be made linear not cube as based on civics. This avoids over spending unity to income plunging negative. The negative is now a penalty if your unity drops like a resource shortage and your number of edicts allowed drops below what you hold. This could happen if your unity output decreased lets say your worlds getting devastation. More over makes the penalty worse the more edicts over you go holding until you reacquire that same edict holding level or forgo the edict. Cubed unity means you need to keep working to get the next edict like progression. Unity builds will achieve higher cube easier/faster. Possibly nerf unity a tad on bureaucrat and or religious buildings if needed for balance.

The exponencialisation of unity production maps to a flat linear line which runs on +1 increments basically if you want to think of it mathematically.

My above ideas describe why I think sprawl could be useful taking out.
[edit] Sprawl I noticed was linked to espionage. I'm wondering now how easy that is to reverse.
 
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Sutopia

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I think sprawl should stay. It’s basically like inflation irl and make snowballing slightly harder.

I think the main problem of edict cost is that edict fund not scaling with sprawl at all. At 2k sprawl late game I can’t even waive the cost of a single edict, rendering edict fund very useless past early game.

I think an interesting use of edict “fund” would be using them to reduce the sprawl penalty on edicts. This way you will always be paying an upkeep of edict should you enact one while making edict fund have an impact on the unity gameplay.
 
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Quick notes (played this a couple times so far).

Unity observations:

1) The early game unity cost for leaders is terrible. There's no way to get scientists out the door to explore early on. Each one takes what, a year or two or more of unity? And then they die off in strange exploration accidents?
1a) Changing the arrested development is a good move. It could even be increased to three or more levels, I think.
1b) As a fixed cost throughout the game, it seems like the point of this setup is specifically to hurt players early in the game. This doesn't make a lot of sense to me.

2) I think, somehow, we're paying double for expansion penalties with unity. Right now, wrapping all the unity stuff up seems to be harder than wrapping up the entire tech tree. I'm wondering if the point is that players shouldn't count on finishing their ascension perks to finish the game. Compared with other resources this seems too much, especially if there's not a lot of good ways to control sprawl.
2a) It feels like we have to pay an increased maintenance cost (like we might with a larger fleet size) at the same time that sprawl increases the base cost (which would be like linking megastructure cost to sprawl). This seems off, but maybe there's a way to beat it.
2a) In this setup, the edict budget is way too small to do anything useful. If you look at the Executive Vigor perk, it's pretty useless since it doesn't scale with sprawl. If you wanted to keep that as powerful as it is before the patch, it should pay something closer to 1000 per month.

3) Monthly edict payments are interesting and probably a net good. But maybe overpriced? I'm comparing the cost of paying the current monthly rate for 10+ years versus what they cost in the standard version. At a gameplay level, does it mean that ultimately we won't be trying to increase governor and scientist levels very aggressively?

4) Ranking up planets is pretty pointless right now. It's way, way too expensive for the cost in many instances. I'm not going to burn piles of unity so I can reduce the upkeep cost of a researcher by some incremental amount.
4a) If the plan is to stick with Unity, then it may make sense to introduce a culture/unity world type -- sort of an equivalent to having a tech world.

5) As a hive etc. player, what the heck am I supposed to do with all that political influence? Reading the dev comments, it seems almost as if the idea is to effectively combine unity and political influence. From a broader perspective, this makes some sense. But the question about whether it takes influence or unity to do this particular task while the other resource is consumed for different tasks seems like making a distinction with no meaningful difference. At this point, maybe the fix is to just bite the bullet and combine them.

6) The new sprawl mechanic is OK. I noticed as a hive I could get autocurating vaults but they didn't seem to affect sprawl. Is this just a sort of oversight particular to hives? Would I normally be able to build those on bigger planets to help mitigate sprawl? I like the idea of sprawl being something that can at least be partially addressed, even if we can't keep it at zero as in earlier versions.

Overall, the unity thing has the feel of constraining play, rather than adding depth or a new dimension. If I really optimize and pay a lot of attention to it, I can do almost as well as I could earlier without watching it at all closely. There doesn't seem to be any particular upside. That might show up with a rework of planet upgrades and edicts costs, but right now, it's mainly a headache requiring more micromanagement. If it went out the door as is, I'd probably rate it as a net negative. But that's why we have beta testing. If the costs get worked, getting new leaders isn't so expensive to early game players, edict budgets, and planet upgrades, you've probably got a pretty solid addition here.

----------------------

Other non-Unity observations.

1) It looks like the effort to let the AI specalize a bit has some kinks that need to be worked out. The biggest thing I saw was the number of specialized purification/energy grid/food processing buildings, quite often upgraded and consuming strategic resources, even though the planet itself either never had any of those districts or had replaced them with other stuff. In play terms, it turns out to be a way to mitigate the very high monthly resource costs of edicts, but that's sort of an incidental benefit, not an actual fix.

There's some other stuff, but I don't think it's specific to this beta, so I'll look around those discussion threads that someone may have mentioned.
 
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pmchem

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I want to highlight this bug report by another player that has a savegame showing a potentially serious military AI problem:
 

MissNebulosity

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1. Game performance is AMAZING! Whatever you guys did, this game now flies on my computer. Thank you!

2. Robot empires are unplayable because of the high tech and tradition penalties. Please reduce the penalties significantly.

3. Paying unity for leaders isn't working for me AT ALL. I've probably played 30-40 hours in this new beta, and paying unity for leaders is AWFUL. Please reconsider changing back to energy. PLUS, unity is supposed to represent society harmony. Society harmony is not how we get scientists and leaders in the real world, so it doesn't make sense in stellaris either.

4. Edicts are now COMPLETELY not affordable. You might as well have removed them from the game. Please revert to an AFFORDABLE one-time price, or CHANGE to a 10-20 times cheaper monthly cost.
 
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Harakani

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I like it. Looking forward to when it comes out 'for real'.
I played about 6 games for 10-30 years, then played one game for 150.
I did play Feudal, and I did release most of my empire to keep sprawl low. Late game I was in the 350-200 range. Tech felt a little slow, Unity felt about 80% what it was.
I think a higher level statement about the difference between amenities (luxuries, logistics?) unity and influence would be good,

Thoughts

* Loved both the new Feudal, and the new Technocracy. More civics like these please!
* Loved unity for internal (reorganisation, edicts, decisions) and influence for external (expansion, diplomacy, council).
Does mean most megastructures should be Influence though.
* Power projection had me prioritise building fleets over expansion rather than JIT . I think it should be based on fleet power rather than fleet cap though.
Showboat admiral/component that makes a fleet good for power projection?
* I barely considered my factions. They are barely useful at the moment. Is total faction unity based on normal production? If not, it should be.
* Democracy feels comparatively even more terrible. Didn't pick it ever though.
* Ecumenopoli are AMAZING because of their large, specialised districts. I avoided Habitats. Not all Districts are equal. Possibly different districts will need different sprawl.I assume each job is supposed to be pop sprawl + 50% district sprawl?
* Capital designation is now actually good.
* Leader recruit cost was not too bad; but I was Feudal. Trivial by the end. Games where I ended up paying upkeep for all leaders was sad-making
* Priests/Death Priests/Bureaucrats were good, but I think Spiritualist should be able to build Bs, or at least not get the civic that changes them.
This was an unexpected favourite of mine - I think other 'types' of jobs could be a good way to represent ethics or civics.
* With this many priests, possibly 'Clergy'?
* Entertainers seem mandatory early game. Possibly Politicians need to be a little more Amenity-y, or there needs to be 1 Politician and 1 [Entertainer] in a capital?
* I think the new edict system allows for more, smaller edicts. e.g. something about the cost of Map the Stars that changes sector size, or recruitment pool size.
* Could we ascend planets 1 tier per perk, rather than 0,0,1,3,4,5,6,7,10?
* Most edicts were just unusably expensive, so only used them when there was an emergency. There were a few (love map the stars) that were cheap enough to use. Just needs some rebalancing, especially when they use ultra rare resources.
* Could we sell/buy artefacts via the market? Could be like slaves, if that worked better (if you could set up a buy order like you can sell orders).
* No-one should start out with Sprawl. I would also prefer the penalties start at 0. A simple -50 (which could be hard coded per govt type) would be good.
Maybe the planet sprawl should be based on Distance to capital to keep void dwellers reasonable but centralised?
Actually, a void dweller planet sprawl modifier of -20% to habitat and +50% to other worlds would be good for keeping them *on habitats*
* Seems like vassals are supposed to be more of a thing now (which I like)
* Please start Federations *without* Vassals by default.
* Ability to grant single worlds/systems independent via a decision would be good.
I ended up having to do strange things with sectors, or do long distance colonisation of habitable worlds, in order to get disconnected sectors
* Feels like releasing a sector should turn that governor into a leader, at least in Feudal?
 
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Strangedane

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My take is this.

Sprawl is utterly toothless and needs much harsher penalties.
Still hitting repeatables in 70 years, and clearing x25 in 2375 with memebuilds.

I cannot understand that multiple species does not generate extra sprawl, for example.
Would be an easy way to curb snowballing from conquest a bit at least.
 
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Hello, played for around 75 years and would like to share my impressions.
My Empire, for context: F. Authoritarian, Spiritualist. Imperial Cult, Philosopher King.

First thing I noticed is that the new system for empire sprawl seems to only slow things down without adding much new to the game. It felt like an unavoidable penalty placed on you for just playing with no way to reduce the rather sizable penalties it gives.

Second thing I noticed was the edict changes, and these worked for the most part. Stacking Edict Fund boosts felt like it was working as intended. The only issue I found was that the Energy/Mineral/Food Subsidies cost was way too high to be useable by anyone who doesn't specifically focus to boost their Edict Fund.

Third thing is that while Priests give amenities, it did not feel like they gave enough to make any difference.

Fourth and last was that it felt like everything cost more Consumer goods in general, though that may have been sloppy play on my part. I hope this is helpful and will provide any clarification requested.
 
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jbrandmeyer

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One partial play-though as a Driven Assimilator, Galaxy default settings, Small, Spiral, Grand Admiral, Scaling. Starting out with OTA updates and Maintenance Protocols. I made it to about 2333 before hitting tech repeatables on Society at 2325 and Phyxiscs at 2329. Unfortunately, without very heavy additional investment in Unity, my society effectively stopped advancing: 100 months/tradition.

Bugs and possible misbehavior:
  • The card text for Uniform Data Standards doesn't fit in its bounding box.
  • The First League unity boon was exactly 9999 when generating 118/turn in the empire. Suspicious. Given the value of unity, I suspect the cap needs to be raised (or eliminated?).
  • As a Driven Assimilator, I could not mod captured basic Robots. The foreign Robots had zero trait points (and zero traits), while my own were up to +6 (raw) trait points through technology and an ascension perk.
  • I observed the Great Khan continue to make war against a Satrapy. After submission, the Horde continued to take over territory which was owned by their Satrapy. The Satrapy just stopped fighting back.
  • More AI build policy weirdness: Observed that the AI had developed the Foundry and/or Civillian Industry buildings on planets which lacked any Industrial districts whatsoever. Why burn the motes and/or crystals if you aren't going to amortize the cost among a big pool of district workers?
  • The Species list was extremely slow to update when creating a new template. After selecting the Create Template button in the species editor, it took a solid 5+ seconds for the new species to show up in the list. On the plus side, the UI remained responsive... I just thought for a few moments that I must have hit the wrong button and canceled the new template instead of creating one.
  • Merging two fleets together when each one is under an Admiral's command can leave both admirals assigned to the new fleet. I think I've seen this in bug in the current stable release, though.
Some balance thoughts:
  • By far the leading contributor to Sprawl was pops. I stacked OTA updates, 2x technologies, and either genetically engineered or robomodded pops with -10% sprawl mods and it still made up more than 2/3 of total sprawl. Districts (as the dominant source of employment) made up a furthur 15% of sprawl. In effect, that means the growth penalties are linear in overall empire population rather than area. 85% of it was strictly proportional to the number of pops through those two effects.
  • If density is to be favored, then the contribution to sprawl by concentrating pops on fewer, larger planets must be sub-linear. Maybe run each planet's sprawl through sqrt(N) or log(N) before summing up all of the empire? For example, if pop sprawl on each planet is 5*log10(N_pop), then 10 planets with 10 pops each would yield 50 sprawl, while 1 planet with 100 pops would yield 10 sprawl.
  • I felt pressured to emphasize technology growth at the expense of Unity, because my dear neighbor the Determined Exterminator managed to cover an enormous amount of area and greatly surpassed me in every way. Maybe the AI gets too many bonuses relative to the Sprawl penalties? Gobbling up territory didn't slow them down in the slightest. Again, this is a side-effect of sprawl being dominated by population instead of area.
  • What is a machine empire to do with all that spare Influence?
Thanks for the Open Beta!
 
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PyscoJuggalo

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Been playing Beta and I like it overall, BUT sprawl should only be effected by number of systems and colonies. Not saying there should be no negatives to having a high population, but it should not be sprawl. Sprawl should solely mitigate the effectiveness of going wide, which is basically controlling the entire galaxy directly. So get rid of pop sprawl and increase system and colony sprawl.

Pops on the other hand should reduced governability as population gets higher. So 500 pops, should be manageable. 1000 pops, you start having serious stability and crime issues empire-wide. 2000 pops yearly civil wars. 3000 pops monthly civil wars. 4000 pops, your Empire is splitting itself apart and there is nothing you can do cause civil wars are popping off left and right.
 

DarthKirby

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Is it just me or does the AI now feel super aggressive and efficient in the game now? I can barely get to 7 or 10 systems away from my initial start point before running into another empire that always seems either hostile or if I do manage to make friends with them then the other neighbor rivals them and we all end up in a super early war where I have had no time to grow or build up a fleet yet. Not only that, I have noticed that the game AI seems to purposely put all the empires super close to each other so you get boxed off very early too, preventing wide strategies from getting any foothold.
 

DarthKirby

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Pops on the other hand should reduced governability as population gets higher. So 500 pops, should be manageable. 1000 pops, you start having serious stability and crime issues empire-wide. 2000 pops yearly civil wars. 3000 pops monthly civil wars. 4000 pops, your Empire is splitting itself apart and there is nothing you can do cause civil wars are popping off left and right.
The doesn’t seem like a very realistic idea either in the role play aspect or the game play aspect. Primitive societies might break themselves apart due to controlling too much territory, but more modern societies tend to be more stable the more territory they have. Especially if they have a homogeneous culture. I suppose you could have the pop growth increase the likelihood of new factions and factions would be what would cause the likelihood for civil wars if they are big enough and unhappy with your government ethics/policies. Increased crime would make sense though and they already have that mechanic honestly. Crime affects your overall stability, pop happiness, and trade value if I remember correctly.
 

Millbot

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Okay, over fifty years into the game now.

Additional thoughts, I do like how this has somewhat slowed things down. I know some burn out I've had with the game in the past was just trying to hammer out a game length that felt good (not to long and not to short).

Sprawl is pretty toothless after a point. I'm playing casually, but it's a bit too easy for a min/max built to get around sprawl. Rather than crapping out bureaucrats and researching admin cap. The trick to get around it is to just make ore researchers and unity generators to get around the sprawl malus. As others have noted, pops are one of the biggest contributors to sprawl. So this make it hard to go for the whole dense vs diffuse population density.

Devs seem to be ignoring a tool that already exists in game, last time I bothered to let sector maps stay up, the game had no issue labeling the sector with my empire's capital as the core sector. Some of this rework really should add some mechanics where sprawl interacts with the core sector.
-Core worlds should incur less sprawl
-I'm currently on the fence with planetary ascensions, rather than letting core make them cheaper, have core worlds get an additional bonus. One aspect of tall, is that it has a few really productive locations, while wide has tons of production locations, but those locations can't hold a candle to one in a tall empire.
-Again, agree with the idea of planet tiering should unlock some planetary decisions rather than being a flat bonus. Those decisions could be cosmetic or contribute some real gains for the player.

Obviously, this opens the risk of the best answer to empire setting being locate your capital to the locations that lets you get the most pops into the core system. I can think of two possible ideas to make it so it's more of a choice.
-As the capital gets ascended in planetary tiers, it should open up projects that the player can invest in to boost the capital's prestige and these come with real bonuses, but they take time to build. If a capital is moved, any such projects will be removed from the old capital and the new one will have to start from scratch.
-I'd suggest giving capital systems a special starbase called a capital starbase and have it not count towards starbase cap. Just like how the capital planet should be the jewel of the empire, this star base has a similar concept behind it. It has a few built in features that aren't using building or module slots. At tier ! (starport) it has a built in collection range or equivalent energy production for gestalts and each upgrade increases this. It also has build in hangers, once the tech is researched and again have this increase with each upgrade. Has a built in shipyard. At starfortress level, it gets a built in tachyon lance, if the tech has been researched and at citadel level, that gets increased to two. Also at citadel level it gets two more module slots and three more building slots (might need some capital starbase specific stuff). Idea being that the capital system should never be easy to take, maybe not the most hardened system, while also not being too specialized. Usually with most empires, the capital starbase ends up being almost a pure economic. Moving capitals means the starbase being downgraded in the equivalent regular starbase and having an additional build time on the new capital starbase.

In short moving capitals would still be possible, but it would incur a trade off and encourage players to plan things, rather than going "lolololol, took a bunch of systems with a ton of pops, gonna relocate the capital here because I have the stuff needed to get this to be more productive than my current capital!" on the fly.

As for influence, I don't think power projection needed. In fact, I'd advocate for doing away with the bonus influence some ethics get and giving them something else, while nerfing the influence cost reduction that xenophobes get. Right now the abundance of influence really encourages going wide. If we generate less, that removes the problem and makes it easier to work out a new sink because cutting back isn't all that is needed. Plus, if you get rid of power projection, you don't have to try to figure out how to prevent people gaming that with show fleets that exist purely for generating the maximum amount of influence possible.

Finally, the ghost science ship either needs to be neutral or it shouldn't be possible to build a starbase in the system until it's either destroyed or made non-hostile. Based on the anomaly, I really sense that it should be a neutral entity from the get go. Also disjointed when you can shank the thing and the anomaly talks about how it's still wondering the system.
 

DeanTheDull

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Two thoughts on admin sprawl.

-Consider swapping the science and unity penalties. Currently unity a scales faster than science, but also loses value as you finish your high-priority early trees. Reversing the scaling would further the goal of mitigating the science preference, and help finish the traditions faster in order to engage with planet ascension mechanic.


-If you haven't already, consider exploring using system sprawl not as an additive cost to sprawl, but as a multiplier effect to favor 'compact' empires. If something like a ratio of sytems-with-planets to total systems held was tracked, it could be applied to planetary/pop sprawl as a modifier to either penalize wide empires with lots of empty space, or (preferably) provide a boost to compact empires. It would also incentivize habitat play, which is useful in mitigating military expansion gameplay because the alloys for fleets and influence for claims owuld be going into internal development over conquest.

Two ways this could be approached would be a 'total planets / total systems' ratio, or a more specific 'uncolonized systems vs colonized systems' ratio. The first, possibly preferable for the compact-design empires with sprawl penalties (Machine and MegaCorp), would favor building lots of habitats in the smaller number of systems for a very dense/compact build. An uncolonized/colonized system would incentivize putting a habitat in every system, which would also in turn generate trade value across the entire empire, requiring greater starbase investments and patrol fleets to collect said trade value, further dis-incentivizing warfare has starbase-based fleet cap is traded for trade collection.
 
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JohnyWashtube

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Well I tested 3.3 BETA. I like it but getting traditions is quite diffuclt later. I would lesser the unity requirement. Make it scale with empire sprawl only. Dont make them scale so much with every adopted tradition or atleast make it a bit less impactfull. I also like the edicts event that strategic resource ones are a bit expensive but that can be handled later. Living Metal Mega-Construction cannot have the same treatment as other edicts. Make it maximal of 1 upkeep for month. Same would probably be for nanite edict if it is still in the game (haven´t check that one). The thing is that i almost stopped using edicts completely because the edict fund does so little in current state. I get that using edicts early is stupid anyway but I wasn´t able to use them in mid game either. So probably make all edict fund traditions, civics, events and others give more of edict fund so I can use atleast one edict. Finaly I must say that I like the planet ascension. It is pricy but this one probably should be (MORE CHANGES LIKE THIS). I know that this patch buffed Mega art instalation because it produces something usefull finaly but than it should probably give more than it does.
To sum it up:
Unity is needed on too many places and all of those places should lesser their prices a bit. Edicts are too pricy and edict fund in current state quite useless. Tradiotions are pain to obtain in later game because there is no way to pay for edicts, planet ascensions, relics, sometimes goverment changes and than still have some unity to upgrade tradtion which require around 70-80 thousand unity. Also forgot about the late game unity edicts that will be pricy too. The planetary ascension is the best addition in my opinion. Really like it. Influence changes are great and are well balanced as far as I have seen. But please lower costs of unity expenses. I don´t wamt to build habbitats just to be able to get more space to build unity buildings.
 
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Julian Aurelian

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I played about 14 hours over two different games in the Beta, and I agree with a lot of the posts who argue that the Sprawl change doesn't really change much.

1. Sprawl and Tall vs Wide. I don’t feel like I’m ever presented with a strategic decision to build my empire tall versus wide; I’m just going wide a little bit more slowly than normal. Meh.

2. Making Tall Viable. If you want to make Tall play viable, I suggest considering a -1% Stability penalty per jump distance from the Capital to every colony. For example, a colony that is 20 jumps from the Capital would suffer a -20% Stability penaly representing the increasing difficulty of governing settlements farther and farther from the Capital, thus forcing new strateigc decisions on Ultra-Wide players about how to deal with the ever-increasing Stability problem. You could even exempt colonies in the Capital sector to further shore up and encourage Tall play. This would severely handicap Ultra-Wide play, without handicapping Tall play.

3. Leaders with Unity. It’s not clear to me why the Devs saw leader cycling as a problem that needed to be solved, or what difference it makes to the Devs that people do this. It seems to me that whatever system they implement, there will be people who seek to min/max it because that is their preferred playstyle. Further, recruiting/maintaining leaders with Unity doesn’t make sense to me from a lore/in-game perspective because weren’t we just paying their salaries before? This change seems silly and pointless to me.

4. Citizen Service. As a Fantatic Militarist player, I dislike the change to Citizen Service. From a Lore perspective, Citizen Service in the military is something that should unite the population with a common hardship and focus on national defense. Therefore, the 3.2 version of Citizen Service ought tostay for this Lore reason. From a pragmatic reason, I need to generate more Unity, so I'm going to take Memorialists or Byzantine Bureaucracy over Citizen Service in 3.3,because Citizen Service is no long a strong choice for my style of play. To summarize, I request revert the change to Citizen Service back to the 3.2 version if you keep the Unity changes.

The optimization changes are great. I didn't really explore the Edict changes that much, but not terribly excited about what I saw.
 
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