Adding governors is a very bad idea right?

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Abdulijubjub

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In theory, it's so that if you have a core sector with all your really big planets, you can give each of them a super governor tailored to their production (ex. alloy focus on the forge world, CG focus on the factory, intellectual on the research world). In reality, it's basically never worth it.

You're not losing anything. So long as you have sectors with an appreciable number of pops, you're better off having a governor give their level bonus to an entire sector (and their traits to a single planet in that sector) rather than either leaving sectors barren and putting governors on your largest worlds or hiring governors beyond your cap.
 
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I think this is mostly intended for playing tall empires.

There is also an exploit that allows you to completely remove empire size with 50 governors if you want to try that kind of thing.
 

Strangedane

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I think this is mostly intended for playing tall empires.

There is also an exploit that allows you to completely remove empire size with 50 governors if you want to try that kind of thing.
Or you can do it the easy way and just use 5.

I don't know why people are so focused on using 10 times the amount of govenors for the same effect,
 
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If you *want* to have a Governor on a specific planet with bonuses tailored to that planet's production, you can.

However, a Governor assigned to a sector capital will also provide their bonuses to every planet in that sector without a Governor of their own, so it isn't necessary.

Nice to have the choice, though, especially for my tech world which for some reason always ends up being a Frontier world.
 
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Rafss

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Please stop saying the cap favours (all) Tall Empires, one of the key Tall playstyles is habitat spam, there is no efficient way you are placing governors in all habitats if not to cheese ship build costs.
 
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Abdulijubjub

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Or you can do it the easy way and just use 5.

I don't know why people are so focused on using 10 times the amount of govenors for the same effect,
Because it's consistent. Getting 5 Gray Eminence requires exceptional luck, save scumming, or a lot of time as you repeatedly fire governors who got to 8 and didn't roll Gray Eminence, so you can train another. Plus, it needs 5 governor councilor positions.

Getting 50 governors just requires spending a bunch of unity and taking Aptitude.
 
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Abdulijubjub

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Please stop saying the cap favours (all) Tall Empires, one of the key Tall playstyles is habitat spam, there is no efficient way you are placing governors in all habitats if not to cheese ship build costs.
Habitat spam means you can pack extremely high numbers of colonies and pops into a single sector, so that they all benefit from the level bonuses of a single governor (instead of the ungoverned wilderness of a wide empire).

The cap favors tall empires, and habitat spam is one of the reasons why, rather than a reason against.
 
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Losttruppen

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The cap favors tall empires
Do they need it though? If Tall is expanding until you establish borders with your neighbour then investing in your economy to grow, while Wide is investing in military and invading your neighbours to grow, and these are brought to a balance somehow(Pop growth sources), then each group should be receiving relatively equal benefits from their respective number of Leaders.

A Tall empire is going to have high level Planetary Governors, high Level Assist Research Scientists, and the same number of Council Leaders acting on worlds with Planetary Rings, Ascension levels(which on your Capital and Habitats includes Research Output %), Ring Worlds, Ecumonopoleis, Habitats, and Megastructures, all with minimal Unity upkeep on top of less sprawl effect on their Unity and Research value.

A Wide empire is going to have very few of these bonuses, a similar number of core worlds which should be less developed, and a bunch of tiny resource and Pop growth worlds which receive minimal benefits from Planetary Governors. This is on top of much higher Empire Size maluses which makes spending your Unity on Leaders for every size 12 mineral world a big waste as they cost more and return less.

All else being equal, both these empires are going to need the same number of Leaders on the Council, the same number of Science Ships(which is dependent on Galaxy settings unless you are deliberately stopping your explorations to turtle before borders force you to), the same number of Fleets(if they have more Fleets than you of equal or greater size it doesn't matter if they have Admirals), and more Generals would just make the mop up a tiny bit faster.

The only real difference is between the number of Governor and Assist Research slots one will have available, and since we are discussing hypothetically equal empires they have an equal tech income to boost. Since they kept the ability to freely move Leaders around, most of the old Leader traits were redundant and you would only gain percentage bonuses to tier 3 resources(or Food lol) which are best developed on a specialized world. The problem arises since they added all these stat stick Traits to both Governors and Assist Research while making Governors Planet based, which they then capped which ironically made most of these bonuses useless by bloating their Unity costs and forcing us to choose only our best Leaders to keep around if we want more Traits.

Tall vs Wide balance is off due to how quickly one can acquire Pops by letting AI empires grow them for you, unless there is a new Pop Growth trait for non-Council Leaders then this cap only serves to limit these shallow free resource traits and I'd rather see them both go.
 
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Twogs

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If you *want* to have a Governor on a specific planet with bonuses tailored to that planet's production, you can.

However, a Governor assigned to a sector capital will also provide their bonuses to every planet in that sector without a Governor of their own, so it isn't necessary.

Nice to have the choice, though, especially for my tech world which for some reason always ends up being a Frontier world.

Sector Govs only apply their level bonus to the other planets, not their traits
 
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Some of the Industrialist traits are amazing, you can completely nuke a worlds resource upkeep for example. Very good if you have multiple ecus in one sector.



Not always applicable, obviously.
 

Abdulijubjub

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Some of the Industrialist traits are amazing, you can completely nuke a worlds resource upkeep for example. Very good if you have multiple ecus in one sector.



Not always applicable, obviously.
The governor only applies to a single planet, so having multiple ecumenopoleis in the same sector doesn't make a difference one way or the other (unless you're talking about just the generic bonus for having a high level governor).
 

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Do they need it though? If Tall is expanding until you establish borders with your neighbour then investing in your economy to grow, while Wide is investing in military and invading your neighbours to grow, and these are brought to a balance somehow(Pop growth sources), then each group should be receiving relatively equal benefits from their respective number of Leaders.

A Tall empire is going to have high level Planetary Governors, high Level Assist Research Scientists, and the same number of Council Leaders acting on worlds with Planetary Rings, Ascension levels(which on your Capital and Habitats includes Research Output %), Ring Worlds, Ecumonopoleis, Habitats, and Megastructures, all with minimal Unity upkeep on top of less sprawl effect on their Unity and Research value.

A Wide empire is going to have very few of these bonuses, a similar number of core worlds which should be less developed, and a bunch of tiny resource and Pop growth worlds which receive minimal benefits from Planetary Governors. This is on top of much higher Empire Size maluses which makes spending your Unity on Leaders for every size 12 mineral world a big waste as they cost more and return less.

All else being equal, both these empires are going to need the same number of Leaders on the Council, the same number of Science Ships(which is dependent on Galaxy settings unless you are deliberately stopping your explorations to turtle before borders force you to), the same number of Fleets(if they have more Fleets than you of equal or greater size it doesn't matter if they have Admirals), and more Generals would just make the mop up a tiny bit faster.

The only real difference is between the number of Governor and Assist Research slots one will have available, and since we are discussing hypothetically equal empires they have an equal tech income to boost. Since they kept the ability to freely move Leaders around, most of the old Leader traits were redundant and you would only gain percentage bonuses to tier 3 resources(or Food lol) which are best developed on a specialized world. The problem arises since they added all these stat stick Traits to both Governors and Assist Research while making Governors Planet based, which they then capped which ironically made most of these bonuses useless by bloating their Unity costs and forcing us to choose only our best Leaders to keep around if we want more Traits.

Tall vs Wide balance is off due to how quickly one can acquire Pops by letting AI empires grow them for you, unless there is a new Pop Growth trait for non-Council Leaders then this cap only serves to limit these shallow free resource traits and I'd rather see them both go.
This is a wonderful bedtime story and I appreciate that you came up with it, but the reality is that in the early game, alloys are king. Alloys are ships, defenses, expansion, and colonization, everyone needs as many of them as they can get, and if you try to avoid the investment you're going to get vassalized and/or genocided. The room you have to build tech labs and temples and such is literally just the building slots that are leftover after your obligatory alloy foundry and amenities buildings you build to keep your amenities from going to complete trash.
 

Strangedane

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