Alternate Take on Admin Cap / Research & Unity penalties

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KingAlamar

General
Nov 5, 2016
1.931
281
Currently many empires can largely ignore Admin CAP ... either you're tall-ish and aren't much over the cap anyway OR you're wide and hopefully have enough gross Research / Unity / etc. production to keep.

I believe we can come up with a better system that doesn't feel like an artificial braking on a player's progress.

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Idea:

The further away you are from your Research/Unity/Trade capital the less your empire can "NET" in terms of gains for these very valuable items.


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Proposal:

For Research let the user designate a "Research Capitol" [RC] in their empire. All research done in the capital system counts as normal towards tech costs.

For systems 1 hyperspace hop away from the "Research Capitol" [RC] there should be some penalty to the "effective" research generated. Lets say -10% to keep the numbers nice & round. So if that system [including planetary output] would normally generate 100 research it instead nets the player 90 research points.

For systems 2 hops away from the RC maybe they are only at 81% [.9 * .9 = .81] efficiency @ netting research.

Unity could follow similar systems as discussed above.

Campaigns & Edicts are similar but work backwards. Systems further away from the "capitol" would contribute much more to the cost of the campaign than systems closer to the capitol. If you have two worlds and you have an edict that costs 100 energy per world and your other world is 10 hops away from the capitol then the total cost of the edict wouldn't be 200 BUT would instead be 100 + 100 * (1.1 ^ 10) or roughly 385 energy. This compensates for the distance you have to coordinate between worlds / costs of doing this in a remote system / etc.

Note: I'm not saying we need to completely get rid of Admin Cap. But perhaps just reworking that system in concert with the above proposal.

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Thoughts? Ideas?? Comments??
 

Maethendias

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May 17, 2017
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or how about a way to acutally raise your admin cap via jobs, be they rare or capped per planet.... to actually allow wide gamestyles again without crippling empires BEYOND reason
 

KingAlamar

General
Nov 5, 2016
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281
or how about a way to acutally raise your admin cap via jobs, be they rare or capped per planet.... to actually allow wide gamestyles again without crippling empires BEYOND reason

You bring up a good point. I DO believe that Rulers [via jobs], Governor leaders, and similar SHOULD in effect raise your admin cap. It would be silly [ludicrous?] to even pretend that they shouldn't raise the cap.

As for crippling empires beyond reason I believe that my proposal [with tweaking of numbers] is very reasonable because that vast separation is exactly why there would be diminishing returns of research / unity / etc. between far-flung colonies. Plus, from what I've been hearing, wide empires aren't crippled now --- you just have to do enough research / unity to overcome penalties.

Also note with the above rationale there are things you can do to reduce the "penalties":
  • Each time you upgrade tech of your "star drives" that lowers the travel time between planets .... THUS you can lower the separation penalties
  • Techs for FTL communications [Tachyon comms] could reduce the separation penalties too
  • You want to conquer the empire on the other side of that wormhole -- go ahead because a wormhole is only "one hop" anyway ...
  • You spam gateways ... that practically eliminates the penalties for distance [each gateway is only a single hop away from your capitol ...]