I agree that these things are good and needed, but it's not an either/or. You still also need long term ongoing costs in addition to this to properly reduce exponential growth, as an empire with more existing resources can more easily afford to eat the short term costs of more expansion leading to easier acquisition of more resources leading to easier expansion leading to etc etc. You can't (and obviously shouldn't want to!) completely get rid of the more resources = better than pipeline, that would be crazy. But, again, exponential vs linear/logarithmic.Ideally for me, a lot of decisions in a game like this would be trade-offs between short-term and long-term gains.
For example, settling a new colony might be a short-term pain which reduces your capabilities for some span of time, but eventually returns much more than your initial investment -- it should have a pay-off which delivers for you, but not immediately.
Same deal with making a new Sector -- it could be a resource-drain on a larger scale, so you don't want to do it until you have several planets going strong -- but when you have two Sectors up and running, the returns would justify the initial expenditure.
Part of my frustration with Stellaris is how new colonies are up and running almost immediately, especially if I'm using an empire which can force-resettle pops where I want them.
The same short-term-pain could be applied to conquest: turning a conquered world into a productive world should not be trivial, which right now it is.
As an aside some of these short-term and long-term tradeoffs already exist; setting up a new colony requires (not a lot of) alloys and CG and food, a lead-in time where it eats a lot of energy while producing nothing, and a big investment of minerals and strategic resources to get per-pop returns up to par with your other more established colonies. Part of why it's not enough is because the big immediate return from having extra planets is extra pop growth and extra pop growth still trumps all. One of the big changes I'd make to new planet colonization is eating a pop per colonizer. It's silly that colonizing a new planet doesn't just get you bonus pop growth but also three to six years' worth of free pops immediately on completion.
As above, purely frontloading the cost for expansion still leads to exponential benefits from early-game advantages. Which is why structures and pops and jobs all have upkeep. That's the thing, the game has always had sprawl. All 4Xs with any form of structure upkeep have sprawl, because sprawl is just upkeep by another name. You have CG sprawl from pop and job upkeep, mineral sprawl from CG and Alloy jobs, energy sprawl from upkeep for pretty much everything that exists. Everything but Research and Unity costs already scale with growth. You can't run a 100 pop 25 system empire on the same energy, mineral, food, alloy, CG, or strategic resource production as a 90 pop 20 system empire. Failure to invest in production of any of these resources in line with your growth leads to death spirals and invasion.There would be less need for Sprawl-as-friction if the friction were built into the expansion mechanics.
Without sprawl or some other form of research/unity "upkeep" you only need to build additional labs or unity producers to go faster, while everything else (bar influence) either directly or indirectly requires some investment just to compensate for expansion. Sprawl doesn't treat unity and research weird, it brings them in line with everything else, just with a different flavour. Is sprawl the only way to do this? Of course not. One way to do this would be to treat research and unity like energy and food. Structures require a certain amount of physics and engineering science to maintain while pops and planets require a certain amount of unity and society research to maintain. But instead why not have a nice, flavourful, unified mechanic that can also be built on for other things, like the shiny new sprawl vs fleet cap mechanic?
Other than people gettin' mad because science upkeep has its own section on the resource bar while energy upkeep is hidden behind a mouseover.
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