It makes no sense that every planet has variable district slots but only 12 building slots. Make both of them scale with planet size for a little bit more realism.
- 14
- 8
- 3
I think you mean "for a little bit more movement back towards 'small planets are trash'"for a little bit more realism.
Why is it a problem that it moves towards "small planets are trash"?I think you mean "for a little bit more movement back towards 'small planets are trash'"
Tell us what you think we think is the problemWhy is it a problem that it moves towards "small planets are trash"?
I have no ideaTell us what you think we think is the problem
Why? I checked and it seems even if Earth was half it's size it could fit thousands of research labs.It makes no sense that every planet has variable district slots but only 12 building slots. Make both of them scale with planet size for a little bit more realism.
But you're talking realism again. Realistically, necrophages aren't a thing, ftl is probably impossible, and definitely won't be achieved by dozens of civilizations simultaneously, among thousands of other things.Why? I checked and it seems even if Earth was half it's size it could fit thousands of research labs.
We also don't know exactly how large any one 'building' in Stellaris is. They could be the size of a coffee shop, the size of a Walmart, an industrial park, or massive sprawling complexes that rival current-day cities in size.Why? I checked and it seems even if Earth was half it's size it could fit thousands of research labs.
You misunderstood me. My point is precisely that realism is completely impossible to apply as the OP implies, because in a "realistic" setting buildings wouldn't work the way they do in Stellaris (there would be thousands of them).But you're talking realism again. Realistically, necrophages aren't a thing, ftl is probably impossible, and definitely won't be achieved by dozens of civilizations simultaneously, among thousands of other things.
Gameplay > Realism
I find the idea that every planet must be capable of doing something with ultra-high throughput to be rather boring.The problem with small planets being inherently less good is that it makes less of the galaxy interesting to interact with.
In the current system large planets can be used for extraction and refining, small planets can be urbanised and have lots of buildings.
But of course you can fully urbanise any planet for like 2 cities if you take Functional Architecture and Adaptabilty. 3 if you just can't stomach Adaptability. And since industrial capacity was moved to a district as well, it's only really science and bureaucracy that small planets are optimal for.
You just kind of contradicted yourselfI find the idea that every planet must be capable of doing something with ultra-high throughput to be rather boring.
In my opinion, a galaxy where you have large planets that you want to grow into huge population centers, small planets that don't have much use other than be resource-collection hubs for whatever resources they have (a truly rural planet), and medium-sized planets that are somewhere in-between would make for a far more interesting setting. It makes absolutely no sense to me that the smallest backwater planets that don't have any significant resources worth exploiting would grow into the biggest population centers of them all.
For me the problem really only comes into play when small planets are not worth colonizing anymore, as was the case in earlier versions of Stellaris. I know some people like that, too, but for me that's where game mechanics get in the way of the "fantasy".
Also I don't know what you mean, even in older patches of Stellaris, I would often colonize smaller worlds frequently because I had need of them in some capacity. That could have just been a you thing thinking that the smaller planets weren't worth colonizing outside of "extra resources" or something to that affect
Because that's 5-7 building slots that you wouldn't have otherwise, plus any resource districts the planet may have.You just kind of contradicted yourself
If we make it that every planet has a different amount of building slots determined by the size of the world, you effectively make it that small planets are not worth colonizing anymore because why would anyone build on a size 10 world that might only have 5-7 build slots? [a theoretical example, but this should give you the idea]
All of these choices are still there. The only thing that changes is what the planet will be seen as. "Damn, that small planet has no districts. Oh well, tech world!" vs. "Damn, that small planet has no districts. Oh well, it's going to be a rural backwater planet whose growth fuels my larger worlds."By having it that each colony supports the same amount of build slots, it gives players the freedom of choice
I can choose to ignore that size 10 world, not because it has less build slots than that size 25 world in the next system, but I can ignore it because of some other reasons: Less Habitability, Less Districts, No Desire to Colonize it at this moment, etc etc
No, that's just how things worked out because of how tech penalties worked.Also I don't know what you mean, even in older patches of Stellaris, I would often colonize smaller worlds frequently because I had need of them in some capacity. That could have just been a you thing thinking that the smaller planets weren't worth colonizing outside of "extra resources" or something to that affect