I kinda agree yet at the same time don't - I'm all for making tall gameplay viable, but probably the biggest obstacle against tall play is the building limit - no matter the planet size there are always 12 building slots.Personally I disagree with people arguing the leader cap is a bad thing. imo, one of the biggest issues of Stellaris for many years is that wide gameplay was pretty much the only way to stay relevant in late-game. And unfortunately if you just got a "bad" start where you got boxed in early (which was exacerbated by the Common Ground and Hegemony Federation Origins) then it was incredibly difficult to maintain large fleets and high research because you simply didn't have the sheer number of pops to make it happen. For the longest time, the "meta" was tons of pop, massive pop growth bonus, tons of research which offsets any empire size issues. More tech means more resources, larger fleets, etc. The way I see it, leader caps forces you to actually have to make decisions on which leaders to hire, how to specialize them to maximize your resources and has a much stronger effect on tall empires that choose/are forced to settle fewer but larger planets and provides an alternative gameplay methodology to trying to be wide in smaller space with lots of habitats. Because specialized admirals can significantly reduce the burden of large fleets to smaller empires, specialized scientists can generate almost as much research as a planet, etc.
Otherwise without leader cap, Unity spam could overtake research rushing as having as much Unity as possible and a governor on every planet and a scientist assisting research on every planet and an admiral for every fleet accelerates wide empires without restraint. In conjunction with ascensions that make leaders immortal (Synthetic, Psionic to a lesser degree), leaders quickly become way too overpowered and horribly unbalanced. Stellaris doesn't have perfect balance (like nearly every other game in existance) but it needs to avoid these horrible spiraling unbalanced plays. Stuff like this, 1000% bonuses to Death Cult edicts and other really huge issues are a priority to fix over the smaller balance issues imo.
Also, it fits with their design philosophy of trying to make the leaders have more personality. A single person has trouble standing out in a crowd of a hundred compared to trying to stand out in a group of 10.
I'm not against leader cap, even the one that punishes bigger empires more, but currently as implemented it is actively discouraging picking certain leader types like generals. I like the idea mentioned somewhere in this thread that first leader of each type should not count towards leader cap - that ensures that people may always have at least one general.
Governors are also now nerfed and borderline as useless as generals - their traits need to be sector-wide again, because introducing planetary governors directly contradicts "less but more meaningful leaders" philosophy. This is probably the worst and most questionable part of the update.
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