Game generation is about creating the physical rules of that galaxy, not about gameplay options. Also, telling the player to pre-emptively look for the right numbers in the hope it'll create a balanced game is NOT good design. The way to solve this issue is have some sort of negative feedback when you the wrong way, not an invisible wall set at the start, because everyone will be hugging that wall getting as close to where they want to be anyway.
And to reiterate the counters that have been given before:
- "Soft" (current) ship cap.
Obviously this isn't working as well as it should, or we wouldn't be on page 36 right now.
- "Hard" ship cap.
Doesn't solve doomstacks, at most makes naval capacity more valuable. Considering it's a repeatable tech in society, doesn't actually solve much.
- Fleet caps. In other words, after a certain point any ship built is on its own and can only join an existing fleet. You would have to combine this with...
- Ships-per-fleet caps, modified by admiral skill, if one is present. Fleets with no admiral should have a set cap (say, 10-20 points).
Nothing prevents me from having 500 single Corvettes instead of a single doomstack. This either makes Admirals useless (cfr. Generals) or only imposes a mandatory amount of admirals as requirement for effective warfare. (If I make max fleets of max size and just always send them together) And again, these are arbitrary numbers that make no logical sense within the system. It also leads to weird issues should the admiral die of old age for example. There is a reason that outside research projects, no leader levels are used anywhere as a requirement for a game function.
- Economic penalties (basically, selectable maintenance costs).
Penalties already exist in the overcap cost + docking reduction = movement penalty. IF you're talking about just scaling maintenance cost, it would only shift economy more towards Energy Credits, but again, does not solve anything about the motivation of using doomstacks, only the size of ALL doomstacks.
- Ship build cost multiplier (say, 0.5x for beginners and 5x or even more, for bored masochists).
This would actually benefit doomstacks more, as you always want to make sure to minimize ship losses (because they are so expensive) Losing a doomstack fight would then instantly be game over, because it would take you 100y to rebuild.
I agree with most of what you're saying. Obviously, lowering the overall ship capacity is stupid, considering the fact that Stellaris is about playing a space empire, so a hard cap at 20 battleships or even 40 battleships makes no sense when you have a population of several billion individuals, spread out over several planets, and many mining stations to boot - it would simply feel arbitrary to have that kind of economy but be told by the game that it can't support the military to match and protect it (makes even less sense when you add ethics to the equation - yeah, pacifists should probably have a lower fleet cap, but a militarist empire would pretty much always put the fleet first).
So, rather than having
negative, arbitrary reasons why you can't have doomstacks, the solution has to be
positive, an incentive, a strategic interest to split your fleets up so they can tackle multiple, vital tasks at once.
Looking at, say, Hearts of Iron is not the worst idea: The armies are huge but spread out along a frontline. Why? Because a single clumped-up doomstack would be quickly cut-off from supplies and communication, surrounded and destroyed, regardless of its size. Obviously, supplies play less of a role in Stellaris, but maybe
communication could be part of a solution.
Follow me here for a moment and let's ask a question:
How does communication work in the Stellaris universe?
Well, for all we know, they somehow figured out how to make real-time interstellar phone calls a reality.
But what if they hadn't? If you look at the lore of Mass Effect (the first one), you see that they recognized the problem and solved it through the use of communication buoys (basically interstellar phone masts) that, as a result, are strategic targets when conflicts break out.
Cutting the lines of communication within an empire's territory can send it into disarray and make people on the cut-off planets feel insecure, hurt morale, hamper production even if the mining stations are untouched.
A fleet operating behind enemy lines has its sensors, sure, but it's of strategic importance that they stay in contact with HQ and can both relay their information and status back to high command AND stay up-to-date on the rest of the conflict - i.e. setting up temporary lines of communication and defending them is important; being cut off could result in morale hits, long delays for new orders (think messenger ships trying to make their way back to the next connected buoy - and they might be intercepted too) and other possible impacts on their performance. Suddenly, having your entire fleet fly through hostile territory as a doomstack becomes a huge risk: If they are cut off, you might be practically defenseless for a while, perhaps long enough for the enemy to do significant damage, even if they have an inferior fleet.
It's not an easy problem to solve, but having a mechanic like communication and communication arrays in the game, with serious, and I mean SERIOUS consequences to having them destroyed, would emphasize the importance of defensive stations a lot more, it would make spreading out your forces throughout your empire practically a necessity (and full frontal assault with all fleets much more risky) and it would make the empire's space feel less empty because now you'd have to set up lines of communication - and the more important the line, the more important it is to set up redudancy to make sure that a single corvette taking a lucky shot can't just cut you off from half your empire.
Obviously, I'm not saying that it would have to be exactly as I describe it here, but communication is one of the necessities we will practically never be able to circumvent, so using that as a possible starting point for solving this problem and making warfare more complex might not be the worst idea.