Empire Cohesion and Empire Sprawl Penalties

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Bodaijusawa Takahide

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The combination of both can slow you down alot in the early game and should be understood. Your research and unity might suffer or you might not be able to effort as much leaders and edicts as would be helpful in your empires early development.

Administrative capacity, deficit and penalty are easy to understand. Everything you own that could potentially generate income must be administered. This Empire Sprawl are your systems (+2), colonies (+2) and their districts (+1). As soon as you pass your given capacity your are in a deficit and suffer for each additional sprawl point 0.3% in techology, 0.5% in unity and 1% in edict and leader costs. With many people expanding rapitly and easily having a deficit of 50 sprawl points in the early game, this results in penalties of 15% in techology, 25% in unity and 50% in edict and leader costs. But that is still not the end of it. These figures might be given an additional 50% penalty each depending on your play style and suddenly you have 22.5% in techology, 37.5% in unity and 75% in edict and leader costs. Why? Because your Empire Sprawl (ES) is muliplied by a penalty from Empire Cohesion (ECP) to a larger Total Empire Sprawl (TES).

TES = ES * ECP

Empire Cohesion (EC) is a relation between your Empire Cohesion Gains (ECG) and Empire Cohesion Losses (ECL). You start with a base gain of 5 and each system you own gives +1 and each starbase you upgrade +3. Your losses depend on your play style. If you stretch your empire early on, to make sure you secure important choke points, you end up with more adjacent hyperlanes (+1) and possibly for later conquer isolated systems (+1). This gives your:

EC = ECG / ECL

From this Empire Cohesion you can directly calulate your given penalty:

ECP = 2 * int( 100 - EC ) + 100 ..... [ ≈ 299 - 2 * EC ; not very exact but best fit ]

So your multiplier is something between 1 for cohesion gains higher than your losses, and 3 for having no conhesion gains at all. Although you never have zero gains because of a base gain of 5. For certain play styles your multiplier would be something between 1.2 and 1.8 maybe.

What can you do about it? Well, if you keep your Empire Sprawl below your Administrtive Capacity your Empire Cohesion doesn't matter anymore because zero deficit multiplied by whatever penalty is still zero. But if you don't want to stay below your capacity, try to upgrade as many starbases as possible (+3) because each will gain on Empire Cohesion and try to get rid of isolated systems (+2) because these systems have an adjacent hyperlane (+1) and are isolated (+1).
 
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stenver

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Can you please explain the ECG and ECL more? What are isolated systems? What are adjacent hyperlanes?

Does this mean I should build outposts to every closed off corner in order to ensure minimum adjacent hyperlanes out of my empire?
 

VanguardKing

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Can you please explain the ECG and ECL more? What are isolated systems? What are adjacent hyperlanes?

Does this mean I should build outposts to every closed off corner in order to ensure minimum adjacent hyperlanes out of my empire?

If you do not completely own a path to a system, it is considered isolated. Pretty sure adjacent hyper-lanes is the number of lanes leading outside your borders.

You have a decent amount of leeway with cohesion. A handful of extra lanes and an isolated system or two won't break you, but if you start to accrue penalties it is absolutely cost effective to fill in the gaps.
 

Bodaijusawa Takahide

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I thought cohesion increased your sprawl? So it could cause you to go into the land of penalties if you wouldn't have otherwise.

That's right and that's also what I wrote earlier. To sum it up again: Empire Sprawl above Administrative Capacity (in other words deficit) gives you direct penalties. But your Empire Sprawl gets a multiplier on top of it, giving you your Total Empire Sprawl and this multiplier also increases the penalties you already have further. This multiplier is a result of your Empire Cohesion.

Can you please explain the ECG and ECL more? What are isolated systems? What are adjacent hyperlanes?

Does this mean I should build outposts to every closed off corner in order to ensure minimum adjacent hyperlanes out of my empire?

Empire Cohesion kinda says how easy it is to keep everything together and in order. The larger your borders and the more unprotected they are, the harder it is. So your Empire Cohesion is gaining the stronger your core is (the more systems in gerneral you have) and also the more upgraded starbases protect your borders. But on the other hand, your Empire Cohesion is lossing the larger your borders are. This is were adjacent systems come in. Every hyperlane leaving your empire, no matter into unclaimed or already claimed systems, is a direct measure of the size of your border. That is also the reason why you start with a base value of 5, because your starting system most likely already starts with 5 hyperlanes, so you don't have to start with penalties at hand. The second measure are pockets that are not administered but created by your borders, so called isolated systems. These are all adjacent systems that can only be reached from your empire. If there is a pocket of systems that can be reached by 2 empires, they are not counted. If you have a pocket of many systems, only those adjacent to your borders are count (not the inner most systems).

No. You should choose wisely were to build new starbases. As a rule of thumb, I definitly try to kill every isolated system with 2 or more hyperlanes. This reduces ECL by 1 (system) and 2+ (hyperlanes), almost as good if not better than upgrading starbases (3).
 
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Bodaijusawa Takahide

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If you like you can test it out by counting the External Hyperlanes and Isolated Systems in the example below.

Solution:
External Hyperlanes: 29
Isolated Systems: 15

In this case it would be wise to upgrade 3 additional starbases and gain 9 Empire Cohesion. In addition building starbases in the 4 isolated systems without a pocket but with multiple hyperlanes. This would reduce my lose by 13 (-3, -4, -3, -3). Although by claiming 4 additional system and gaining 8 points in my Empire Sprawl, I reduce my Empire Cohesion multiplier from 1.5 down to 1.0 and thereby end up with a much lower Total Empire Sprawl than before. I took the risk of raising my Total Empire Sprawl to make sure I claimed 3 important choke points before the enemy did. Afterwards I had to work on reducing my penalties again.

Before: ES = 60; TES = 60*1.5 = 90
After: ES = 68; TES = 68*1.0 = 68
Result: 22 less deficit and thereby 6.6% less tech. pen., 11% less unity pen. and 22% less admin. pen.
 

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