empire size and planetary ascention rework needed

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smile444

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empire size as is does not really work as intended. The objective of empire size and tech and unity reductions that comes from it is meant to prevent too much snowballing from empires that seek to get as many colonies and as many pops as possible i.e "wide empire" by counterbalancing their more significant economies by reducing their the ability to out-tech or out-unity other empire. But as it is now, those empires can easily offset the tech reductions by just building more research labs and more bureaucratic centers. Several people have done the math by now and calculated that it would take about 1000 pops for those empires to start feeling the effect of empire size with only the bare minimum of efforts to build labs and bureaucratic centers. This is not nearly enough. I know it's an unpopular opinion but we honestly need penalties that are 10 times bigger at the very least.

I know there was a lot of backlash about the empire size mechanic but it is honestly something necessary for the balance of the game. There was a similar backlash when the devs introduced pop growth reductions from population size too but ultimately people got used to it, especially after the introduction of a slider in the setting of the game to regulate that growth penalty. Why can't we have a similar slider for empire size penalties? It would be an easy solution for a lot of issues.

It is not a perfect solution, however. As many people have pointed out already, decreasing the empire size from pops and increasing the sprawl from the number of districts, systems, and colonies in a given empire would make sprawl affect a wide empire more efficiently.

I have a few suggestions on my own that are more roleplay or player choice-focused since the dev tends to prefer those. Maybe the empire capital and colonies within systems linked to the empire capital by hyper relays network could get a reduction of the empire size they generate? It would force the empire to choose between spending their alloys on acquiring more colonies or on making sure they are correctly linked and managed, and a habitat-focused empire would get a lot of mileage out of this. And it would make sense from a roleplay perspective as a better-connected empire with a better infrastructure would be easier to manage.

Factions could decrease sprawl from pops in the same way they increase unity from pops. Meaning that en empire would have to spend time to make sure their population is happy or at least fall in line properly or see their empire becoming harder to manage. I would suggest increasing the base unity pop produce for this very reason.

Alternatively, there is the planetary ascension system which brings me to my second point. I like the concept of planetary ascension. But I think that as it is, it is not worth the cost. At best this is something for the empire to dump their unity on in the late game where there is nowhere else to spend unity. And it works well in that specific scenario. But beyond that it is useless. Which is a shame. Since ascending a tier reduce the empire size of the planet, I was thinking that by avoiding expanding too quickly and ascending well-populated planets there would be a way to mitigate Empire size, again putting in the player's hands the choice to expand as much as possible for maximum economic power, or expend carefully, but in a way that doesn't increase empire size so an empire can reach a decent amount of territory while still being able to tech or unity rush.

But in practice, the bonuses are too weak. It could stand a little more empire size reduction, something like 6-8% per tier. And especially it needs to increase the production a lot more to make the upgrading competitive, and a valid choice to spend unity on rather than edicts or ascension perks. To be fair I think the latter point is less due to the ascension system itself and more the fact it works through the increase of the bonuses from planetary designation, which does not work well with that system. The bonuses from designation aren't all that great. The main problem is outside of designations focused on producing basic resources, designations reduce the upkeep and cost rather than increasing production. You can only reduce metallurgist or researcher upkeep so much. If instead designation increased the production of those jobs like they do for basic resources, it would be a lot better.

I understand why designations are like that. though. That's why i suggest to add in the tech tree, especially the society tech tree, technologies that upgrade planetary designations effects, adding production bonuses that would be gated behind technology.

But what do you think ? Can i get a dev's opinion on this ?
 
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I have a few suggestions on my own that are more roleplay or player choice-focused since the dev tends to prefer those. Maybe the empire capital and colonies within systems linked to the empire capital by hyper relays network could get a reduction of the empire size they generate? It would force the empire to choose between spending their alloys on acquiring more colonies or on making sure they are correctly linked and managed, and a habitat-focused empire would get a lot of mileage out of this. And it would make sense from a roleplay perspective as a better-connected empire with a better infrastructure would be easier to manage.
This. 100% this.
I want hyper relays be an important tool in keeping your realm together - not just by super expensive edicts.
I'd like if there were several techs + traditions that would add smaller benefits.

I also suggested a "distance to capital" negative modifier to be applied to different things on all colonies. (i.e. -x% governing ethics attraction, +x% deviancy)
This distance should probably be counted half for each hyper relay connection on the way and increased if there is no direct hyperlane connection at all, because of hostile territory.

Things like that would make hyper relays essential infrastructure that would be a good alloy investment option other than military power.
 
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Franton

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Maybe the empire capital and colonies within systems linked to the empire capital by hyper relays network could get a reduction of the empire size they generate?
I sympathise with this suggestion, but please don't tie in Hyper relays or any other stuff llinked to a DLC. Empire size is a core game mechanic after all, not tied to the Overlord DLC. E. g. the effect of colonies on empire size could be evaluated as 2+0.5*[number of jumps needed to get there from the empire capital]. Of course the base and scaling coefficients are subject to balancing.
 
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smile444

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This. 100% this.
I want hyper relays be an important tool in keeping your realm together - not just by super expensive edicts.
I'd like if there were several techs + traditions that would add smaller benefits.

I also suggested a "distance to capital" negative modifier to be applied to different things on all colonies. (i.e. -x% governing ethics attraction, +x% deviancy)
This distance should probably be counted half for each hyper relay connection on the way and increased if there is no direct hyperlane connection at all, because of hostile territory.

Things like that would make hyper relays essential infrastructure that would be a good alloy investment option other than military power.

I'm not sure about the distance to the capital, a void dweller or habitat-focused empire could have their whole empire with dozens of planets in a tiny little box after all. Honestly, if something like that is implemented, I would rather have it so it is more the distance to the closest system connected by hyper-relay to the capital....Well maybe not since hyper relays are DLC content. I think the best overall is increase colony and system value in the empire size calculation

Though I maintain the main point, that Empire size penalties are way too small.
 
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Another thing to consider is the fact that pop growth penalty can be easily offset by conquest and/or farming/integrating grown subjects. I mean what's the point of empire sprawl when you can easily increase your pop by a few hundreds, while just needing a few years tidying up and all? This literally defeats the whole purpose of pop growth penalty. Any sprawl would be offset by the high number of pops working on efficient planets.

I mean right now, it's basically just min/max and get as many colonies as possible till you have ~500 pops, while making as many subjects as possible and squeezing them for every single penny. When they're up to a couple hundred pops or so, integrate them, and release a new token vassal to grow more pops. Rinse and repeat. And it's GG.
 
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It would be quite easy to tweak the mechanics to penalize going totally wide, just mindless map painting with no planning.

What's more tricky is to introduce mechanics that are fair, but don't make life too easy for an Australian-style population distribution, where you have harvested pops and other resources from a lot of galactic territory and retain a lot of colonies for the sake of making even more pops, but you concentrate the bulk of your existing pops on a few key colonies (eventually Ecumenopolises and Ringworlds). For instance if you buff planetary ascension or the bonuses for being connected to the capital by hyper-relays, it very much encourages this style of empire-building. It might have a concentrated population, but it's still a very expansionist playstyle in terms of foreign policy. By contrast, less expansionist, more "mutually beneficial diplomacy among equals" approaches (such as forming a Research Cooperative without any single dominant member) do very badly out of the current mechanics around tech progress and population growth.

Farming vassals for basic resources is also quite strong now, especially on higher difficulty settings where the AI retains some of its bonuses, but I don't know if the president of a galaxy-spanning vassal swarm Hegemony should really be considered "tall" in the same way as a compact Inward Perfection empire, or the members of a truly consensual federation. Maybe subjects should impose a % of their own sprawl on the overlord, always much less than 100%, but the amount scales with the harshness of the contract? That would give federations with independent members at least some competitive advantage.

That said, I do think more cost for having many distant, poorly-connected colonies (even if you pull most of the pops off them) would be a step in the right direction.
 
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Franton

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I'm not sure about the distance to the capital, a void dweller or habitat-focused empire could have their whole empire with dozens of planets in a tiny little box after all. Honestly, if something like that is implemented, I would rather have it so it is more the distance to the closest system connected by hyper-relay to the capital....Well maybe not since hyper relays are DLC content. I think the best overall is increase colony and system value in the empire size calculation

Though I maintain the main point, that Empire size penalties are way too small.
I beg to disagree for the most part:

A non-Void-Dweller empire hamstrings itself when building habitats for any other purpose than tactical defense (defending choke points, and entry points from gateways and wormholes).

A Void-Dweller on the other hand already pays a steep prize regarding empire size, because they need at least double as many colonies as normal empires to house the same number of pops! The size cost for habitats should be reduced to get back to an even playfield.

And, again, please do not suggest something that is related to DLC content only. No, distance to the closest hyper relay is not a valid option as long as these are not included in the base game.
 
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Another thing to consider is the fact that pop growth penalty can be easily offset by conquest and/or farming/integrating grown subjects. I mean what's the point of empire sprawl when you can easily increase your pop by a few hundreds, while just needing a few years tidying up and all? This literally defeats the whole purpose of pop growth penalty. Any sprawl would be offset by the high number of pops working on efficient planets.

I mean right now, it's basically just min/max and get as many colonies as possible till you have ~500 pops, while making as many subjects as possible and squeezing them for every single penny. When they're up to a couple hundred pops or so, integrate them, and release a new token vassal to grow more pops. Rinse and repeat. And it's GG.
I totally agree. The fastest options for growth by a wide margin are conquest and pop stealing. In a recent game I obtained >5000 pops by 2350 with Nihilistic Acquisition, and I kept getting more (about 40-60 per year), although by that time I was starting to run out of populated enemy planets. And that was just a medium size galaxy.
 
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Why can't we have a similar slider for empire size penalties?
This please. The game creation may be getting bloated, so maybe a advanced options section can be hidden if not selected, but either way this is the option we need. I think there should be stronger penalties, some people hate the idea, and the only solution to avoid backlash in my opinion is to let us decided for ourselves how we prefer to play. Lots of other good ideas in this thread but if I had to pick 1 thing here i'd like to see, it would be this.
 
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A non-Void-Dweller empire hamstrings itself when building habitats for any other purpose than tactical defense (defending choke points, and entry points from gateways and wormholes).
I disagree, because i use them for refineries.
Wasting a building slot on a building with 1 job on a planet that has a lot of living space always feels bad to me. Specialising a planet into a refinery world utilises the building slots of that planet too badly for my tastes.

So, i often use Habitats for that purpose, because i build them out just enough to properly fill all refinery jobs and give them the refinery habitat designation.
 
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Wasting a building slot on a building with 1 job on a planet that has a lot of living space always feels bad to me. Specialising a planet into a refinery world utilises the building slots of that planet too badly for my tastes.
This only holds if housing and jobs for your pops are a scarce resource in your empire. But there are plenty of ways to provide either: expansion in the early game, building ECUs and conquest later, and eventually building RingWorlds - these all provide you with so much housing and so many jobs that you can afford to use as many building slots for refineries as you need - on your planets, on your ECUs, and on your Ring World segments too.

Besides, the investment is simply too steep for early or mid game, because I need the alloys to build up fleets and starbases, and the influence for expansion. In the few cases where I built a habitat in mid game in any non-Void-Dweller game, the investment never paid off, and it would have been better to spend these resources elsewhere.
 
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This only holds if housing and jobs for your pops are a scarce resource in your empire. But there are plenty of ways to provide either: expansion in the early game, building ECUs and conquest later, and eventually building RingWorlds - these all provide you with so much housing and so many jobs that you can afford to use as many building slots for refineries as you need - on your planets, on your ECUs, and on your Ring World segments too.

Besides, the investment is simply too steep for early or mid game, because I need the alloys to build up fleets and starbases, and the influence for expansion. In the few cases where I built a habitat in mid game in any non-Void-Dweller game, the investment never paid off, and it would have been better to spend these resources elsewhere.
Habitats are nice for sources of pop growth, too. 1500 alloys + a few minerals + 150 influence for many decades of ~+3 pop growth is a fair investment.

So, if you're sandwiched in and are not keen on expanding by means of conquest, they are a good way to expand - even if they are the just a means to fill your ecu/ring/hive/machine worlds.

For me refinery habitats double as breeding grounds to fill the larger worlds that need a lot of rare resources and pops.
 
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The growth mechanic as it is right now still needs rework, as well as the empire size mechanic, the slider is only the last saving grace. I not sure people on the forum realized or not, we are the minority here, people who comment on steam are the majority and I don’t think they are happy about both changes as those DLCs reviews are mixed.
I don't know about the ratio, but i think the game desperately needed something to cut down on the ever expanding pop growth.
It got pretty ridiculous and i get why the devs wanted to do it in a way that doesn't slow the game and mainly targets huge sprawling empires and not small ones.

Wide play is still better than tall play by miles, but many people seem unhappy about any attempt to mitigate the ridiculous advantage being a wide empire gives you.
Especially the empire sprawl rework is just so much better than the bureaucrat tax we had before. Just have x% of your pops be bureaucrats an it's fine. Doesn't matter if you have 10 or 200 planets. It did absolutely nothing to make running a larger empire more difficult.
 
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Franton

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I don't know about the ratio, but i think the game desperately needed something to cut down on the ever expanding pop growth.
I agree on that and I am not particularly happy with the current solution, although it's still better than nothing.

My preferred approach would make pop growth depend on the planet only, not empire size. However, founding new colonies of any type should be a lot harder or involve more penalties. At the moment the investment to colonize a planet or even constructing a habitat pays off after only a few years.

In earlier game versions, influence was the main limiting factor that prevented excessive snowballing. However, influence grows at a mostly constant rate, and there are many ways to improve influence income - the more you expand, the more options you get. IMHO we need an increasing cost for expansion, similar to how we have increasing cost for leaders now. If every outpost built and every claim made had an increasing influence cost, every empire would eventually reach a point where expansion is no longer the best or only way to improve your empire.

Say, a base of 50 influence for the first outpost, increased by about 2 per system you already have. An empire with 25 systems then would cost about as much influence as now, but for an empire with 100 systems the base cost for the next outpost would rise to 250. At that point you'll probably consider building habitats, ECUs or - if you can - Ring Worlds instead of expanding.

Alternately, leave influence cost for outpost constant, but add an increasing influence cost for every actual colony. That would not restrict expansion, but the increasing cost to colonies would make you want to cherry-pick the best colonies you can get, or improve the ones you have to the best of your ability.
 
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My preferred approach would make pop growth depend on the planet only, not empire size. However, founding new colonies of any type should be a lot harder or involve more penalties. At the moment the investment to colonize a planet or even constructing a habitat pays off after only a few years.
Planet-only would be too easy to work around.
Whereas empire-wide encourages non-conquest means of expansion (vassalisation) over the default big blob strategy.

If you make it too costly to found a colony, the early game will be stuck as one planet empires for a long time, because people will only expand in space and not colonize anything, to be faster than those people developing planets instead of securing long term resources and strategically valuable positions.

IMHO we need an increasing cost for expansion, similar to how we have increasing cost for leaders now. If every outpost built and every claim made had an increasing influence cost, every empire would eventually reach a point where expansion is no longer the best or only way to improve your empire.
I think that idea could work, but i guarantee you, that people will also make really, really aggressively unfriendly threads about how that rework sucks. I would bet money on it.
Many people hate on everything that is reworking something they knew and got along with. Same with the rebellion situations now. They are not really unfair or a significant problem if you know how to deal with them, but oh boy have there been aggressive comments about that. All it does is make excessive conquest require more resources, time and attention. It is just a minor bump on the road to galactic domination, but the bump wasn't there previously and so people rage about it.

Say, a base of 50 influence for the first outpost, increased by about 2 per system you already have. An empire with 25 systems then would cost about as much influence as now, but for an empire with 100 systems the base cost for the next outpost would rise to 250. At that point you'll probably consider building habitats, ECUs or - if you can - Ring Worlds instead of expanding.
Again something that a "distance to capital" modifier could help with. If hyper relays (and also gateways) shortened the relative distance from a new system to your capital, they could be an important thing to sink influence into. You need the infrastructure to even sprawl out that far. Building a space railroad along which you expand would be immensenly important.
 
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I don't know about the ratio, but i think the game desperately needed something to cut down on the ever expanding pop growth.
It got pretty ridiculous and i get why the devs wanted to do it in a way that doesn't slow the game and mainly targets huge sprawling empires and not small ones.

Wide play is still better than tall play by miles, but many people seem unhappy about any attempt to mitigate the ridiculous advantage being a wide empire gives you.
Especially the empire sprawl rework is just so much better than the bureaucrat tax we had before. Just have x% of your pops be bureaucrats an it's fine. Doesn't matter if you have 10 or 200 planets. It did absolutely nothing to make running a larger empire more difficult.
The problem with pop system is that we moved away with planet title system, but not completely, the pop system is still a hidden echo of the tile system. This is what makes hard to make any meaningful change, we would have been much better state if we have Imperator: Rome / Victoria 2 hybrid pop system, though we will experience another major change.
 
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InvisibleBison

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IMHO we need an increasing cost for expansion, similar to how we have increasing cost for leaders now. If every outpost built and every claim made had an increasing influence cost, every empire would eventually reach a point where expansion is no longer the best or only way to improve your empire.
This is an interesting idea, but I'm not sure if it's possible to price the scaling properly for varying game settings. Reasonable expansion costs in a 600 star galaxy with 14 nations and a 1000 star galaxy with 6 nations are going to look very different.
 
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This is an interesting idea, but I'm not sure if it's possible to price the scaling properly for varying game settings. Reasonable expansion costs in a 600 star galaxy with 14 nations and a 1000 star galaxy with 6 nations are going to look very different.
Maybe don't link it hard to galaxy size, but also make it a slider that has the default roughly balanced for whatever the current size is with medium empire density.
Because no matter what you pick as a default or as a relation to galaxy size, people will complain about it in masses and they don't want to need mods to adjust it.
 
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The problem with pop system is that we moved away with planet title system, but not completely, the pop system is still a hidden echo of the tile system. This is what makes hard to make any meaningful change, we would have been much better state if we have Imperator: Rome / Victoria 2 hybrid pop system, though we will experience another major change.
Yeah, maybe. I haven't played either of those, but i've read all the dev diaries of Victoria 3 so far.
That pop system would be really cool for stellaris, but there is absolutely 0 way to make it work without essentially scrapping the entirety of stellaris' economics. So it will not happen.

Maybe in a few years when we get Stellaris 2, that'd be a good change.
 
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