Empire size and it's iterations are a symptome of the failed progression system (science and unity). They are abstracted element being designed to act like ressource to be produced and consumed which cause obvious balance issue. The most effective solution would be for science to be overhaued in the same manner that the archeolgic and espionnage system was, while the unity mechanic would be redesigned alike the federal cohesion mechanic each in their own way.
Second, Stellaris isn't sid's Civillization game; They have no wide or tall dynamism in play. They have an ethics system in place that may emulate some characteristic from civ. You can have a fanatic pacifist xenophobe build min-maxing empire size leveraging their own assets ( wide ) or a fanatic militarist xenophile focused on leveraging their vassal insted ( tall )
And last the pop reduction resolved nothing. In contrary, it is a statement of a amateurish developpemet further unbalancing the game and made a case for the abstraction of the pop system that pds was never able to solve.
increasing tech costs for Unity isn't only in Civilisation. It's found in almost all 4X games, and it is that way because it works whether you like it or not. Stellaris may not be civilization but it is definitely a 4X game
And the pop reduction was mostly introduced to reduce late-game lag. in that objective it worked very well.
Now whether or not there would be a better system than empire size is another discussion, but what is undeniable is that the game needs a rubber band mechanic to compensate for wide play and as it is now empire size is too weak to do the job. Making it much stronger may not be the perfect solution, but it is a solution
I don't think you're fully understanding the intention behind empire size. They've said quite clearly that it's not intended to make tall and wide exactly equal. It's just intended to reduce snowballing, which it does. Without empire size, if you double the size of your empire while doubling your science and unity output, you double your rate of acquiring technologies and traditions. With empire size, you double your size and output but your rate of acquiring new technologies and traditions doesn't double, but it does increase.
If empire size penalties are so intense that expanding while maintaining the same ratio of science and unity output actually results in a net loss, it's failing to achieve its goal. That's never been the intention, regardless of how much a portion of the player base wants it. Getting bigger and investing in expansion should always be rewarding. If choosing to do nothing instead of expanding is ever the better choice, the game will have taken a massive step backwards, not forwards.
I've said it before and I'll say it again. If you want the tall play style to be a proper strategy that's on par with wide, there needs to be two things.
First, pop growth has to be decoupled from colony count.
Second, there has to be mechanics that expand upwards that are as powerful and interesting as wide expansion is.
You can tweak empire size all you want, but that's not the proper path forward if the goal is to make tall equal to wide.
i don't think you quite get what the problem is. Yes empire size is a rubber ban mechanic, but the presence of said rubber band is necessary to make tall play viable. And as it is now it it fails to do it's job.
There is something you don't understand. Yes If empire size penalties are so intense that expanding while maintaining the same ratio of science and unity output actually results in a net loss or even stagnates, it's achieving its goal. That's the intention, and it is how it works in almost every 4x game for a reason, regardless of how much a portion of the player base whine about it. Getting bigger and investing in expansion will always be rewarding even if tech and unity stagnate because even without it you would still have a bigger economy more planets, more resources, more ships. ETC. In this scenario, not expanding and focusing on tech and unity is not necessarily more powerful, just differently powerful.
There may be other solutions, but rubber bands still is A solution. It is a well-proven method we see in most 4X games
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