So the idea is probably simple in concept, hard to fine-tune, but it goes thusly: (it's a long one, thanks for bearing with)
1) Empire Sprawl is based off of the Planetary Government size (Planetary Administration, Planetary Capital, System Capital-Complex) and the distance in hyperlanes form the empire's capital world.
2) Population does not direction correspond to sprawl.
-So the idea is that the more advanced worlds a empire has the more resources it takes to keep them supplied and under control of the Player's/NPC's empire. As worlds advance in their planetary administration, the more they impact sprawl; thematically, it means that the planet/system has the infrastructure to potentially rebel and rule themselves.
-Additionally, the idea of the distance factor is to represent how systems that are further away from the Capital system are harder to control, similar to the concept behind piracy. Messages (news, orders, requests, etc) and ships (military and civilian) take longer to get there, so it's harder for the government to have a controlling influence.
--this also means that systems that have Gateways or wormholes help mitigate the sprawl as well.
-Removing the direct tie to Empire Sprawl with Population allows for more and easier ways to affect the Empire Sprawl. Since the population number is already meant to represent a larger number of people anyway, it would make sense to uncouple it from the sprawl.
--Reworks for vassals could be that while the number of planets a vassal has affects your sprawl, certain civics or traditions reduce that sprawl by a significant amount.
--Diplomats used to improve relations with vassals also contribute to the vassal's sprawl contribution.
--Similar rules apply for Protectorate empires, making it not debilitating to diplomatically influence and then integrate the empire.
-Since the class of the capital administration is still reliant on population it doesn't completely remove population as a factor, so high population worlds still contribute, though it does put an upper limit to how much a planet's population can contribute to the sprawl.
--While this means that there is no difference between 50 pops and 100 pops on a planet in terms of sprawl, that world already has ways that pops affect the empire's resource efficiency: food, minerals, consumer goods, energy, as well as crime, stability, and happiness.
--This can also help limit Habitat construction without overly hampering their use: habitats rarely go for huge populations and advanced capital buildings, and tend to be in already colonized systems, meaning their sprawl is minimal, but placing lots of them in their own systems (for example, to act like hyperlane choke-point bunker stations) will have a greater, but not prohibitive affect on sprawl.
-This can mean that government type, traits, civics, tech, and other factors might affect either the empire sprawl or population upkeep, but not both: the Expansion tree would mean much more to an empire trying to go wide ("−25% Empire Sprawl from Systems and Colonies") whereas the Harmony tree could be redone to focus entirely on population upkeep (-10% population up keep instead of -10% Empire sprawl from population).
-Incorporating the concept of Planetary Ascension could mean that each level of Ascension contributes to the Empire Sprawl, balancing the resource production of these advanced worlds with their affect on the efficiency of the empire.
--Similarly special planetary designations could have more or less affect on the sprawl, but in unique ways: Thrall worlds would contribute slightly more Empire sprawl than a regular world, but have less population upkeep and and even larger pop-growth rate factor; Penal Colonies have the same empire sprawl affects and pop upkeep reduction, but the crime reduction is significantly more in a set number of hyperlanes as well as reducing piracy in that same radius. Resort Worlds reduce Empire sprawl but have increased pop upkeep, in addition to the current benefits could have a increased happiness affect applied to colonies in a certain number of hyperlanes (everyone loves to vacation at Risa).
--This kind of special world designation could be used in other kinds of empires for similar effects: Bureaucratic worlds have increased pop upkeep but reduce empire sprawl in a certain radius of hyperlanes, Trade worlds improve the trade value of trade in all colonies but also increase the piracy pressure in a certain number of hyperlanes.
--Gestalt empires could have worlds that increase pop grow/construction, but have a higher maintenance cost (pops, buildings, or something, not sure where the upkeep would be best balanced), or worlds that produced army drones faster at the effort of costing more resources to produce each army, Synapse worlds that reduce empire sprawl but have increased pop upkeep, etc.
-Empire edicts could be used to increase the radius of effect for planetary designations, directly reduce empire sprawl, piracy, trade, etc.
-One additional rework that could be interesting is that spies in empires could have special objectives to increase the empire sprawl from a selected world, and once the stability got low enough incite rebellion (either regular pop or gestalt).
-This can all play into the larger concept of the Influence-Unity rework: Influence is what allows you to expand (unclaimed systems), make claims, influence other empires with the number of envoys/spies you have and how effective they are. Unity is the internal cohesion of the empire, affecting sprawl (the more you sprawl, the more unity you need), crime/piracy reduction, generating traditions, ascending planets, making mega-structures, and stability of worlds: unity producing buildings can improve stability based an a factor of how much unity is produced (meaning for example: the Police State civic could be made to improve stability and reduce crime from all of the enforcement buildings) as well as how happy the pops are.
--Gestalt empires could still improve their planetary stability and benefit from having unity-producing jobs, but not quite match the improvement that free-willed populations could.
--Worlds focusing on unity production might have a low happiness factor, but the stability is high so while they won't rebel or have inherent crime issues, they wouldn't produce as much as happy worlds.
-With the above rework in mind: Planetary stability can be used to affect empire sprawl.
--High-stability worlds have a lower impact on sprawl than low-stability worlds.
--Free-willed worlds of very happy citizens are less likely to rebel and work in the empire much easier than worlds with disgruntled pops.
--Planets with low-stability can be kept in line either by increasing the unity production (more temples, but now the world is becoming more Spiritualist) or increasing the enforcement presence (more justice centers, but the world is becoming more Authoritarian)."
--Gestalt planets with low-stability can rebel into their own gestalt empires, or have a chance to become inoperable (the pops die, but the planetary infrastructure is left in place) [Note: I thought about the idea of once the gestalt empire controls the planet again they'd get all the pops back, but then it'd be super easy to just have a single military unity parked over a world and every time it rebelled you'd just land them and take control again, like nothing had happened.]
--Worlds with focused designations (Research Worlds, Bureaucrat Worlds, Forge Worlds, etc) could still have their bonuses of output and specialist upkeep reduction, but empire would still need to dedicate at least some resources to either increasing stability or increasing happiness.
--Gestalt empires are inherently more stable than free-willed worlds unless they spread themselves too thin, but highly unified free-willed empires can spread farther but have a high resource upkeep to match.
-Influence is generated by several factors: your Ship Force Projection, the size of your empire, the number of traditions, you have, so on and so forth. The larger the empire you have the more influence you should be able to produce, but you have to spend the resources on maintaining that unity.
--Examples:
---Despotic authoritarian empires can rule with an iron first and have a lot of galactic influence, but could be easily destabilized if targeted correctly.
---Researched focused empires might have little galactic influence and tend to be smaller (fewer unity producing pops), but their advanced tech does still mean that other empires take them seriously (Tech and Ship Force Projection), and also require much less unity to be maintained.
---Spiritualist empires can spread far and have massive influence, but tend to be very behind in their technology and advanced resource production.
---Gestalt empires can be very influential as they are presented as a unified front, so as long as the Gestalt does not overreach they have little worry over deviancy and strike the middle balance between base-resource production and specialist-resource production (lots of drones mining is way easier to maintain than lots of drones making really advanced computer parts) and tend to grow internally at a much slower rate than free-willed empires.
---Genocidal Empires represent a real threat to the galaxy, so their influence is large (easier to lay claim or expand, though they can't use diplomats and generate far fewer envoys to use as spies), but have to spend more resources on maintaining their Ship Force Projection, because the AI empires will be much more willing to go to war against genocidal empires if that AI has a stronger Ship Force Projection; genocidal empires also have a slower population growth (on average) because they cannot incorporate other xenos into their empires as free pops or as slaves.
There are probably fringe cases that could exploit or fail drastically with these ideas, but that's where the number-crunchers and balance experts come in.
Thank you for reading, please feel free to throw ideas, complaints, questions (I'm going to cross-post this to reddit)
1) Empire Sprawl is based off of the Planetary Government size (Planetary Administration, Planetary Capital, System Capital-Complex) and the distance in hyperlanes form the empire's capital world.
2) Population does not direction correspond to sprawl.
-So the idea is that the more advanced worlds a empire has the more resources it takes to keep them supplied and under control of the Player's/NPC's empire. As worlds advance in their planetary administration, the more they impact sprawl; thematically, it means that the planet/system has the infrastructure to potentially rebel and rule themselves.
-Additionally, the idea of the distance factor is to represent how systems that are further away from the Capital system are harder to control, similar to the concept behind piracy. Messages (news, orders, requests, etc) and ships (military and civilian) take longer to get there, so it's harder for the government to have a controlling influence.
--this also means that systems that have Gateways or wormholes help mitigate the sprawl as well.
-Removing the direct tie to Empire Sprawl with Population allows for more and easier ways to affect the Empire Sprawl. Since the population number is already meant to represent a larger number of people anyway, it would make sense to uncouple it from the sprawl.
--Reworks for vassals could be that while the number of planets a vassal has affects your sprawl, certain civics or traditions reduce that sprawl by a significant amount.
--Diplomats used to improve relations with vassals also contribute to the vassal's sprawl contribution.
--Similar rules apply for Protectorate empires, making it not debilitating to diplomatically influence and then integrate the empire.
-Since the class of the capital administration is still reliant on population it doesn't completely remove population as a factor, so high population worlds still contribute, though it does put an upper limit to how much a planet's population can contribute to the sprawl.
--While this means that there is no difference between 50 pops and 100 pops on a planet in terms of sprawl, that world already has ways that pops affect the empire's resource efficiency: food, minerals, consumer goods, energy, as well as crime, stability, and happiness.
--This can also help limit Habitat construction without overly hampering their use: habitats rarely go for huge populations and advanced capital buildings, and tend to be in already colonized systems, meaning their sprawl is minimal, but placing lots of them in their own systems (for example, to act like hyperlane choke-point bunker stations) will have a greater, but not prohibitive affect on sprawl.
-This can mean that government type, traits, civics, tech, and other factors might affect either the empire sprawl or population upkeep, but not both: the Expansion tree would mean much more to an empire trying to go wide ("−25% Empire Sprawl from Systems and Colonies") whereas the Harmony tree could be redone to focus entirely on population upkeep (-10% population up keep instead of -10% Empire sprawl from population).
-Incorporating the concept of Planetary Ascension could mean that each level of Ascension contributes to the Empire Sprawl, balancing the resource production of these advanced worlds with their affect on the efficiency of the empire.
--Similarly special planetary designations could have more or less affect on the sprawl, but in unique ways: Thrall worlds would contribute slightly more Empire sprawl than a regular world, but have less population upkeep and and even larger pop-growth rate factor; Penal Colonies have the same empire sprawl affects and pop upkeep reduction, but the crime reduction is significantly more in a set number of hyperlanes as well as reducing piracy in that same radius. Resort Worlds reduce Empire sprawl but have increased pop upkeep, in addition to the current benefits could have a increased happiness affect applied to colonies in a certain number of hyperlanes (everyone loves to vacation at Risa).
--This kind of special world designation could be used in other kinds of empires for similar effects: Bureaucratic worlds have increased pop upkeep but reduce empire sprawl in a certain radius of hyperlanes, Trade worlds improve the trade value of trade in all colonies but also increase the piracy pressure in a certain number of hyperlanes.
--Gestalt empires could have worlds that increase pop grow/construction, but have a higher maintenance cost (pops, buildings, or something, not sure where the upkeep would be best balanced), or worlds that produced army drones faster at the effort of costing more resources to produce each army, Synapse worlds that reduce empire sprawl but have increased pop upkeep, etc.
-Empire edicts could be used to increase the radius of effect for planetary designations, directly reduce empire sprawl, piracy, trade, etc.
-One additional rework that could be interesting is that spies in empires could have special objectives to increase the empire sprawl from a selected world, and once the stability got low enough incite rebellion (either regular pop or gestalt).
-This can all play into the larger concept of the Influence-Unity rework: Influence is what allows you to expand (unclaimed systems), make claims, influence other empires with the number of envoys/spies you have and how effective they are. Unity is the internal cohesion of the empire, affecting sprawl (the more you sprawl, the more unity you need), crime/piracy reduction, generating traditions, ascending planets, making mega-structures, and stability of worlds: unity producing buildings can improve stability based an a factor of how much unity is produced (meaning for example: the Police State civic could be made to improve stability and reduce crime from all of the enforcement buildings) as well as how happy the pops are.
--Gestalt empires could still improve their planetary stability and benefit from having unity-producing jobs, but not quite match the improvement that free-willed populations could.
--Worlds focusing on unity production might have a low happiness factor, but the stability is high so while they won't rebel or have inherent crime issues, they wouldn't produce as much as happy worlds.
-With the above rework in mind: Planetary stability can be used to affect empire sprawl.
--High-stability worlds have a lower impact on sprawl than low-stability worlds.
--Free-willed worlds of very happy citizens are less likely to rebel and work in the empire much easier than worlds with disgruntled pops.
--Planets with low-stability can be kept in line either by increasing the unity production (more temples, but now the world is becoming more Spiritualist) or increasing the enforcement presence (more justice centers, but the world is becoming more Authoritarian)."
--Gestalt planets with low-stability can rebel into their own gestalt empires, or have a chance to become inoperable (the pops die, but the planetary infrastructure is left in place) [Note: I thought about the idea of once the gestalt empire controls the planet again they'd get all the pops back, but then it'd be super easy to just have a single military unity parked over a world and every time it rebelled you'd just land them and take control again, like nothing had happened.]
--Worlds with focused designations (Research Worlds, Bureaucrat Worlds, Forge Worlds, etc) could still have their bonuses of output and specialist upkeep reduction, but empire would still need to dedicate at least some resources to either increasing stability or increasing happiness.
--Gestalt empires are inherently more stable than free-willed worlds unless they spread themselves too thin, but highly unified free-willed empires can spread farther but have a high resource upkeep to match.
-Influence is generated by several factors: your Ship Force Projection, the size of your empire, the number of traditions, you have, so on and so forth. The larger the empire you have the more influence you should be able to produce, but you have to spend the resources on maintaining that unity.
--Examples:
---Despotic authoritarian empires can rule with an iron first and have a lot of galactic influence, but could be easily destabilized if targeted correctly.
---Researched focused empires might have little galactic influence and tend to be smaller (fewer unity producing pops), but their advanced tech does still mean that other empires take them seriously (Tech and Ship Force Projection), and also require much less unity to be maintained.
---Spiritualist empires can spread far and have massive influence, but tend to be very behind in their technology and advanced resource production.
---Gestalt empires can be very influential as they are presented as a unified front, so as long as the Gestalt does not overreach they have little worry over deviancy and strike the middle balance between base-resource production and specialist-resource production (lots of drones mining is way easier to maintain than lots of drones making really advanced computer parts) and tend to grow internally at a much slower rate than free-willed empires.
---Genocidal Empires represent a real threat to the galaxy, so their influence is large (easier to lay claim or expand, though they can't use diplomats and generate far fewer envoys to use as spies), but have to spend more resources on maintaining their Ship Force Projection, because the AI empires will be much more willing to go to war against genocidal empires if that AI has a stronger Ship Force Projection; genocidal empires also have a slower population growth (on average) because they cannot incorporate other xenos into their empires as free pops or as slaves.
There are probably fringe cases that could exploit or fail drastically with these ideas, but that's where the number-crunchers and balance experts come in.
Thank you for reading, please feel free to throw ideas, complaints, questions (I'm going to cross-post this to reddit)
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