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John MacWhat

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What follows is one fan's essay on the latest Beta and a slight tweak I think would have a big effect

Introduction

The new 3.3 Stellaris update appears aimed at several goals:

  1. Making unity more important
  2. Slowing down tech rush
  3. Changing Empire Sprawl (presumably to accomplish the first two)
I want to propose that after playing the Beta, that the developer's current implementation of unity and empire sprawl accomplishes their goals, but with a few tweaks we can solve some additional issues and make the game more dynamic and fun. The central element will be changing empire sprawl calculation so that it is based on pops and stability. This will create several gameplay benefits that I will outline later.

Feel free to skip the Background section if you don't want or need an explanation of why Wide is the best source of economic growth.


Background: The goal of Stellaris and its economy

The Goal of Stellaris

Before further discussion, I want to give a very simple overview of what I think players are trying to accomplish when they play Stellaris and how they do it. In this regard, I think there are basically two things players care about:
  1. To have the most, best ships
  2. To control the map
Now, "the most, best ships" refers generally to fleet power. Players want to become as strong as they can. Downstream from that objective, players generally want to have enough power to control the map. Players want to shape the galaxy's political boundaries as they like. This can be accomplished through direct control (colonization, conquest) or through diplomatic means (vassals, alliances, federations, politics). But in either case, even players who are trying to role play and remain isolationist will generally try to have strong fleets.

The economy of Stellaris
This leads into a very general description of the Stellaris economy. In Stellaris, to have the most, best ships you need two things: Alloys and Research. These are the two resources that you must have in order to have plentiful ships, and research is necessary to make each ship stronger. And the more Alloys and the more Research you have, the more and better your ships become.

These resources are predominantly generated by Pops who work in Jobs. Jobs are created by districts and buildings, and there is upkeep associated with these Jobs. So, to create and operate Jobs you need minerals, energy, food, and consumer goods. These resources are themselves generally created by Pops in Jobs.

(As a brief aside, you do also receive resources from mining stations in systems, but these are a comparatively limited source of resources in comparison with jobs, so for simplicity I am treating them as insignificant)

The above observations lead us to a pretty basic conclusion: to increase your Alloys and Research to get the most, best ships, you need Pops and you need Jobs. But where do we get Pops and Jobs? We get them on colonies. Every colony has available spots for districts and building, enabling us to pay to create jobs. Every colony also has Pop growth, which is the other important resource we need. We can see immediately that settling new colonies will grow the economy.

Now, there are other sources of economic growth. There are Pop traits, Ethics, Civics, Traditions, and Tech which increase output. However, these are not dynamic sources of growth. You generally will either start with productive traits, ethics, and civics or perhaps increase them once during the game. Tradition increases to output have the same issue where they will give you a percentage output bonus once or twice, but then once you've taken the tradition, that's it, you have the bonus. Tech has multiple instances of productivity boosting in the form of unlocking building or directly modifying job output, but also generally once you have the whatever % bonus from a tech, that's it, no additional growth after that.

All of this is to say that settling additional colonies is more reliable and can occur more repeatedly. It is the best path to making a large economy, and a large economy means you achieve your objective of having the most, best ships. When it comes to growing the economy, no other choice the player can make during the game is as reliable or repeatable as settling more colonies. Currently, there are no negative returns on expansion.


The Other Resources
Other than Research and Alloys, nearly all other resources in Stellaris are incidental to acquiring more Research and Alloys (until they let us make ships out of Consumer Goods). Minerals and Energy are needed to buy and upkeep buildings and Jobs. Consumer Goods are needed to upkeep Pops and Jobs. Food is needed to upkeep Pops. Unity is used to buy traditions, leaders, edicts, and planetary ascensions. Trade value is incidental to acquiring Energy, Consumer Goods, and Unity. Amenities are a local only resource which help make Pops happier, which raises Colony Stability and provides output bonuses. None of these things directly helps us have the most, best ships. These resources just enable us to produce more Alloys and more Research to get what we want.

The pattern of economic development
Where we end up is that there's a pretty consistent pattern to developing an empire's economy. We want to have as many Pops working in Jobs that produce Alloys and Research, and we employ just enough Pops in Jobs that produce The Other Resources to maximize the output of the Pops in the good Jobs. Regardless of the specific mix of Jobs you choose, it's still the case that that we grow the economy by having as many colonies and pops as possible. That means settling the planets under our control and taking the Colonies from other empires as often as possible. To grow Big, you are best served by growing Wide.

Sprawl: A counterbalance to Wide? Or a nerf to Big?

In the 3.3 Beta, Empires which exceed 50 administrative cap experience sprawl, which causes technology cost to increase on a percentage basis. The presumed goal of this system is to disfavor the wide play-style. In effect, we are trying to slow down the snow-ball effect where Empires with stronger economies are better positioned to become even stronger. I view this as a basically reasonable goal, but I think the system as implemented suffers from some limitations. My issue is not with the penalties, which I think could actually be harsher. My issue lies with the way sprawl is calculated. Currently, the base contribution to sprawl from each Colony is 10, from each System and District is 0.5, and from each Pop is 1.

Anyone who has played the Beta can tell you that by the midgame, sprawl from Pops easily outpaces all other factors. This isn't necessarily bad, but as I have described above, Pops in Jobs are your primary source of economy. The sprawl system does not penalize a Wide development path so much as it penalizes a Big economy. Even a Tall development path will be hit by sprawl, and nearly as much as a Wide empire.

It is true that a Big economy can outproduce the sprawl penalties it faces, whether it is Wide or Tall, but there have been several complaints that people don't like facing a penalty that cannot be mitigated. Currently, the only way to have less sprawl is to make your economy smaller by giving up Pops and Colonies, which runs against the goal of making the most, best ships. It also impacts some people's enjoyment of map control, as you have less direct control over a vassal state.

It is also my personal opinion that one of the problems the current sprawl calculation experiences, is that it is not dynamic. Unless you release a vassal or lose Pops, it doesn't really go down (other than the adoption of a few traditions which will drop it; but after those drops, the player experience from that point on is only sprawl growth). This means the sprawl system is not particularly interactive, which is never much fun in a video game.


Making Sprawl better: Make Colonies matter

Well, if you've made it this far, I admire and appreciate your patience. My proposal for calculating sprawl is simple, but will feature several benefits from a gameplay experience. Disclaimer: the specific numbers can be tweaked, but the relationship between the variables is what matters. I would also suggest adjusting the actual sprawl cap (probably to 100) and boosting sprawl penalties., but these are not essential features of the formula.

First, every Colony has its Colony Sprawl calculated. Then, the sum of of Colony Sprawl is the Empire Sprawl. Empire Sprawl determines tech, tradition, and edict cost penalties.

The basic formula for Colony Sprawl would be
(1+p)[Number of Pops] x ((1+s)[100-Colony Stability]/20)

where p=Pop sprawl modifiers (such as unruly/docile/psionic)
and s=Colony Sprawl Modifiers (would include ethics, civics, traditions, and location-based modifiers).

Now, there's an opportunity with the s variable to add some interesting things which could impact tall and wide.
Some possibilities for Colony Sprawl Modifiers
+0.1 for not being in the Empire Capitol System
+0.1 for being in a sector that does not contain the Empire Capitol
-0.1 for being a sector capitol
+0.3 for not being in a sector


Here is a basic case for a starting capitol:
28 Pops times ((100- 68 starting stability) times (1+0)) divide by 20= 28 x 32/20= 44.8 sprawl from starting empire

Now, let's settle another colony, and let's assume it's in the same sector as the capitol but not in the starting system.
1 Pop times (100% -60% stability) times (1+0.1) divide by 20 = 1 x 44/20 = 2.2 sprawl from additional colony, and each additional pop (assuming all else equal)

Our total Empire Sprawl would now be 47.

Let's pretend we settle a colony on the frontier (ie, outside the home sector). Its planetary sprawl modifier is 1.4, due to +0.1 for not being in Capitol system and +0.3 for being a frontier planet.

1 Pop times (100% -60% stability) times (1+0.4) divide by 20 = 1 x 56/20 = 2.8 sprawl from new 1-pop colony and each additional pop (assuming all else equal)

What if we turned this frontier planet into a new sector? For Planetary Sprawl modifier, we'd lose the 0.3 from frontier planet, and then also deduct 0.1 because it's a sector capitol but also add 0.1 because it's not in the capitol sector for a total Planetary Sprawl Modifier of 1.1 . Sprawl would be equivalent to the colony located within the home sector. Additional planets settled within this new sector would have a sprawl modifier of 1.2 as the would get +0.1 from not being in the Capitol System and +0.1 for being in a sector that doesn't contain the Empire Capitol)

Features of the proposed formula
  • Sprawl would be dynamic because you could reduce your empire sprawl by making your planets more stable, or moving Pops to planets which are more stable, or a combination of the two. In the above system, a Pop has a different contribution to sprawl depending on their local conditions.
  • Tall strategy benefits because it easier to promote high stability on a few planets using amenities and distributed luxuries. Tall empires will most likely have less sprawl than wide empires.
  • Sprawl is not inherently tied to being Big, but it would be a bigger challenge to minimize. Planets that are well managed, even in a wide empire, would have reduced sprawl.
  • Colonies matter! If you are dissatisfied with your Empire Sprawl, you will need to look at your Colonies and figure out why they are unhappy
  • Newly settled colonies tend to have stability a bit lower than older colonies because newly settled colonies tend to not have enough Pops to work amenity producing jobs. The consequence is that spamming out colonies will be sprawl inefficient. Some additional balancing may be needed though (perhaps new colonies should have their starting bonus stability and amenities reduced?)
  • Galactic geography matters again. Colony Sprawl Modifiers can be adjusted based on whether the Colony is located in a sector. I'd also say that number of jumps away from Capitol would be another option.
  • Because stability matters more, pop happiness matters more. Colony development that makes pops happier becomes a way to increase research and tradition efficiency. This has the additional effect of making ethics attraction more important, because factions impact happiness.
  • Authoritarians have an alternative path, in that they have ways to increase stability directly via edicts and policies. It's another play-style that can accomplish the same goal.
  • The system creates a soft nerf to conquest. Newly conquered worlds tend to struggle with happiness and stability. Empires which expand by conquest will need to spend time and resources on managing unhappy pops who will contribute more to sprawl. Players would then be rewarded for taking a pause between wars to actually manage their Pops.
  • Late game colony types, such as the Ecumenopolis and Ring World become more valuable because it easier to concentrate very large numbers of Pops on these worlds, creating another way that Tall development can become more efficient.
  • Removing systems from the sprawl calculation eliminates any incentive to expand in a swiss-cheese pattern. Because systems do not contribute to sprawl in the above proposal, you don't leave systems open.
  • I consider Void Dwellers and Habitats to be a Wide economic approach, but my proposed system still would give them some sprawl efficiency benefit to keeping a small galactic footprint because settling colonies near the capitol would be rewarded in this system.
  • The location of the Empire Capitol becomes more important, creating a reason to actually consider moving it.
  • Creating vassal states remains a viable strategy for dealing with sprawl
What about Gestalts?
So far, I have mostly been addressing my ideas towards regular, organic empires. What do I suggest when it comes to gestalts?

First, I think it should be acknowledged that by avoiding Consumer Goods, Gestalts already have a large economic efficiency advantage because they do not need Pops to generate Consumer Goods. This efficiency lets them make Alloys and Research more easily.

Second, my suggestion for how both fit into this system is fairly simple: remove the extra bonuses and penalties they get to sprawl cost. Instead, Gestalt consciousness have to contend with the implication that they have fewer tools available to raise planetary stability. Gestalts would inherently have to deal with more sprawl because it would be harder for them to reach 90%+ stability.

This would also create a niche role for Rogue Servitors because they CAN get stability higher compared to other Gestalts.


What about Mega-Corporations?
Mega-Corporations in 3.3 also face additional sprawl issues, as this empire type is meant to be played Tall. My suggestion for Mega-Corporations would simply be to amplify their location-based Colony Sprawl Modifiers to reward them for staying geographically compact.

But shouldn't Systems add to Sprawl directly?
I have seen others mention this in the Feedback and Discussion threads, and my answer is: No, systems should not be included in the Sprawl
  • Systems are not an important source of economic resource after the early game. Pops dominate production. Wide empires are not better because they hold more systems, it is because they acquire more Pops and Jobs.
  • Sprawl works better as a consideration of how people are governed and live; in this sense, why should a sprawl system factor in barely habited space?
  • When systems are included in sprawl calculations, it incentivizes Swiss-Cheese borders where systems with 1 or 2 resource deposits are not worth claiming. This is not aesthetically pleasing
  • The game is better when borders expand because it makes it easier to meet other Empires, which is a necessary development in the game towards conducting diplomacy and war with other Empires
  • The proposed system above still makes Empire geography matter. A compact Empire would have fewer sprawl penalties. The location of colonies being settled matters.
Conclusion: Sprawl is pretty good, but it could be better
I really admire the work going into Stellaris right now. In general, I have enjoyed my games on the 3.3 Beta. But I do understand some of the player frustration, and once this other approach to calculating Sprawl got into my head, I couldn't just leave it there. I hope that whatever the developers do, they take some time to consider making the system more dynamic than it currently is and put some consideration into what incentives that they are giving players for how they develop their empires.
 
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John MacWhat

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Addendum: Other suggestions
I have several other suggestions but I wanted to separate them out a bit because the ideas are even less developed than my proposal above.

  • The sprawl penalty to tradition and research rate should be the same. Tech rushing remains powerful in part because unity rushing is of limited value.
  • Edict funds should scale with sprawl. Currently, several technologies and traditions become irrelevant in the mid and late game because funds do not scale. My suggestion is to deduct edict fund before sprawl modifiers are applied.
  • In connection with my suggestion, perhaps sectors should be smaller by one jump? The intended effect being that you need more sectors
  • Leader upkeep should scale with sprawl
  • Technology has a lot of feed back loops and research bonuses are extremely plentiful within the game. I would reduce many of these bonuses
  • Perhaps the base upkeep of Alloys should be increased. In all of what I thought about, I couldn't really think of an adequate solution to slowing down Alloy rushing.
  • Traditions and Ascension Perks should get stronger resource boosting options. Technology should specialize in reducing upkeep. This would help slow down the Alloy-Research rush because currently Research feeds Alloy growth. Players already want both of those resources to make the most, best ships
  • I think the Alloy Foundry upgrades in particular may need to have their bonus changed from output to upkeep. Currently, the tech to get Mega-Foundries causes an enormous production jump at the cost of one building upgrade. Changing output bonuses to upkeep reduction helps slow the game down by forcing players to redevelop which Jobs their Pops are working
  • A possible additional use of unity: strip out free and automatic colony designation. Instead, charge unity to give a planet a special designation. This would further strengthen the connection between unity and output increase.
  • All planetary designations should provide an output bonus
  • There are several planetary designations which are unlocked by research (Penal Colony, Thrall World, Resort World). I would remove these from the tech tree and place them in the tradition trees. This would further strengthen the link between unity and Colony designation
  • I would make sprawl penalties a bit harsher, especially if sprawl is made seriously dynamic
 
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moyang

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Sprawl number will be fluctuate when it's affected by stability or something that constantly keep changing. I don't think that's a good thing.
 
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blahmaster6k

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I think there are basically two things players care about:
  1. To have the most, best ships
  2. To control the map
Careful, I get downvoted whenever I say things like this.

Not sure if I agree with every idea in here, but it was well thought out and well done. It does feel like the sprawl system penalizes wide and tall much the same, since tall empires will ideally still be "big" in terms of number of pops, and also sometimes bigger in terms of colonies - colonies give 10 sprawl, and tall empires are more likely to have many small habitats than fewer large planets. Definitely some changes need to be made to balance things out, but I think it's going in the right direction.
 

Shark7

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This would be infinitely better than a system that only applies exponentially higher penalties while being able to do nothing about it; that is just not fun. Again, I say why even show the player the penalties if you are not going to allow them to interact with them in any way? The sprawl calculation penalties in the current beta would be best kept locked under the hood, out of sight from the player.

Your proposal gives a way to improve the situation, but not eliminate it completely. It adds another aspect of the game to manage and interact with. In other words a game mechanic I can play with.

Plus it adds in a a domestic political aspect to the game in an abstract way. That is in order to minimize sprawl, you must improve stability within the empire. That is something I can actively work at and try to improve.
 
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Ludaire

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The presumed goal of this system is to disfavor the wide play-style.
Not really, no. The goal of sprawl is to achieve that second goal you already mentioned, as well as to introduce a rubber banding effect that reduces the gap between the strongest and weakest empires in terms of technology and tradition progression.

This makes tall play more viable since all weaker strategies are more viable; sprawl really doesn't favor tall over wide in any major way. They technically list reducing the gap between tall and wide as a separate goal, but let's all be honest; it's just part of the rubber banding goal. Nothing they've introduced shifts the balance between tall and wide; it only shifts the balance between research and unity. Plus, their intention was not to make these different empire types level; just to make them closer and have some different strengths. They said this pretty clearly in the dev diary:
(This does not necessarily mean that tall Unity focused empires will be the equal of wide Research focused ones, but they should have some things that they are good at and be more competitive in general than they are now.)
They later call out planetary ascension, not sprawl, as the thing that's aimed at being a new option for taller styles. I don't think they succeeded in this, but that's a separate discussion.

The basic formula for Colony Sprawl would be
(1+p)[Number of Pops] x ((1+s)[100-Colony Stability]/20)

where p=Pop sprawl modifiers (such as unruly/docile/psionic)
and s=Colony Sprawl Modifiers (would include ethics, civics, traditions, and location-based modifiers).
There's a huge issue with this formula. If colony stability hits 100%, you completely eliminate the sprawl penalties from that planet. This turns entertainers, other sources of amenities, and anything that gives stability into a pseudo admin cap job. Instead of making the 3.2 bureaucrats to eliminate sprawl, you build entertainers. It's not actually that hard to hit 100% stability on every planet if you have the right build. In my most recent run I had near 100% stability on nearly every planet despite being quite wide at 60 colonies (only a single habitat was under 90). That's not hyper-conquest-paint-the-map big (I was trying out fanatic pacifist to see how the -30% sprawl penalties felt), but it's not what any of the people looking for a tall playstyle are looking for, and by zeroing out my sprawl, I'd be blasting through the tech tree even faster than 3.2 because that took way less investment to achieve than 2,000 admin cap would in 3.2.

So this completely undoes all the positive changes they've achieved with sprawl on the other goals you mentioned, especially the rubber banding. It just shifts around how you achieve it a little.

You shouldn't be able to interact with sprawl this way. The only interactions we should have with it are the same interactions we have with building and fleet upkeep. You can get reductions to specific sources of sprawl with various techs, traditions, civics, etc. but there is no "stack this effect and eliminate it." Instead, you just make more energy to pay the cost, and the benefit you get is generally worth the cost. Sprawl should be viewed exactly the same way: make more research and unity to overcome the cost and don't stress so much because 99 times out of 100, each point of sprawl gets you more value than you "lose" if you just translated it into how much more research and unity you'd need to maintain the same time to research a tech. Any other approach leads us right back to 3.2 mechanics with extra steps.

This is why I've suggested showing your effective research and unity and displaying sprawl's effects similar to an upkeep. It's displaying the cost modifiers in a way that's much more true to how they function, and it would help clarify a lot of mechanics that aren't well understood. For example, those systems you aren't taking to avoid the 1 extra sprawl point? That translates into about 0.1 research and 0.2 unity per system. That's how tiny a 0.1% and 0.2% increase to tech and tradition costs respectively are. It's miniscule, and you lose less than you gain even for tiny little systems that only give you 2 physics research on the star. The amount sprawl "costs" goes up as your output goes up, but so does station output. Plus after a certain point, even if it does barely cross into a negative, you'd need a ton of those worthless systems to even see your time to research a technology increase by a single month. Yet this concern about not taking "worthless" systems persists because the true impact of sprawl on your research speed is something you have to math out instead of being displayed more clearly.

Also...
Technology has a lot of feed back loops and research bonuses are extremely plentiful within the game. I would reduce many of these bonuses
Yes, please. If I was made king of Stellaris for a day, removing all the +% to X resource techs and rolling a portion of their effects into the buildings that already increase output would easily make top 5 on my list of changes for the game. Getting +50-80% to every resource on an empire level for free via techs is a huge issue in the game, and it ends up devaluing a lot of other boosts because stacking additive bonuses makes each bonus worth relatively less. That +35% to all resources from a level 10 ascended capital may look really tasty, but after you account for most of your resources already having a boost between +100% and +200%, the difference between that job on your capital and that job on any other planet is quite a bit less than a 35% increase.
 
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John MacWhat

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There's a huge issue with this formula. If colony stability hits 100%, you completely eliminate the sprawl penalties from that planet. This turns entertainers, other sources of amenities, and anything that gives stability into a pseudo admin cap job. Instead of making the 3.2 bureaucrats to eliminate sprawl, you build entertainers. It's not actually that hard to hit 100% stability on every planet if you have the right build. In my most recent run I had near 100% stability on nearly every planet despite being quite wide at 60 colonies (only a single habitat was under 90). That's not hyper-conquest-paint-the-map big (I was trying out fanatic pacifist to see how the -30% sprawl penalties felt), but it's not what any of the people looking for a tall playstyle are looking for, and by zeroing out my sprawl, I'd be blasting through the tech tree even faster than 3.2 because that took way less investment to achieve than 2,000 admin cap would in 3.2.
I view the option of nearly eliminating a colony's sprawl as a feature because it increases the reward to optimize stability on each planet. I do want to point out that your experience of extreme stability isn't typical, but is a benefit you receive for being fanatically pacifist (+10 to stability just from the ethic). That... seems like a perfectly fair advantage for the ethic given that pacifists are cut off from using conquest for growth.

For comparison, I just checked my spiritualist, authoritarian, militarist save on the Beta patch. Most planets ranged between 88 stability (on the ecumenopolis capitol which is loaded with duelists and priests) and mid 60's. Ignoring distribution of pops and other modifiers for a second, that would mean I'd have about (100-75)/20=1.25 sprawl per pop. An empire with 1000 pops would still have a very large sprawl, even with most of its planets being fairly stable. I also checked my Driven Assimilator save and found stability that ranged from mid 50s to low 80s.

There's also an important difference between bureaucrats and entertainers, which is that entertainers produce local amenities, where in 3.2 bureaucrats created admin cap for the entire empire. This means that the location of bureaucrats didn't matter (except to the extent concentrating them made specializing easier). Every planet needs amenities.

And also, as I pointed out with your ethic choice, entertainers are not the only way to increase stability. Stability is caused by high pop happiness, and there are multiple paths to increasing pop happiness. This brings living standards, faction approval into play as factors that indirectly impact your sprawl.

However, I do think to get a fair discussion, we would need to not look at end game stability figures, but what the experience is in the early and mid-game. If my intuition that stability tends to be lower early in colony development is wrong, then that would have big effects on whether Wide and Tall are being balanced.
and this isn't in the feedback post why?
Because it's a long post and I didn't want to be disruptive to the feedback process. I did put the core argument in the feedback post, but I felt it needed to be elaborated on, which ballooned into this. I have no clue if the devs find this idea interesting at all, it may be beyond the scope of what they are interested in adjusting for 3.3. I don't have a background in making games, so I know that I don't know how intense an ask my suggestion is.
 
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Ludaire

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I do want to point out that your experience of extreme stability isn't typical, but is a benefit you receive for being fanatically pacifist (+10 to stability just from the ethic). That... seems like a perfectly fair advantage for the ethic given that pacifists are cut off from using conquest for growth.
It doesn't matter if that's not a typical experience. Making it possible means that people will inevitably chase making the mean red number go away, finding a way to get to 100% stability will become the standard expectation, and any empire that can't do it will be deemed trash because they will be paying an increasingly large amount of research and unity with no way to mitigate it. Suddenly you get a variation of that ridiculous single planet science nexus tech rush we had a few years ago, except that you start pacifist until you're deep into repeatable and then shift out to go conquering other empires with battleship fleets lead by juggernauts and titans while others have cruisers. Or one of a few other high stability strategies become the new crazy runaway tech rush strategy that totally dominates everything else.

There's a reason why they added bureaucrats. It was a more sane way to let players chase the goal of eliminating all sprawl penalties. However, it had huge issues around snowballing. If they want to use sprawl to achieve the goals they set out for, it cannot be something you can zero out. It has to work like an upkeep not like a mechanic you can zero out like crime.
 
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Ryika

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I like the general idea of making sprawl more interesting, but I very much agree that being able to completely negate sprawl should never be an option. You shouldn't be able to even come close to that state, because the difference in tech scaling between an empire that has sprawl penalties and that has no sprawl penalties would be absurd, and Stability already gives useful bonuses on its own - strong enough bonuses that +Stability effects are quite good already.
 
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I like the general idea of making sprawl more interesting, but I very much agree that being able to completely negate sprawl should never be an option. You shouldn't be able to even come close to that state, because the difference in tech scaling between an empire that has sprawl penalties and that has no sprawl penalties would be absurd, and Stability already gives useful bonuses on its own - strong enough bonuses that +Stability effects are quite good already.
i just want a middle ground between the old system, of being able to completely negate empire sprawl and the new system, where you have a hard cap you can't really change outside of slight mitigations from some tech/traditions/ethics/civics/ascension perks

ex: limit admin buildings per colony to 1 [much like what they did with alloy and consumer good factories]] and that the admin buildings have a flat empire sprawl reduction [enough to help mitigate more of the fact you are going over, but not enough to ever put you under the cap]
 

SeekingEtermity

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Yeah, hitting 100% stability on most planets is really quite easy, especially for pacifists, memorialists, or anybody psionic. Amenities alone can only get you to 80% on a normal empire (the max from pop approval in general is only +30%) but between traditions, Deep Space Black Sites, and all the other stuff in the very long list at https://stellaris.paradoxwikis.com/Planetary_management#Increasing_stability, it really isn't hard. Back when Crime Lords was a one-time 25 Influence set-and-forget cost per colony, I routinely hit 100% on my colonies without even particularly trying. Now it's harder - losing the Stability Lords plus making Transit Hubs compete for starbase building slots (not "helped" by them making other economic starbase buildings something other than total garbage) - but you could still do it if you tried hard enough (especially with how influence is so dirt cheap now after the early expansion).

That said, I absolutely love this idea. It would just need to be tuned pretty aggressively. A really simple fix would be tweaking the numbers a little - make it 115-Stability and poof, now you can never fully eliminate it - but there are lots of options. I do think it's a great way to make a bunch of currently-neglected systems in the game much more relevant, and it makes sense thematically.
 

Nevars

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Maybe bring back the core world/sector idea.

For example, everything in capital sector don't contribute to sprawl?

Give some sector range bonus to ethic, civic, perk, etc.
 
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Dragatus

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My main problem isn't with the proposed implementation of sprawl, though that has some issues as well. Being able to eliminate sprawl entirely with 100% Stability is problematic, but could be solved by capping how much Stability can reduce sprawl.

My main problem is with the intentions behind the proposed implementation of sprawl. Specifically with the suggestion that sprawl should punish wide empires rather than big ones. I strongly disagree. Sprawl needs to punish big empires and be agnostic about how they got big. That would still punish "wide" empires more than "tall" ones because "wide" empires tend to be bigger than "tall" ones. And perhaps more importantly, Stellaris actually does not offer a meaningful distinction between "tall" and "wide" play. You don't really choose between having a small number of highly developed planets or a large number of less developed ones. Making/conquering new colonies doesn't slow down the growth of your old ones and more colonies just makes you bigger. Playing "tall" is in reality just a choice to limit yourself and be smaller than you would've been if you played "wide". So really, the actual meaningful distinction is between small and big empires.

Enter sprawl. I'm not particularly invested in the current implementation of sprawl, but on a basic level it's doing what it should, though we can have a debate on whether it is enough. It's a rubber band that slows down snowballing. Because without it the bigger you are the faster you're becoming even bigger. Having sprawl penalties instead creates a limit on the rate at which your technology can progress, which is badly needed to keep the game interesting. The only fundamental problems with sprawl are psychological effects on players that could've been avoided entirely if PDX simply didn't show the effect of sprawl in the UI. If I'm not mistaken that was a mistake they made with the 2.2 update when they first introduced Administrative Capacity. Before that sprawl was a thing, but it just silently worked in the background and nobody really noticed.
 
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John MacWhat

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Yeah, hitting 100% stability on most planets is really quite easy, especially for pacifists, memorialists, or anybody psionic. Amenities alone can only get you to 80% on a normal empire (the max from pop approval in general is only +30%) but between traditions, Deep Space Black Sites, and all the other stuff in the very long list at https://stellaris.paradoxwikis.com/Planetary_management#Increasing_stability, it really isn't hard. Back when Crime Lords was a one-time 25 Influence set-and-forget cost per colony, I routinely hit 100% on my colonies without even particularly trying. Now it's harder - losing the Stability Lords plus making Transit Hubs compete for starbase building slots (not "helped" by them making other economic starbase buildings something other than total garbage) - but you could still do it if you tried hard enough (especially with how influence is so dirt cheap now after the early expansion).

That said, I absolutely love this idea. It would just need to be tuned pretty aggressively. A really simple fix would be tweaking the numbers a little - make it 115-Stability and poof, now you can never fully eliminate it - but there are lots of options. I do think it's a great way to make a bunch of currently-neglected systems in the game much more relevant, and it makes sense thematically.
I perhaps underestimated the ease of hitting 100% stability for particular builds (although I maintain that it's certainly not a typical experience, and I doubt that you can maximize growth and stability at the same time simply because conquerors grow faster than pacifists). The formula could be modified to present a minimum sprawl contribution. Perhaps something like:

Colony sprawl =(1+p)[Number of Pops] x ((1+s)(1+[100-Colony Stability]/25)

Let's ignore the other modifiers for a second. This would allow 100 stability to reduce a Colony's pop sprawl but set a minimum of 1 per pop. Each point of stability would cut sprawl by 0.04 per pop, and a pop's sprawl would range from 1 (100 stability) to 5 (0 stability), with a pop on a 50 stability world providing 3.

Regardless, there could be some tuning.

To me, the most important element of my proposal is that the derivative of colony sprawl with respect to stability is negative, while the derivative with respect to pops is positive. This makes the system dynamic and leads to the list of features and benefits that I outlined above.
 
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Archael90

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Before further discussion, I want to give a very simple overview of what I think players are trying to accomplish when they play Stellaris and how they do it. In this regard, I think there are basically two things players care about:
  1. To have the most, best ships
  2. To control the map
You forgot about "to write a memorable story about space empire"

i just want a middle ground between the old system, of being able to completely negate empire sprawl and the even older system, where you have a hard cap you can't really change
I fixed minor mistake od Your post :)
 
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Archael90

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I mostly agree, some numbers have to be tweaked, and two variables should be adressed:
- Distans from capitol (either sector, empire or the resultant of both). Its important thing.
- sector size (or overall number of sectors), it also should be important but maybe not as much as i think, but system should reward empires with most efficient usage od space, so 2 sectors with 4 jumps radius each, should be better managed (produce less sprawl) than 8 1-planet sectors (yeah i know its impossoble (when claiming all system and not leaving holes)), but its only visualisation.
 
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fourteenfour

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First let me start off and state, that we should have started with a net sprawl of ZERO. Never should a player start a game with a penalty let alone a penalty; UNE starts with an edict penalty of 45! before pressing play!!!

Here is the sad sad truth. The bureaucratic method of sprawl management would have worked if the developers listened when told they were doing it wrong.

This same rule should apply to all future implementations, whether they revert to 3.2 or proceed with the current poorly thought out method.

RULE #1. Sprawl penalties should act as a tax on production of the affected resource. They should not change the cost of what is being purchased with that resource.

This is why the old system never functioned as intended. It raised costs and you could turn that penalty on and off on demand.

Example. (this is contrived numbers but it makes the point)

Your labs are producing 20 research points per category per month. Your sprawl penalty is 10 percent. The bugged system; meaning 3.2 and before; meant that the item you were researching cost 2200 as it had a 200 point penalty applied. Continuing this simplistic example. If you assigned to admin jobs your sprawl goes immediately back to a zero penalty.

So when you saw you had 2000 points accrued for science you could move your scientist to admin which immediate changes the cost from 2200 to 2000 and buy the tech and then move them back to labs and continue on your merry way. Worked for traditions as well. So by the example above at turn 100 we had made 2000 points of research.


If they had one it right they would have reduced how many points of research and or unity you could expend. Now the question is where to apply the penalty. Do you apply it to the lab production? This is how it is done when you have no leader assigned to research, you get a 25% penalty to the points produced by labs and stations. However you get full benefit of stored research.

So if we instead applied sprawl costs to research that 20 points becomes 18 and 100 months becomes 111 months, nearly another game year. This tends to get worse as the tech and tradition costs increase. You want admin jobs filled otherwise all those resources you are putting into research are being lost to sprawl. That extra 11 months is 11 months of more energy, food, minerals, amenities, and or consumer goods, depending on specie. It adds up.

Now the delicate balance only occurs later on when you have to factor in the costs of those admin jobs versus the loss of sprawl penalties to production. Now some will say well its not worth employing the admin workers because they cost too much to run. Well the fall back is that you never get the time back and so your paying for time.
 
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fourteenfour

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  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Way of Life
  • Europa Universalis IV
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Stellaris: Ancient Relics
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
I don't want to play with penalties I cannot reduce and or eliminate. I certainly do not want to play when I am hit with a penalty before I take my first action.

Sprawl should be an expression of how much your empire is trying to manage and should not penalize the same or similar items multiple times.

Currently the game penalizes systems, colonies, districts, and population. Look at that closely, we are tripling up on an overlapping group of items. This immediately exaggerates the effects of sprawl.

My view is that sprawl should be simple to understand, no complex formulae, just simple math. Now eliminating it might be a bit of math but where it comes from should be as simple as counting jobs.

Sprawl penalties apply to the production of unity and research. The cost of a tradition or technology never changes. You simply lose effort to the overhead

  • Empire Capital designation removes sprawl cost from the designated planet.
    • Lets us start the game with no sprawl
  • Planet sprawl is calculated as
    • +5 per Ruler
    • +3 per Specialist
    • +1 per Worker
  • +5 Each claimed system, could be higher!
  • Improving a planets capital reduces sprawl generated by the planet
  • Certain special buildings, those from civics and or perhaps rare tech would reduce sprawl at planet level
Starbases would either use a single use improvable building to reduce the sprawl effect of systems in the sector or repeatable buildings; similar to trade buildings. In effect your only means to reduce how much sprawl you incur from each claimed system is to have a star base to manage it thereby reducing and or limiting the sprawl cost.

Now this adds up fast. So to offset it we rely on technology, traditions, and ascension perks. In effect technologies would apply percentage reduction to sprawl and some that are planetary


From Physics we use the power of AI to reduce the sprawl
  • Administrative AI
  • Market Analysis Algorithms
  • Predictive Consumerism
  • Positronic Implants
  • Positronic AI
From Society we have improved capital buildings which allow us to manage the planet better. We have have society modification technologies to keep people happy which makes them easier to manage and we have some specials which truly reduce sprawl, namely psionics, because people joined at this level work better; give biological ascension paths significant methods to reduce sprawl
  • Planetary unification should reduce sprawl as each tier of capital is built. Your colony becomes better at self management
  • Artificial Moral Codes/Unity of purpose (reduce amenities/etc .. so add some sprawl tech)
  • Psionics , especially going that Ascension path should really drop pop sprawl
From Engineering we find techs to improve our use of a planet and its resources, improving housing and building techniques which reduce the effect of sprawl per planet
  • Assembly Patterns
  • Construction Templates
  • Assembly Algorithms
  • Weather Control Systems
  • Anti Gravity Engineering