How to solve your unity / sprawl problem

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Catteraine

Corporal
30 Badges
May 9, 2017
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Ok so the 3.3 changes do not achieve ANY goal set for this update. The sprawl mechanic is basically just a nuissance you ignore, unity is still not on par with tech and top of that we now see completely imersion-breaking stupid mechanics like the negative unity build, the no-scientist-start and the turn all combat edicts on only during fights and deactivate them afterwards micromanaging hell. Not to mention that it destroyed the only ressource (influence) that was perfectly balanced because it was valuable even in the late game whereas you now drown in it to such an extend that you can just as well patch it out of the game.

You want to make unity more valuable? Hell, then just make the stuff you buy with unity (traditions, and please only traditions) mandatory instead of optional. Tech is mandatory, traditions are not. Move things from the society tech tree to traditions. Make the ascencion paths into their own tradition tree and remove tech requirements from all ascencion perks. Make mega engineering an ascension or tradition tree. Make a traditon tree for managing factions. Make on for gaining more influence and new options for using influence. Make a tree for planetary ascencions. Traditions should unlock important things for your empire. I don't care if I get +1 clerk job or +1 codebreaking. That's useless. So instead of messing around with the complete system, just improve traditions and make them more meaningful.

You want to make it harder to play wide? Then make each additional colony more expensive in terms of upkeep and initial settlement costs (like in Civ6, each settler gets more expensive). Or make a cap like with starbases that you have to increase for example by the expansion tradition, an appropriate ascencion perk, some society techs and keeping a new "expansionist" faction happy (you have to rework factions anyway and not base them on ethics but on playstyle). Playing wide should require you to focus on game mecahnics that assist this playstyle. As it is now, anyone can go wide no matter what else he does. And anyone can tech rush just by building labs. There is nothing required to be good at one thing. Just spam it to no end.

The solution is having playstyles you have to invest in at the expense of other stuff: If you want to focus on research, you won't have the traditions / ascension perks / faction / society tech that is required to play wide. Hence you automatically stay tall. If you play wide and pick all those things required to go wide, you won't have the tech boosting stuff that makes your labs effecient. Sure, you can spam research labs but without the tech route your labs are not as efficient as the ones from the tech playstyle guy. But you have tons of ressources from having many colonies. THAT'S how to fix your problem: have the players decide on one, maybe later in the game two playstyles that you have to choose and continuously invest in in order to be effective at it at the cost of not having something else.

I really hope you scrap all 3.3 ideas and go back to the drawing board. If not, then please include the game speed changes into 3.2 so that we can play the game on a version when it was still good.
 
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