Let’s talk about two systems I think are in desperate need of major changes for the next big update: pop growth and research.
If you don't want to read this monster of a post, I've provided a
TLDR at the bottom.
The Problems:
The fundamental problem is that the number of pops is by far the most significant determinant of an empire’s strength. Yes more populous empires should be stronger, but as of now the relationship is so strong that it dominates all other strategic considerations and interacts poorly with other mechanisms in the game. Consider:
- All advanced resource production scales linearly with pop number. Alloys, consumer goods, unity, and research are all determined by how many pops are working their jobs. Research rate and unlocking traditions are now very strongly tied to population size since bureaucrats prevent tech and tradition costs from increasing with sprawl. Consequently, it is now easy for the player to have researched all technologies by 2300, and be very deep into the repeatables by the default endgame. Additionally it counteracts diplomatic attempts to counter large empires as one large empire will research technologies faster than a research federation of several small ones with an equal total number of pops.
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Essentially this combination of factors makes it is very easy for the player (or theoretically a large AI that could manage its economy) to snowball exponentially. On the other hand, if an empire is small and weak the only possible way to keep up (let alone pull ahead) is to try and find a way to grow faster (which the AI is pretty bad at). This tends to lead to a rather deterministic game progression where the rich get richer and the poor get poorer, where the AI cannot recover from setbacks, and once you get ahead as a player you will always be ahead of everyone else by a wider and wider margin. Additionally, it unbalances high difficulty settings by making it hard to survive in early game, but extremely easy once you hit mid to late game. These factors strongly promote situations where the player finishes the tech tree and is eons ahead of every other AI in technology by mid to late game and all that remains to do is to wait for the crises to show up.
There are also significant detriments to gameplay from the current system of pop growth:
- Because each planet is steadily churning out new pops, building slots are pop-locked, and automation options are extremely poor, the player has to micromanage each planet to build new buildings and districts and/or resettle pops as they grow in. This works OK when you’re small, but at large empire sizes becomes extremely tedious.
- The “encourage growth” and “distribute luxuries” decisions are micromanagement nightmares.
- Minority races grow unrealistically quickly. While this is better than before they are still substantially over represented in pop growth. This makes your starting race choice matter less; once you get some pops with a different habitability preference via diplomacy or conquest you will easily be able to colonize almost all planets within your borders. Furthermore, I find it rather annoying when you let one pop with the right planet preference into your empire and suddenly all your planets are growing that species.
The Solutions:
There are three broad changes I’d like to propose to fix these issues. I think there’s a lot that more that could be done to improve the economy and research system, but to keep the proposed changes realistic I’m trying to avoid ideas that’d require a complete rework of the entire economic system (again!). Also I’m going to avoid discussing ethics and internal politics; while those absolutely need improvement too that’s another topic for discussion.
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Third: Increase high-tier tech costs and add technology diffusion. The quickest fix to combat tech snowballing would be to make tech costs scale with sprawl again. However, this would make bureaucrats useless. Instead, I propose to rebalance the cost of higher tier technologies (
I’ve made a mod that does this already) to make tech progression more in line with earlier versions of the game where you’d be getting into the repeatables near 2400.
However, this won’t combat the issues of larger empires teching up much faster than small ones. To do this, I would add a mechanism for technology to diffuse to neighbors. The base cost of a non-rare technology should be reduced if one or more neighboring empires has researched it 10 or more years ago, proportional to the time since it was researched up to a maximum of, say, 95% at 50 years. Diplomatic relationships such as commercial, migration, defensive pacts, or being in a federation will increase the diffusion, while empires with xenophobic ethics or the enigmatic engineering ascension perk will provide less of a tech cost reduction to their neighbors. Also change research agreements to provide a 25% tech cost reduction instead of rate increase. The galactic community could also have a set of laws that increase or reduce tech diffusion.
With this system, large research focused empires will still be able to stay substantially ahead of the curve, but the AI will be less likely to fall too far behind. It'd be more analogous to EU4 in terms of the distribution of technology. Alternate strategies like focusing on diplomacy or military and relying on technology diffusion for research will be possible. Xenophobic empires could get policies that let them choose between trying to steal the xeno’s tech at risk of divergent ethics spreading or their own tech leaking out, or trying to cut off technological exchange in both directions. Xenophiles with a strong diplomatic focus could try and increase tech diffusion so that their allies are all advanced.
The main benefit from this are that AI empires and diplomacy should matter more near endgame. Even if the player is still the leader in tech, ideally the AI should only be a few generations behind and still able to do something when the fallen empires awaken or the crisis hits or be able to band together and provide (on paper) a counterbalance for a player on a conquering spree. On a meta level it would nicely tie diplomacy into research much more impactfully than it is now.
Conclusions:
Taken together these three ideas should have several beneficial effects on both singleplayer and multiplayer games. To rattle off a list:
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- Empire technological advantage will depend less strongly on number of pops. Larger empires will not be penalized for growth, while small or less tech-focused empires will be able to stay within spitting distance more easily.
- AI empires will be more relevant in the endgame.
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- Alternate playstyles such as intensively developing a few worlds or concentrating on things other than tech will become more practical.
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- Lategame micromanagement will be significantly reduced.
TLDR:
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- Add tech diffusion to promote non-tech focused playstyles and help smaller or less tech focused empires (i.e. the AI) remain relevant into the endgame.