You completely fill it with trade centresHow do you get a income of 3500-4000 energy from a ecumenopolis?
You completely fill it with trade centresHow do you get a income of 3500-4000 energy from a ecumenopolis?
I'm not asking for tall to be better or even equally strongWell, 2.2 made planets MASSIVELY strong by virtue of all the pops they can host. So, colonizing a planet is always worthwhile even with habitability malus.
To be honest, "going wide" should, logic-wise, always be better. More territory -> more resources -> more population -> more production. The only thing restraining this process in the real world is usually infrastructure and climate: Siberia is huge and rich in resources, but it requires massive investments in infrastructures to reach and extract those, as well as massive expenditure of energy to keep people and equipment from freezing.
Stellaris as of now fails to really account for those factors: logistics are simulated through Empire Sprawl and climate by habitability, but the malus are negligible when confronted with the massive production and growth capabilities of planets. Going over cap is always a good choice, as is colonizing everything no matter what. Unless the penalties are massively increased, Wide is gonna trample Tall in the ground.
And given how many people angrily screamed at the meager malus of going over Admin Cap, it's unlikely they are raised, so...
Being an admirer of Tall play (mainly because i prefere to manage few important planets instead of many uninteresting ones), i """solved""" the issue with modding.
I am confused why megastructures, which allowed me to stay competitive later on have been nerfed out of practicality. Habitats, dyson spheres and ringworlds are so prohibitively expensive and do not return on their costs in any meaningful way when there are strictly better options- that some playstyles have been locked out of.
The main problem is not about making tall play better, but that wide play is far too easy. The main downsides to large states throughout history are stability, bureaucratic inertia and dispersal of military forces.All in all I really dislike theses posts which lead to uniformization of FTL jumps. Stellaris was never meant to be balanced but to allow you to play as you like it. If in CK2 you play as a small irish count, do you expect to play on the same ground that a Karling or a spawn of the Byzantine empire ? In EUIV do you expect to have the same power playing as Venice compared to playing France ?
I remember this working for me once upon a time, maybe in 1.7. But in my current game I made several tributaries and the amount of energy and minerals they gave me were next to nothing. One had oh, 25 systems and a few planets and was giving me 50 income. But my net energy income was 12,000. So he increased my income by a fraction of 1%.I find that tall is only viable if you rush tributary in the early or mid game, so you can have raw energy and mineral income.
I remember this working for me once upon a time, maybe in 1.7. But in my current game I made several tributaries and the amount of energy and minerals they gave me were next to nothing. One had oh, 25 systems and a few planets and was giving me 50 income. But my net energy income was 12,000. So he increased my income by a fraction of 1%.
I didn't make him a tributary for the income. I did it because he closed his borders to me, and because I needed that area open to my fleets and trade routes. Making him a tributary allowed me to avoid spending 800-1000 influence for his crappy systems as I didn't have influence leftover after I'd claimed his best stuff.