Mod Idea - Habitats as Core Game System (Thoughts Welcome!)

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kabill

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I've been working on an (increasingly extensive) Stellaris mod playing around with bits and pieces but one thing that's struck with me is the dominance of minerals as a resource, especially in the early game, and I've been trying to work out what the problem is and how it might be addressed within the scope of the current game assets. One solution I'm playing with is to turn habitats into a core game mechanic rather than a specialised path, taking over some or all of the role of mining/research stations. But I've not really played Stellaris enough to have a good sense of the implications, so am looking for thoughts from others before spending time working on it.

Explanation and proposed system below

The Problem:
For me, the core problem is that economic expansion - for at least the first half of the game - is heavily gated by minerals:
- Minerals build mining and research stations. On average, I'd estimate that one station is worth about 1/2 of a pop producing on a low-yield building (factoring in tile, species and other bonuses). So every two stations you build is like gaining +1 pop (early game) and therefore each system you claim in the region of one to two pops. The rate at which you can expand to claim systems and build stations by far outpaces population growth, so the core way of building your economy during the critical early stages of the game are heavily contingent on minerals.
- Minerals build colony ships (they have an energy cost too but you don't use energy very much early game so it's not as important). Colony ships are worth a free pop (i.e. the one that spawns with the colony). Because planets have their own growth counter, building colonies also hugely increases overall pop growth (i.e. notwithstanding the benefit of excess food, an empire with two colonies will grow twice as fast as an empire with one colony). Finally, low-population colonies grow more quickly, resulting in more colonies increasing pop growth even further. All of this is achieved with almost no additional food (beyond what is required to maintain pops), thus making minerals (and to a lesser extent, energy) critical for early game pop-growth and so economic expansion (beyond space stations).

In the final analysis, then, food (and to a slightly lesser extent, energy) become nothing more than taxes to be paid while minerals fund all economic growth and development. This is very unlike other similar games (the case in point I have in my head is Civ but applies to other 4x games) where population growth is what supports basic economic growth, with production being a *consequence* of that and being used to develop specialist economies through (e.g.) building bonuses, and to build military assets. Hence, in other games, other resources are also more useful, from the off, which is what I would like to see in Stellaris.

A Solution?
Let's look at this in parts:
1) Mining stations underpin most early-game economic development. So let's get rid of them, or at least limit them.
2) In their place, let's have habitats. Habitats are available from the beginning of the game. They have significantly reduced size (I imagine ~3 tiles/habitat). Their initial cost is comparable to current mining stations (let's say 100 minerals). Because habitats inherent the resource bonus of a planet, building a habitat and populating it gives the same resource bonus as building a research/mining station. (But you can build buildings on top of it, and fill out the rest of the habitat too, making them overall more powerful in the long run, compensating for the extra resources you will need to maintain them.)
3) Colony ships still cost a lot of minerals and so are still gating economic expansion. So let's reduce their mineral cost (let's say 100 minerals like other civilian ships) but in exchange give them a food cost (say 200 food). So if you want to expand your economy, you need food as well as minerals (and the total cost of habitat + colony ship has an equal mineral and food cost), as well as having the energy cost from maintaining the ship and colonising the habitat (which comes to ~200 energy as well). Numbers will be different for synths, for obvious reasons.
4) Colonising lots of habitats will massively increase population growth because of all the free colony growth points. So lets remove most of the free growth for colonies and make excess food the primary determinant of pop growth speed (which splits between colonies meaning growth rate says roughly the same no matter how many colonies you have). For good measure, we might also want to change (my preference is invert) the rate at which pops grow so it is slower on low-population planets and faster on high population planets, again to remove the benefit of mass-habitat spamming on pop growth. I'll leave out numbers here but I already have what seems to be a reasonable system for this.
5) Mining stations may be retained for certain types of celestial body (e.g. asteroids and moons), following the vanilla game in forbidding habitat construction in orbit of them.

Positive Implications:
1) Food is now a critical resource for economic expansion. You still need minerals (see below) but you need as much food to fund expansion as you do minerals (due to colony ships) and food costs overall are up as additional pops running habitats need food upkeep
2) Energy is also more important, as you will need more colony ships and therefore have to pay more colonisation maintenance
3) Economic expansion becomes at least a bit more tailored to resource availability (i.e. you may expand differently depending on what is/is not in abundance). E.g. having lots of minerals but limited energy might result in building "tall" (i.e. filling out habitats and planets with buildings rather than building new habitats that need colonising). Having lots of food might make planet rather than habitat construction (since that will use less minerals overall). Etc.

Negative Implications:
1) Slower economic growth, especially in the early game. The inability to mass-build stations means that early economic development will be slower. Although if mining/research stations can still be build over asteroids/moons then it might still be ok. Additionally/alternatively, the base yields from habitats could be increased to compensate for the slower rate of expansion. (May work better in galaxies with more Empires, which in fact is my preference, as greater empire density will mean quicker contact, making wide expansion less important for that aspect of the game)
2) Minerals still gate economic expansion. I.e. you still need minerals to build colony ships/habitats so they can't be ignored. I think this is mitigated by the fact that food and energy are both more important than in vanilla, however, so I think the overall effect is still in the direction I would want to take it.
3) Can the AI cope? That's ultimately an empirical matter but might kill the whole idea if it can't.
4) Loads of "planets" to manage. Although their small size and simple buildings means there's not a lot too them and sectoring them should be fine. The main issue here for me is UI clutter, but that's already the case with Voidborn empires anyway.

Balance Implications:
1) Species production bonuses become more powerful as almost all economy is based on pop output now
2) Voidborn ascension perk may be redundant (although I can see it working with an effect similar to land clearance to increase habitat size)
3) Conquest is more complex/time consuming as habitats will need to be assaulted. That adds an extra bonus to Empires with ground combat bonuses.
4) Tech/Tradition costs for colonies would need adjusting, as mass habitats would nerf these (I'd be inclined to flatten it to e.g. 2% per planet for traditions and 1% per planet, or something like that).

So, does anyone have any (ideally constructive!) thoughts on this? Either in terms of how well it might work, or what else might be needed for it to function well without disrupting the balance of the game too much.
 

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How about a "planetary" edict for habitats only to increase their size? Could cost a combination of minerals and energy, maybe. Probably influence too, because why not.

Overall, it sounds like something I'd really want to try. Is there a beta (or even finished version?) on the workshop? What's it called? Where can I get it?
 

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How about a "planetary" edict for habitats only to increase their size? Could cost a combination of minerals and energy, maybe. Probably influence too, because why not.

I did give some thought to this, either as an independent thing or something tied to Voidborn/Master Builders. My concern with it, though (and this is my concern with the idea as a whole) is whether the AI could use the edict: I'm under the impression that the AI struggles to use them (perhaps even can't), which would make the system entirely imbalanced towards human players without writing some AI support (which might be beyond me, although I've since looked at Glavius's AI mod and could probably work something out similar to what he has done with that)

verall, it sounds like something I'd really want to try. Is there a beta (or even finished version?) on the workshop? What's it called? Where can I get it?

It doesn't exist (yet?) - I've been massively busy with work recently and since there wasn't any response to the thread I wasn't sure if there was interest anyway. But I'm getting to the point where I might have time to look at it and put together a draft. I'll post here with a link as and when I do this.

One issue I have run into is the food costs for Colony Ships. There does not appear to be a way to give ships anything other than a mineral cost for construction (Private Colony Ships are a partially hard-coded exception as best I can tell), nor is there a natural way to give colonies a food upkeep cost. I think I could set this up through the event system, though, adding a food upkeep cost to colonies which halts all colony growth if it cannot be paid (i.e. an Empire will never suffer starvation from colony food upkeep, mostly because I'd be concerned about the AI starving itself with colonies, but its colonies will stop growing if they don't have enough food, essentially meaning you have to pay food for colony development). Synths would pay extra energy or maybe minerals instead (or just have a higher colony ship build cost).
 

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I did give some thought to this, either as an independent thing or something tied to Voidborn/Master Builders. My concern with it, though (and this is my concern with the idea as a whole) is whether the AI could use the edict: I'm under the impression that the AI struggles to use them (perhaps even can't), which would make the system entirely imbalanced towards human players without writing some AI support (which might be beyond me, although I've since looked at Glavius's AI mod and could probably work something out similar to what he has done with that)
Hopefully you can find a way to make that work, because otherwise it would indeed present a pretty big imbalance.

It doesn't exist (yet?) - I've been massively busy with work recently and since there wasn't any response to the thread I wasn't sure if there was interest anyway. But I'm getting to the point where I might have time to look at it and put together a draft. I'll post here with a link as and when I do this.
Then I'll keep a close eye on this thread :D

One issue I have run into is the food costs for Colony Ships. There does not appear to be a way to give ships anything other than a mineral cost for construction (Private Colony Ships are a partially hard-coded exception as best I can tell), nor is there a natural way to give colonies a food upkeep cost. I think I could set this up through the event system, though, adding a food upkeep cost to colonies which halts all colony growth if it cannot be paid (i.e. an Empire will never suffer starvation from colony food upkeep, mostly because I'd be concerned about the AI starving itself with colonies, but its colonies will stop growing if they don't have enough food, essentially meaning you have to pay food for colony development). Synths would pay extra energy or maybe minerals instead (or just have a higher colony ship build cost).
As far as I know, you should probably be able to fix both the initial cost and the upkeep with events. Though the AI would probably have to be "taught" to use that as well.
 

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Have finally had time to have a look at this. Sadly it's not looking viable for a few reasons:
1) I wanted to keep mining and research stations for some celestial bodies (i.e. stars, moons and asteroids) that can't sustain habitats. Sadly, there's not a good way to do this. The kind of station that can be built around a celestial body depends on the deposit type. My plan had been to duplicate all the relevant deposits, one set which can't have orbital stations (for planets and habitat worlds) and another which can (for moons, asteroids and stars). However, all existing code references the existing deposits, meaning I'd have to change (e.g.) all events that span deposits to get them to create the right ones, which would be a lot of work and cause a lot of compatibility issues.
2) A solution to this was to get rid of mining/research stations completely and just use habitats. However, at least in the early game, the AI doesn't seem to like building them. That might be because it has planets to colonise so it doesn't need to bother. But then that does raise the question of whether actually the mod would be doing anything good anyway, since all it's done is remove orbital stations from the early game to force colonies to be central, in exchange for a lot of micromanagement later on.

Another solution, which is what I might try next, is re-imagining the mod around being able to colonise non-atmospheric worlds (e.g. barren). That's de facto the same as the original idea, but I suspect it will work better with the game's current capabilities without having to make major changes. It would allow mining/research stations to be kept for some bodies (stars, asteroids and gas giants), add scope for increasing the value of energy early/mid-game (by emphasising tile-blockers and later allowing non-atmospheric worlds to be terraformed), and de-emphasise early-game minerals more as they would not be required to build habitats. There's a couple of mods that look like they do this already, but they don't look like they've been updated for 2.0 and also seem either to tie into other mods or add the feature on top of the existing game rather than looking to rebalance the game around this.
 

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Have finally had time to have a look at this. Sadly it's not looking viable for a few reasons:
1) I wanted to keep mining and research stations for some celestial bodies (i.e. stars, moons and asteroids) that can't sustain habitats. Sadly, there's not a good way to do this. The kind of station that can be built around a celestial body depends on the deposit type. My plan had been to duplicate all the relevant deposits, one set which can't have orbital stations (for planets and habitat worlds) and another which can (for moons, asteroids and stars). However, all existing code references the existing deposits, meaning I'd have to change (e.g.) all events that span deposits to get them to create the right ones, which would be a lot of work and cause a lot of compatibility issues.
2) A solution to this was to get rid of mining/research stations completely and just use habitats. However, at least in the early game, the AI doesn't seem to like building them. That might be because it has planets to colonise so it doesn't need to bother. But then that does raise the question of whether actually the mod would be doing anything good anyway, since all it's done is remove orbital stations from the early game to force colonies to be central, in exchange for a lot of micromanagement later on.

Another solution, which is what I might try next, is re-imagining the mod around being able to colonise non-atmospheric worlds (e.g. barren). That's de facto the same as the original idea, but I suspect it will work better with the game's current capabilities without having to make major changes. It would allow mining/research stations to be kept for some bodies (stars, asteroids and gas giants), add scope for increasing the value of energy early/mid-game (by emphasising tile-blockers and later allowing non-atmospheric worlds to be terraformed), and de-emphasise early-game minerals more as they would not be required to build habitats. There's a couple of mods that look like they do this already, but they don't look like they've been updated for 2.0 and also seem either to tie into other mods or add the feature on top of the existing game rather than looking to rebalance the game around this.
So colonizing non-atmospheric worlds without terraforming them, basically building planetside habitats on them? Could be fun as well, I imagine.

Since there's already the "terraforming candidate" modifier for barren planets, I'd suggest making terraforming other barren/frozen/molten/etc without that modifier way expensive and time-consuming. Alternatively remove that modifier entirely, since it'd have lost its purpose.
 

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So colonizing non-atmospheric worlds without terraforming them, basically building planetside habitats on them? Could be fun as well, I imagine.

Yeah, that's the idea. Have spent today working on it. Progress so far (so I can remember what I've done, if nothing else. EDIT: dear me I write a lot):

- Barren, Cold Barren, Toxic, Frozen and Molten worlds can now all be colonised. Habitability adjusted to accommodate expanded colonisation options: 80% for main; 60% for secondary; 40% for all other atmospheric; 20% for barren and cold barren; and 0% for hostile worlds (i.e Toxic, Molten, Frozen and Tomb World)
- Reworked tile blockers. Tile blockers now come in three levels, with higher level blockers costing more and taking longer to remove. Some new blockers have been added for atmospheric worlds for consistent average costs over all climate groups. A number of new blockers have also been created for non-atmospheric worlds, with a tendency towards the higher level (i.e. higher cost) blockers, and with significantly higher spawn rates. As such, non-atmospheric worlds typically only have limited space available without investment in tile-unblocking.
- Added terraforming options for barren/hostile worlds. This is modelled on Tomb World terraforming and requires the climate restoration technology. Different kinds of barren/hostile worlds convert better into particular kinds atmospheric worlds. It's also possible to terraform barren/hostile worlds directly into Gaia/Machine worlds with the relevant ascension perks but this is very expensive and time consuming.
- Colony ships cost 100 minerals to construct. Colony ship and colony development maintenance costs are gone. Instead, on founding a new colony, you have to pay 200 food and 200 energy before the colony starts growing. These are deducted immediately. If you do not have enough of either when you found the colony, the game will check every month to see if you have enough and automatically deduct them if you do. If you are playing as Machine Intelligence or have the Synthetic Evolution ascension perk, the food cost is replaced with minerals instead. (There is a slight issue with this system, that you could e.g. colonise a world with a robot pop as a mainly biological empire but would still need to pay a food cost. There's nothing I can see that allows you to detect the pop type in a colony ship, so I think this will need to stand as it is. Assume there are members of the core species that help with the colonisation process even if they don't remain on the planet. Or something like that.)

To do:
- Adjust the Terraforming Candidate feature so that it can apply to all kinds of inhospitable worlds and give it a bonus to terraforming cost and time (terraforming costs for these worlds are already higher than in vanilla, so it will offset those).
- Change the initial system script so it doesn't just spawn gas giants and asteroids (it must be set not to spawn colonisable worlds, which now means most types)
- Rework the deposit system so it spawns deposits properly on new colonisable world types.
- Add in new technologies for clearing new tile blocker types.
- Increase the effect of habitability on production, to account for the changes in habitability of different-climate-group worlds.
- Add in new system for pop growth and migration (just needs importing from other mod)
- Actually remove the colony maintenance cost because I haven't done that yet
- Maybe go over all the planet modifiers to make them more interesting, because they're not really at the moment.
- Check if I broken the game (i.e. AI) with all this; also make sure it integrates/can integrate with Glavius AI mod.
- Second pass on artwork for tiles/tile-blockers, including maybe adding some variants for consistent colouring.
- Probably increase mining/research stations to 100 minerals for consistency with colony ships.

Some things to consider:
- The mod now puts a premium on habitability, which makes me think that the adaptability species traits might be a bit too powerful. I'd be inclined to reduce them down to +5/+10% instead, even if that also comes with a reduction in their cost. But I'm not 100% sure.
- I'm undecided whether to allow colonisation at 0% habitability, or add in a new technology (or add it to the Tomb World habitability perk) that raises habitability of hostile worlds by 20% thereby allowing them to be colonised later in the game. From a "realism" perspective, it's perhaps a bit much to say that a new space-faring species would also have the technology to survive on (e.g.) a planet covered in blistering-host lava, which is quite different to just living in a non-atmospheric environment. From a gameplay perspective, it creates a tier of worlds that you don't immediately have access to and opens the possibility of colony-rush strategies where you beeline for the tech that allows you to colonise them. If those worlds are also made richer, or maybe given emphasis for strategic resources (see next point), that could work quite well.
- Currently a lot of strategic resources are tied to planets which are now colonisable. This means they need to be moved to other kinds of celestial bodies, or buildings need to be introduced to extract them. I'm inclined towards the latter, with the extraction buildings also getting good yield bonuses or similar, like with Barathian Power Plants.
- The Expansion tradition opener no longer reduces (implicitly) colonisation costs as now the cost is up-front. That could be a nerf. However, given that you will generally be doing more colonising, faster colonisation speed is perhaps still a good thing as it means you get your colonies online sooner and so reduce the amount of early resource loss compared with just building a mining/research station. So I think it's probably ok as it is. But I might be wrong.
- The +1 colony pop tradition is probably too strong now, so will need reworking somehow.
- I will need to adjust the tradition (and technology) colony penalties but haven't settled on any numbers yet.
- Something needs to happen with habitats, which are partially redundant. One possible thing to do with them is change them to a tech rather than ascension perk, and use them as the mechanism for making gas giants colonisable. They might also work as a cheaper, mineral (rather than energy) source of expansion later on to avoid habitability issues/the costs of terraforming. Ringworlds might also suffer from this mod, but I've never really used them do don't have a good basis for dealing with them.

Some thoughts on what the mod is now doing:
- Given that the mod does not remove the ability to building mining/research stations over planets (this can still be done as in the vanilla game) it's still possible to expand early on more or less exclusively using minerals to build these. So it's possible the mod won't make much difference to that issue.
- Still I do think it's moving in the direction of creating a more varied early-stage expansion game. In terms of minerals, colony ships and mining/research stations will cost the same. So every station you build is one less colony (notwithstanding the energy and food costs of colonising as well). Stations give you a small but almost immediate yield, whereas colonies take longer to pay back their return. So there's a trade-off between station-spamming as in vanilla, and settling colonies to develop a more robust infrastructure in the long-run.
- Those strategies should also be tailored somewhat to specialisms as well, e.g. food-rich empires will get more of of colonising because they will have the food to fuel rapid population growth, while mineral rich empires might prefer a conventional mining/research station approach.
 

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- Change the initial system script so it doesn't just spawn gas giants and asteroids (it must be set not to spawn colonisable worlds, which now means most types)
From a realism perspective though, doesn't it make a lot of sense to sprout a few small colonies in one's home system before moving on to interstellar? Not sure how it'd work with balance (might still have to rework the initializer to make sure everyone gets the same options), but still.

EDIT: Just realized I misread your post, so nevermind.
 
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ZomgK3tchup

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I've thought about this before since space habitats are likely preferable to colonizing alien planets. I imagine the biggest hurtle is game performance.

IIRC, part of the reason there are fewer planets now than earlier versions is because of performance. If you add more colonizable worlds and/or make habitats readily available, then you run into that problem again.

Not sure how you'd overcome these issues unless you somehow separated habitats from pops.
 

kabill

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I've thought about this before since space habitats are likely preferable to colonizing alien planets. I imagine the biggest hurtle is game performance.

IIRC, part of the reason there are fewer planets now than earlier versions is because of performance. If you add more colonizable worlds and/or make habitats readily available, then you run into that problem again.

Not sure how you'd overcome these issues unless you somehow separated habitats from pops.

I suspect you're probably right: I've seen this mentioned on other mods that do something similar.

In any case, the more I think about this the less convinced I am that it will actually work. The original idea was intended, in short, to break the mineral->mineral loop resulting from mining stations which, early game, renders all other resources irrelevant. I'm not sure the added clutter and busy-work of developing a load of colonies (orbital or planetside) is worth offering a slight alternative alongside that, which is what it's ended up becoming. And with possible performance issues too, I suspect it's not going to be worth further investment of time. That's a shame: I really do like Stellaris, in principle, but there's something at it's core that seems to produce the same kind of gameplay over and over which really puts me off playing it and I'd really like to try and find a way of fixing it, at least a little bit.
 

Kaptain5

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I have been thinking about the problems you addressed here: minerals are the only important resource, food has little real importance, etc...

I feel like the solution of adding hundreds of habitats into the game is an overly complicated solution. Why do you want these habitats? So there is more population in the game to generate resources. What do you actually want? More resources generated by pops.

The most direct way to handle this problem is to simply increase the amount of resources generated by planets either by directly modifying the building values or by a blanket modifier to planets so the generate say-- 3X as much resources as before to reduce the comparative amount of resources gained from space. A more interesting dynamic could be created by using edicts to create specialized planetary modifiers instead of blanket modifiers. These specialized modifiers could say boost mineral production by 3X but half all other resource gains on that planet. Same for other resources.

In any execution this breaks the mineral --> mineral loop fundamental to space stations and replaces it with the less direct loop: food --> pops --> minerals that is found in other 4X games such as civilization.

To adjust for inflated income there are a few multipliers that can be quickly changed in defines that change the base cost of maintenance, ships, armies, etc...
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

My original thought process that lead me down this line of thing was me being annoyed with the fact that a planet could have a fully grown population of several billion is like 30 years. This is madness! Population does not work like that. The solution I considered then, but never implemented, was readjusting the values so that population growth takes approximately 100 years to cover the surface of the planet (a reasonable number if US population growth is used as a benchmark of a similar colonial situation
notice how all the land is filled up between 1790 and 1890 and then becomes more dense from 1890 onward). After the land area is taken up after ~100 years a modifier ticks up that represents an increase in population and the corresponding output that comes with increased population. The modifier will tick from 1.0X output to 5.0X output over the next ~100 with respect to food and follow the logistic growth curve that characterizes real population growth. (I play Vic II if you can't tell)

That was a dream mod I had for a while but I decided to pursue another project instead. I feel like our ideas synchronize with each other. Best of luck with your mod and I hope I gave some helpful ideas.
 

kabill

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I have been thinking about the problems you addressed here: minerals are the only important resource, food has little real importance, etc...

I feel like the solution of adding hundreds of habitats into the game is an overly complicated solution. Why do you want these habitats? So there is more population in the game to generate resources. What do you actually want? More resources generated by pops.

The most direct way to handle this problem is to simply increase the amount of resources generated by planets either by directly modifying the building values or by a blanket modifier to planets so the generate say-- 3X as much resources as before to reduce the comparative amount of resources gained from space. A more interesting dynamic could be created by using edicts to create specialized planetary modifiers instead of blanket modifiers. These specialized modifiers could say boost mineral production by 3X but half all other resource gains on that planet. Same for other resources.

In any execution this breaks the mineral --> mineral loop fundamental to space stations and replaces it with the less direct loop: food --> pops --> minerals that is found in other 4X games such as civilization.

You're right - the point of habitats in the original suggestion was to make population valuable, by replacing orbital stations with them. That might be a complex solution in terms of the game, but it is (or looked like it would be) simple to implement (and I also just quite liked the idea).

As it turns out, though, my final shot at addressing this problem is along the lines that you've outlined here. I've done a lot of it already:

- Increase outpost maintenance cost to 4 energy: In vanilla, each system you claim is a net gain, hence snowballing. Increasing the energy cost doesn't entirely eliminate that - system expansion will still give you more resources overall - but the high energy cost makes energy much more important for expansion and energy mining stations are unlikely to cover the costs of expansion by themselves, requiring planet-bound energy production to support expansion. (Ideally, I would have made this a one-off energy cost, replacing influence, but the game is hard-coded to require minerals and influence only for outposts and systems involving events weren't going to work).

- Double base production of buildings: The base production of a pop - around 3-4 units - is very small compared with their costs (1 food, 1 energy for building maintenance, 3/4 mineral in consumer goods). Increasing base production of buildings to 4 rather than 2 will make early pop growth more significant. Subsequent building upgrades will progress as normal, so the buff evens out across the game. (This might change - for me the early game is the bit most in need of changing but I could plausibly double all production).

- Overhaul terraforming: This is a rework of the uninhabitable world colonisation idea above, allowing more than the vanilla game in terms of colony settlement. While only habitable worlds can be colonised, there is now the option to make new worlds using terraforming. Basic terraforming allows you to turn barren and cold barren worlds into habitable ones; the second level terraforming allows you to change the atmosphere on planets, including newly atmospheric worlds to make them better (see planet changes below), and the third allows you also to terraform hazardous worlds. The point of all this is to provide scope for mid/late-game colony expansion, the point in the game where food starts become worthless as planets fill out. This will allow population to remain core to the economy (hence why I don't think later-game buildings should see as significant production upgrades as early ones). I need to work out what the implications are for habitats and ringworlds though, which will become significantly less valuable (they still allow colonisation of uninhabitable worlds and systems, and use minerals rather than energy to build, so they have their niches. But maybe not worth taking ascension perks for now?)

- Planets and deposits overhaul: Some habitable world types have been made stronger in terms of their economic value than others, primarily around food. Specifically, worlds towards the middle band (i.e. tropical, continental and ocean) spawn higher levels of food deposits while those towards the edge (i.e. desert/arctic) spawn less. This is counterbalanced by less temperate worlds being more common than less temperate ones, and with terraforming initially only allowing the creation of desert/arctic worlds (depending on the original world type), and costing more to move away from that. In other words, more extreme planets are less wealthy but far more common; species with habitability for those kinds of plants will have more colony options at cheaper costs but will grow slower unless they dedicate a lot of building to food (i.e. build food worlds).

- Colony costs: As per my previous idea, colonies now have an upfront food and energy cost and reduced minerals for colony ships.

- Growth: Also as pre previous idea, population growth is almost entirely linked to food production (i.e. very little "free" growth from just having colonies) and inverted, so small colonies grow slower than large ones, to simulate more "real" population growth. This makes energy (in the form of resettlement) more important to help develop early colonies. There is also an overhaul of the migration system so colonies don't have to be full before migration will occur (making it easier for free empires to grow small colonies early on because they will experience migration without having to pay for it). Overall, then, the idea is that your home world (and later, more developed colonies) will be primary pop producers which must then migrate or be resettled to new worlds to help them expand in their early phase. (Incidentally - and entirely by chance! - to grow a planet from scratch with maxed food bonus and no migration would take almost exactly 100 years in the current set-up)

Things I still need to do:

- Revise building (DONE), ship (DONE), tech (DONE, starbase (DONE), outpost (DONE), orbital station (DONE), tradition (DONE) costs to be higher, to take into consideration that overall economies will be stronger. Am thinking around 50% on average as a starting place.

- Go over the planet modifiers to make them more impactful, especially on deposits. Maybe also look to do some specific things with barren/hazardous worlds that affects their deposits/production to make these more distinct from regular habitable worlds.

- Probably increase the level of development of the starting world. Given the mod places more emphasis on colonies, development of the homeworld is perhaps of less gameplay significance (I'd rather have early decisions be about how and where to expand, not making buildings on your homeworld). More pops will also make early-game colonisation more viable in view of the above changes, and a stronger starting economy will again smooth out some of the snowballing effect of system-claiming and help support the other changes in the immediate early game (especially useful for AI). (DONE)
 
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