Naval capacity for me has always been a bit strange. In the current game, in order to win you need lots and lots of spaceport; more than you could ever build ships from realistically due to the UI giving us 10 hotkeys. This really limits what you can do with tall empires, even though we have habitats coming in 1.5. Also, I never really understood how a planet low population planet with a high-level spaceport could achieve the same amount of support compared to a bustling planet with a low-level spaceport.
My suggestion is to change the naval capacity to be more favorable towards higher population, rather than relying on massive numbers of planets with static spaceport levels. Here are some reasons why:
PlanetCapacity = SpaceportLevel + X*FractionOfTilesPopulated + Y*FractionOfTilesBuilt
FractionOfTilesPopulated = Population/NumTiles ; Planets with full population give X naval capacity
FractionOfTilesBuilt = NumBuildings/NumTiles ; Planets fully developed give Y naval capacity
Using an equation like this allows players to keep up to ~60% (9/15) of their naval capacity even if all their spaceports are destroyed. The first fraction gives some usefulness for food, as it increases the population. The second fraction gives usefulness for fully developing planets, after spending tons of resources and time.
Why this could work:
Currently, most people just don't bother developing planets; pushing off the responsibility to sectors. While they can get the job done, they do it poorly. Giving some incentive to holding onto planets and developing them ourselves would be a nice addition to the game. Also, it would slow down the "expand at all costs" mentality, as up to 60% of your naval capacity now needs to be tended to.
Side Effects?
Food, Building Cost, Buliding Time, and Governors are now interesting ways to improve naval capacity. All of these things allow you to fill planets up faster and more efficiently. Migration could be a double-edged sword if your empire has a population that wants to leave. You could also use it as a tool to siphon away naval capacity from an enemy, only to boost your own numbers.
The equation does allow smaller planets to get naval capacity faster than larger planets. However, this would be a nice dichotomy for the research penalty of smaller planets (and why no one ever colonizes them right now). Do you colonize only the large planets due to the research penalty, or do you rush small planets to maximize your naval capacity before your neighbors?
The AI does have a history of leaving pops unemployed or just forgetting to clear blockers on planets. Not sure if this is working as designed, but it could be improved if a system like this were ever implemented.
Thanks for reading if you made it this far!
Repeats
My suggestion is to change the naval capacity to be more favorable towards higher population, rather than relying on massive numbers of planets with static spaceport levels. Here are some reasons why:
- Higher populations should be able to support the construction of more ships.
- Naval capacity and ship production should be partially decoupled. Being able to cripple an empire in both production and cap with the destruction of a single building is quite devastating.
- Giving attention to planet population will give players the option to invest in planet infrastructure as a means of a higher naval cap instead of gobbling up every available planet via Colony Ship spam.
PlanetCapacity = SpaceportLevel + X*FractionOfTilesPopulated + Y*FractionOfTilesBuilt
FractionOfTilesPopulated = Population/NumTiles ; Planets with full population give X naval capacity
FractionOfTilesBuilt = NumBuildings/NumTiles ; Planets fully developed give Y naval capacity
Using an equation like this allows players to keep up to ~60% (9/15) of their naval capacity even if all their spaceports are destroyed. The first fraction gives some usefulness for food, as it increases the population. The second fraction gives usefulness for fully developing planets, after spending tons of resources and time.
Why this could work:
Currently, most people just don't bother developing planets; pushing off the responsibility to sectors. While they can get the job done, they do it poorly. Giving some incentive to holding onto planets and developing them ourselves would be a nice addition to the game. Also, it would slow down the "expand at all costs" mentality, as up to 60% of your naval capacity now needs to be tended to.
Side Effects?
Food, Building Cost, Buliding Time, and Governors are now interesting ways to improve naval capacity. All of these things allow you to fill planets up faster and more efficiently. Migration could be a double-edged sword if your empire has a population that wants to leave. You could also use it as a tool to siphon away naval capacity from an enemy, only to boost your own numbers.
The equation does allow smaller planets to get naval capacity faster than larger planets. However, this would be a nice dichotomy for the research penalty of smaller planets (and why no one ever colonizes them right now). Do you colonize only the large planets due to the research penalty, or do you rush small planets to maximize your naval capacity before your neighbors?
The AI does have a history of leaving pops unemployed or just forgetting to clear blockers on planets. Not sure if this is working as designed, but it could be improved if a system like this were ever implemented.
Thanks for reading if you made it this far!
Repeats
- 4
- 2