My biggest gripe remains how we went from 25 max pops per planet to literally hundreds. The effect on end-game lag makes even micro-managing a tall empire a total nightmare.
- 1
The hard part there is then balancing an early conquest of another home planet. If pops make pops, and you double your pops early, now you are ahead by 2x forever.If you fixed pop growth you'd probably actually fix wide v tall pretty effectively, since having more planets doesn't mean you can easily staff all those planets.
The hard part there is then balancing an early conquest of another home planet. If pops make pops, and you double your pops early, now you are ahead by 2x forever.
Oh, I absolutely agree with you. But you can see how huge of a balancing task that starts? By the time that’s all worked out we have another massive change like the one they did to the economy when they added resources. I’d love to see it, but it would be a major expansion, not just a patch, so I wouldn’t expect it any time soon.Perhaps the right fix for that is to balance things like ethics/happiness/politics/etc. Yes, you have twice as many pops as anyone else. But half of those pops might cost more energy/minerals/alloys to keep in line than they produce; or they might make your empire politically ungovernable; or their ethics and sedition might spread throughout your empire making even your own pops unhappy; or they might actually generate negative research/unity/influence; or if you're at war there might always be a percent-chance that these pops seize the opportunity to rebel and declare for your enemy; or there might be a huge, long-lasting surge in piracy among neighboring systems, etc.
Right now things like ethics and happiness are easy to ignore. You interact with pops exclusively based on how many resources they produce. Even facially asymmetrical systems are weighted through the economy; happiness and politics are still all about a pop's production modifier. And in practice, even unhappy pops never cost more to maintain than they produce. So what do I care if a pop is unhappy? An unhappy pop still produces something, and a planet full of unhappy pops is still a net gain in production.
That might be the thing to fix. In a well-designed system, early conquest of another home planet would be an enormous gamble. Sure you get a huge boost to population, but you do so at the risk of having fully half your empire hate your guts.
For the empires that make that work, great. They earned their head start. But it should be quite possible, likely even, that doing this can cause your own empire to collapse as well.
Oh, I absolutely agree with you. But you can see how huge of a balancing task that starts? By the time that’s all worked out we have another massive change like the one they did to the economy when they added resources. I’d love to see it, but it would be a major expansion, not just a patch, so I wouldn’t expect it any time soon.
No, no, I didn’t mean that the things we discussed would be the PAID part of an expansion, Just that they would occur WITH an expansion. Just like they always do. I’d expect the paid part would give new interactions with your pops such as edict and planetary decisions.I'm not sure I'd agree that this would be an expansion in the DLC model. These are all fixes to existing systems, where DLC tends to be about adding new features or functions. More importantly, this would be about making existing systems work the way they were always intended to work. So I'd definitely think this would be a free update.
But I certainly agree right that it would be an overhaul on par with 2.0 or 2.2. Particularly given the limited scope of the diplomacy overhaul, a top-to-bottom politics and population update is probably unlikely.
Well, they don’t seem to be scared of big changes. The FTL rework and economy reworks were massive changes .I'd rather they not be afraid of a big overhaul to create a system the game can properly function with, than to just keep trying to patch the current broken system over the next few years.
both of those were done with a different person in charge.Well, they don’t seem to be scared of big changes. The FTL rework and economy reworks were massive changes .
No, no, I didn’t mean that the things we discussed would be the PAID part of an expansion, Just that they would occur WITH an expansion. Just like they always do. I’d expect the paid part would give new interactions with your pops such as edict and planetary decisions.
That's actually easy. Old Stellaris versions had a very simple solution to it - FTL drives on ships just cost a lot compared to all the other components for first 1-2 tech tiers. So if you wanted to defend yourself you could just strip the ships of FTL drives and have like 2 times the fleet size of your opponent as long as you didn't mind being unable to use it on attack until you upgrade the ships.The hard part there is then balancing an early conquest of another home planet. If pops make pops, and you double your pops early, now you are ahead by 2x forever.
That doesn’t sound at all like something the AI would ever know when to do, or be able to implement well. Multiplayer only solutions aren’t enough.That's actually easy. Old Stellaris versions had a very simple solution to it - FTL drives on ships just cost a lot compared to all the other components for first 1-2 tech tiers. So if you wanted to defend yourself you could just strip the ships of FTL drives and have like 2 times the fleet size of your opponent as long as you didn't mind being unable to use it on attack until you upgrade the ships.
It also made stations much more resource effective in defensive position at the start.
You can even further enhance this approach by making both normal thruster and FTL drives being most of the ship cost at the game start.
Actually it would. As AI measures the desire to attack something by its Fleet Strength. As such it won't attack stations or fleets with much higher strength. As FTL drives don't count into it AI will have no trouble at determining if it wants to take a shot at attacking a system. At least no more trouble than it has right now.That doesn’t sound at all like something the AI would ever know when to do, or be able to implement well. Multiplayer only solutions aren’t enough.
Actually it would. As AI measures the desire to attack something by its Fleet Strength. As such it won't attack stations or fleets with much higher strength. As FTL drives don't count into it AI will have no trouble at determining if it wants to take a shot at attacking a system. At least no more trouble than it has right now.
And if you mean using defensive only fleet without FTL that should be possible to add to AI behaviours through AI ship designer. Though it may need a couple tweaks.
That's actually wrong, if you consider megacorps. Xenophile diplomancer megacorp can get stackable bonuses to diploweight and pop growth from corporate buildings and ridiculous energy income from branch offices. Running a federation as a diplomancer megacorp is totally viable. ATM federation can even wage wars without on its own with relative success.There are no trade nations, no political/diplomatic powerhouses, no other paths to power in the game other than building as many ships as you can.
Thats another problem. The map is filled too fast and you can only meaningfully interact with things within your own border.As an aside: one of the main drivers for me in pursuing a wide empire is that the wider you are, the more story things you have access too (anomalies, archaeological sites, leviathans, etc). If I'm a small empire I don't get to do/see as many of the fun things!