Sprawl Sprawl Sprawl, why is it always sprawl.

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fourteenfour

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This sprawl penalty is getting under my skin. I understand we need some means to explain how we keep this empire under control but I don't like how the cost is determined nor that I cannot assign people to just take care of it. No government could ever run so inefficiently and not collapse under its own weight. No amount of sprawl penalty will ever stop tech rushing unless research is fixed; I have a proposal floating on the forums but some are starting and have already said the same, its too efficient by job.

TL;DR At the end I explain how this reigns in the tech rush

I agree we should charge for systems however I do not agree we should charge for pops, districts, and colonies, as three items. We can account for them in districts and buildings to represent how large of a society we have to manage.

What am I trying to do

With unity effectively being how I get my empire to do things then perhaps its time it pays for sprawl as well. I am going simple simple simple. When you don't produce sufficient unity to pay your sprawl cost you will never get a new tradition, if you stay negative long enough to deplete your banked unity you effectively stop your empire. The benefit is the player doesn't see a sprawl penalty all the time but more importantly it means the game is easier to balance.


Simplest Sprawl in the world.

Unity is expended to manage your planets and systems. The simplest approach is to look at unity producing jobs. Rulers usually have base six and specialist base four; these values set costs to come. These costs are easily something that can be tweaked.

Districts + Buildings = Planet_Sprawl. A starting planet is 15 districts and four buildings on average. We allow the capital building to provide a planet use only unity offset of 10. We have two rulers with base six each but with modifiers they can add up to 12 to 18. So they will contribute some of their unity to start.

Systems, each adjacent system to the sector capital is one point. Each system not adjacent is two. I would go higher for more distant systems but we don't have management control over systems. Every colony is one point paid by the empire.

With unity as your one great currency you will always have to pay to keep your sprawl at zero otherwise you cannot hire anyone, you cannot take a tradition, nor can you run an expensive edict. So to expand you need to always be building new unity producing jobs. With the current formulae of tradition costs being 300 + (traditions * 8)^1.8 they get expensive quickly and that formulae is easy to tweak to increase costs.

What happens when you don't pay for it.
What happens when you go below zero unity production per turn? You start taking from stored unity. When that reaches zero no edicts, including ones that don't cost unity, function. Research cannot complete, you can still work to completion but after that points are lost and you are forever waiting. You should never reach this point, you should be able to fire leaders, turn off unity costing edicts, and more, to get a positive income. However you need real income to get traditions.

The key here is there is no penalty ever on the screen. Edicts always have a set cost, traditions always have a set costs, and research always has a set cost. The penalty is your empire will stop.

Combine this with the proposals I am others have made to reduce research production. Those proposals take the 4/4/4 down to 2/2/2 per base research job and seriously reduce the bonuses gained empire wide, by leader, and trade. Right now in the current game tech rushes work because research jobs are the most efficient and bonuses that stack from empire, edict, trade, leaders, tech, and stored research, can all combine to double your research if not triple it. I have had games where when researching a tech I had over one hundred percent bonus plus stored research and I wasn't to mid game!
 
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You should never reach this point, you should be able to fire leaders, turn off unity costing edicts, and more, to get a positive income.

One of the restrictions on Feudal is that you can't fire leaders, so that might need a tweak, but it could be tweaked to cost something instead of being impossible.
 

Lidhuin

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One of the restrictions on Feudal is that you can't fire leaders, so that might need a tweak, but it could be tweaked to cost something instead of being impossible.
One of the benefits of Feudal is that leaders cost no upkeep if they're employed, so you don't need to fire them

I like the concept of the above suggestion, because it makes in-game sense: Unity in that scenario is exactly what it says it is... unity.

Your empire is either united, and you get to do stuff, or it's not, and you don't get to do stuff. Wider empire is less united than a Taller empire.

But while that makes for an interesting unity rework, doesn't that just restore us to the situation before of "Oh, I need a bureaucrat to go under sprawl" again?
 
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One of the benefits of Feudal is that leaders cost no upkeep if they're employed, so you don't need to fire them

The upkeep is greatly reduced, but it's there.

Citation: I'm playing one right now.

20220131210101_1.jpg
 

Mcgan

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This shows leaders producing unity.
Specifically, Governors.

Damn, you're right!

Thanks, I had just glanced at it and saw the number.
 
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Ludaire

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This doesn't solve the issue you're trying to solve. It actually makes it worse. If you don't have an increase to tech costs as you grow larger, your tech speed will snowball out of control, as it has since bureaucrats arrived on the scene. Having to invest pops into unity doesn't prevent that any more than needing to invest pops in bureaucrats.

Also, I don't see how you can claim that your system doesn't involve penalties. You're essentially adding a unity upkeep based on empire size. That effectively increases tradition and edict costs because generating less means you can support less edicts and progress through traditions slower, just like an increase in cost. For unity, your proposal is basically just a different numeric way of achieving the same goal.

What it does remove is any kind of "penalty" affecting technology speed. So you're just buffing tech rushing while keeping unity in a similar situation to how it is now.

Costs for certain things need to increase to keep the pace of the game more sane. What needs to change is people's attitude about these cost increases. They are not penalties that are punishing you for playing the game wrong. They're just an additional cost you pay as you get larger, and are a "penalty" no more than building/district upkeep, pop upkeep, fleet upkeep, etc. are "penalties." Hence my suggestion for displaying the current mechanics as an upkeep instead of a cost increase: https://forum.paradoxplaza.com/foru...top-bar-instead-of-the-actual-output.1507886/
 
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wundergoat

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This sprawl penalty is getting under my skin. I understand we need some means to explain how we keep this empire under control but I don't like how the cost is determined nor that I cannot assign people to just take care of it.
The single biggest mistake the devs made with sprawl was making it a clear value. When it was just a penalty you ate hidden in the cost of research, there were a lot less complaints.

If sprawl is supposed to handicap empires so that 2x as big isn’t 2x as powerful, you can’t just allow players to ‘take care of it’ like the admin system we have now. Right now, the admin system works like a flat % tax and so does not accomplish the goal at all. Hell, you can argue it works against the goal, since you can more efficiently get admin as a larger empire. For sprawl to work as an anti-snowball mechanic, a big chunk of its penalty needs to be unavoidable at a minimum.

As for sprawl coming from various things, that’s good. It is taking into account all the various productive things we have in the game. Pops are directly prodictive, systems work as a proxy for space resources, and planets/districts are developed potential.
 
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Ryika

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With unity as your one great currency you will always have to pay to keep your sprawl at zero
Isn't that just bureaucrats again?

An Empire "size 1" needs to pay 1 unit of unity to keep sprawl penalties at 0, and produces 1 unit of research.
An Empire "size 2" needs to pay 2 unit of unity to keep sprawl penalties at 0, and produces 2 unit of research.
An Empire "size 50" needs to pay 50 unit of unity to keep sprawl penalties at 0, and produces 50 unit of research.
And since techs cost the same for all empires without sprawl penalties, bigger empire means vastly more science. That is the problem - ridiculous snowballing that leads to absurd rates of progress.

Forced Empire Sprawl can solve this issue if balanced properly, because the tech costs scale up directly against the increased production.

Is it perfect? No. I'd prefer to have a game where internal instability, conflict and limited resources acted as the limiter for rapid and ongoing expansion, but the game isn't at the point where that can work out. Of the "quick mechanical fixes", empire sprawl is by far the best one in my opinion.
 
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One of the restrictions on Feudal is that you can't fire leaders, so that might need a tweak, but it could be tweaked to cost something instead of being impossible.
Well, if you have marauders or hostile alien fauna nearby, you can fire scientists, generals and admirals for the low price of an army transport, or a naked corvette.
 
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Well, if you have marauders or hostile alien fauna nearby, you can fire scientists, generals and admirals for the low price of an army transport, or a naked corvette.

"The Worm loves you, Admiral Derp, but the rest of us are tired of your sh-- shenanigans. Now go forth into glory!"
 
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