If you don't think the AI is any challenge, try the Starnet AI mod. It will give you a challenge.
I mostly agree with you, but differ on this point. The scaling costs are important in allowing different playstyles and smoothing out progression- snowballing is boring if there's nothing to impede it; if we ever want the non-warfare parts of the game to be engaging, we need more reasons not to just conquer everything in sight.
Admin cap was important though, because it standardized the way that scaling functions. Having a few well-developed planets is the same as having a lot of undeveloped ones.
Empire power being directly proportional to geographic size is a fallacy, even if you consider the past and present of human empires. Even in the the modern day, if size was the primary determinant of power, Russia, Canada, and Canada would be the dominant power with Russia have nearly twice as much geographic area as Canada and China. If we look into the past, the rise of countries such as England, Japan, and Mongolia would make no sense if we tied it directly to physical size as well. As such, it is entirely reasonable to have mechanics that help cater to a "tall" empire playstyle. In fact, it is arguable that there should be more benefits to such a playstyle than there currently even are in the game.
- I was always low with energy, alloys and consumer goods (nice), but I had TONS and TONS of metals. The events/anomalies are not properly adapted to this. If you have the choice to risk something paying 500 metals, it makes not really sense if you have already 5k.
You're right that there are examples of large countries that didn't become dominant powers, but they don't prove the rule.
Their empire got so large that they could literally and accurately say "the sun never sets on the British Empire."
A better example would be Venice, which became a very big deal despite a small geographic footprint.
If someone plays a terrific tall game, that's great and should be entirely possible. But pound-for-pound, a well run big empire should beat a well run small one every time.
I gotta say - I like wide empires. Galactic Conquest is fun as all Hell. I never liked the tile system in the late game pre-2.2 and the changes since fail to impress me. But then I am more of a role-player then a player who seeks maximum efficiency..
/snip
The more interesting observation is that the larger an empire becomes, the more it has to worry about territories under its control seceding/rebelling/breaking away and bringing the whole house of cards down with them. This is something Stellaris sorely needs.I think your overall point is: because large empires eventually fall, that therefore proves that geographic size has no relationship to them being powerful.
Tbh, I'm just not following your logic. Empires rise and fall, but the ones that tend to be strongest are the ones that are largest while they're around. Then, sure, things happen. That's history. However I don't see you're connection from "these empires eventually fell" to "therefore their size had nothing to do with their strength." I think the much more accurate point is "all empires and nations rise and fall."
And as we've seen over and over again throughout history, the strongest ones also tend to be the biggest.
The more interesting observation is that the larger an empire becomes, the more it has to worry about territories under its control seceding/rebelling/breaking away and bringing the whole house of cards down with them. This is something Stellaris sorely needs.
I agree that secession movements would be a useful addition to the game. I don't think that correlating them with the size of your empire would make a lot of sense, though. History shows plenty of secession movements in small countries as well as large ones. (Of course, applying history to Stellaris is something of a tricky feat; the combination of instantaneous communications and slow interplanetary travel makes it significantly different from any historical era.)The more interesting observation is that the larger an empire becomes, the more it has to worry about territories under its control seceding/rebelling/breaking away and bringing the whole house of cards down with them. This is something Stellaris sorely needs.
That's already been stated in other conversations, but are instant communications really part of the Stellaris fluff?the combination of instantaneous communications and slow interplanetary travel makes it significantly different from any historical era.)
So, has it been established in the game world (like in an event text)? The closest thing I can think of are the discution of the diplo screen, but that could be simply the talks with the local embassador/envoy. You still need to wait a few days to get the real answer (just as you have to wait a few days to get a response to your demands in CK2)
The more interesting observation is that the larger an empire becomes, the more it has to worry about territories under its control seceding/rebelling/breaking away and bringing the whole house of cards down with them. This is something Stellaris sorely needs.