Wiz has said that a large (wide) empire should always be stronger than a tall one. While this is logical if both are of equal tech level and internal development I think that the overall design philosophy behind it stifles the game.
A lot of problems the game currently has, doomstacks, the general weakness of tech versus mass, the rapid progression of traditions or the general uselessness of megastructures compared to building masses of habitats can be traced back to this.
The research and unity you can gain from new planets outweight the penalty you get from expansion. Same for Unity. You also get more naval capacity and more ships are always better even if they are lower tech. In short, more is better and it has no downsides.
That makes strategies which lead to rapid expansion through conquest objectively much better than peaceful gameplay so that there is no use in playing them (sure you can roleplay not wanting to be successful but that gets boring fast). So a lot of options the game technically offers do not get explored as they are weak if not suicidal.
To improve the game there must be other solutions to problems than just going bigger and it should not always be the best option without downsides.
Growing too big should solve some problems but create others through stability.
Other Paradox games already do that for the military. HoI has stacking penalties and EU4 has morale and combat width. Throwing more men at a prussian army in the mountains will not work. That is what Stellaris needs. A point where getting bigger, be it in fleet, army or empire size, will produce very dimished returns or not work at all. It needs a way for empires which did not become quite as large as military expansionists to remain relevant and competitive within reasons. That would make so many playstyles in Stellaris viable and the game would benefit from it.
I hope someone from Paradox will read that as I fear that currently the direction of the game does not want to deviate from the "bigger is better" philosophy.
Edit: If you disagree with that can you give a short reason why you do so? Thanks.
A lot of problems the game currently has, doomstacks, the general weakness of tech versus mass, the rapid progression of traditions or the general uselessness of megastructures compared to building masses of habitats can be traced back to this.
The research and unity you can gain from new planets outweight the penalty you get from expansion. Same for Unity. You also get more naval capacity and more ships are always better even if they are lower tech. In short, more is better and it has no downsides.
That makes strategies which lead to rapid expansion through conquest objectively much better than peaceful gameplay so that there is no use in playing them (sure you can roleplay not wanting to be successful but that gets boring fast). So a lot of options the game technically offers do not get explored as they are weak if not suicidal.
To improve the game there must be other solutions to problems than just going bigger and it should not always be the best option without downsides.
Growing too big should solve some problems but create others through stability.
Other Paradox games already do that for the military. HoI has stacking penalties and EU4 has morale and combat width. Throwing more men at a prussian army in the mountains will not work. That is what Stellaris needs. A point where getting bigger, be it in fleet, army or empire size, will produce very dimished returns or not work at all. It needs a way for empires which did not become quite as large as military expansionists to remain relevant and competitive within reasons. That would make so many playstyles in Stellaris viable and the game would benefit from it.
I hope someone from Paradox will read that as I fear that currently the direction of the game does not want to deviate from the "bigger is better" philosophy.
Edit: If you disagree with that can you give a short reason why you do so? Thanks.
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