Ive found it boils down to two things:
- Interstellar speed (Hyperlane speed between stars)
- "in System Speed", consisting of:
- Wind up time (time to charge ships to leave system)
- Wind down time (time ships are locked in place upon arrival in a system)
- sublight speed for moving about
If you slow down #1 (making hyperdrives slower) the galaxy feels bigger. But as you mentioned, it feels slower, as in system speed is a killer. You'll find that like 80% of travel time is spent *in system* rather than between stars.
So you never actually spend much time watching fleets move around the galaxy slowly. This is what utterly kills the sense of scale IMO.
The solution i've gone with in a personal mod amounts to slowing FTL, indirectly speeding up STL, and doing weird things with bypasses:
- Slow down FTL speeds between stars
- HS1 - 10% vanilla speed
- HS2 - 35% vanilla
- HS3 - 65% vanilla speed
- Tier 4 drives (jump drive/psi jump drive) - 80% vanilla speed.
- Add a new "hyper-drift" function via script (on_enter_system) that boosts Sublight speed by 100/200/300/400% for 7 days (so sublight becomes less of an issue)
- Unfortunately its not possible to re-implement the very old functionality of hyperdrives (where they could depart a system from anywhere, or from any edge, not just at the relevant exit triangle) though @OldEnt is working on scripted jump drives, so perhaps the set_location function can be (ab)used to do this... needs more thought).
- Give FTL more wind up and wind down time (about 2 weeks worth)
- Not strictly relevant to making the galaxy vaster, but I have a few FTL drive "flavours" - one where the drives move faster between stars, but take longer to charge and vice versa, or offer increased "hyper-drift" time/speed on system ingress.
- A few more system effects:
- 100% longer wind up times when a fleet arrives in a black hole system (so it takes 2x as long to leave)
- -100% wind up times when a fleet arrives in a neutron star system (lifting the idea of neutron stars supercharging FTL drive cores from Elite Dangerous lol)
- Other things im looking in to:
- I want to add slower Interstellar speeds to fleets in nebula space (even if its just a hyperlane passing through a gas cloud) - but I dont think this is currently doable....
- I've been able to "skew" hyperlane speed to be slower nearer the galactic core (where stars are denser) and faster near the galactic rim, though its slightly buggy with the scripts I use, as they dont quite take jump drives moving your dist from core in to account.
- I'd also like to evolve this and look in to flagging stars as "in an arm" or "inbetween an arm" and using this to make moving between galactic arms faster, but slower within arms themselves.
- Gateway activation is now Tier 1.
- Soon as you find one, you get a simple special project to crack its codes and bring it online [I'd remake this into an archaeology site if I ever publicly release this - feels like it'd be ideal]. Finishing the SP gives you gateway activation right away to let science ships activate other ones.
- Gateways end up being actually relevant in the early-midgame, with fleets moving so slowly through the galaxy your empire starts to cluster and grow around gateways, whilst hyperlanes are the "slowboat" method of getting about.
- Also thinking of modifying gateway construction rules, so they dont become so common late game.
- New "Jump Holes" - Unstable Wormholes that will appear and disappear around the galaxy randomly [#active = #wormholes in the galaxy, per gal settings], they connect to any other wormhole
- (for technical reasons - pair-to-pair connections to just 1 other rando jumphole is doable, too, rather than to any other jumphole, like how gateways work, but too time consuming for me right now, and is probably less performative)
- This works by using megastructures dressed up as wormholes, as wormholes are hardcoded and cant be deleted after being placed.
- WIP / highly buggy - point-to-point, one-way and "flickering" gateways that only connect to other gateways, sporadically etc.
- Modelled on the setup from Mass effect's Primary gateways (that connect to other primaries) and Secondary gateways that connect to 1 other secondary)
The earlygame is quite a bit slower, but it leads to an overall - to me - more interesting game, your empire planning is less "blob everywhere", and becomes more "wheres the nearest gateway or jumphole for me to lock down?" You end up with more disparate empires, and the AI seems quite happy to go along with this, as it's not really a logic-affecting change (the special project to activate gateways works for them too).
Overall, even smaller galaxies (e.g. 400,500(modded with more AIs) and 600 - FEEL BIGGER - than 1k star galaxies to me, with this setup. 1k star galaxies - particularly 2 arm ones, with more breakups in the hyperlane net, feel bloody huge. Late-game campaigns, away from