The game needs to penalize players less.

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Nevars

General
92 Badges
May 29, 2015
1.852
3.192
  • Stellaris: Nemesis
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • Hearts of Iron IV: Together for Victory
  • Victoria 3 Sign Up
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Cities: Skylines Deluxe Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Third Rome
  • Cities: Skylines - Parklife
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Cradle of Civilization
  • Cities: Skylines - Green Cities
  • Tyranny - Bastards Wound
  • Tyranny - Tales from the Tiers
  • Stellaris: Necroids
  • Crusader Kings Complete
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Gold Edition
  • Europa Universalis 4: Emperor
  • Age of Wonders: Planetfall
  • Crusader Kings III
  • Imperator: Rome - Magna Graecia
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Lithoids
  • Crusader Kings III Referal
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Stellaris: Distant Stars
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Cities: Skylines Industries
Early game exploration is the fun part of the game. I am afraid these changes to leader costs are just going to make it tedious.
No, it just slow down early exploration for several months or at worst case 2-3 years so not really a problem.
The sprawl thing is also a big one on my list. It starts out in the red and just keeps getting worse. And I can't do anything to fix it other than not do anything at all to prevent it getting worse. That is not fun. Fun is finding a solution to the problem within the game mechanics. But in 3.3 there appears to be no solution to the problem. I do agree that as it currently is, it is way too easy to fix, but having no mechanic to mitigate it at all is even worse IMO. It's there, showing in bright red and taunting you. I'd rather not even be able to see it al all TBH.
You can, just optimized your empire like we all did before the admin cap.

Even if you own the entire galaxy and colonized all habitable planets with max pops (the highest sprawl you will ever get) you will always outpace the penalty you get unless you are not managing your empire.
 
Last edited:
  • 14
  • 4
Reactions:

Floimus

Private
Jan 21, 2022
10
45
I've thought for a while for an alternate solution which might make for better game play.
It's not a given that tall/wide needs to be balanced by scaling penalties. And mathematically, and thematically they don't make sense.
It makes no sense for my tech costs to increase if a settle a few agri worlds... It's a clumsy, ugly band-aid.

How about instead add some tools:
Get rid of empire sprawl. Re-cost techs/upkeeps to get the right developement speed balance.
Add mechanical buffs to tall. Perhaps something like planet upgrade, or a building that consumes unity(or anything) and adds %output / number sectors. This could be scaled to favor tech / vs alloys to get the right balance. Have it upgradable for increased bonuses. Call it something like "command centralization". Add some new graphics to make it feel cool.

Because the bonus drops off for larger empire, the bonus is focused on smaller empires.

This is inherently fun. Now there's a changing optimal balance based on empire size. Small empires would go all in, medium empire might use a little bit. Large empires would not use it at all.
No empire needs to look at massive negative penalties, no one feels their playstyle isn't favored.

Anyway this is just an example, I'm sure there's lots of ways to do this.
 
  • 5
  • 2
Reactions:

Unseelie

First Lieutenant
41 Badges
Feb 2, 2021
265
660
  • Surviving Mars: First Colony Edition
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Surviving Mars: First Colony Edition
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Stellaris: Synthetic Dawn
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Stellaris: Federations
  • Crusader Kings III
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Pillars of Eternity
  • Europa Universalis IV
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Third Rome
  • BATTLETECH
  • Surviving Mars
I'm personally very confused by the suggestion that solving a problem is not fun. Yes, the game starts with us in the red. but...So?

If the game starts with us at 0, and then we progress into the red or the green through play...is that any different than the game starting at -10 and us still..progressing up or down through play?

OR, otherwise stated, "punish players less" is just the same as "give the players more at the start of the game"

Heck...at the start of the game, you have a planet operating a world government, presumably with many millions or billions of people under their administration, a space station with a shipyard, a science ship, and a small space navy. I'm not at all suprised that an industrialized planet counts toward sprawl. Imagine the sprawl that would come from expanding any of earth's governing systems to cover the other 90 to 99% of the population.
 
  • 7
  • 3Like
  • 3
Reactions:

Floimus

Private
Jan 21, 2022
10
45
I'm personally very confused by the suggestion that solving a problem is not fun. Yes, the game starts with us in the red. but...So?
You can't actually solve the problem anymore, bureaucrats are gone.

If the game starts with us at 0, and then we progress into the red or the green through play...is that any different than the game starting at -10 and us still..progressing up or down through play?
No in 3.3 there's no way to get rid of the red...

OR, otherwise stated, "punish players less" is just the same as "give the players more at the start of the game"
No the choice is no more or less, but now it is presented to the player, and the choices the player can make. How fun it is.

Heck...at the start of the game, you have a planet operating a world government, presumably with many millions or billions of people under their administration, a space station with a shipyard, a science ship, and a small space navy. I'm not at all suprised that an industrialized planet counts toward sprawl. Imagine the sprawl that would come from expanding any of earth's governing systems to cover the other 90 to 99% of the population.
Yes sprawl kind of used to make sense. Now it's worse.

When I think about a game feature I think about these three criteria:
1. Does it make sense? Is it immersive?
2. Is it compelling? Does it have interesting choices?
3. Is it actually fun?

Now I will give my evaluations, but everyone of course can make their own.
So for original 3.2
1. Somewhat makes sense, yes bigger empires are more complex, and realistically you can invest (in organization ops = bureaucrats) to reduce the penalty. Still a bit weird because a centralized tech world wouldn't really be slowed down much by a large resource extraction empire (other things would be slowed down). Traditions slowness would probably still make sense based on the population size.
2. No its not very compelling. There's only one solution, build bureaucrats. There's not even that much interesting to do with this, few worlds have bonuses or interact with them.
3. No not very fun, but not actively anti-fun. It was mostly a distraction. There's already other "build enough for your empire but no more" resources, like food/minerals. Those other resources interact much more deeply with the game.

Beta 3.3
1. No doesn't make sense at all. The penalties accrue and you just have to power through them. Adding more scientists to deal with efficiency issues isn't what most societies would do. Also inherits all the scaling problems with the 3.2 system.
2. Not at all compelling. There are NO choices now. The implied choice is to not expand at all, but that's a red herring. Why does the player need to see this at all? But it can't be hidden either since players need to see an explanation why they can't progress on research or traditions --- its just a mess.
3. No it's not fun to see permanent penalties that increase when you do fun, intended things, and have no way to ameliorate or deal with them. The implication is you shouldn't do these intended things: Ugh.

Kind of thing I'm proposing: New Tall game-play features:
1. Good! Existing strategies don't have weird penalties. New functionality would have some neat sci-fi reasoning and add to immersion.
2. Great! New options to play with and explore!
3. Probably more fun, but would have to see.
 
  • 7
  • 3Like
  • 2
Reactions:

SectorsAreOkay

Major
19 Badges
Feb 8, 2017
622
1.512
  • Europa Universalis IV
  • Stellaris: Necroids
  • Crusader Kings III
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
You can't actually solve the problem anymore, bureaucrats are gone.


No in 3.3 there's no way to get rid of the red...


No the choice is no more or less, but now it is presented to the player, and the choices the player can make. How fun it is.


Yes sprawl kind of used to make sense. Now it's worse.

When I think about a game feature I think about these three criteria:
1. Does it make sense? Is it immersive?
2. Is it compelling? Does it have interesting choices?
3. Is it actually fun?

Now I will give my evaluations, but everyone of course can make their own.
So for original 3.2
1. Somewhat makes sense, yes bigger empires are more complex, and realistically you can invest (in organization ops = bureaucrats) to reduce the penalty. Still a bit weird because a centralized tech world wouldn't really be slowed down much by a large resource extraction empire (other things would be slowed down). Traditions slowness would probably still make sense based on the population size.
2. No its not very compelling. There's only one solution, build bureaucrats. There's not even that much interesting to do with this, few worlds have bonuses or interact with them.
3. No not very fun, but not actively anti-fun. It was mostly a distraction. There's already other "build enough for your empire but no more" resources, like food/minerals. Those other resources interact much more deeply with the game.

Beta 3.3
1. No doesn't make sense at all. The penalties accrue and you just have to power through them. Adding more scientists to deal with efficiency issues isn't what most societies would do. Also inherits all the scaling problems with the 3.2 system.
That's actually exactly what we do in the real world. The system has costs and penalties and people work around them. If you want to buy a house or a bigger car, you try to get a higher paying job, or cut costs elsewhere. You can't single-handedly force the housing market to go down. Analogies only go as far as you can stretch them, but the point stands. Life has costs that are not negotiable and you work around them by making choices about how to spend your time and resources.
2. Not at all compelling. There are NO choices now. The implied choice is to not expand at all, but that's a red herring. Why does the player need to see this at all? But it can't be hidden either since players need to see an explanation why they can't progress on research or traditions --- its just a mess.
There are choices: invest in more researchers over something else; don't grow as big; build more unity buildings; don't bother as much with researchers and instead use conquest and space battles to get tech. You have to pay the cost no matter what, so you decide how much of that cost is worth paying over doing other things. You have a lot of decisions to make. BTW, building a couple of bureaucrats offices to always stay under the cap as the only viable strategy (as in 3.2 and before) isn't really much of a decision and isn't interesting.

3. No it's not fun to see permanent penalties that increase when you do fun, intended things, and have no way to ameliorate or deal with them. The implication is you shouldn't do these intended things: Ugh.
As others have said, just change the color from red to yellow or white. Now it's not a penalty because you did something bad and instead it's just a cost of being an increasingly larger nation.

Kind of thing I'm proposing: New Tall game-play features:
1. Good! Existing strategies don't have weird penalties. New functionality would have some neat sci-fi reasoning and add to immersion.
2. Great! New options to play with and explore!
3. Probably more fun, but would have to see.
You didn't actually provide an alternative here.
 
  • 11
  • 3
Reactions:

Shadowstrike

Terrestrial Liability #168
147 Badges
Mar 17, 2001
2.483
1.651
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III Collection
  • Stellaris: Galaxy Edition
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Cities: Skylines - After Dark
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II
  • Europa Universalis III
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Victoria 2
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars
  • Sword of the Stars II
  • Supreme Ruler 2020
  • Cities in Motion 2
  • Ancient Space
  • Cities in Motion
  • Arsenal of Democracy
  • Rome: Vae Victis
  • Europa Universalis IV
  • Rome Gold
  • Crusader Kings II: Charlemagne
  • March of the Eagles
  • Majesty 2
  • Magicka
  • Knights of Pen and Paper +1 Edition
  • King Arthur II
  • Impire
  • Heir to the Throne
  • Hearts of Iron IV: No Step Back
  • For The Glory
Before bureaucrats existed, tech costs were increased based on number of pops and colonies. You could not avoid it, but if you got the penalties, it meant you also got even more research because of your expansion. What we have now is the same situation as that, but much more lax penalties relative to the increasing science income. The only other difference is that it is represented differently in the UI. Sprawl is explicit now, before you only saw it if you looked at the costs of techs. So it's a psychological difference.

People think it's bad because they call it a penalty instead of a modifier. You are not supposed to stop sprawling. Sprawl represents something natural, not something wrong.

The psychology is the thing here. Honestly, it would be easier to have exactly the same numbers, but take away the concept of "Empire Sprawl", and instead just display "tech/tradition cost due to empire size: +XXX%" in white text. And then have all the current things that increase admin cap be written as "tech/tradition cost reduction: +XXX%" in green text.
 
Last edited:
  • 3
  • 2Like
  • 1
Reactions:

Floimus

Private
Jan 21, 2022
10
45
That's actually exactly what we do in the real world. The system has costs and penalties and people work around them. If you want to buy a house or a bigger car, you try to get a higher paying job, or cut costs elsewhere. You can't single-handedly force the housing market to go down. Analogies only go as far as you can stretch them, but the point stands. Life has costs that are not negotiable and you work around them by making choices about how to spend your time and resources.

I don't think this is the way it works. Its not the absolute level of cost for housing/car whatever, that's just set by game progression. It's the relative cost between different nations. Why is science more expensive for the bigger empire? Maybe empire sprawl is them not working cohesively (except that scicence actually works faster with many independent groups... but I digress). In that case, you get coordinators to align all the different teams. There's a problem to solve, and a solution. Just having a permanent problem is unimaginative and not realistic.

There are choices: invest in more researchers over something else; don't grow as big; build more unity buildings; don't bother as much with researchers and instead use conquest and space battles to get tech. You have to pay the cost no matter what, so you decide how much of that cost is worth paying over doing other things. You have a lot of decisions to make. BTW, building a couple of bureaucrats offices to always stay under the cap as the only viable strategy (as in 3.2 and before) isn't really much of a decision and isn't interesting.
None of these choices are gone if you remove empire sprawl. The game is literally the same, especially in the current form where wide is still vastly preferable.

As others have said, just change the color from red to yellow or white. Now it's not a penalty because you did something bad and instead it's just a cost of being an increasingly larger nation.
I mean perhaps it better to look at, and not as alarming. But it's still not fun game design.

You didn't actually provide an alternative here.
I did actually, it was in the post #22:

How about instead add some tools:
Get rid of empire sprawl. Re-cost techs/upkeeps to get the right developement speed balance.
Add mechanical buffs to tall. Perhaps something like planet upgrade, or a building that consumes unity(or anything) and adds %output / number sectors. This could be scaled to favor tech / vs alloys to get the right balance. Have it upgradable for increased bonuses. Call it something like "command centralization". Add some new graphics to make it feel cool.

Now I think it would be great to consider some alternatives to empire sprawl and broad penalty mechanics, that would overall be more immersive, creative and fun.
 
  • 3Like
Reactions:

Maethendias

Lt. General
31 Badges
May 17, 2017
1.346
1.154
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Prison Architect
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Pillars of Eternity
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Crusader Kings II
i wholeheartedly DISAGREE

stellaris needs to penalize the player for making certain choices WAY more
 
  • 8
  • 5
  • 3Like
Reactions:

Nebbie Zebbie

Captain
21 Badges
Nov 16, 2020
476
1.369
  • Stellaris - Path to Destruction bundle
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • Shadowrun: Dragonfall
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Cities in Motion 2
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Cities: Skylines
  • Sword of the Stars II
  • Sword of the Stars
  • Magicka
  • Crusader Kings II
At its very core, Stellaris' game design is about spamming pops to produce resources. Everything in it is premised on the idea that 5x the people means a thing can be done exactly 5x faster, and there's almost nothing in place to make it hard to manage lots of planets except your very patience.
Sprawl is just a bandaid solution to count up how many planets and pops and then weigh you down with artificial penalties, and this makes the core gameplay loop about being punished for performing well, which is simply not that fun. Removing our control over sprawl leads to more balance at the expense of less interactivity, and interactivity is the entire point of it being game; the problem isn't too much penalization, it's that it's hitting you just because you did what it said to do, with no option to avoid this.

If they would've just made tech slowdown be from how negative you are on unity, and sprawl directly translate into unity upkeep, and added revolts if unity goes way negative, then the penalties would be interactive. We would be upping our unity production to try to beat sprawl, but we'd need to scale back our sprawl to also get traditions fast, and smaller empires would pull ahead while very large ones start coming apart at the seams.
Unfortunately, unity upkeep for sprawl was something a ton of people just...expected, from what the dev diaries said, and instead, the system we got was static admin cap while most influence instead became unity (making sprawl and both resources suck because they're three separate systems that don't really interact).
 
  • 8
  • 3
  • 1Like
  • 1
Reactions:

Nevars

General
92 Badges
May 29, 2015
1.852
3.192
  • Stellaris: Nemesis
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • Hearts of Iron IV: Together for Victory
  • Victoria 3 Sign Up
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Cities: Skylines Deluxe Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Third Rome
  • Cities: Skylines - Parklife
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Cradle of Civilization
  • Cities: Skylines - Green Cities
  • Tyranny - Bastards Wound
  • Tyranny - Tales from the Tiers
  • Stellaris: Necroids
  • Crusader Kings Complete
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Gold Edition
  • Europa Universalis 4: Emperor
  • Age of Wonders: Planetfall
  • Crusader Kings III
  • Imperator: Rome - Magna Graecia
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Lithoids
  • Crusader Kings III Referal
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Stellaris: Distant Stars
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Cities: Skylines Industries
It's not a given that tall/wide needs to be balanced by scaling penalties. And mathematically, and thematically they don't make sense.
It makes no sense for my tech costs to increase if a settle a few agri worlds... It's a clumsy, ugly band-aid.
It make total sense, those are cost of implementing tech or idea for larger population, territory, etc.

For example million people getting personal holographic computer would be vastly cheaper than trillion people getting the same thing.

So sprawl penalty make sense if you think about it a little and more easier to balance too.
 
  • 3Like
  • 3
  • 2
Reactions:

Unseelie

First Lieutenant
41 Badges
Feb 2, 2021
265
660
  • Surviving Mars: First Colony Edition
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Surviving Mars: First Colony Edition
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Stellaris: Synthetic Dawn
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Stellaris: Federations
  • Crusader Kings III
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Pillars of Eternity
  • Europa Universalis IV
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Third Rome
  • BATTLETECH
  • Surviving Mars
and this makes the core gameplay loop about being punished for performing well, which is simply not that fun

Gameplay becoming more challenging as you progress is a time honored element of games?
Tetris speeds up. Doom feeds you harder bosses. Minecraft even gives the mobs stronger weapons.
Later levels are more challenging. So uh..yeah, do well, have to do better is a core gameplay loop, here and elsewhere.
We're all entitled to our opinions, but do you actually want the game to get easier as your empire gets stronger?

For me, the critical problem with stellaris is that the difficulty loop collapses after the first X.
 
  • 15
  • 2
  • 1Like
  • 1Haha
Reactions:

KNakamura

Second Lieutenant
31 Badges
Mar 11, 2019
150
645
  • Cities in Motion
  • Stellaris: Synthetic Dawn
  • Stellaris: Nemesis
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Age of Wonders III
  • Surviving Mars
  • BATTLETECH
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Pillars of Eternity
  • Cities: Skylines
  • Magicka
  • Crusader Kings II
At its very core, Stellaris' game design is about spamming pops to produce resources. Everything in it is premised on the idea that 5x the people means a thing can be done exactly 5x faster, and there's almost nothing in place to make it hard to manage lots of planets except your very patience.
Sprawl is just a bandaid solution to count up how many planets and pops and then weigh you down with artificial penalties, and this makes the core gameplay loop about being punished for performing well, which is simply not that fun. Removing our control over sprawl leads to more balance at the expense of less interactivity, and interactivity is the entire point of it being game; the problem isn't too much penalization, it's that it's hitting you just because you did what it said to do, with no option to avoid this.

If they would've just made tech slowdown be from how negative you are on unity, and sprawl directly translate into unity upkeep, and added revolts if unity goes way negative, then the penalties would be interactive. We would be upping our unity production to try to beat sprawl, but we'd need to scale back our sprawl to also get traditions fast, and smaller empires would pull ahead while very large ones start coming apart at the seams.
Unfortunately, unity upkeep for sprawl was something a ton of people just...expected, from what the dev diaries said, and instead, the system we got was static admin cap while most influence instead became unity (making sprawl and both resources suck because they're three separate systems that don't really interact).

It's.. not punishing you for doing well.

That's kinda I think the problem here. It's saying "hey, as you grow, things get more difficult."

Which is part of how game progression works. Early levels are easy. Later levels are hard. I agree that it being red-text is probably bad, but to me, it's actually more fun trying to balance growing out while still doing positive growth in tech and unity.

YMMV here, but it's not penalizing you, it's just going "The more people and structures you have, the more expensive it is to develop and roll out technologies. To create programs (unity) that require political will."

That's just how things are.
 
  • 7
  • 6
  • 1Like
Reactions:

Nebbie Zebbie

Captain
21 Badges
Nov 16, 2020
476
1.369
  • Stellaris - Path to Destruction bundle
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • Shadowrun: Dragonfall
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Cities in Motion 2
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Cities: Skylines
  • Sword of the Stars II
  • Sword of the Stars
  • Magicka
  • Crusader Kings II
It's.. not punishing you for doing well.

That's kinda I think the problem here. It's saying "hey, as you grow, things get more difficult."

Which is part of how game progression works. Early levels are easy. Later levels are hard. I agree that it being red-text is probably bad, but to me, it's actually more fun trying to balance growing out while still doing positive growth in tech and unity.

YMMV here, but it's not penalizing you, it's just going "The more people and structures you have, the more expensive it is to develop and roll out technologies. To create programs (unity) that require political will."

That's just how things are.
This is really not the case, sprawl's penalties do not increase difficulty at all, as they don't operate on a decision-making level. They don't increase speed at which you have to make decisions, or present problems with previously-easy decisions. All they do is impose a tax on resources, which can be overcome by essentially brute force of having more and more researchers. The key issue here is that there isn't really any control over the situation, you will still have to colonize pretty much the same planets for research reasons as before, and really, the main effect decisionwise is back at game start, in what build you've gone with.
 
  • 6
  • 4
Reactions:

KNakamura

Second Lieutenant
31 Badges
Mar 11, 2019
150
645
  • Cities in Motion
  • Stellaris: Synthetic Dawn
  • Stellaris: Nemesis
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Age of Wonders III
  • Surviving Mars
  • BATTLETECH
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Pillars of Eternity
  • Cities: Skylines
  • Magicka
  • Crusader Kings II
This is really not the case, sprawl's penalties do not increase difficulty at all, as they don't operate on a decision-making level. They don't increase speed at which you have to make decisions, or present problems with previously-easy decisions. All they do is impose a tax on resources, which can be overcome by essentially brute force of having more and more researchers. The key issue here is that there isn't really any control over the situation, you will still have to colonize pretty much the same planets for research reasons as before, and really, the main effect decisionwise is back at game start, in what build you've gone with.

So you're saying making choices to where to spend your resources ISN'T increasing difficulty or preventing snowballing?

Because that's what it did for me. As an example, with the beta, I didn't start getting repeatable techs until 2350, which was nice. Also: control - I don't get how you lose control. How you choose to respond to the game is still up to you. The only thing that the beta does that it didn't before is remove mitigation buildings, that's it.
 
  • 7
  • 5
Reactions:

Strangedane

Field Marshal
68 Badges
Apr 29, 2012
2.680
3.233
  • Stellaris: Federations
  • Crusader Kings II
  • Europa Universalis IV
  • Europa Universalis 4: Emperor
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Ancient Relics
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Holy Fury
  • Stellaris: Lithoids
  • Europa Universalis IV: Golden Century
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Europa Universalis IV: Cossacks
  • Stellaris: Galaxy Edition
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
Still hitting repeatables before 70 years have passed and still clearing x25 at 2325 on 600 stars.
If you just spend the pops that you'd normally have producing admin cap on science, you'll get through the tech-tree faster than before.
You'll be behind on traditions, but meh. Traditions don't clear the crisis, techs and fleet does.

If you think the new sprawl mechanic is "penalizing players", you aren't understanding the new system at all.
 
  • 4
  • 3
  • 1Like
Reactions:

Paul93

Second Lieutenant
40 Badges
Oct 9, 2014
186
429
  • Crusader Kings II: Legacy of Rome
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Federations
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Age of Wonders III
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Crusader Kings III
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Campus
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Cities: Skylines
  • Victoria 2
  • Europa Universalis IV
  • Europa Universalis IV: Cradle of Civilization
  • Rome Gold
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sons of Abraham
Much of the problem with the old empire sprawl system (which is very similar to the new open beta system) was that, in the old days there were basically no game mechanics that allow you to expand in non-military ways:
- there was no galactic community for shaping the politics beyond your borders
- there were no federations (at least, no interesting federations) to let you create a sphere of influence
- there was no espionage (not that the current one is actually interesting, but at least you have it now, and it can be expanded to include useful operations)

As such, in those versions of the game, either you expanded militarily or you basically sat there doing nothing. Now instead, while there is plenty of room for improvement, you can actually do other things. You can be protagonist in your own playthrough, which is after all the goal of grand strategy sandbox like Stellaris.

The game must include penalties for playing wide, since playing wide is already inherently better. And these penalties must be quite steep. Games that do not take steps to mitigate it end with having a single viable "strategy", which may be ok if there are multiple and clear victory conditions but is completely unacceptable for a sandbox. I agree with you that all this red ink is disturbing though.
 
  • 5
  • 2
Reactions:

unmerged(197325)

Sergeant
59 Badges
Feb 28, 2010
85
79
  • Crusader Kings II
  • Heir to the Throne
  • Europa Universalis III Complete
  • Divine Wind
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • War of the Roses
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Victoria 3 Sign Up
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Semper Fi
This is really not the case, sprawl's penalties do not increase difficulty at all, as they don't operate on a decision-making level. They don't increase speed at which you have to make decisions, or present problems with previously-easy decisions. All they do is impose a tax on resources, which can be overcome by essentially brute force of having more and more researchers. The key issue here is that there isn't really any control over the situation, you will still have to colonize pretty much the same planets for research reasons as before, and really, the main effect decisionwise is back at game start, in what build you've gone with.
I mean, Stellaris is a strategy game, not a shooter. Introducing a time limit to your decisions doesn't make sense nearly as much as adding a new obstacle to deal with in your decision making.

The fundamental concept behind sprawl is logical: the bigger your nation gets, the more difficult it is to manage. You either adapt to overcome those difficulties, or you stop expanding because you've reached the limit of what you can handle.

This is how nations all throughout history have operated, it's a basic fact of nation management. The Roman empire had co-emperors where the reigning emperor and their designated heir would manage the empire, and finally split into two halves to manage its massive size (meaning there were, essentially, four emperors running things), and it still collapsed. Managing an empire of that size with the technology they had was just too difficult: too many people to please, too much commerce to keep track of, communication lag, vast distances to cover and move armies...

If anything, this game doesn't have enough penalties for wide empires. Unrest is a joke, enforcers are really only needed if a criminal megacorp establishes itself on a planet and you're not interested in fighting a war to drive them off, and civil wars are pretty much impossible in your own nation unless you (pretty much deliberaetly) have a machine uprising. Wide empires are incredibly stable and easy to build.

If there's anything railroading playstyle, it's that: why play tall when you can play wide and absolutely dominate? Tall play is a self-imposed RP restriction at this point, not a unique playstyle that has some benefits and drawbacks relative to wide. Everything tall can do, wide can do better.

Tall play needs to be about efficient use of resources: you're small, you need to get the most bang for your buck to survive and thrive because you don't have vast resources and a massive population to get things done, but because you're small it's easier to manage and tweak things in response to what's going on around you.

Wide play should be about holding together an increasingly cumbersome state, dealing with the huge momentum that makes changing course or reacting to a sudden crisis so much more complicated, and (especially for conquerors) keeping trillions of life forms with their own wildly different views and opinions harmoniously co-existing and agreeing to be one nation, rather than just breaking off to go their own way. I've said before and still think that an entire DLC should be dedicated to internal politics, to make factions and pop attitudes much more meaningful and impactful on wide empires.

Sprawl feels like a good first step to putting a leash on wide play, but in my opinion it's a baby step forward, not a giant problem.
 
  • 8
  • 5
Reactions:

Floimus

Private
Jan 21, 2022
10
45
I'm not saying that Stellaris should be harder / easier -- that would be silly really since you can set the hardness at the start of the game.
It has nothing to do with whether it was nice to not tech up and get to repeatables as fast. That's overall scaling, not relative scaling of different strats.

I'm not saying going wide should be the best way to play -- that's not very fun either! And just because wide is good/easy now, doesn't mean it should stay that way. But changes they make should be fun and engaging.

What I'm saying is that there are ways to make compelling gameplay for each way of playing that doesn't involve justifying it by adding unavoidable unfun penalties to the other ways of playing! In this case, the devs could add compelling gameplay to tall strategies.

It's not zero sum. In fact there is no reason to tie unity to tall. Ideally we'd have tall/tech, tall/unity, wide/tech, wide/unity all as equally viable strategies with different feeling playstyles. More meaningful options are fun!

Still hitting repeatables before 70 years have passed and still clearing x25 at 2325 on 600 stars.
If you just spend the pops that you'd normally have producing admin cap on science, you'll get through the tech-tree faster than before.
You'll be behind on traditions, but meh. Traditions don't clear the crisis, techs and fleet does.

If you think the new sprawl mechanic is "penalizing players", you aren't understanding the new system at all.
Overproducing tech to get through it of course works, but its not going to feel like it's being dealt with effectively. At least in the 3.2 solution it's a solvable problem.

It doesn't matter if it's not meant to penalize players: wide is clearly intended. The problem is it FEELS like its penalizing players.

The game must include penalties for playing wide, since playing wide is already inherently better. And these penalties must be quite steep. Games that do not take steps to mitigate it end with having a single viable "strategy", which may be ok if there are multiple and clear victory conditions but is completely unacceptable for a sandbox. I agree with you that all this red ink is disturbing though.

Why? There's no reason wide has to be inherently better. Why not add gameplay features to make tall just as good? Why not add options to the game to balance it.
If you want a sandbox then empire sprawl is not it. A wide empire doesn't have inherent slower tech discovery - it has organizational issues -- which honestly the 3.2 system made better sense of with bureaucrats.

In reality we know technology is exponential. We didn't even have MOST of our current technology 100 years ago. Snowballing probably is a good model to sandbox.

I mean, Stellaris is a strategy game, not a shooter. Introducing a time limit to your decisions doesn't make sense nearly as much as adding a new obstacle to deal with in your decision making.
Empire sprawl isn't an obstacle either. Its a debuff. It's just there if you go wide, its not a choice, you can't avoid it, you can't balance it. You can't do a little bit tall and a little bit wide: there's nothing you can do with it but look at the growing red number (which even grows for tall too!).

The fundamental concept behind sprawl is logical: the bigger your nation gets, the more difficult it is to manage. You either adapt to overcome those difficulties, or you stop expanding because you've reached the limit of what you can handle.
There used to be a way to manage sprawl, now there is not. Perhaps it can be managed "in effect" but that isn't really rewarding.

This is how nations all throughout history have operated, it's a basic fact of nation management. The Roman empire had co-emperors where the reigning emperor and their designated heir would manage the empire, and finally split into two halves to manage its massive size (meaning there were, essentially, four emperors running things), and it still collapsed. Managing an empire of that size with the technology they had was just too difficult: too many people to please, too much commerce to keep track of, communication lag, vast distances to cover and move armies...
Sounds like a job for bureaucrats? Computers? This is simulating the FUTURE, we can manage most of these problems ok now. Stellaris has faster than light communication and computers the size of planets...

If anything, this game doesn't have enough penalties for wide empires. Unrest is a joke, enforcers are really only needed if a criminal megacorp establishes itself on a planet and you're not interested in fighting a war to drive them off, and civil wars are pretty much impossible in your own nation unless you (pretty much deliberaetly) have a machine uprising. Wide empires are incredibly stable and easy to build.
These sound like MUCH better ideas for making wide more interesting to play, and more immersive!

If there's anything railroading playstyle, it's that: why play tall when you can play wide and absolutely dominate? Tall play is a self-imposed RP restriction at this point, not a unique playstyle that has some benefits and drawbacks relative to wide. Everything tall can do, wide can do better.
So why not introduce a way to play that works well only if you are tall?

It make total sense, those are cost of implementing tech or idea for larger population, territory, etc.

For example million people getting personal holographic computer would be vastly cheaper than trillion people getting the same thing.

So sprawl penalty make sense if you think about it a little and more easier to balance too.
Sure you could explain it this way that's pretty good actually. But keep in mind it never was thought of that way before: Organizational bureaucrats were able to keep everything running smoothly. In my mind upgrade costs are usually included in upkeep.

Apologies for the compendium response post!
 
  • 3
  • 1Like
Reactions:

Nevars

General
92 Badges
May 29, 2015
1.852
3.192
  • Stellaris: Nemesis
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • Hearts of Iron IV: Together for Victory
  • Victoria 3 Sign Up
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Cities: Skylines Deluxe Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Third Rome
  • Cities: Skylines - Parklife
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Cradle of Civilization
  • Cities: Skylines - Green Cities
  • Tyranny - Bastards Wound
  • Tyranny - Tales from the Tiers
  • Stellaris: Necroids
  • Crusader Kings Complete
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Gold Edition
  • Europa Universalis 4: Emperor
  • Age of Wonders: Planetfall
  • Crusader Kings III
  • Imperator: Rome - Magna Graecia
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Lithoids
  • Crusader Kings III Referal
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Stellaris: Distant Stars
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Cities: Skylines Industries
Sure you could explain it this way that's pretty good actually. But keep in mind it never was thought of that way before: Organizational bureaucrats were able to keep everything running smoothly. In my mind upgrade costs are usually included in upkeep.

Apologies for the compendium response post!
Sprawl penalty also modeled irl inefficiency of large empire too.

Now if we get unrest and rebellion it would be perfect.

Also the bureaucrats able to bypassing sprawl penalty is relatively recent thing in game (and I would argue that it is abnormal) now thing just return back to how it used to be.

Though with how much the mechanic had change from before it would be more harder to find the optimal planets size, planet number to colonize, etc.
 
  • 2
  • 2
Reactions: