It is inherently better because you both increase your intake and decrease your opponent's (human or AI) intake. Then, the next time you will interact with them, the situation will be even more unbalanced and as such it will be even easier for you to increase your gain. This creates the so-called "snowball" effect: in a series of fights, if you win the first time, it is easier for you to win again and again.Why? There's no reason wide has to be inherently better.
This is bad for at least three reasons:
- the game becomes easier as you progress, which makes it boring
- the game is predictable: the one who is in pole position in the early game will most certainly remain there for the rest of the game, which again makes it boring
- there is one and only one path to (try to) acquire and then retain the pole position, which is military conquest
Since the wide gameplay is so powerful, the amount of extra bonuses that you have to give to tall empires are a lot, and then you have also to prevent that these bonuses are used also by wide empires. Adding a penalty for wide empires is simpler to implement for devs and to understand for players.Why not add gameplay features to make tall just as good? Why not add options to the game to balance it.
You are not prevented to go wide and in fact, large empires still win in the long run. However, at the very least, it's not a complete cakewalk for them. Consider also that the numbers in the beta are provisional and will certainly be revised for the final release.
It is, since now you can (hopefully) play both wide and tall, instead of only wide. For the word "play" I intend to be able to do, well, something meaningful in the game.If you want a sandbox then empire sprawl is not it.
At first you seem to be right, but there are a couple of important things you are not considering.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.
First of all, "organizational issues" are unfortunately not represented in the game (and are probably beyond the ability of the engine). Large empires should have tons of problems integrating conquered pops. They should be often on the brink of civil war. They should have an increasingly sclerotic and corrupt bureaucracy. Local leaders should scheme behind your back even during peacetime to acquire more power and wealth for themselves. And so on... Second, some of these problems have, as an indirect consequence, a slower tech acquisition (or even a technological regress). This happened to the late Roman Empire, for example.
To sum up, there are a lot of things going on in real nations (and in the empires of the past) that cannot be simulated in Stellaris. In absence of all these features, devs have decided to apply a simpler series of modifiers, and for me it's more than fine.
Since bureaucrats were largely required by small and large empires alike, and the CG tax they applied was basically flat, they were useless in regard of preventing snowball.
In reality technology spreads very rapidly through borders and in fact the real world is largely homogeneous in terms of available techs, despite the wildly different levels of research expenditure between nations. This doesn't happen in Stellaris.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.
Also, technology is exponential regardless of the size of a nation. It is simply exponential within itself, so this actually doesn't matter to your argument.
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