There have been a number of threads arguing (persuasively, IMO) that the current version of the leader cap is overly restrictive, and that it seems particularly ill-suited for the kind of larger empires that tend to develop in larger galaxy settings. I've been thinking about ways to address this issue that are consistent with the stated goals of the developers, and in coming up with ideas have been trying to keep three key parameters in mind:
Pop-scaling leader capacity:
Leader capacity repeatable tech:
These would require some balance checks in a few other areas; the most obvious example is Champions of the Empire, where you'd need to adjust the -2% empire size per governor to account for the larger number of governors that you can get. Something like a flat -X empire size per governor rather than -X% would probably be a good idea on principle anyway.
- The number of leaders in the early game should be unaffected, as this seems to be about where the developers want it to be.
- The leader cap should be significantly expanded in the later game, as this seems to be where it feels most restrictive.
- Larger empires should have a harder time staying under leader cap than smaller empires.
Pop-scaling leader capacity:
As has been suggested elsewhere, you should receive a bonus to your leader cap based on empire population. However, this should not scale linearly: larger empires should have fewer leaders per capita than smaller empires. Something like this might work:
bonusLeaders = floor(sqrt(pops)/10)
So you'd get your first extra leader slot when you hit 100 pops, then another at 400, 900, 1600, etc. The divisor on the bottom can be tweaked to find the right balance; e.g., with 5 instead of 10 you'd get extra leader slots when your pops hit 25, 100, 225, 400, etc.
Leader capacity repeatable tech:
There should be a late-game repeatable tech in the Society tree that increases your leader capacity by 0.2. Since (I assume) the fractional piece wouldn't count, this would provide an additional leader slot every 5 levels. So a player that really wanted to put a governor on every planet would eventually be able to do this, but at the cost of a massive tech investment, and also at the cost of developing other society repeatables like +unity, +lifespan, and the bonuses to strike craft.
These would require some balance checks in a few other areas; the most obvious example is Champions of the Empire, where you'd need to adjust the -2% empire size per governor to account for the larger number of governors that you can get. Something like a flat -X empire size per governor rather than -X% would probably be a good idea on principle anyway.
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