Why do some people not like Administrative Capacity?

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Nevars

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Wrong.

If what you were saying were true then no one would do any tech in a mp games and would just spam corvettes with red lasers to try to win the game. This strategy doesn't win every time and not everyone does it because even if they are successful on rushing down 1 empire the extra pops is not a sufficient advantage to defeat everyone else investing in tech because they will get cruisers.
How is this any relevant to what @Ryika said at all?

You are just strawmaning non existent arguement, no one say don't do tech at all because expansion is also including increase your tech, this is including conquest too.

The current admin cap system let everyone side step the issue by sacrifice 1 bulding slot and 2 pops roughly per 1-2 planets (depending on how advance those planets are) you expand, before this system became a thing you need to sacrifice more than this to mitigate the effect, very very more then this.
 
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HugsAndSnuggles

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Wrong.

If what you were saying were true then no one would do any tech in a mp games and would just spam corvettes with red lasers to try to win the game. This strategy doesn't win every time and not everyone does it because even if they are successful on rushing down 1 empire the extra pops is not a sufficient advantage to defeat everyone else investing in tech because they will get cruisers.
There is a reason why certain origins and civics are often banned in MP... in addition to introduction of artificial 20+ year truce, which is often extended to banning annexation of neighbouring capital worlds for the first 30+ years (AI-owned included).
 
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Ashantai

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Please keep this thread on topic and productive.
 

ThePangaean

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How is this any relevant to what @Ryika said at all?

You are just strawmaning non existent arguement, no one say don't do tech at all because expansion is also including increase your tech, this is including conquest too.

The current admin cap system let everyone side step the issue by sacrifice 1 bulding slot and 2 pops roughly per 1-2 planets (depending on how advance those planets are) you expand, before this system became a thing you need to sacrifice more than this to mitigate the effect, very very more then this.

Calling something a logical fallacy (strawman) does not disprove it, that is in fact a metafallacy.

So I will repeat myself.
Because what Ryika is saying is that the rewards from playing wide (putting almost your entire economy on producing alloys so you can do an early war rush) is unreasonable compared to playing tall (balanced economy with a focus on tech).
This is something that is not true because if it was true then people would see this unreasonable benefit from playing wide and would only do the corvette spam strategy in mp (the first case). Since both playstyles exist in mp what Ryika is saying must be false.

Also bureaucrats are also important for edicts. At a certain point in the game the percentage bonuses you get from subsidies become worthwhile to enact even if it puts you over your edict capacity so you might choose to enact a whole list of subsidies and pay for that with a whole load of bureaucrats.
 
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Nevars

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Calling something a logical fallacy (strawman) does not disprove it, that is in fact a metafallacy.

So I will repeat myself.
Because what Ryika is saying is that the rewards from playing wide (putting almost your entire economy on producing alloys so you can do an early war rush) is unreasonable compared to playing tall (balanced economy with a focus on tech).
This is something that is not true because if it was true then people would see this unreasonable benefit from playing wide and would only do the corvette spam strategy in mp (the first case). Since both playstyles exist in mp what Ryika is saying must be false.

Also bureaucrats are also important for edicts. At a certain point in the game the percentage bonuses you get from subsidies become worthwhile to enact even if it puts you over your edict capacity so you might choose to enact a whole list of subsidies and pay for that with a whole load of bureaucrats.
But you are strawmanning aka creating an imaginary argument that is wrong then pretended it is your opponent's argument so that you can attack it when you actually have no point or your argument is flat out wrong without said imaginary argument you created.

What I said is simply for you to stop engaging in imaginary argument that no one actually claim and start debating in reality instead.

Case in point try reading what @Ryika said again and comparing them to what you claimed they are.
So I will repeat myself.
Because what Ryika is saying is that the rewards from playing wide (putting almost your entire economy on producing alloys so you can do an early war rush) is unreasonable compared to playing tall (balanced economy with a focus on tech).
This is something that is not true because if it was true then people would see this unreasonable benefit from playing wide and would only do the corvette spam strategy in mp (the first case). Since both playstyles exist in mp what Ryika is saying must be false.
Where is it that anyone at all said that wide is only and I quoted you "putting almost your entire economy on producing alloys so you can do an early war rush"
or doing no tech like what you said

If what you were saying were true then no one would do any tech in a mp games and would just spam corvettes with red lasers to try to win the game.
Wide is to expanding and all it is entailed meaning more planets thus more economy both basic (energy, mineral and food) or complex (alloys and CG) , tech, unity, ships, etc. without any restrain because, surprise more planets also mean you can put more into admin cap thus getting no penalty at all from it.

I don't know why you think that wide is only by conquest when wide is simply expanding, it doesn't matter how you do it.

Then again even we focus it into only conquest they would still win out in everything, not whatever the fvk bs no tech build you spouting because surprise, surprise conquest means more planets thus the reason from above still apply.

So I suggest you to take a deep breath, re read on what you replied to and think, were what you replies actually relevant or are you misunderstood the points or you simply strawmanning to win internet argument?

Whatever the case you should engage in what people actually claimed not whatever the imaginary claim you invented yourself.
 
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Lykus Cerebros

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I would like to see the system reworked. At the moment it is way to easy to avoid a sprawl penalty. With one or two admin planets / habitats you can avoid any sprawl.

But I don't want a penalty for science again that can only be avoided by either conquer constantly or stay under an imaginary cap. A bigger or more efficient burocracy should allow you to grow. A negative to science makes no sense since more scientists should always produce more results. Saying your scientific progress slows down because your Empire grows is dumb and shouldnt come back. Also an empire with 300 pops on 10 planets should have way more resources than an empire with 90 pops on 3 planets. If those two went to war and the bigger one doesn't win 9 out of 10 times that would just makes no sense.

Being bigger should cause internal problems like less efficient resources gathering at the edges or potential rebellions by far away sectors. Also potential opportunistic attacks with your long borders.
 
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As mentioned, it's just a (low) flat tax on production, having a few planets dedicated to bureaucrats and that's it, you mitigated every malus.

It means that large empire have the exact same ability and efficiency to manage a huge empire than a small 6 system empire, whereas the initial idea (inspired by real world) was that large empire are harder to manage.

In game, the consequence of that is that you have no reason to stop your expansion, the bigger is always the better.

I would add that integrating xenos in your empire is far too easy and they become as productive as your main pop 20 years after you conquered them, which isn't very realistic and advantage a lot wide empires.
 
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Janx14

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Like sectors, saying "its only half finished, they'll add X (usually internal politicis) to make it work some day" doesn't really hold water when its been about 3 years since 2.2 now. Why are we changing a system to a half-finished state and just dealing with it for multiple years?

In game, the consequence of that is that you have no reason to stop your expansion, the bigger is always the better.

Yes, the OP sees the old approach as a 'penalty' on big empires, but the opposite is now true, you are punished for not being big.

Its not like wide wasn't superior in the old system either, its just tall was somewhat more viable. People freaked out in 2.2 because the size penalties were more visible, despite them actually being smaller, and then PDX reacted by making them effectively superfluous.
 
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A negative to science makes no sense since more scientists should always produce more results
Have you ever interacted with actual working scientists (rather than just STEM undergrads)?

Completely sincere question.
 
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Have you ever interacted with actual working scientists (rather than just STEM undergrads)?

Completely sincere question.
Haha
I mean even at undergrad level, group projects helps you understand than being 4 working on the same things doesn't make it exactly 4 times faster than working on it alone

But also Stellaris old system wasn't like that
You could have the same amount of scientist but if you annex a planet at the other side of the Galaxy, your scientists become less efficiency suddenly
 
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sillyrobot

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I mean even at undergrad level, group projects helps you understand than being 4 working on the same things doesn't make it exactly 4 times faster than working on it alone

But also Stellaris old system wasn't like that
You could have the same amount of scientist but if you annex a planet at the other side of the Galaxy, your scientists become less efficiency suddenly
"Science" in Stellaris is more than the basic discovery / modeling though. It includes deployment and infrastructure.. More territory = more dissemination + larger projects to roll out improvements.
 
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Echo Candor One

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"Science" in Stellaris is more than the basic discovery / modeling though. It includes deployment and infrastructure.. More territory = more dissemination + larger projects to roll out improvements.
The beauracrats exist solely to keep the scientists from strangling one another during peer-review. Empire sprawl is just when the science happens on top of a pile of lab-coated, begoggled corpses.
 
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Lykus Cerebros

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Have you ever interacted with actual working scientists (rather than just STEM undergrads)?

Completely sincere question.
Thank you for the question.

I would say that during my 4 year PhD thesis in Chemistry I have been working with scientist yes.

Let me a maybe rephrase that slightly.

If you throw enough funding into a research field you will achieve significantly more than with less. And also that just more equipment is not always better but you also need people to work it (and lab space).

Since a science lab in stellaris is always employing the same amount of people I would assume building one is not just employing more guys but also providing them with equipment and facilities.
 
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LegacyCWAL

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I'm not sure what realism really has to do with anything. This is a setting where talking ferns can psychically teleport a fleet of warships halfway across the galaxy to throw lightning bolts at a space dragon. Just come up with what's fun, and worry about getting it to make sense later.
 
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It's because it's too simple to manage. The old system, where growing no matter what incurred the same penalties at the same rate for everyone, was working just fine. Now just have a dedicated bureaucrat planet or two and you have basically no penalties no matter how large you grow.

I don't want to play Excel. A simple system is the better system

And you think not having to manage that recourse is not too simple?

I think it's quite stupid to remove a feature because it only half finished.
Larger empires should have penalties based on internal strife (actual civil wars and pirates that scale with your fleet power) and the bureaucracy could be linked to the deeper internal gameplay. Removing game content by taking away bureaucrats does not make any sense to me.

No. Why do people insist that larger empires need to have internal strife. HELLO - Your empires ethics and your population traits combined with government type determine if there is strife but size is not an issue because there are no traits which exist which make people unhappy for living in a big empire.




No, I don't. Because right now, that resource is so incredibly easy to manage, it's basically not there at all and you get empires spanning half the galaxy using all of their research with max efficiency even compared to tiny ones. That's... busted. The whole point of the Admin Cap was to reign in larger empires, but the introduction of Bureaucrats made it do precisely the opposite, made them stronger than ever.

The smart thing to do would be to toss the Bureaucrat jobs entirely. Go back to when expanding imposed penalties, no ifs ands or buts, and you had to keep that in mind when expanding.

You say 'removing game content by taking away bureaucrats' doesn't make sense, but bureaucrats themselves take away game content.

The penalties were just stupid and lazy. The idea that a larger empire would have more difficulty research anything is ludicrous. If anything they would be able to research even more than any small empire and research along more lines than any empire.


I really find it amazing how many people want to force their dumb idea that a large empire should suffer strife and difficulty just because it is large. WHY? Stellaris empires are built up on civics and ethics which decide how well they work within their government type. The traits of each specie within an empire determine if there is to be strife and there in ONE TRAIT which affects happiness and it logically cannot affect certain specie types. (Decadent)

DID YOU READ THIS FAR OR DID I GET YOU IN A TIZZY?!?


Admin capacity would be better reflected as the ability to get things done. We can break down conditions that should modify it. So what counts as stuff we have to manage
  • Star Systems
  • Colonies based on capital size, improved or not so you cannot cheat it by having enough pops to build the new capital but don't
  • Special starbases - shipyards
  • Megastructures - oh the overhead
  • Special Buildings and Constructions (items we need require more administration)
    • Starbases, this is only improved that have buildings and modules
    • Planet unique buildings, the idea is their uniqueness requires more accounting
    • Research bases and facilities - lets have fun here - more later

Okay, but what happens when you don't have enough bureaucracy to administer your empire? Well it depends on just how far off you are from how much you need. Initially you find it more difficult to build stuff and manage trade. The idea is that as you outgrow your management ability things start to slide to where it can be damn hard to get anything done.

  • Building speed is penalized. This represents the inability to manage projects like getting needed materials in place and schedule workers. This happens for districts and buildings planet side as well as modules and buildings and even upgrading starbases.
  • Trade routes produce less income as port management suffers
  • Starship construction will suffer delays
  • Claiming new systems takes longer and costs more influence
  • War exhaustion rate increases, your forces and less supported than they need.

Wait, but what about research? I did mention that.

Not having sufficient capacity to manage your systems should also result in the research points you create from stations be penalized. You simply don't have time to accumulate the information, analyze it, and pass it on to your scientists. The same could be applied to your research labs, they are staffed and making lots of points but its not all able to be used.

So it gets banked. The points all your research produce are reduced and that reduced number of points gets stored for later use. When the amount you bank per month from inefficiency your lose the ability to use banked points. Where this switch happens is something that needs work. However I like the idea that if you are banking more than 24% of your research then no banked points can be used.
 
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But you are strawmanning aka creating an imaginary argument that is wrong then pretended it is your opponent's argument so that you can attack it when you actually have no point or your argument is flat out wrong without said imaginary argument you created.
What I said is simply for you to stop engaging in imaginary argument that no one actually claim and start debating in reality instead.
Case in point try reading what @Ryika said again and comparing them to what you claimed they are.
Where is it that anyone at all said that wide is only and I quoted you "putting almost your entire economy on producing alloys so you can do an early war rush"
or doing no tech like what you said
Wide is to expanding and all it is entailed meaning more planets thus more economy both basic (energy, mineral and food) or complex (alloys and CG) , tech, unity, ships, etc. without any restrain because, surprise more planets also mean you can put more into admin cap thus getting no penalty at all from it.
I don't know why you think that wide is only by conquest when wide is simply expanding, it doesn't matter how you do it.
Then again even we focus it into only conquest they would still win out in everything, not whatever the fvk bs no tech build you spouting because surprise, surprise conquest means more planets thus the reason from above still apply.
So I suggest you to take a deep breath, re read on what you replied to and think, were what you replies actually relevant or are you misunderstood the points or you simply strawmanning to win internet argument?
Whatever the case you should engage in what people actually claimed not whatever the imaginary claim you invented yourself.

I don't know why you keep saying that what I said is a strawman when it is quite obvious it is not.

Wide is conquest because that is what distinguishes it from tall. Growth=/= playing wide. Tall empire must also expand their economy, if you do not know how to expand your economy you are just bad at the game.
If both playstyles are done by people who are good at the game, tall will colonise habitable planets and wide empires colonise habitable planets. This is how the game works for everyone tall or wide. Tall and wide empires both expand.
So how does a wide empire become wider? How does a wide empire become bigger than a tall empire? The only solution is that the wide empire will do lots of early war and the tall empire will not.
That is how it must work necessarily.
If you think wide = expanding and you want to play the game with only your starting planet with no expansion ever and expecting your economy to equal someone that is actually playing the game and has more than the starting 1 planet then I don't know what to tell you, that's not even playing tall that's a self imposed limit that isn't beneficial. Maybe you are doing a challenge run I don't know.

Also I must ask do you what a hypothetical is?
It means an imagined example. A hypothetical is not a strawman it is a hypothetical.
All you are saying is that the other poster did not mention about the corvette spam strategy, why yes that is because it is a hypothetical to prove a point.
The hypothetical is either wrong or right. So you can look at the quotes again and re examine them.



You keep saying this, but it's just not true.

Any resources you spend on expansion are a 1-time expense that is made back very quickly in the scope of Stellaris. That's especially true if that wide empire gets its expansion by taking already developed worlds from other countries.

The way a wide empire on a conquest sprees can scale up compared to a more peaceful empire is absurd.

Calling something a logical fallacy (strawman) does not disprove it, that is in fact a metafallacy.

So I will repeat myself.
Because what Ryika is saying is that the rewards from playing wide (putting almost your entire economy on producing alloys so you can do an early war rush) is unreasonable compared to playing tall (balanced economy with a focus on tech).
This is something that is not true because if it was true then people would see this unreasonable benefit from playing wide and would only do the corvette spam strategy in mp (the first case). Since both playstyles exist in mp what Ryika is saying must be false.

Also bureaucrats are also important for edicts. At a certain point in the game the percentage bonuses you get from subsidies become worthwhile to enact even if it puts you over your edict capacity so you might choose to enact a whole list of subsidies and pay for that with a whole load of bureaucrats.



As can be seen here my hypothetical does actually correspond to Ryika's gripe that the benefits from conquest are unreasonable (absurd) and my argument in response, if the benefits are unreasonable, why is that only some people instead of all people do a corvette rush in order to expand as much as possible?

The answer to this hypothetical question is that focussing on alloys to build a large fleet for conquest is balanced by the opportunity cost of not employing a whole bunch of researchers to get cruisers very fast, and other advanced tech.
 
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No. Why do people insist that larger empires need to have internal strife. HELLO - Your empires ethics and your population traits combined with government type determine if there is strife but size is not an issue because there are no traits which exist which make people unhappy for living in a big empire.

I really find it amazing how many people want to force their dumb idea that a large empire should suffer strife and difficulty just because it is large. WHY? Stellaris empires are built up on civics and ethics which decide how well they work within their government type. The traits of each specie within an empire determine if there is to be strife and there in ONE TRAIT which affects happiness and it logically cannot affect certain specie types. (Decadent)
On internal strife. If internal politics was added to the game it would be nice, I'd welcome it.
Like think of some of the biggest countries that existed on Earth. The old USSR for example was a big country made up of lots of littler countries. In 1990s the lots of littler countries decided to become independent.
Things like this don't really happen in Stellaris. If you really messed something up and a planet gets really low stability and happiness then 1 system might become independent, but they're never ever a problem because they don't get any big fleets. Again in real life when Ukraine became independent from the USSR it gained a massive nuclear arsenal because a lot of the USSR's nuclear arsenal was in Ukraine. Ukraine then later gave up its nuclear arsenal voluntarily but that discussion is not for this forum the point is that when something become independent it shouldn't just be 1 system all the time an they should get enough fleet power to actually defend themselves, maybe they take some of your ships and admirals even.
The only really developed internal strife is an AI rebellion because they get lots of fleet power when they rebel. It's very easy to avoid an AI rebellion, either you don't research synths or you give synths rights, but it is good that the AI rebellion is in the game, and more things like this should be in the game (civil wars etc).
 
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No need to get out of the calculator and it's not the only system in play that isn't linear.
And we can always add a system in play to say how much administrative capacity you would need to reduce the current administrative inefficiency one level.

If the formula has this form, it is also to avoid an exponential growth of penalties to allow big empires to exist, even if they will suffer big penalties and will need a large bureaucracy to avoid collapsing on themselves.

Since Stellaris can house large empires, an exponentially growing system can quickly become problematic.
For example, with your "idea" of double the previous pop, that makes: 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, and I don't even have added the addition of the pops.
Even doing with x1.01 instead of x2, the 500th pop is 144.77 and the 600th is 391.58. I avoid cumulating. XD
Obviously you have to factor in the modifiers, but yeah, it ends up exploding "pretty quickly".

For example, in my example at 2000 empire sprawl (with equivalent administrative capacity), we are at level 8 of administrative inefficiency, at 10,000, we are at level 13 "only" (13,68). Certainly, at this level, the empire would already collapse no doubt. And it would undoubtedly be difficult to have an administration efficient enough to go down to at least level 10 (but that would depend on the impact of technologies, traditions and other modifiers), at this level (and before), it would undoubtedly be essential to have dependencies to remain viable.

It is not a "loophole", I speak about it precisely so that this loophole does not exist by creating a system which prevents this abuse. Note that currently you can well activate massive bureaucrats to unlock technologies and traditions and then deactivate them. This flaw already exists today.
Yeah doubling cost does grow really fast that is exponential growth after all my bad lol.
Instead of doubling cost what if the cost was logarithmic. The log base should probably be an integer number so its easier to deal with in your head. Maybe log base 2 or log base 10.
If its log base 2 then pop number 1 eats 0 capacity, pop number 2 eats 1 capacity, pop number 3 eats about 1 and a half capacity, pop number 4 eats 2 capacity ... pop number 128 eats 7 capacity etc.
 

Ryika

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I don't know why you keep saying that what I said is a strawman when it is quite obvious it is not.
I don't know, judging by the posts that are being upvoted and downvoted, it seems like most people do not find it "quite obvious". Quite the opposite, it seems.
I certainly don't think you're actually responding to the argument that I made, and being the person who did indeed make the argument, if anyone should notice, that's me, right?

Wide is conquest because that is what distinguishes it from tall. Growth=/= playing wide. Tall empire must also expand their economy, if you do not know how to expand your economy you are just bad at the game.
If both playstyles are done by people who are good at the game, tall will colonise habitable planets and wide empires colonise habitable planets. This is how the game works for everyone tall or wide. Tall and wide empires both expand.
So how does a wide empire become wider? How does a wide empire become bigger than a tall empire? The only solution is that the wide empire will do lots of early war and the tall empire will not.
That is how it must work necessarily.
If you think wide = expanding and you want to play the game with only your starting planet with no expansion ever and expecting your economy to equal someone that is actually playing the game and has more than the starting 1 planet then I don't know what to tell you, that's not even playing tall that's a self imposed limit that isn't beneficial. Maybe you are doing a challenge run I don't know.
No, nothing of this is even close to what I said.

The error you're making, or maybe intentional misrepresentation, is still that you pretend that going wide through conquest is just the act of conquering territory, and then there's nothing more to it. But that's quite obviously not it, since these planets must also be turned into a useful extension of your empire.

That's why for strategies that are not designed to be hyperoptimized, going wide is usually a back and forth between conquest and build-up, not building nothing but corvettes and ignoring the development of your planets all game long. You're pretending like my argument is that a wide empire is only about conquest, but nobody even hinted at that because everybody knows it's nonsense.

Gaining territory, and turning that territory into something useful go hand in hand. The point I made is that gaining territory and building it up is much stronger than just building up the territory that you have. The empire that makes the most progress it the empire that can expand the most without neglecting their internal development. It is not just "the empire that expands the most". If things to particularly bad, you may even find yourself in the situation where you need to sit back and tech up for a while before you're competitive again, but in the long run, the strength that you gain from being bigger is immense.

That's why for very optimized strategies focused on gaining as much power as possible, the goal is usually to combine continuous expansion with internal development - made possible only by the fact that the AI is pretty weak right now, and that some strategies are just extremely good at it.

Also I must ask do you what a hypothetical is?
It means an imagined example. A hypothetical is not a strawman it is a hypothetical.
All you are saying is that the other poster did not mention about the corvette spam strategy, why yes that is because it is a hypothetical to prove a point.
The hypothetical is either wrong or right. So you can look at the quotes again and re examine them.
A hypothetical, yes. But a hypothetical that is created as a counter argument to a point, but does not actually relate to that point, and instead tackles a version of the argument that is simplified and twisted to absurdity, is indeed just what it appears to be - a strawman.

As can be seen here my hypothetical does actually correspond to Ryika's gripe that the benefits from conquest are unreasonable (absurd) and my argument in response, if the benefits are unreasonable, why is that only some people instead of all people do a corvette rush in order to expand as much as possible?
Funnily enough, the people who care about minmaxing do exactly that.

That's why multiplayer games generally have a 20, or sometimes 30, year period of white peace at the start of the game: Without these rules, the game devolve into an early rush meta that is usually won by the person with the luckier start, and then the game's practically over due to the immense economical gain - unless the weaker players can team up against the bigger guy.

So when the _competitive_ scene agrees on rules against a certain strategy, then that should tell you something, because these are the guys who care about optimization. And then still, do you know what people do during that phase of white peace? Yeah... they gear up to conquer their neighbors as soon as they're allowed to, because that's still the best way to gain power.

That's also why those year 2250 x25 Endgame Crisis runs are all played with a Driven Assimilator focused on endless conquest and assimilation. They're pretty much the kings at turning conquest of AI empires into progress and progress into more conquest without ever having to stop taking territory while progressing. Total War + not having to purge your pops is a godlike combination in that scenario.

So why doesn't everybody do that all the time? Well, for starters, it's pretty difficult to do it right if you've never done it. But mainly, probably because not everybody cares about mixmaxing everything all the time, and playing like that it not particularly fun for most people once you've done it a few times. And not particularly challenging either, since an early rush essentially just abuses the AI's inability to play a good early game, and from that point on, you'll already be superior towards the rest of the galaxy.

In summary, I think people generally don't play Stellaris just to optimize the fun out of it.


Anyway.. I've spend way too much time writing this post in the hope that you may yet be able to understand that you're grossly misunderstanding, and misrepresenting, the people you're arguing against. If your response is again just some simplified nonsense that ignores half of what I've said, I think I'll just ignore you from now on.
 
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The game needs to have an anti-snowball mechanic to keep it challenging and therefore fun and engaging. You don’t want to get into a situation too early where one power snowballs into dominance and the rest of the game is just them playing out the inevitable.

The goal isn’t to stop snowballing, but rather to make the hill the snowball is rolling down less steep. The old mechanic worked in the background and worked ok, though it did have its own problems. You always had penalties, but you generally would have the additional resources to offset them so growth was still a net positive long into the game.

Admin cap replaced a functional anti snowball mechanic with a flat tax, which 100% comes from the penalties being avoidable. Tall v wide is a red herring. Sprawl actually does a better job of tying penalties to economic potential.

Since admin/sprawl is just a flat tax and game-wise doesn’t do what it is supposed to do, it ends up just being busy work for the player. There is no interaction here, it is cheap to not take penalties and when you do, like after a bout of military expansion, they are pretty minor and short lived. If it was not in the game, it would not be missed.
 
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