To be fair there used to be an even simpler system before bureaucrats called not having bureaucrats and it just worked fine. An elegant solution for a more civilized ageI don't want to play Excel. A simple system is the better system
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To be fair there used to be an even simpler system before bureaucrats called not having bureaucrats and it just worked fine. An elegant solution for a more civilized ageI don't want to play Excel. A simple system is the better system
As Victoria 2 Player I feel Offended / jokeI don't want to play Excel. A simple system is the better system
Even going peaceful-wide pays back the resources in a few years. I play peaceful-wide until I'm basically forced to kill the Spiritualist FE.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.
A couple of base traditions also offer extra edict slots too. I ran out of edicts I wanted to bother running, actually. Next time I probably won't get Imperial Prerogative. With that and Arcology being mostly useless now that all colonies get industry districts really thins the herd of valuable ascension perks.I don't think I've ever snowballed that fast, but it's stupidly quick now and the penalties are pretty pathetic. A few pen pusher planets for admin and it's sorted.
This new edict change also means I don't need to worry about turning edicts on every 10 or so years like in the older version. Now I can pick up executive vigor as my first pick, turn on the main edicts that I need and just expand like crazy. Feels pretty broken to me to be honest.
This can help limit exponential growth for longer and avoid reaching absurd values, depending on the formula used depending on the size that can be achieved in the game.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.
Administrative inefficiency level :
This penalty is determined by the level of extension of the empire and the administrative capacity of the empire.
This penalty works by level. This value is not a linear progression.
An example of a formula:
AIL = ES^0.5/(AC^0.2+1)
AIL : administrative ineffiency level
ES : empire sprawl
AC : administrative capacity
Oh come on, you don't really believe that's a good argument. I'm going to let you imagine the 'this is how the game would look if we applied that logic to everywhere' words.I don't want to play Excel. A simple system is the better system
No, they weren't. Larger empires were still more powerful than smaller ones, but they didn't simply absolutely run out of control in an unstoppable snowball.The penalties were just stupid and lazy.
Which is why Russia is ten times more technologically advanced than Japan, right? ... right?The idea that a larger empire would have more difficulty research anything is ludicrous.
Because the further away something is from the capitol the harder it is to police. This is not a new idea. History is filled with territories breaking off from Mama Empire because they were far enough away that there was no significant reprisal.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?
So your argument now should be "If you select the Have Strife trait you'll have strife no matter what, and if you select the No Strife trait you'll be paradise no matter what"? Surely you can see how... bad that argument is.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)
Nope, you got me in a tizzy. Your IQ is just too high, I couldn't understand your blinding brilliance as it washed over me like a tidal wave. /sDID YOU READ THIS FAR OR DID I GET YOU IN A TIZZY?!?
I agree with the following lists, except perhaps the 'Special constructions' since those would already be covered under other items.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
Yes... that's the current system, correct.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.
You... you LITERALLY JUST DESCRIBED WHY A LARGER EMPIRE WOULD SUFFER DIFFICULTIES. The thing you practically went nuclear over, and you're recommending it!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.
Tbh I don't see that as a problem, personally. If you have a planet dedicated to bureaucracy, then why wouldn't your galactic empire's admin needs be covered?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.
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.
Just because a bunch of users think something is dumb and can articulate why, doesn't mean the system isn't working as intended. Remember the order updates were done: adopt the admin penalty system THEN update bureaucrats to negate it. So the devs want it easily negatable however much I think that's silly.And what we are waiting for to change the sprawl formula to be bigger for bigger empires? Since the release of this system, multiple people already talked about it.
Now that we have a Custodian Groups, it should be trivial for them to change the formula. They can use whatever they seem fit, it just need to cost more for bigger empires.
For example, currently it gives:
- 5 for each colony (correct, colonies are the strongest asset)
- 1 for each system
- 1 for each district
- 0.5 for each pop
- 2 for each Branch Office
Bureaucrat produce 10 admin cap. We have a lot of bonuses to admin cap, but generally we need 1 Bureucrat for every 20 pops. So just increase it, like a formula 0.5*Pops^1.1
So currently if you have 100 pops, it's 50 sprawl. New formula, 79.
If you have 500 pops, it's 250, new formula, 465. And so on.
The formula can be whatever and we can put the higher cost on other things like Colonies too (otherwise pop sprawl reduction would be the better bonus). Bu the idea remains: bigger empire need more admin cap.
The idea behind the science inefficiency is duplicated effort. A bunch of scientists on Gorblax Prime spend months researching more efficient plasma coils only to find their colleagues half a galaxy away have just published a full set of schematics in this months' plasma quarterly. Given you've spent time in academia you must have seen this at least once. While confirmation of results is obviously hugely important, and multiple people working on the same problem may have different insights, there's also going to be a lot of duplicated effort. And the more sprawling (heh) your infrastructure and the worse the communication between them is the more likely it is to fall into the latter.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.
You can't build something larger than McDonalds without at least some form of internal accounting system (bureaucracy).
How are you going to have an Empire across multiple star systems without a few bureaucrats here and there.
Like I'd welcome a rework for admin cap that also dives into internal strife to make the game feel more alive (actual civil wars etc) but removing what little content there is about managing a growing star empire by removing bureaucrats from the equation feels like going backwards and I do not understand why that's even an option.
Well, the penalty *is* the beurocrat planet. It's a pop tax for large empires, which makes sense to me. The system could definitely be better though.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.
Which is way way too small and easy to mitigate.Well, the penalty *is* the beurocrat planet. It's a pop tax for large empires, which makes sense to me. The system could definitely be better though.
Thing is that a big empire can more easily pay this tax than a small one. It's like an inverse progressive tax.Well, the penalty *is* the beurocrat planet. It's a pop tax for large empires, which makes sense to me. The system could definitely be better though.
Not only that, but even if the "tax rate" were exactly the same for everyone, we'd still be in a situation where large empires get out ahead massively.Thing is that a big empire can more easily pay this tax than a small one. It's like an inverse progressive tax.