Why multi-planet systems had to be devalued?

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Technoincubus

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Adm. cap is affected by districts, colonies and owned systems.
If before milti-planet system counted as one, now it matters not. You can have 2 planets in one system and this will not affect 2.2 gameplay in any way because your adm. cap will still be affected by each planet you will colonize.
Pre 2.2 multi-planet systems were very valuable, waging wars for.
Now if you encounter 2 or 3 planet system it is just meh as you will still be crushed by adm.cap.
This design decision severely delaues said systems. Maybe they should count as 50% of single systems but it breaks immersiveness.
 

stumason

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"crushed by admin cap" lol. For one, it's not called that anymore, and two, you're meant to exceed it. A lot.

Haha, yup - I think some people have this in built inability to go beyond it. Even when you do, it takes quite a lot to have any noticeable impact and if planned for, can be mitigated with increased unity/science buildings.

People seem to be unaware that this was in the game before 2.2 and kicked in as soon as you got your fist system or colony, not like now where it's affects are deferred for a while. (for those puzzled - go back to previous versions and check your tradition or science costs - they increased depending on how big your empire was)

If you're being "crushed" by it, you're doing everything wrong.
 

Badesumofu

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I’m not even sure what the particular value of multi-planet systems was in 2.1 - empire size came from colonised planets anyway. I guess it means an extra planet that you don’t have to put into a sector, but that hasn’t meant much since 2.0 where you could build in your sectors anyway.

As far as I can see the best strategy for dealing with administrative capacity and empire sprawl is to ignore them entirely. The extra resources you generate from being big far outweigh the penalties for being over the cap.
 

stumason

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As far as I can see the best strategy for dealing with administrative capacity and empire sprawl is to ignore them entirely. The extra resources you generate from being big far outweigh the penalties for being over the cap.

indeed - it's what I did, but now I just have a mod which reduces the impact of claimed systems by half (everything else is the same). The point of it appears to be to stop a rapid and unsupported expansion of territory. But if you can support it, you can quite happily ignore it.
 

AndyScull

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indeed - it's what I did, but now I just have a mod which reduces the impact of claimed systems by half (everything else is the same). The point of it appears to be to stop a rapid and unsupported expansion of territory. But if you can support it, you can quite happily ignore it.
Actually I am thinking about modifying my game and making stations cost 0 admin points. We already have a limiter for 'rapid and unsupported expansion' - it is influence. You get to build a station like every 10-20 months (depends on ethics), imo that's not very 'rapid'.
Probably I'll also lower base admin cap to 10 or so as a payoff.
It's just quite often in beginning I find myself micromanaging and balancing my admin cap vs empire sprawl. I want to forget about it entirely and just close those holes of poor 2 energy 2 mineral systems. And then enjoy my beautiful solid empire blob on the map.

... and yes, I find that micromanaging useful. Compared to games where I just build stations everywhere in my territory to last game when I carefully thought if I want that specific system, I found myself getting a difference of 20-25% trad/science costs and actually was ahead of AIs in research
 

stumason

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True, forgot about influence! That said, some of the mods I use add a couple influence generating buildings/starbase modules, so I tend to have a decent supply of it (+6 or 7 per turn by 20 years in) along with reduced costs for claiming systems through traditions.

Personally, in the early game, I'll identify the region of space I would be happy to grow in at first, beeline for the chokepoints and wall it off. I won't claim those systems in the middle of the chunk until a bit later, as I lift my admin cap higher. With traditions and a certain civic, I can get my cap to 120 by 2050 or so, which is more than enough to have a decent sized blob and some well developed planets on which to base my galactic conquest.
 

Zulark.

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Now if you encounter 2 or 3 planet system it is just meh as you will still be crushed by adm.cap.
This design decision severely delaues said systems. Maybe they should count as 50% of single systems but it breaks immersiveness.


I disagree, admin. cap, not "crushed" the player's empire. :)
cf img & i play corpo in this :
AdminCap-Stellaris.PNG
 

magnate

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Actually I am thinking about modifying my game and making stations cost 0 admin points.
Please can you tell me how to mod the sprawl cost of claimed systems? I want to reduce it from 2 to 1, so that an outpost is half as much as a colony (doh). Which file is it in? Thanks.

EDIT: Found it - it's in 00_defines.txt in Stellaris/common/defines. There's a stanza of EMPIRE_SIZE_* defines.

Now to make my first mod!
 
Last edited:

Matoro_TBS

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Umm, nope, 2.1 had cost by colonies. 10% tech & tradition cost per every planet. Only thing you saved with two-planet system was that they counted as one directly controlled system, so you didn't have to put so many planets on sectors.

Actually I'd say the new system is better, since there's rarely a system with multiple GOOD planets. It's usually something like there's a 19 size world and 13 size world next to it. In old system every planets added same percentage, which made smaller planets a lot less useful. Now at least their tech and unity penalty scales with planets size with useless planets being cheaper in that regard.
 

Felidae

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09D61DFF5419D0CFD93095EE7971EC45DD9F0A51

Reposting this. 1948 out of 105. By the time that game ended I was at... 2200 out 135 or something? Seriously, it's just a number, ignore it. The value of well-developed planets far, far exceeds the minor increase in costs from sprawl.

In my current MegaCorp run I'm at 851 out of 205. As you can see, I'm really trying to keep *somewhat* compact. Just had the Grey Tempest and secured the L-cluster, so it's about to go up pretty drastically, however. At a rough guess, I think I'll end up at 1000/250 by the time I beat the crisis.

It was a pretty big mistake, imo, for Paradox to have initially called it 'Administrative Cap'. That gave the impression it was some sort of hard limit, when it really, really isn't. Like, at all.