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The only reason to truly play tall now is if your backed into a corner and you need to stay competitive before trying to break out. The way the map generator works in this game (if you could call it working) you will find it happening a lot more often than not.
However, to directly answer your question, it will depend on map size. Smaller maps need smaller amounts of territory than larger maps, and it will depend on RNG in how many useless planets you have in a system, (where you can build habitats). Later on, if you're still using the strategy, ring worlds will help close the gap, but it can be tricky to survive that long and they are very expensive and take a very long time to make. You'll also need a few empty systems to "sacrifice"
Unfortunately, many people will telly you the game is a lot more fun to be aggressive wide than defensive tall, and they are right. The game just isn't yet built to be a true 4x in the traditional sense.
I see, oh well. Playing large is pretty Un already.
Although Habitats cost double now, it still isn't much of a problem. Even when playing Tall, go for Economy (minerals, energy first) Since you won't be expanding much, the resources will accumulate
- 10 planets (0.12). Btw my habitable planet ratio was 1.25. Looks about right no?
- 274 energy (3.3),
- 386 minerals (4.6),
- 75 engineering research (.9),
- 25 society research (.3),
- 103 voidcraft research (1.2),
- 12 strategical resources, because well I got a spot with 7 of them in only 5 systems (two of them being Living Metal)... they said it was rarer in 2.1 right?
In a total of 84 systems. The figures in parenthesis are the average per system. I checked the entire map and the ratio is about the same for every nation.
This confirms the feeling I had during my playthrough since 1.9:
- energy has became much more mandatory while influence use was greatly reduced to expanding and "strategizing". Also there is not enough energy to operate all the stations, even when considering the size of said stations, without the help of energy plants from planets. I guess this means crippling the energy income of your enemy remains a valid tactics.
- society research used to be scarce but I guess not to this point!
My research penalties are 83% from systems and 45% from planets. 5% penalty per planet after first one is definetely quite a cheap price to pay and the reason why odds work in favor of wide play.
So I made the figures talk and got this. The first column is the number of systems you own. Penalty for these is easy: 1% for each except the first one. The requirements in months for a 500 worth research item are shown in the next three columns (before applying modifiers). Next is the amount of research produced per category from stations alone based on the average ratio given earlier.
It says something troublesome: you will cripple your society research effort for as many systems you own to the point of utter destruction. I actually felt that in the game and turned most of my research plants into bio labs early and was still barely able to cope with the pacing of my two other categories! The problem is the difference is such that even with a +15% society research trait and specialize leader you'll still be far from the target! The good news is the problem is the same for your opponents (society research contract becomes a must then)
Another point of interest: although far from being as worse as society is, you won't be able to keep the pace on high tier researches in engineering and voidcraft without the help of labs. Guess you won't be able to roll these 6000 points worth researches in 10 months anymore without superstructures. The best you can go seems to be 5 years?
That means one thing for me: biolab is a mandatory research asap if you want to keep up in the society department. Otherwise forget it completely and focus on the two other ones. Problem is fleet cap increase is in the society tree.
I hope the game is RNG to the point of showing these large differences, which actually means my playthrough is crippled in a few areas.