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Αναφορά προβλήματος μετάφρασης
When you get right down to it, the "admin cap" is really just a cleverly-disguised version of a very old trick in strategy games: escalating maintenance costs. Well, with the added twist that going over the admin cap slows down your research.
This trick, AND pop caps, are direct attempts to prevent what I like doing in strategy games, which is getting big. I like to be five times as big as any other empire on the map, then declare war on EVERYBODY, and go "alright, ya pansies, show me what ya got". Or going advanced tech and beating the crap out of the empire that's five times bigger than mine.
I get that Paradox wants to "slow down the Big Guy". Screw that. That's for sissies. It isn't a real strategy game unless there's the danger of somebody going "runaway" and becoming a real threat to everybody on the map.
Side note: in most other strategy games I've played, any kind of cap--admin cap, pop cap, high maintenance, whatever--really screws up the single-player game, because most AI's don't know how to deal with the caps.
But what will it accomplish?
Surely this could be considered a silo but most of the time this is what houses are supposed to be doing. Housing is supposed to be the factor for how many population you can have on each planet. There are houses for every faction in the game. Some houses are called"drone storage" in case a planet is destroyed you have a population reserve. There are times the game will kill an entire planet because of a dragon you can not kill
Basically scrap the admin cap/system.
And replace it with a pop one. Each planet based on it's size gives you a certain amount of pops. For example your home planet is worth 20 without any pop buildings. Each pop building you add/upgrade adds for example 5 pops. So building one of those equals an empire wide pop cap of 25. Growth rates would be normal till that 25 number is hit then it would slow down (stop?) as it goes over that.
The pop cap buildings could be seen as empire infrastructure rather than housing. Housing districts/buildings would be still be needed as that is a planet modifier not empire. And they could still affect growth or whatever.
Obviously the numbers used are just for an example and are not realistic. I would also think the infrastructure buildings don't provide jobs but if for some balancing reason they have to they could.
I just don't see having 2 cap systems as being more useful than tedious for what the devs have in mind.
Except it does the opposite of that. There's only so much blood you can squeeze out of a rock, and only so much economic value you can squeeze out of a single pop.
Rapid brainless expansion SHOULD be a "viable" option in any strategy game. The correct approach is to balance it so it's not the ONLY viable option. The game should have tactical, strategic, or technological options that inflict massive casualties on "rapid brainless expand".
By way of example. The original Master Of Orion. The version written in 1993, not the Steam version. "Fighter swarms" were brutal in the early game. But later on, weapons became available that absolutely destroyed them. So you build your fighter swarm, steamroller a bunch of planets, then somebody comes along with area-effect weapons, completely obliterates your fleet in three rounds, and you're toast. THAT is a great strategy game.
Artificial caps on empire size or army size are the hallmark of a lazy programmer, catering to lazy players. And, let's be honest, we've seen some "lazy" from Paradox recently.
Rapid brainless expansion = tons of economy, but eventually lagging in research
Rapid thoughtful expansion (AKA actually devoting some resources for tech) = always the best way to play because tons of economy AND tech.
You then argued that such slow-down effects should not exist, which would inevitably have the effect that it'd be a lot easier to roll out of control through conquest, since these mechanics exist to slow down progress, and essentially make it so rapid expansion is even stronger than it was - leaving other alternatives in the dust.
Maybe you just typed your initial response without actually thinking about the topic and how what you're saying relates to it, but you're essentially arguing for one thing - that different strategies should be viable - while also arguing that the mechanics that make it so different strategies are actually viable should be removed.
" there's ways you can lose whichever tradeoff you make."
Don't understand what you mean.