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One more thing - give us a better "empire management screen". I would love something based on current list we have (the one on the right part of screen - with planets, fleets ect). I wouldnt mind seeing how many vacant jobs are left on each planet, what is the stability, crime level. Also, planets with "issues" could be sorted to separate tab in the list, so that one doesn't have to scroll the list. With 30+ planets empire management looks like this: u have to constantly scroll the list from bottom to the top, and from the top to the bottom. So much fun ;-). And I kind of feel that this changes the focus of the game. Sometimes I feel that I'm no longer playing 4X game but rather district management game.
and your still stuck with the fact that the pops are your single worst source of sprawl.
every five sprawl is one percent tradition tax and every ten does the same to research let alone the idiot penalty to edicts day one.
at this point with the improvements to the AI; almost all personalities go wide and massively build out labs; it would be better to just have some form of penalty on traditions since they are more metaphysical than real like technologies are,
It is simply too easy to reach a point of diminishing returns because of idiot level of penalties associated with empire size. As soon as you reach a tradition or tech cost where the penalty is adds more than 400 on average you cannot get ahead of it... because it will take on average five jobs to get 40 points per month of unity or research - on average please note that term - and adding those five bumps it again in costs.
Never said a thing about going with one planet. I'm testing three planets, but this is just for... well... testing purposes ;-P. As mentioned before, I think optimum is somewhere higher, maybe 10-15... don't know.
Regarding penalties - yes, with those three planets and very limited production of unity and techs I'm easily at least 1 or 2 traditions ahead compared to big empire. Traditions just bang, one after another, just like in 3.2.
During initial phase, I could secure a fair domain the size of four sectors. I had three planets too for a long time, now five, but it's only because I played Clone Army and Fanatic Xenophobe, so no immigration from aliens, and robots. are slow to supplément the 20 pops per world limit, plus I refused the procreation choice..
What do you think will happen when I'll start to have normal organic immigrants (or decide to enlight my only primitive world), and can terraform+colonize a dozen worlds more (I just started my first droid colony)? Unity penalties? Well, my fourth building on each new colony will be a unity building then. Research penalties? Well, on top of my current Relic technical world, I'll dedicate one of those colonies to research. It's just slower than before. Playing tall for half a century to a century was just forced on me by random and neighbours.
As a side note, if you want a quick start while self-imposing the challenge of a tall management, Clone army can ensure a 40/40/20 population on three worlds in no time.
This thread may be interesting for you though, since it goes in a similar direction:
https://forum.paradoxplaza.com/forum/threads/supertall-challenge-stay-below-size-100.1512915/
Case of "empty planets" is one of the issues that I want to re-calculate. This is a major problem in many empires, since pops grow very slow - too slow to bring profit (by massively adding production, unity or research). So colonising too many planets too early ends in having many planets with basic districts, and as a result very high sprawl with no benefit.
Honestly, I still don't know how to deal with this - I mean there must be a curve showing optimum moment for colonising other planets. I think that starting with 3-4 planets should be more or less fine until some techs/traditions kick in. Then spreading to other planets and growing them rapidly (thanks to techs/buildings) may do the trick.
Lets say that I'm just thinking loud.
You need to AI resource trade for basic resources using consumer goods and use vassels to get 25%/25% of there energy/minerals.
The best builds are
normal or mega corp fanatic pacifict, egalatarian and Rogue Servitor.
There's nothing in 3.3 that would make early colonization a bad thing. Every planet increases your research costs by 1%, and your unity costs by 2% at baseline. That's the "price" you pay for the growth you're getting - a very mild price. Everything else - sprawl from pops and districts - scales directly with the pops you have available to you, and will always be outpaced by your industrial development if you're doing it properly, meaning, you're converting the additional resources into research or alloys, instead of overproducing basic resources.
So the earlier you colonize, the earlier your investment costs will be recouped, and the more time a colony has to grow pops and generate profit. That's pretty much independent from how you're playing, unless you can use the resources you'd otherwise have invested into expansion for conquest.
Sprawl from planets is not a problem. Penalties around 5% are not a problem as well. The only real problem is hitting the area where you have 5-6 planets, each with 2 districts and several pops, but all you gain as a benefit... is nothing. Recently I had game - being a robot - where I could early colonise many planets. As a robot I could claim all planets, no matter what type they were. It didn't seem to work, since I didn't have proper techs to grow pops early - most of the planets were nothing but a burden and they all slowed me down. As far as I remember I have finished third tradition tree around 2330 because my penalties started growing much faster than techs and unity. U cant produce additional unity or tech when pops grow very, very slow. Now I think it is good to claim solar systems, but slow down taking planets at least to the point when we get certain techs, like some colony growth bonus and buildings and maybe some bonues from tradition.
What you are saying is more or less true, but it would be absolutely true only in one condition: if colony grows always in the same tempo. And this is not true. Colony without proper tech grow slower, while those with bonuses grow faster. If you secure bonuses before spreading, that this migh give a little advantage.
But okay, this is just me... looking for something that does not exist ;-P.