From 18th game :
wobbly wrote: ↑Wed Dec 22, 2021 6:48 am
Early game is way too punishing towards "wrong" paths. The difference between +2 liberty research/planet and not, is large. The difference between +5 centralisation research and not also considerable. We've got players struggling to crack 10 stability. I have over 10 on 3 planets that all have -5 from metropole. There's just a very limited number of winning paths and plenty of losing ones.
Globally a very good remark, but I'd quibble that the problem with Centralization is not that the bonus is important (it is, but not in an unbalanced manner imho), and actually the problem is not with Centralization (whose bonus is paid by a supply and influence malus that are highly punishing).
The underlying problem is that the game is broken on one of its major mechanisms, settling planets. With the very low growth, the limited player's agency over Stability in the early game, and the mismatch between the Stability requirements for boni and the benefits of these boni, it's basically never a good economic/research strategy to go settling planets, so the Policies that favor the Capital (to the detriment of settled planets) get completely unbalanced since sacrificing the minor planets has basically no setbacks.
Also Metropoles have a very bad consequence, it's that one just needs to settle any planet to reach the right number of planets that will allow the biggest ones to get the Metropole bonus. Which is the exact opposite of what was the objective of the new Influence mechanism, to have the player think strategically about what he's gonna settle or not.
So not any planet should be allowed to count for helping a Metropole, maybe a Stability of 10 should be required, and/or a Population of 5, and/or a maximal distance from the Metropole (won't work for dispersed empires/Species, but not everybody need to have use of Metropoles), and/or being settled for 20 turns ?
To offer alternative to Centralization, I think of four new Policies, available either at start or unlocked by a cheap Tech or building :
- Frontier Spirit : the planets of the settled system that is the furthest away from your Capital get no penalty (neither Influence nor stability) from deconnexion, get a flat + 5 Stability bonus, a flat + 1 Influence, and a flat +2 bonus on whatever their Focus is.
- Slow and Steady : as long as one has no more than 3 + turn_number/30 planets¹, each planet except the Capital gets +5 Stability and +1 to whatever their Focus is, as long as they are connected to the Capital (so, opportunities of disruption for enemy ships !).
- Panspermia : each Planet that is newly settled with a range of between N and 3N jumps from the Capitol gets a +10 bonus to Stability decaying over time (-0.1 point per turn), and a +0,1 per pop bonus to whatever its focus is, as long as its Stability is over 10. N starts at 1 and doubles each time a planet is settled (don't know how to make a permanent variable in FOCS, though). If many planets are settled the same turn, none gets the bonus.
- Solarpunk : each Planet around an Yellow star gets a +2 Stability bonus and +1 Production +0,5 Influence +0,5 Research
In the "Frontier Spirit" policy, since colonizing/invading a planet in a farther system would move the bonus to the new system, it makes the colonization pattern way more strategic (or at least needing a lot of careful thinking).
Maybe the "Exploration" policy could also add +30 Stealth to the furthest planet not supply-connected to the Capitol ? Or allow it to use the "Stealth" Focus² that brings 1 Stealth per turn, up to +30 (make it easier to understand that the Stealth is reversible if a planet even further is acquired or if the planet is supply-connected to the Capitol³) ? Obviously also give this furthest planet a +10 Stability bonus to compensate for not being connected (but we can keep the Influence malus, it's a cost to maintain an exploration outpost).
For unlocks, what I can think of :
- Frontier Spirit : unlocked by the first Outpost Base built
- Slow and Steady : unlocked by Algorithmic Elegance
- Panspermia : unlocked by Planetary Ecology
- Solarpunk : unlocked by Asymptotic Materials ? Not sure about the fluff justifying it... But Solar Orbital Generation is too far away in the Tech Tree.
I'd like to have a Policy unlocked by first discovery of an alien Species (native or player/AI) but don't have a good idea about one right now.
¹ Or systems, but I didn't want to make it too similar to the "Frontier Spirit" one
² That already exists in FOCS macros, but with a flat bonus IIRC
³ Imho it would be more interesting to have the planet lose 1 Stealth per turn then, rather than lose everything at once