The idea is that all spatial structures (we could also include planets and related things, but I'm not doing that here, but that could also be interesting) consume a logistic capacity.
This logistical capacity acts as a soft limit for spatial structures and is also a more impactful cost than energy which can be easily 'infinite'.
Logistic capacity is mainly produced by logisticians.
Logisticians are produced by capital buildings and warehouses.
The logistician jobs also increase empire size.
The systems no longer increase empire size.
*If planets consume logistic capacity, planets might still increase empire size or not, districts would not increase empire size, but would consume logistic capacity.
Logistician :
- Upkeep : -1 Consumer Good, -1 Alloy (-2 Alloy for Machine, -1 Alloy and -2 food for Hive), +5 Empire Size
- Produces : +5 Logistics capacity
Reassembled Ship Shelter : +0 Logistician
Planetary Administration, Resort Administration, Governor's Palace : +1 Logistician
Planetary Capital, Resort Capital-Complex, Governor's Estates : +2 Logisticians
System Capital-Complex : +3 Logisticians
Imperial Palace : +4 Logisticians
Habitat Administration : +1 Logistician
Habitat Central Control : +2 Logisticians
Hive Core : +1 Logistician
Hive Nexus : +2 Logisticians
Imperial Complex : +3 Logisticians
Deployment Post : +1 Logistician
Administrative Array : +2 Logisticians
Planetary Processor : +3 Logisticians
Primary Nexus : +4 Logisticians
Imperial Center : +5 Logisticians
Small warehouse : +2 Logistician
Warehouse (-1 Rare Crystal) : +4 Logistician
Big warehouse (-2 Rare Crystal) : +6 Logistician
Hive Mind :
Hive empires might have a harder time producing logistics capacity, but they would also consume less logistics capacity.
Machine Intelligence
Machine empires might have an easier time producing logistics capacity, but they would also consume more logistics capacity.
Corporate or civic Merchant Guilds :
Logistician : -1 Logistic capacity, -1 Empire Size, +2 Trade Value
Merchant : +2 Logistics capacity
Stations :
Each station (mining, research and observation) would consume base 1 logistics capacity.
It is therefore not necessarily interesting to build, especially at the beginning, as many stations as possible.
Building a station becomes more of a choice than an automatism.
More stations = more logisticians needed, so more pops and buildings slots not available for other tasks.
However, the stations would be more useful and productive than now.
Each mining and research station could increase in size depending on the importance of deposits exploited.
For example, if the base mineral deposit is 3. The mining station can be enlarged 2 times.
The station therefore becomes more productive, but with a secondary cost.
Each level of expansion of the station increases its consumption of logistics by 10%, 20% or 25% (I don't know).
So the station consumes more logistics, but less than if we build a new mining station. It may therefore be more interesting to first build your stations on the larger deposits.
In addition each station can be leveled up. The level limit is mainly increased by technology.
Each additional level increases the station's productivity and increases its logistics consumption by 1.
Mining Station: +1 level max, Zero-G Refineries, Long-Range Mineral Scanners, Mineral Cutting Beams, Autonomous Mining Drones and Nanite Mineral Probes
Research station : +1 level max, Zero-G Laboratories, Miniature Containment Fields, Quantum Probes, Autonomous Station Protocols and Multi-Dimensional Analysis
So with these technologies, these stations can reach level 6 and consume 6 logistics capacity, more if these stations have been enlarged.
The stations can therefore be a very interesting source of resources and research, but more logistics capacity must be devoted to them.
Civic Mining Guilds :
- -20% logistics capacity cost for station
- +1 Minerals from Miners
Civic Private Prospectors:
-33% logistics capacity cost for station
Starbase :
Starbases have no fixed limits.
They consume instead of the logistics capacity according to its level:
- Outpost : 1
- Starport : 5
- Starhold : 25
- Star Fortress : 50
- Citadel : 100
Before you panic over the numbers, there are several ways to reduce these costs!
- Adopting the Unyielding tradition tree : -33% logistic cost for starbase in a colonized system
- Fortress Doctrine from Unyielding tradition tree : -5% logistical cost for starbase per weapon modules
- Stellar Expansion technology : -10% logistic cost for starbase
- Manifest Destiny technology : -10% logistic cost for starbase
- Fortify the Border edict : the starbase adjacent to a rival empire or considering us a rival does not count towards the starbase number logistics penalty
- Trading Posts civic : -5% logistical cost for starbase per Trade Hub modules
- Grasp the Void ascension perk : -20% logistics cost for the number of starbases
- Covenant: End of the Cycle : I do not know.
- Interstellar Expansion repeatable technology : -5% logistics cost for the number of starbases (25% max)
- Strategic Coordination Center : -10% logistics cost for starbases per level (30% max)
However, in addition to the logistics cost for each starbase according to its level, there is also a logistics cost depending on the number of starbases, the more starbases there are, the more complex the network becomes, the more the logistics cost increases.
It can therefore be interesting to improve your starbases instead of building new ones.
Cost for number starbase = (number starbase-3)*number starbase^0.5
Minimum 0
The first three starbases do not generate a penalty, but each additional starbase increases the penalty which increases faster and faster.
Obviously, for the formula, it's the general idea, it could be different.
For example, one could add either via the number of systems possessed (like now) or via another means of the "free" starbases which does not count the number of starbases, thus increasing the -3 value.
Resource collection :
An important, very important change is that resources from a station or planet are only collected if they are within range of a starbase.
A planet can only use resources if it is within range of a starbase (to see, if we add a planetary stock to the planet, so that isolated planets could be autonomous, during colonization, the planet would start to have a reserve of resource, taken during the construction of the ship).
The gestalt empires would have the equivalent of the Trade Hub.
Naval capacity :
The Anchorages modules of Starbase would be the primary means of increasing naval capacity.
The Anchorages are used to "deliver" logistics to military fleets.
There is therefore no "military or civilian logistics".
Each Anchorage consumes 2 logistics capacity.
The soldiers would have a different role that deviates from the core of this idea of logistics, but they have to be given another role to keep them useful.
Instead of increasing naval capacity, soldiers generate manpower for use by land armies and ships, much like manpower/sailors in EU4.
Obviously, this could be more developed, but within the scope of this topic, I keep the system simple.
It therefore becomes as important to have Anchorages (therefore logisticians) to support a large fleet as to have soldiers to generate manpower to replace the dead in armies and ships.
Civic Citizen Service : +15% Naval capacity ---> +15% Manpower from Soldier
Megastructure :
A central use of logistics capacity would be the maintenance of megastructures.
Logistics would be the “limit system” to megastructure numbers. So there would be no fixed limit to megastructures, if you want to build 100 dyson spheres, you could theoretically... If you can produce enough logistic capacity...
But some bonuses of megastructures would not be additive, for example, 2 Mega Shipyard will give as bonus for the empire +100% Empire Ship Build Speed and not +200%.
Reduced the cost of logistics capacity of megastructures :
- Master Builders : -10%
- Architectural Renaissance (Ambition) : -10%
- Shattered Ring (Origin) : -10% [Unrestored Capital Segment and Ruined Sections cost no Logistics Capacity]
Habitat :
A habitat would consume 50 (level 2 : 75; level 3 : 100) logistic capacities.
Voidborne : -20% logistic cost for habitat
Void Dwellers (Origin) : -20% logistic cost for habitat, the Arcane Replicator will generate a logistic capacity to support the 3 starting habitats.
The habitats would therefore be more expensive, but they could receive some bonuses.
For example, level 2 and 3 would unlock new building slots.
Maybe also increase the number of districts.
Habitats built on a resource deposit (including research) could receive a percentage resource production bonus depending on the size of the deposit. For example 5% per 1 base mineral of the mineral deposit.
The goal would be to have slightly more powerful and potentially fewer habitats.
A habitat can perfectly produce more logistic capacity than they consume, but this takes up slots and pops.
For the Trades districts, a clerk job could be replaced by a logistician job.
And/or habitats have a “Logistics Center” designation that adds one or two logistician jobs to Housing districts with -2 or -4 housing.
Gateways :
The Gateways would have an upkeep cost of 100 logistic capacity (and I'm hesitant even maybe 125 or 150).
Yes, the cost is high, but this structure is also very useful, so it is an important investment for construction, but also in the long term.
Hyper Relays :
The Hyper Relays would have a logistics capacity cost of 25.
I think it's high enough that it's a significant cost when built in large numbers, but low enough that in the mid-game and late game it's viable to create some routes on the important runs.
Orbital Rings :
Logistics capacity cost :
- T1 : 20
- T2 : 40
- T3 : 80
Ring World :
Logistics capacity cost :
- Site : 100
- Stage 1 : 200
- Stage 2 : 400
- Stage 3 : 600
- Stage 4 : 800
- Stage 5 : 1000
Dyson Sphere :
Logistics capacity cost :
- Site : 100
- Stage 1 : 200
- Stage 2 : 400
- Stage 3 : 600
- Stage 4 : 800
- Stage 5 : 1000
Science Nexus :
Logistics capacity cost :
- Site : 100
- Stage 1 : 300
- Stage 2 : 600
- Stage 3 : 900
Sentry Array
Logistics capacity cost :
- Site : 100
- Stage 1 : 200
- Stage 2 : 400
- Stage 3 : 600
- Stage 4 : 800
Matter Decompressor :
Logistics capacity cost :
- Site : 100
- Stage 1 : 250
- Stage 2 : 500
- Stage 3 : 750
- Stage 4 : 1000
Mega Art Installation :
Logistics capacity cost :
- Site : 100
- Stage 1 : 300
- Stage 2 : 600
- Stage 3 : 900
- Stage 4 : 900
Strategic Coordination Center :
Logistics capacity cost :
- Site : 100
- Stage 1 : 300
- Stage 2 : 600
- Stage 3 : 900
Interstellar Assembly :
Logistics capacity cost :
- Site : 100
- Stage 1 : 200
- Stage 2 : 400
- Stage 3 : 600
- Stage 4 : 800
Mega Shipyard :
Logistics capacity cost :
- Site : 100
- Stage 1 : 200
- Stage 2 : 400
- Stage 3 : 600
Quantum Catapult :
Logistics capacity cost :
- Site : 100
- Stage 1 : 200
- Stage 2 : 400
- Stage 3 : 600
Aetherophasic Engine :
Logistics capacity cost :
- Stage 1 : 100
- Stage 2 : 275
- Stage 3 : 475
- Stage 4 : 775
- Stage 5 : 0
Obviously, the bonuses of the megastructures and their cost in logistics could be adjusted as needed.
This is to give a general idea.
Megastructures are powerful, but are "expensive" to build, but also and above all to maintain (not just energy which is very easily produced).
So it's not enough to produce tons of alloys to build megastructures. You have to be able to provide the logistical capacity.
But it is still possible to produce enough logistic capacity, as long as you have pops and building slots to dedicate to warehouses.
For example, for a Ring World, without bonuses with basic logisticians which produces 5 logistic capacities. It would take 33.3 large warehouses (less counting the logisticians of the capital buildings) spread over the 4 sections of the Ring World for it to be self-sufficient in logistics capacity. Yeah, that's a lot, but precisely the districts of the Ring Worlds are very powerful.
Obviously, for example, a Dyson Sphere cannot be self-sufficient, so you have to build the warehouses on planets/habitats/ring world.
But it produces a lot of energy without using pops, districts/buildings and strategic resources, apart from the need for logistics.
Insufficient logistics capacity :
If the need for logistics exceeds the production of logistics. The structures depending on it will work less efficiently, if the shortage becomes too great, these structures will be deactivated.
Habitats will lose stability and habitability.
Restored Ring segments will slowly gain devastation (or other modifier) after 10 years (or 20 years?) the segments will become Shattered Ring World.
Structures can be deactivated and reactivated manually for a cost in unity depending on the importance of the structure.
Megastructures that have been inactive for too long (10 years or 20 years?) will become ruined megastructures, except Ring Worlds which will become Shattered Ring Worlds, which will have to be restored if we want to use them again.
The habitats in critical situations will have a special decision to evacuate pops at a unity cost based on the number of pops (regardless of empire law) and trauma for the pops.