Mostly due to the sheer scale of the fronts we end up fighting across, but even then I have reserves so they can fill in any gaps or exploit any I create. In Stellaris, even with max size galaxy you end up with far fewer systems to fight over. So if we have limits on the number of fleets we can have in each system at a time, in a war we will have idle fleets sitting around doing nothing anyway, so why wouldn't we chain them up to advance as we move and lanes open up, or as other fleets disengage?
Firstly, I want to thank you for engaging in this discussion, as it seems, on a genuine basis, and for arguing around the points brought forward.
I think the spread and the scale really depend on how we scale the progression and the time it takes to build fleets. I would not worry about "too many fleets," and there should be an option for large investments in the military to have more than enough fleets. For an offensive strategy or scenario, like an offensive war, empires should prepare reserves to handle increased front sizes. In general, a simplified system adapted to Stellaris—similar to how HoI handles units, provinces, combat, and overall military gameplay—would create a much better solution than what we currently have.
It can still effectively be one, the idea of putting as much power in a single point to overwhelm a smaller target. Sure if we break down the normal build of less than 10 fleets in to 25 then it would be very different, but then that also means changing a lot of other things to get to that result than just a cap on fleets in a system.
Exactly, this is inevitable, as all other changes to the game, even the upcoming pop system, effectively do nothing to the game. A rework of scaling, economy, and military is fundamentally necessary, but that’s not something unreasonable to state, as the game was built like that from the beginning. All changes done while the basics remain the same are wasted work and energy. Nothing will change—we will keep doing nothing but amassing resources to amass fleets to hit each other over the head with. The bigger, the better.
But it doesn't. What else are you spending those resources on? Research might be diminishing, but again what else are you spending those resources on? Sure late game an extra set of researchers makes little impact but it's still more of a benefit than minerals/food/energy that you end up trading due to having more than you need already. These already diminish over time but the core part is they still continue to be useful as they effectively only have a softcap vs the hardcap of other resources. With this it makes research even more important as it becomes a bigger part in the outcome of battles.
At which point the fleet cap is a tiny little detail that isn't important to the suggestion as the core part is reworking all the economic systems which becomes an entirely different kettle of fish where you might not even need to cap number of fleets in each system.
This is a balance problem, but I assume you mean what game goals are there besides amassing fleet power via different means?
That is a good question, but as Stellaris tinkers with so many concepts, like the new Lathe for example, there is enough basis to introduce more interesting game goals like this. As soon as the need for every empire to focus entirely on amassing fleet power is erased, the game could allow for a broader range of objectives. The idea is that when you reach a soft cap for your personal comfort—being safe with a stable and capable military for your current position in the galaxy—you
can focus on other game goals besides your military-industrial complex.
In addition, any side feature currently underutilized, like espionage, criminal empires, raiders, spiritualists, etc., could be improved. The impact of the fleet power snowball would be reduced, as a limit on fleet power usefulness would allow other systems to gain more significance without ruining your playthrough by losing one of your massive fleets.
It’s more than just "removing doomstacks"; it’s about reworking the fundamentals of Stellaris so the game doesn’t revolve around the fleet power snowball.
To answer your initial question: we could invest in non-military tech to improve our pops’ lives, invest in megastructures that aren’t focused on fleet power, invest in cultural projects (which would require a cultural system as a metric to compete in), invest in diplomacy to create galactic peace (rather than uniting the galaxy under an empire, which is currently another fleet power check), invest in espionage, invest in trading, and develop a wealth and trading system that impacts other empires. We could also create a meaningful internal politics system with real consequences, and so on.
Unless the fleet cap is set at 1 fleet per side per system, then larger foes will have an advantage in combat until the weaker side can fill the cap. It also doesn't stop a larger enemy having more fleets overall that they can deploy at once or chain up to replace lost fleets while a smaller faction can't. There's also the risk that a larger empire is a better alliance choice so could possibly gang up on weaker empires, at which point does the fleet cap in systems become per empire or per side of a war? Alliance getting the option to deploy twice as many fleets in a system seems a bit of an advantage.
For me personally, the discussions on how it’s done are numerous and mind-boggling. If I had the say, I would just copy a light version of HoI's supply system. Build supply depots in building slots on planets and stations, and have them provide a supply cap within a certain jump range to systems. Each system gains a certain supply cap based on the depots in range. If too many fleets are stationed within the radius of a supply station, it will run low, and combat penalties will occur. It’s the perfect antidote to doomstacking and adds another layer of strategic planning, both defensively and offensively. Alliance fleets would take up the same supply from your stations, so the usefulness of endless vassals and allies would be limited, which would also solve this issue. Of course, this should not create problems where the AI ignores your fleets and the supply in systems, ruining your offense/defense. It works in HoI, so it should work in Stellaris if done properly.
With this, larger empires could try to create massive reserves and trickle them into combat, but ultimately they strain their supply and their positions. It all must be balanced around "what does a fleet cost?" For me, it should be really expensive, and each fleet should be a unique and interesting part of your empire, not something you facelessly throw around and waste.
Fleets should not be readily available all the time—they should be expensive, take time to build, and be costly to maintain. Either a highly optimized late-game empire should be able to amass enough reserves to overrun the enemy, or an empire specifically dedicated to building a massive quantity of ships/fleets of poor quality could zerg the enemy. This could create another layer of asymmetric warfare beyond just small vs. large empires, which I like the sound of.
Everything can be tinkered with to create more interesting outcomes. Empires could focus on lowering supply usage to field more or bigger fleets per cap, but they must choose between that or improving their weapons, their economy, and so on. Just give me real choices.