I would like a sense of progression to logistics. For hyper relay links and FTL techs to matter and for the sense of scale to gradually shift what a local supply chain means to your empire.Things I'd like to see from an improved Trade mechanic:
- Logistics, including fleet support during a war
- International influence
- Some way to expand what "local supply chain" means as the game progresses, so it goes Same-Planet -> Neighbors -> Sector -> Hyperlane Link -> Gate-Mates as your tech advances
I often lament what could have been if old mechanics had been carefully explored, considered and expanded upon rather than discarded. History repeats if what went wrong it isn't understood (+admin cap from pops is replaced with -sprawl from pops with some similar end results).Strong agree, Bureaucrats were more interesting than the global sprawl reduction mechanics we have now.
Not much was done with them, but a lot more could have been done.
This I agree with.The problems with adjustable admin cap were innumerable but the relevant one was that the opportunity cost for a large empire to bypass it was lower than the opportunity cost for a smaller empire to work with it or bypass it.
This I disagree with. For me admin cap was merely an issue of poor math and poor UI. I think current sources of sprawl reduction from ethics, traditions, civics, ascension levels, governor levels, council levels, traits etc. have similar balance problems that admin cap had in the past... but that's all probably off-topic to trade.With admin cap this was a literally unsolvable problem without massively altering the entire admin cap system or rewriting math as a concept, for reasons to complex to bother typing out in this post when the search function is right there.
For trade costs it's just a case of making sure that trade costs, the benefits of hyperspecialising, and a non-trade-focused empire's admin planet trade per pop output are in line to slightly favour dealing with deficits at source.
And the first step in that is to remove the redundant hyperspecialisation bonuses from planetary designations.
Let's work this out as an example of how instead of a knee-jerk "Retvrn to 3.14" response we can try looking at how old mechanics could benefit from the new systems.
Planetary ascension boosts the mechanical bonuses from designations.
The mechanical bonuses from designations disproportionately benefit hyper-specialised planets.
Larger empires can more afford to hyper-specialise planets, even in 3.14.
Planetary designations providing mechanical bonuses is redundant given specialisations mostly take up that space now.
Planetary ascension -"mechanical bonus from designation" +"district specialisation" = planetary ascension should directly boost district specialisations, or provide boosts based on district specialisations.
Not only does this expand the ascension mechanic and integrate it better into the new system, it also makes it much easier for ascension to be viable for mixed planets. Since tall empires are the ones most incentivised to use mixed planets this also increases ascension utility for tall empires. And every ascended planet will be slightly different instead of just max ascension homeworld designation number 137.
Man this looks way better than 3.14 planetary ascension.
Paraphrasing: District specialisations instead of planet specialisations could be boosted by planetary ascension levels.
Going in that direction sounds like a lot of work, and would ascension levels next boost all buildings as well?
Would it make high level worlds better at everything?
Would there be any use for planet specialisations at all other than a tag for the AI to know what to build?
How exactly does this relate to the topic of trade?
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