Fitzy wrote: ↑
Sat Dec 08, 2018 2:46 pm
The admin cap is hard to stay near, I’m blowing past it. The penalties appear low for now. Are tech and traditions the only way to up it?
Yeah, there is one tradition that will up it by 20, and some much later techs that will do it, but it's very similar to the old mechanics that set the tradition and tech cost modifiers, it's just a little more explicit about where the cutoff is and how to raise it.
I'm a few hundred years into my game as a corporation now, I'm about 200 points past my admin cap, and the penalties (even though they are higher for corps) are manageable. At this point tech and traditions are about double the cost, but I've got a dedicated tech world now that churns out research, and unity is much easier to produce than it used to be, so that's not a big issue. The other main penalty to going over the admin cap is your leaders cost more to hire and maintain, but I've got plenty of energy from my internal trade, and my subsidiaries (corporate vassals).
Still really enjoying all the changes, the texture and the details the new expansion adds are fantastic. One great change I'm just starting to appreciate and use to my advantage is that worlds you colonize will get assigned a specialization depending on the buildings you build. For instance if you build a lot of mining districts, the planet will become a mining colony and give a +5% bonus to mining output. That may not sound like much, but all you need to do it concentrate your production a bit to get those bonuses and they add up swiftly. Right now I have one agri-world that produces much of my food, a few mining worlds that get my minerals, a growing tech world that does a lot of my research, and a couple of industrial worlds that churn out consumer goods for me.
I've found it really pays to look at each planet you colonize carefully and decide if there's anything it would be particularly good at. If it has a ton of mining districts, can't hurt to make it a mining world, etc.
The galactic market also makes for a much more streamlined game in the later stages. Now instead of hitting the alarm every time one of my goods gets dropped below 0 net production, I know as long as I have an abundance of something, I can sell it on the market and then buy more of whatever I'm short on. I think there was a point in the early mid game where I was in the negative for consumer goods for a decade or more and mostly used profits from selling dark matter to keep enough goods stocked.