One more thing. I am still a big proponent of seeing mining components costs and maint go up. The reason is because I can double or triple the extraxtors on a mining station at a rich world and have no need to build another station anywhere else. Nor any need to research fast mining for that matter. Saves lots of time and money!
i actually commented this a the forum quite some time ago, before the expansions i believe, that the constructors on auto build mining stations for the sake of it, the economy stats clearly show that no more of a certain kind of resource is needed AT ALL for a long time because we already have 5 stations built for that resource, yet the AI still keeps building more and more.... and on it goes, which creates this ripple effect throughout the private economy.
i think the AI just utilizes the economy in a poorly inefficient way, but i believe that without that constant building (for the sake of it) expansion would stop, there would no longer be the need to expand ones territory, or at the very least expansion would be far slower than it is now, because the way the AI functions at the moment is like it's one big race of plotting down and securing as many mining stations as one can in the shortest available time......
to explain more so there's no confusion..... once an economy (AI or player) reaches a plateau (peak) of abundance in resources (input FAR exceeding output) of most if not all resources, at which point an empires growth becomes.... stagnant meaning there really is no need to expand any further regarding resources yet the AI if allowed still does vigorously even though the more stations you have the more you have to defend (ripple effect)
the game seems designed (has rules in place) to push expansion for no reason but to expand..... this creates an artificial element that can be seen in this game..... the economy is expanding when it doesn't need too, AI is pushing outwards when it doesn't need to...... DW is setup for WAR, it pushes AI and player for WAR(s), and we are all starting to see that it's based on fake, unrealistic elements....... and this does seem to be worse the bigger the universe is..... because expansion becomes a low priority once the economy has reached a plateau.
1. AI constructors building for no economic reason is hard to get my head around, stations need defending, stations them selves need to be maintained, having a station built for a resource that my empire already has in huge abundance is just economically stupid, and militarily unwise.
2. like mentioned above, advance technology (especially the larger vessels) should have huge cost associated with them somewhere (where and how to make that beliable and without causing issues with AI i suppose is for the developers to solve)
3. colonies grow way to fast, and right from word go newly colonised planets should cost an empire money for the privileged as colonizing no matter how advance you are is costly in resources (this would be variable based on tech level/species type) but most of the cost would be in TIME, setting up a new colony in this game is far too easy and happens to quickly..... point click, colonise..... colonization onto a new planet should be a MASSIVE undertaking for MOST (all) species.... yet in this game it seems so easy, and the planets themselves becomes profitable so quickly in doing so..... the entire system in my opinion needs to be looked at. (infrastructure is one idea, costs huge amounts of resources (money) setting up even basic infrastructure on a planet that has none, also wages/salary/ ..... the planet needs to be readied by staff who won't go there without a very LARGE incentive..... it should take an awful long time before planets become so profitable (this would slowdown the expansion race somewhat)
4. costs, this is a hard one...... one idea that comes to mind, the game has population in it...... but it doesn't have staff in it, administration if you will (admin for humans, totally different terms needed of course for alien races) but it would be the behind the scenes people that maintain logistics that makes the military run (ancillary staff) the private economy side should also have the same kind of thing after all organising military and economy can't happen on it's own, an empire would have to setup up a sector devoted specifically for handling the military, and likewise for the private economy
to breakdown number 4, as number 4 is a big one, an empire can only handle so much, even advance races would have limitations on what (how much) they can handle in regards to there projection in the universe, technology would obviously influence this capability, also the type of species would also come into play when factoring in variables on logistic capabilities, but the large the fleets the more burden on admin
fleet sizes should have limits, and if those limits are breached, than there should be penalties to pay
have buildings that are built for the sole purpose of handling admin overheads
more ships an empire has to keep track of, then the more ancillary staff needed to accomplish this task (all races need some kind of admin in one form or another)
if an empire breaches the maximum number of ships an empire can effective maintain than again.... there should be penalties in one form or another
private sector is out of control, they seem to have no rules associated to them, an empire does and will always have influence over them because it's the empire that grants them there trading licenses, an empire should be able to curb there numbers, set down some basic rules that the private sector must adhere too.... just like here on earth..... even in free trade markets there still needs to be guidelines, rules, policies that need to keep it structured.... to avoid CHAOS.... which is what DW has, the private sector in DW is a complete shambles.... it's a mess, which makes sense really when you consider that they can do what they want without any consequence aswell.
5. passenger ships..... when a new world is created within minutes everyone wants to goto the new world..... something just don't feel quite right with the current system, a new world should only be able to expand slowly, there should be limits (tech modifer again) how fast the infrastructure on a planet can grow to accommodate the increase in population numbers..... what i mean is it takes time (and MONEY) to expand the necessary infrastructure to accommodate more people that are arriving to the planet by passenger ships...... millions of people arriving at a planet yearly is absurd.... impossible.... creating a new colony WILL ALWAYS TAKE TIME NO MATTER WHAT SPECIES YOU ARE (there is an exception to every rule, but in context for game balance this rule should not be broken in this game) colonies in DW grow to quickly and without any penalty to an empire...... the conlony system moves far to quickly.........
5a. it should be noted that if the colonising system is dramatically slowed down, then the player would need to be advised that the size of the universe makes a huge dereference in how long it can be before meeting another species
6. communication doesn't seem to be a factor.... ships don't have communication systems in place, the further a ship is away form there nearest communication station/sat relay then the more disruption there should be with ship to empire, that's not the CASE in DW, only fuel is the deciding factor how far away a ship can travel..... i think communication should also be a factor, or at the very least again there should be penalties in place if a ship moves out of range (exceeds current level of technology) or overburdens there communications (again because of large numbers of vessels, ships need to be in constant contact with members within there own empire) also communications would also play an important factor when ships are in fleets.....
been on the above for an hour now..... i have more but damn getting tire of all this thinking...
i just wanted to finish up by saying there needs to be more rules for empires, dynamic rules that have penalties that need to be endured if certain rules are being broken/breached, DW doesn't have that many..... one example, resources/fuel/money should not be be a deciding factor on how many ships one can have because an empire has a hole universe to tap into resources/fuel/money become moot in mid-game because an empire has all three of them when it reaches a certain size..... but there are other rules an empire in real life would have to obey to when it comes to there fleet sizes/or total number of ships they can effectively maintain....
logistics/ancillary staff/communication limits.... and many more i'm quite sure forum members here can come up with that would influence the upper limit range that an empire can support regarding there military force SHIP/ECONOMY SHIP/TROOPS at any given time....... or suffer the huge PENALTIES that the empire would have to endure if they exceed those limitations (and the penalties should increase the more those limitations are breached)
i just wished there were more systems in place that would help the mid-late stages of the game, because things are to messy with this game at those stages of gameplay, to many missing factors that would exist in real-life that this game doesn't simulate.