Suggestion on stopping need to spam outposts
There has been a lot of talk about the "need" to have meaningful choices and many different ways to play and win game. And it has also been mentioned that under the currnet build, there is one obvious must-do way to start the game - spam pioneers and create outposts to capture all the resources you can before the AI does it. This has been exacerbated by the recent change to make it so that you can harvest all mining etc. resources without having to do any research, so you can, and in fact "have to", spam pioneers to get these resources asap.
This reduces meaningful, viable choices in early game, at least (you can play other ways, obviously, but they are all suboptimal to this approach). I have seen some suggestions on how to control the outpost spamming, including limiting the number of outposts per city. I am concerned that that type of move will simply lead back to city spamming, which is what the outpost mechanism is designed to reduce.
Perhaps a "better" way to do this would be to limit outpost creation based on population - i.g. make a prerequisite of having reached a certain overall civilization poulation limit before being able to place another outpost. I don't know what the "right" number might be - 100 population per outpost? The first 2 outposts for "free", but then 200 population per additional outpost? Whatever...
This type of move would:
- imply need to make other choices before going after every resource on map with outposts. Research civilization attributes to grow population more quickly to get capacity to go after more resources with outposts? Or research warfare tree so you can clear area to put up outposts? Or save your money and research magic to recruit champions quickly and start leveling them up and clear area? etc etc
- keep map looking less filled-in/more wild for longer, playing into lore of a broken world SLOWLY coming back, and leave room for fun wandering and exploring longer than current build, where in order to keep exploring you have to declare war to get through all the outposts hemming you in
- does it really fit the lore/make sense to have a soverign create a city/toehold in a scary/broken world, then immediately send out the few people in the city into the wild to form outposts amongst big bad monsters? Shouldn't there be a period of consolidation of the new city before striking out into the big bad world?
- not induce city spamming in place of outpost spamming, as it plays into the concept of more cities = slower population growth = less ability to get outposts