ORIGINAL: thiosk
For me, the spammyness of the colony rush can be rectified in a simple, but not always fun, way.
Material upkeep.
As a planet develops, it requires large amounts of steel, polymer, carbon fibre, etcetera. Enormous quantities. Putting a colony on a planet should be more than letting population grow and bringing in luxuries; it should require gigatons of strategic resources per point of population and per point of development. How many tons of building material are required to build a small city? Scale that up to 5 billion screaming peasants.
Further, it should require a certain amount of resource "flow" to keep those development levels. In this way, strategic resources will actually require strategy and development, and would need to be monitored and invested in. Question: has ANYONE EVER run out of steel? If not, whats the point of the resource again?
A massive colonization spree would drive demand for simple resources through the roof. Such demand would squelch resources from upkeep, causing development to deteriorate. Too many developed worlds would have too high an upkeep to allow for a rapid pace of colonization, without the industrial and research base to support it. Stars containing only asteroids would suddenly be worth fighting over in a long game, and pirate raids on base resource extractors would suddenly actually hit the pocket.
Would this kind of economy be "fun" in a traditional 4x sense? No, i'm not sure it would be, too complicated to beginners, especially. Is it the kind of thing I want? YES IT TOTALLY IS. A properly balanced system would SOLVE colony spam outright. An epic game would become truly epic.
DO IT. Or, someone, mod it-- i can help with the design principles but I'm no coder
Edit: Now take the requirement for constant shipments and upkeep flow, and add that to the fuel extraction and conversion cost, and you have real functional limit to the true range of your colonization. All those freighters carting trillions of tons of metal and carbon to a world require a lot of fuel. You may have to mothball a planet that is too far away to support. And suddenly dumping research and investment into improved cargo holds and extractor rates becomes a real pressing issue for the burgeoning empire.
I like this idea for sure!





