2.2 completly broke the game for me

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erekose123

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I've been playing Paradox games for almost 20 years and never complained much. But after playing Megacorps and the patch that goes with it for around 50 hours, i have to say this is among the worst extension I have ever seen and played on a Paradox game.

You had a nice simple fun and more-or-less balanced game. Why would you change that to the crap that the game is today ? Everything has been said already in other threads but the worst for me is the new planet screen which is horrendous, districts/buildings make no sense, building icons are still awful, no control over what POP do, and the worst of the worst : playing a Megacorp is just like playing a regular empire. What are the differences ? building a corporate building once in a while and pray the host race doesnt expel you ? What if you're surrounded by hostiles ? Then you're screwed and just have to start over, hope to get friendly neighbors so they accept your corporate buildings. Blah. 20€ really ? what a joke.

A very disapointed although still faithful customer
 

Minuro

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What an exaggeration. The new planet screen is very rich, complex and allows great customization. Of course it is not perfect, but instead of say that "it sucks" you could be something more specific. In addition, the "simple" system of before was boring, repetitive and did not allow the role playing.
With respect to the icons, you will recognize that what you say is VERY subjective. They do not seem so ugly or no sense to me.

The only thing I agree with is the Megacorporations. It is true that his treats and mechanics are very similar to those of a regular empire.
 

erekose123

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but instead of say that "it sucks" you could be something more specific.
Before, you had a view of the planet tiles, therefore you had a view of its landscape. It felt more real and more alive. now all you have is boxes, figures and straight lines. This is Microsoft Excel, not a living planet with people working on it.
 

Mikhail_Mengsk

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We really needed "i don't like the game because i don't like it thread #700", yeah.

Now i learn that the square map with low-quality undefined terrain was "more real and more alive", a "living planet with people working on it". That's poetry right here.
 

Minuro

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Before, you had a view of the planet tiles, therefore you had a view of its landscape. It felt more real and more alive. now all you have is boxes, figures and straight lines. This is Microsoft Excel, not a living planet with people working on it.
I understand how you feel, because I have felt it too. It is difficult to create an intuitive interface, which is also visually rich, because it's not nice feel that play in a calculator. But I think your memories about the mosaic system are subjective, because I remember them in other way: The mosaic system was a board with buildings, no more. Now there are still buildings and landscapes, but even better because you can see planetary deposits where there are different biomes like deserts, caverns, mountains...
The planetary view remains practically the same, in terms of art, with the difference that it is now more complex.
 

LWE

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I enjoy the new system, but I think, however, that the planet screen in general, and the landscapes/pop portraits in particular, needs to be increased in size. Right now, it’s just too small, with a lot of screen space unused, which makes it look cluttered as an interface, and less immersive due to small size of new “tiles” with pop portraits.
 
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Serenity84

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Before your planets stopped living and mattering as soon as you filled them up. Now growth continues into dozens of pops. There is a clear difference between your oldest core worlds, the colonization wave after that, and your newest colonies.

The new planet features also give planets a lot more character than before.
 

Aotrs Commander

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Personally, I like the fact you actually have to MANAGE your planets now, not just colonise and set them up in advance, only returning to click building upgrades once in a while. ~We are now at where I expected Stellaris would be at this point down the line. I expected it would take a year or two for Stellaris to get "great" from "slightly above average" where it started and bought it on release knowing it would be a long haul. but from where I came into CK2 and EUIV, I figured it would be worth it and I was right - for me, at least.

I'll take my Vicky 3 in space, ta; if I want to do shooty shyip combat with a bit of management, that's what SotS is for (and i have Endless space 2 to install and try at some point...)

(Do we need some fine-tuning to this patch; hells yes! But that's always the case. Heck, the only reason I'm not playing right now is because I'm trying to finish my CK2 run eventually and interspersing it with Stellaris. (And CK2's RNG is not co-operating today...)
 

eagletrekkie

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Personally, I like the fact you actually have to MANAGE your planets now, not just colonise and set them up in advance, only returning to click building upgrades once in a while.
While I too appreciate that we have to actively manage our planets, it feels we've gone from one extreme of build and forget to the other extreme of 'don't ever plan ahead when you have a surplus of resources.' It's been really frustrating to me that I cannot plot out anything in advance without getting actively punished - know that I need mining districts for future pops? Get hit with upkeep costs if you build them preemptively. Know that a planet is going to be alloy focused? If you build the foundry before you have free pops, you lose income from having workers jump up to metallurgists.

Again, I really like a lot of the changes 2.2 added, and I think you should have to do more than just 'fire and forget' your planets, but the punishment for forward planning is incredibly frustrating to me, as it feels as though I'm playing a management game, not a GS/4x