Some preliminary observations:
- I love how the game has a less "rushy" feeling, despite performing faster on my potato PC (!). Sprawl works as intended for the most part, without outright killing wide empires. Still, I would perhaps add bigger sprawl penalties for tech, if only to slow the game a bit and promote the use of mid-tier techs
- Planetary ascensions cost too much and make too little difference. I love the concept of spending unity in order to specialize planets, but this needs a rework. Perhaps Planetary ascensions will need to be their own thing, and come with their own set of bonuses, rather than making it dependent on planetary designations, like a modifier that you pay with Unity, I dunno.
- Edict costs are out of whack, but I love how you don't pay their costs upfront. It is a great rework that just needs tweaking its numbers
- We do need an influence sink, especially for genocidal empires. More powerful espionage paid by influence, maybe?
- Initial cost of leaders needs to come down a bit, indeed, at least at the beginning of the game. But it is nice to think about administering a non-tradeable resource
- Citizen service feels kinda off, flavor-wise. And merchants need a boost
Generally talking, aside from those, this is an overall step in the right direction. Good work!