Having had more time to consider my feedback, I have edited this post slightly.
Good:
- I think you’ve done a bang-up job on this Beta so far – noting that we’re not at the polishing stage yet – and I really appreciate you letting us trial the beta and provide feedback.
- I like the idea of Planetary Ascension
- I generally like most of the Unity changes in general.
- I generally like paying for Leaders with Unity as the main currency.
- I REALLY like that I can play a Tall Empire with lots invested in Unity as a way of racing ahead in Traditions. It’s fun in Vanillaris, but it’s going to be fantastically good fun with Extended Stellaris Traditions!
- I REALLY like the AI and general usability improvements.
- I like the Power Projection mechanic.
- Thank you Eldarin for rating my post here as Helpful (before I edited it, anyway)
Work To-Do
- There needs to be a Pacifist/Diplomatic/Espionage style alternative to Power Projection for Empires who can’t or don’t want to wield a ‘Sword’, but prefer ‘Pens’ or ‘Daggers’ (more on that below)
- I support the many comments here regarding the cost of Edicts and Campaigns.
- I support the many comments regarding the numbers for Unity as the currency for Leader purchasing.
Could Improve Ons:
The system you’ve introduced is not what I had been expecting from your comments in Dev Diaries and other sources; is not the one I hoped for; and not particularly the one I wanted. What I expected, hoped for and wanted was
a means by which Administrative Cap was paid for (or otherwise taxed/drew from) Unity production.
- Working from a 3.2 style approach, all that needed to happen was, lower Bureaucrats to 5 Admin Cap output rather than 10, and have Admin Cap be produced by Unity (still with a CG cost for the Job). I thought this is what you were going to do.
- Working from a 3.3 Beta style approach, though, why not have Administrators convert Unity into some form of “Anti-Sprawl” which lowers your Sprawl Penalties?
What I mean by this is a way of having Unity Production directly lower Empire Sprawl by some means and in some circumstances. Thematically, this would reflect the efforts of both your Government and your Society (media, institutions, religious organisations, what have you) to create a unifying culture and keep everybody on the same page.
I imagine that this proposed model would better enable, at a minimum, various possibilities under broad playstyle archetypes like these.
Style | Main Focus | Main Benefit(s) | Main Cost(s) |
| Tall | Unity | Quick Planetary Ascension & Traditions | Fewer systems, planets & pops; slower accumulation of other Resources |
| Tall | Science | Quickly getting Technologies | Fewer systems, planets & pops; slower accumulation of Planetary Ascension and Traditions |
| Wide | Science | Quickly getting Technologies, Systems and Planets | Less stable Empire overall; less productive Empire overall; slower accumulation of Planetary Ascension and Traditions |
| Wide | Unity | Quickly getting Systems, Planets and Pops. | Need to invest a fair amount of Unity into countering Empire Sprawl, therefore balancing rate of accumulation of Planetary Ascension and Traditions; Slower accumulation of Technologies. |
| Spherical | Unity | Balance between countering Sprawl Costs, accumulating Planetary Ascension and Traditions, and Technology; more Systems and Planets than ‘Tall’ builds but not as much as dedicated ‘Wide’ builds | Jack of all Trades, Master of None. Slower accumulation of Technologies; not as many Systems, Planets and Pops as dedicated Wide Builds (but more than Tall builds). Need to invest at least some Unity into countering Sprawl. |
I'd like to respectfully remind the playerbase that, just because you start your game Tall, doesn't necessarily mean you'd have to stay that way all game: you could widen-out via Conquest. Similarly, just because you start your game out Wide, doesn't necessarily mean you'd have to stay that way all game: you could slim-down via releasing Sectors as Vassals. You could change your Production focus by replacing Buildings. I think 3.3 - after it's had a bit more work done - will give us more options than ever before, and as a sly Cardassian once said: personally, I think that would be a very good thing.
I do not like that there is now absolutely no way of increasing Admin Cap (or Empire Sprawl now) at all now. I absolutely agree that the old ‘Bureaucrat Planet’ system was absurd and lame and needed to go. However, I think the removal of any means to increase Admin Cap at all, is a millstone around our necks and is not fun. I’d agree that such measures should be few and far between, but
I would like SOME means of getting Admin Cap increases (please). By which I mean, increasing the ‘no penalties when below this threshold’ figure from 50 to a higher figure through means unlocked in-game.
Sprawl Penalties:
If, however, the current approach is going to be continued, then I think
Empire Sprawl should affect more than just Edict, Technology and Tradition Cost. I am not necessarily saying I want a stronger total penalty; simply that I would like the existing cost(s) to be rebalanced in a different way and in a broader way. I like the idea of using higher Empire Sprawl as a curb on more sprawling Empires than lower ones, however I don’t feel the current penalties are really
broadly enough – and as such, they don’t really inhibit in quite the way I think they intended to (or should). Some users on the Reddit forum have run the numbers and this seems to hold up. I think that the costs from more Sprawling Empires should include the following:
This may be a controversial suggestion, but I think more sprawling Empires should be at greater risk of Crime, strife/negative events, and Civil Wars etc – when you get around to releasing that mechanic, then this could possibly be done through Situations. I'm thinking of Event-based changes; Faction-based lobbying and complaint, protesting, terrorism, insurgency... all manner of things! A sprawling Empire should have more of these than a Taller empire. Thematically, this could be reflective of local cultures clashing with the State-sponsored or majority one, clamour for autonomy or independence, alien nationalism movements, etc.
(While keeping the current Technology Cost and Edict Cost effects (though lowering the numbers on Edict Cost penalty and re-jigging Leader Unity Cost)
I no longer want the base Sprawl effect of Pops to be decreased by default (as I did yesterday). I would, however,
like a choosable way of decreasing the Sprawl effect of Pops slightly – but otherwise I actually think it’s pretty good. I think Imperial Prerogative would be an appropriate selection for this.
A Sector-unique Building which also lowered the Sprawl rating of Pops on the planet it was built on would also be pretty neat, and would make Sectors (and the choice of Sector capital world) quite interesting, and more Strategically important.
Other thoughts other users have raised which in turn made me think more.
Campaigns
I do think that the monthly energy maintenance costs are presently too high. In my test game, in 2263 I was getting figures of 99 E per month for both Education Campaign and Recycling Campaign. My Monthly energy profit was about 60. Why don’t – or why couldn’t – these Edicts work in a similar basis to how things like Capacity Subsidies works (i.e. an increase to the monthly Upkeep of various Leader/Pop classes, with a corresponding benefit, as long as the edict is active?
Influence Generation:
I did find Influence was much, much harder to come by in my first 3.3 test game.
I agree that spamming out empty ships for influence boosts is gamey and exploity.
I don’t always play aggressive/militarist/militarily strong Empires, preferring static defences and building up fleets in response to particular needs. As such, needing to increase my Power Projection by building up Ships felt like it was only one tool being offered, and one that doesn’t suit my playstyle or RP.
I think Envoys or Diplomatic relationships could be a good mechanic for increasing Influence for more Diplomatic/Cloak-and-Dagger, Influence-from-behind-the-scenes type Empires; for example, representing ‘Soft Power’ foreign policy influence and other such means. In the real world, this is an absolutely HUGE part of grand stategy, diplomacy, and the international political order. Perhaps this could be put behind a Civic, but I think adding an additional mechanic that lets us decide if we're going to use Hard Power (Fleets), Soft Power (Envoys, Diplomacy, or something else), or a combination of both to some degree,
would be the most thematic, the most choice-expanding, and lots and lots of fun.
Leader Costs:
Although Unity as the basic currency for Leaders works, IMHO, I think 200 is too high. Some options to deal with this could be: Give players a bit more starting Unity, so they can buy a Scientist at the start of the game; Make Leaders a bit cheaper (100 U? 50 U?) - heck, why not make them cost a range of assets like Colony Ships do? 50 Unity, 25 CG, 25 Energy seems like a good starting point to me.