Most SF presents the deep future of a civ as a time of unimaginable changes. Stellaris gives us am era of minute incremental % techs.
This is perhaps a product of the tech system.
It allows you to always get every single technology. And technology really is magical in Stellaris, able to solve basically all your needs, ever, for ever and ever. If you give me a galaxy with 50 stars, a half dozen worlds (i.e. enough to "play out the early game" alone) and then sufficient time on my own, I'll eventually tech up and solve every single (economic) issue of my society, spam habitats everywhere and have like 10000 pops with all resources maxed out fully.
Once you have your "core" established, you really don't need to do anything else. You are post scarcity. By the time you're in to like T4 techs you are in to
Clarke Tech (post-physics [as we understand it] lol). There is zero reason for you to interact with other empires - beyond wanting to spray the galaxy in your flag colour or exterminate others - and this goes for other empires too. Both AIs and Humans (though humans are often quite happy to oblige and kill anything that isn't like themselves in MP).
Stellaris' tech system is random.
- You can't plan for the future, you've got to roll with whatever it rolls for you.
- You can't make strategic decisions on which way to develop your society (beyond picking your lead 3 scientists and spamming more labs), most tech weights are hidden from the player and cant be biased much in-game.
- You always develop all 3 branches of science concurrently and don't have to make a choice/sacrifice in one vs the others (gone are the days where scientists would specialise in to one of the 3 branches), and techs often have interdisciplinary requirements making trade offs harder (e.g. X-level reactors[PHYS] and Y-level starbase construction[ENG] needed for habitats, I forget the exact techs off the top of my head).
- All techs [excl. event stuff like null void beams] can always be obtained.
- There is no system whereby you can only research up to Tier 4 stuff, then you need to
- Fight an FE to steal their T5 stuff
- Form a science pact/federation and run a joint special project to "discover" T5 technologies (letting you then research them)
- All empires have the same technical makeup and don't need to cooperate or trade to get otherwise "orthogonal" techs.
- Sword of the Stars would have each empire only able to access "some" amount of the total pool of techs. For example (in Stellaris terms) in 1 match you might be incapable of deciphering T4+ Energy weapons, but someone else might have the same problem with T3+ Voidcraft, with this randomly varying from match to match [this system would also require stellaris tech disciplines to be less inter-dependent on eachother]. You'd have to steal/exchange/otherwise live with your own technical shortcomings.
- Stellaris had a very mild form of this in early versions, locking you in to Energy/Kinetic/Missile techs, forcing you to scavenge them from other empires later to get a more well rounded fleet. I quite liked this. But then, I always liked using spies in Red alert 2 to unlock the disgusting Chrono Commando.
The lack of ... "technological scarcity" is one of the key reasons IMO, for the depressingly stagnant midgame in Stellaris. This is alongside a too-easy-to-please populace (no civil wars, strife, famines etc) and economical abundance (largely due to tech advancements).
The capacity to solve all your problems yourself robs the game of any sense of challenge, urgency or even need for animosity with others, beyond a simple desire to watch the galaxy burn.