So with the release of the newest patch the game is what I would call "a playable state". But there are some inherent problems that are so fundamental that they flaw the game greatly. I'm sure other people have similar concerns, and this thread is both for them and me.
But I don't see a lot of this stuff being discussed. Maybe because the average player is more casual than me (which is fine, games should be fun for everyone). So here's my list. Tell me what you agree or disagree with, and list your own issues.
*The amount of micromanagement required got too much in MegaCorp. Before, Stellaris was 100% winnable on Grand Admiral if you managed your first 3-7 worlds and threw everything else into a sector and put it on research. Now I feel like a babysitter. Yes, you can essentially put your worlds on ignore by hitting the stop growth Decision. And yes, it's still easily winnable. You don't need to handhold all your planets, but if you aren't you are playing at a huge deficit. Now I get 1-2 planet sectors, that all need minerals individually doled out to them by me personally. Have you played a 600+ star game of Stellaris? You will end up with way over 100 worlds, and probably 40 governors in 40 sectors you need to individually dole out resources to, or babysit them each individually. I'm sorry, but in a grand strategy game, this is my biggest complaint. Removing my ability to reduce micromanagement just feels like Paradox removed an actual game feature.
* I posted this earlier but from a fair amount of observation, the AI makes no decisions based on distance when it comes to issuing orders to its Constructors and Fleets. This is crippling and makes the game easy even on Grand Admiral with all it's absurd AI bonuses. If you can survive the first 20 years of a Stellaris game (pretty sure the only way to lose is hit a Grand Admiral Advanced Start AI Swarm/purifier race, and thats still winnable with smart use of Bastions), you will win on any difficulty because the AI makes frankly absurd decisions about how it chooses targets. This is not something fixable by modders and an issue that needs to be addressed. If you want to know what I'm talking about, play a game in Observer mode and watch the AI use its construction ships. It will construct a starbase in a system and then send it to the opposite end of the galaxy to build a mining station, while it sends a constructor from the very system it just issued orders to the opposite end of the galaxy to construct. This is a critical issue in making the game fun for single players that actually don't mind the idea of losing a strategy game.
*Ship design is boring. Against any AI you can win every time just building the same generic Giga Cannon/Neutron Torpedo battleships as possible. There is no composition the AI uses that has a chance against it. They will just keep loading up on 10 billions point defense focused ships and lose. I don't have a ton to say on this topic other than it is a rich area for Stellaris as a game to explore.
*There needs to be more "crisis" type of events, at more random intervals. Always knowing that you need to be able to beat the Khan in 2350 and the Crisis in 2400 is both boring and game-y. And they don't all need to be military threats. There could be economic ones as well. I realize the start years are customizable and so is crisis strength. But even the Crisis themselves aren't actually difficult. They vaguely attempt to expand at the beginning and then just sit their waiting to get beaten down in a multi-front war the AI can't handle because it doesn't make distance calculations.
*My nit-picky one: Gestalt empires need a little bit of tender loving care. They are just sort of stripped down versions of regular empires, with some bonuses in a few categories. I want the game to feel a bit more different when I'm playing a Devouring Swarm than it does a fanatic Xenophile race.
Lets hear yours, and tell me why I'm a terrible person for not loving those things
But I don't see a lot of this stuff being discussed. Maybe because the average player is more casual than me (which is fine, games should be fun for everyone). So here's my list. Tell me what you agree or disagree with, and list your own issues.
*The amount of micromanagement required got too much in MegaCorp. Before, Stellaris was 100% winnable on Grand Admiral if you managed your first 3-7 worlds and threw everything else into a sector and put it on research. Now I feel like a babysitter. Yes, you can essentially put your worlds on ignore by hitting the stop growth Decision. And yes, it's still easily winnable. You don't need to handhold all your planets, but if you aren't you are playing at a huge deficit. Now I get 1-2 planet sectors, that all need minerals individually doled out to them by me personally. Have you played a 600+ star game of Stellaris? You will end up with way over 100 worlds, and probably 40 governors in 40 sectors you need to individually dole out resources to, or babysit them each individually. I'm sorry, but in a grand strategy game, this is my biggest complaint. Removing my ability to reduce micromanagement just feels like Paradox removed an actual game feature.
* I posted this earlier but from a fair amount of observation, the AI makes no decisions based on distance when it comes to issuing orders to its Constructors and Fleets. This is crippling and makes the game easy even on Grand Admiral with all it's absurd AI bonuses. If you can survive the first 20 years of a Stellaris game (pretty sure the only way to lose is hit a Grand Admiral Advanced Start AI Swarm/purifier race, and thats still winnable with smart use of Bastions), you will win on any difficulty because the AI makes frankly absurd decisions about how it chooses targets. This is not something fixable by modders and an issue that needs to be addressed. If you want to know what I'm talking about, play a game in Observer mode and watch the AI use its construction ships. It will construct a starbase in a system and then send it to the opposite end of the galaxy to build a mining station, while it sends a constructor from the very system it just issued orders to the opposite end of the galaxy to construct. This is a critical issue in making the game fun for single players that actually don't mind the idea of losing a strategy game.
*Ship design is boring. Against any AI you can win every time just building the same generic Giga Cannon/Neutron Torpedo battleships as possible. There is no composition the AI uses that has a chance against it. They will just keep loading up on 10 billions point defense focused ships and lose. I don't have a ton to say on this topic other than it is a rich area for Stellaris as a game to explore.
*There needs to be more "crisis" type of events, at more random intervals. Always knowing that you need to be able to beat the Khan in 2350 and the Crisis in 2400 is both boring and game-y. And they don't all need to be military threats. There could be economic ones as well. I realize the start years are customizable and so is crisis strength. But even the Crisis themselves aren't actually difficult. They vaguely attempt to expand at the beginning and then just sit their waiting to get beaten down in a multi-front war the AI can't handle because it doesn't make distance calculations.
*My nit-picky one: Gestalt empires need a little bit of tender loving care. They are just sort of stripped down versions of regular empires, with some bonuses in a few categories. I want the game to feel a bit more different when I'm playing a Devouring Swarm than it does a fanatic Xenophile race.
Lets hear yours, and tell me why I'm a terrible person for not loving those things