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Apr 25, 2022
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Dear Stellaris Devs,



You will probably never read this, so I ‘m 99% sure that I am wasting my time, even if you did read it I am still doubtful that it would have any influence since the vocal minority effect on these forums tend to be in full swing. But on the off chance that I have the slightest influence allow me to give you my opinion.

I have been playing Stellaris since it’s launch and I never stopped. But and there is always a but, in all that time I have seen a very sad trend within the dev cycle.

To best illustrate this let me just give an example.

The very first game I started was in a large galaxy, as an authoritarian empire. Within very little time I encountered and empire who was very friendly towards me, But I saw that in the middle of their space there was a primitive civilization which despite their position it was not within their space but only surrounded by it. So I sent some troops and landed on the primitive world and took that system and few around it for myself.

This led to my first war in which despite being militarily superior I barley scratched out a peace deal due to the fact that their fleets were much faster and whatever conquest I managed they would simply send in their fleet and take it immediately back. It was frustrating but fair, I could do that if I wanted.

Let us just see how such a scenario would play out in a current game, they would have a primitive planet in the middle of their space but not within their space. I would have to first build a station in that system(for some reason because troops can’t land unless there is a station in the middle of the system and it is controlled by me. I don’t know why but for some reason that is the case).

Then let’s say the war would start. I am militarily superior I go into their territory I conquer some space and they take it back… oh no that’s not the case, we have hyper lanes now they can’t just jump into a system from any other system … oh, they could go around and lose time to reconquer a system whilst I take 5 others but 1 for 5 seems to be in my favor. And then If I go back I could just chase them away or destroy them if they decided to face me. And they can’t just run anywhere because they have to follow the lanes, they you have to do in real space too.

Obviously my sarcasm will not be to many’s liking but it is to show a small problem. Or a big one if you are one of my many personalities. That is the lack of choice. Now I understand what the devs were trying to do. I just think they failed in that regard and made the game into something that it could have been before, as you had the option to only leave in hyper lanes, but very few made that choice.

Now without beating around the bush(anymore) let me just come out and say what I no longer like about Stellaris (I am not saying that it is a bad game. It certainly is not):

  1. The traveling system, besides the above discussed limitations, there is also the issue of choke points (in space, sure if you say so) the hyper lane system just leads to fortifications and static warfare. This is exasperated when for example your empire goes along some very long hyper lane routs. When a superior empire can just go down the conquest tracks and destroy you. Previously you could jump behind their navy and just take back what they took, now you just have no choice. Of course this could be mitigated by just building star bases in every system. I believe you can tell what the problem is here. Every empire would do this and by the mid to late game taking a system would be a nightmare. Whilst without the hyper lanes you could just focus on the populated systems. But of course this was realized which is why there is a limit on star bases, thus fixing a self generated problem by putting in further limitations.
  2. Star bases, now despite my previous point I do have to say that I am not opposed to the star base system. I just think it should be an option not an obligatory mechanic. You could use those to claim systems that are far from your borders. With the previous territory system that was not an option. What I don’t like is that you have to have them around the star. Why, why can’t I have them next to the gateway in that system. Isn’t that more logical! Or a very particular scenario, I have noticed the Khan fleets are weak to strike craft, thus I always focus my stations on strike craft. Why can’t I have 3 star bases on separate sides of the system thus making the khan himself when he enters that system. Because artificial limitations. But how can you claim a place where you have never been? Good question I shall ask Brazil that. How can it claim a large part of the Amazon when it has never been to it. I mean if they built a start base in every part of the Amazon maybe but otherwise that is not going to work. They can’t claim those parts they have never been to.
  3. The sector system, oh sweet summer child, yes I am going to talk about that because the vocal minority did us all a disfavor at that. Now the criticism was always that the sector AI was stupid and fair enough it was but so was the enemy AI and yet far fewer people complained about that than about the sectors. Now let me state why I liked the previous sector systems, I had the choice of what the sector looks like. Now the sectors look like a child’s first attempt at a city simulator. Not to mention that there has not been a single play-through in which I don’t have at least 4 single planet sectors next to a 5 planet sector. Why can’t I just have 2 sectors with 3 planets each. Because we said so. The sector planet hast to be in the middle of the sector. Why? Because we said so that is why! There are many countries in the world and many more provinces where the capital is not right smack in the center of that country (I miss history wizz). What do sectors do? Well I know what they used to do, manage their territory so you don’t have to. In the past they would even build mining and energy stations in systems. Now you have to do all of that. That is like the president of the US having to personally state where every bakery, shop and wallmart has to be in every town and city in the united state. There are levels to the government for a reason. Now all that sectors do (If you allow them to and if you are kind enough to give them resources to do that), is to build things on planets. Yeah, that is like my home town not being allowed to raise their own tax revenue and not being allowed to build anything unless the president gives them permission beforehand. I dare say that would never end well … for the president I mean.
  4. Planets, this I have to admit is a bit of a nit pick, but not necessarily an invalid one. Look I get it, you wanted to put in all the sci tropes and that is fine. It is just that that is not how planets work. Earth is not a desert planet nor an Ice planet nor a tropical planet nor an ocean planet it is just a planet and it has all of those biomes. Here is how planets, specifically planets with life on them work. The amount of life on a planet is limited by the least available resource that is needed for life. Usually that refers to two things energy and water. The more you have of both the more life you get. In the dessert (you can’t remember your name) you have plenty of energy but very little water thus very little life. In Antarctica you have plenty of water but very little energy thus very little life. The amazon has plenty of both thus plenty of life. And planets could simple vary along these continues scales of energy and water. Some of them could of course end up as ice or desert but not all of them would be as icy or as deserty and it would not be such a distinct set of categories but rather a spectrum. And each planet would fall some where on the energy and water spectrum. The problem with the current system is not only the fact that there are these distinct and very artificial categories but also that for some reason on a desert planet of size 10 I can have just as many people as on a jungle planet of size 10. Really? So the lack of water isn’t an issue? I guess that would explain why there are these sprawling metropolises in the Sahara and Antarctica. The energy and the water spectrum should dictate the amount of pops that can live on a planet not just planet big population big planet small population small.
  5. Battles, oh boy, now I hate myself for even saying this but it is true. The battles suck. And they suck not because they are particularly bad but because I’ve seen much better from much smaller development studios. As an example please look at Sins of a Solar Empire (Yes the name is silly), battles were actual battles that took place in space, on all 3 axes of space not on an imaginary plane in space. Ships rotated on all axis because an enemy could be anywhere, (above, below, right … you get it). And your ships could be ordered away if you though they did not have a chance. They did not have to do an “Emergency Jump” … of wait a minute so they still have the warp drive but only in an EMERGENCY. I believe you see the inconsistency here. In Stellaris if I engage an enemy fleet either I win they win or I do an EMERGENCY jump or they do it. Ok … why can’t I just order my fleets away? Because we said so! This wasn’t a get out of jail free card. In the above mentioned game when you ordered your fleet away you were still loosing ships. Because the enemy was not so stupid as to let you leave when they knew you were taking a beating, but you could leave and you could outrun him if your ships were faster. Nope let’s not do that.


As the philosopher Forrest G once said “And that’s all I have to say about that”, I doubt any of these issues will be addressed but I would be remiss if I did not say them. I guess the problem is that the devs have this fewer is better mentality, as if don’t give the players choices they could hurt themselves. Yes hurt me daddy devs, punish me that is what I want.
 
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Then let’s say the war would start. I am militarily superior I go into their territory I conquer some space and they take it back… oh no that’s not the case, we have hyper lanes now they can’t just jump into a system from any other system
Set hyperlane density to full, disable hyperlanes from map view, and there. No hyperlanes, and all empires can jump to any nearby system.
 
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I have been playing Stellaris since it’s launch and I never stopped.

Really? This seems surprising because your criticisms boil down to "I didn't like patch 2.0" and that patch came out four years ago.

Tbh it's kind of hard to read through your text because it's not concise and your point rambles. But to address your point about the war being different than it used to be: yeah it is, and it's better. Pre-2.0 the ability for ships to travel anywhere and do so quickly meant all war devolved into single-battle doomstacks. You put all your fleets together and smash theirs, and there you go. You're done.

The war system isn't perfect now but it's vastly better. You have to balance the value of systems vs how to defend them, you want to claim chokepoints and invest wisely in them, you need multiple fleets, and now we have all the new strategic tools of hyper relays and catapults. The game hasn't shrunk in strategic choice, it's grown.

The sector system, oh sweet summer child, yes I am going to talk about that because the vocal minority did us all a disfavor at that.

Not even the devs are happy with where sectors are, hence the various changes and the new updates we're supposedly getting next week.


Planets, this I have to admit is a bit of a nit pick, but not necessarily an invalid one. Look I get it, you wanted to put in all the sci tropes and that is fine. It is just that that is not how planets work.

Are you sure you've played for years? Complaining that Stellaris uses the scifi trope of single-biome planets is baffling given that the game has always explicitly gone for this type of science fiction. The dev's aren't idiots that need you to patronisingly explain what planets are like in the real world. It's a genre choice that works well for gameplay.

[*]Battles, oh boy, now I hate myself for even saying this but it is true.

The fact that you believe it, doesn't make it true. Introducing more tactical control over battles will just cause more micromanagement. Arguing that battles are bad because you can't order a retreat without emergency FTL is such a non issue.
 
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Really? This seems surprising because your criticisms boil down to "I didn't like patch 2.0" and that patch came out four years ago.

Tbh it's kind of hard to read through your text because it's not concise and your point rambles. But to address your point about the war being different than it used to be: yeah it is, and it's better. Pre-2.0 the ability for ships to travel anywhere and do so quickly meant all war devolved into single-battle doomstacks. You put all your fleets together and smash theirs, and there you go. You're done.

The war system isn't perfect now but it's vastly better. You have to balance the value of systems vs how to defend them, you want to claim chokepoints and invest wisely in them, you need multiple fleets, and now we have all the new strategic tools of hyper relays and catapults. The game hasn't shrunk in strategic choice, it's grown.



Not even the devs are happy with where sectors are, hence the various changes and the new updates we're supposedly getting next week.




Are you sure you've played for years? Complaining that Stellaris uses the scifi trope of single-biome planets is baffling given that the game has always explicitly gone for this type of science fiction. The dev's aren't idiots that need you to patronisingly explain what planets are like in the real world. It's a genre choice that works well for gameplay.



The fact that you believe it, doesn't make it true. Introducing more tactical control over battles will just cause more micromanagement. Arguing that battles are bad because you can't order a retreat without emergency FTL is such a non issue.

You disagree with me therefore I am wrong? Because I am rambling? Wow you will have to excuse me but I do not believe you to have provided any constructive criticism. Or you just missed my points entirely.
 
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You disagree with me therefore I am wrong? Because I am rambling? Wow you will have to excuse me but I do not believe you to have provided any constructive criticism. Or you just missed my points entirely.

No you're not wrong because I disagree with you, and it's a bit of a joke to talk about constructive criticism when you wrote 2000 words containing nothing of the sort. Most of what you've written boils down to "I don't like this so it's objectively bad". The fact that star bases have to be built around a star rather than a planet hasn't reduced anyone's choices, nor is it an objectively bad system. The single-biome planets might not be your cup of tea but they've increased in choices over time with the introduction of the economic rework, specialised world designations, advanced planet types etc.

Forgive me if I missed exactly where you provided evidence for your opening thesis that Stellaris has reduced choices over time, perhaps it would have been harder to miss if you'd focused on that point.
 
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:) it's a letter not a tweet. It's right there in the title.
I mean, I accept that the first half of your post is essentially a letter. A long-winded one that wastes a ton of words on nothing, but certainly a letter. The second half though? That is neither a tweet nor a letter, it's just a block of text because for some reason you decided that a numerated list doesn't need any other formatting.

Overall, I don't really see the point of this thread. It's just a giant soap box where you explain in far too much detail what you don't like about the game, and what other games have done better (=different and more to your liking) in your opinion.
 
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I mean, I accept that the first half of your post is essentially a letter. A long-winded one that wastes a ton of words on nothing, but certainly a letter. The second half though? That is neither a tweet nor a letter, it's just a block of text because for some reason you decided that a numerated list doesn't need any other formatting.
If words are hard to read when there are to many of them then by all means do not read them. I am not forcing you, and you are under 0 obligation to do so. So by all means please do not waste your time doing that which you do not want to do. I promise you I shall not care.
 
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No you're not wrong because I disagree with you, and it's a bit of a joke to talk about constructive criticism when you wrote 2000 words containing nothing of the sort. Most of what you've written boils down to "I don't like this so it's objectively bad". The fact that star bases have to be built around a star rather than a planet hasn't reduced anyone's choices, nor is it an objectively bad system. The single-biome planets might not be your cup of tea but they've increased in choices over time with the introduction of the economic rework, specialised world designations, advanced planet types etc.

Forgive me if I missed exactly where you provided evidence for your opening thesis that Stellaris has reduced choices over time, perhaps it would have been harder to miss if you'd focused on that point.
Here you show that you've missed my point. I did not mention anything regarding the economy as I believe that to have progressively become better. So that is either a misunderstanding or a straw man. Please read what I was saying, the planet classes have not increased at all they are now what they have always been. The economic system has increased. Also I said it is a nit-pik and I've stated that Stellaris is not a bad game. Suggesting improvements to something or pointing out some flaws does not mean I think this is bad.

I am sorry you believe that. As I have provided alternatives at all of my points. Feel free to think whatever you want. We shall have to simply disagree as I am probably rambling again.
 
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Pre-2.0 the ability for ships to travel anywhere and do so quickly meant all war devolved into single-battle doomstacks. You put all your fleets together and smash theirs, and there you go. You're done.
To be fair, it is still pretty much entirely like that in multiplayer, just build up a bunch of 20k fleets and a 2k+ army, claim all the systems and/or demand tribute, and you can basically steamroll another player entirely.
 
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If words are hard to read when there are to many of them then by all means do not read them. I am not forcing you, and you are under 0 obligation to do so. So by all means please do not waste your time doing that which you do not want to do. I promise you I shall not care.
Heh, if you truly didn't care, you wouldn't have spent your time writing all of that down, creating an account, and posting it in the first place.
In the end it's your decision, but why not spend that little bit of extra time and effort to make sure it's readable?
 
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To be fair, it is still pretty much entirely like that in multiplayer, just build up a bunch of 20k fleets and a 2k+ army, claim all the systems and/or demand tribute, and you can basically steamroll another player entirely.
I am not sure it is entirely like that. Many time's I've taken down fleets by using an all strike craft star base with a much smaller fleet. It depends. In an open battle it still is like that but with the caveat that you don't lose your entire fleet if you loose the battle.
 

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:) it's a letter not a tweet. It's right there in the title.
Yes, but if want anyone to read this, let alone the devs, can you provide a pithy sentence or two summarise your massive thesis so I can at least assess the gist of your message (as some of us don’t have the time to read it’s entirety, but would like to engage none-the-less)
 
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Here you show that you've missed my point. I did not mention anything regarding the economy as I believe that to have progressively become better. So that is either a misunderstanding or a straw man.

You claimed the game was progressing in a way that limited choices. You then chose planets as an example of this. The fact that there are more biomes and planet types than their used to be, partly due to the economic system, directly attests to the contrary.

I am sorry you believe that. As I have provided alternatives at all of my points. Feel free to think whatever you want. We shall have to simply disagree as I am probably rambling again.

You've not provided good examples of how the game has reduced choice over time. Several of your paragraphs don't even relate, in any clear way, to that opening premise. But let's work through your opening example. You claim that prior to 2.0 you had an experience in the game that is no longer likely or possible. From my understanding this is the situation you outlined:

  1. In the early game you located a primitive world beyond your territory, near an AI empire
  2. Wanting to protect the world you invaded it, thus claiming it under the old system
  3. The AI went to war with you, and it was touch and go because you didn't destroy their fleet
  4. In the end you won.

Off the top of my head (if anything is wrong feel free to point out, I'm not going to trawl through six years of dev diaries confirming dates ), here are all the systems introduced since 2.0 that have increased the choices applicable to this scenario:

  1. Warp and Wormhole were removed in favour of hyperlane as the primary FTL. Now that all empires are on the same page, geographically speaking, you can make strategic choices about what worlds and systems are important to claim and defend.
  2. Starbases are required to claim systems. Thanks to this the invasion of the primitives would not have been as simple as paying for an assault army. In a similar scenario you would have had to decide on whether to save influence for the one distant system, if you should expand aggressively and claim territory to defend, you'd have to decide what other areas of space you'd sacrifice expanding into etc.
  3. Primitives have far more interactions. Say you did claim that system, now you get to decide if you study them, uplift them, invade them, manipulate them etc. You also have far greater options for things like purging, assimilating etc.
  4. Starbases can become defensive outposts. Prior to the war you would have had to decide if it was worth expanding the primitive system's defenses, or plan on letting it fall so the resources could go to a fleet.
  5. Diplomacy has been expanded. Pre 2.0 war or friendship was about it, and that was largely based on ethics and trade agreements. With envoys, federations, and the galactic community you could have avoided that conflict and protected the primitives in other ways.
  6. Espionage was introduced. Even if you did go to war the espionage system dramatically opens up choice. In pre 2.0 there was no fog of war and you saw everything about empires the moment you met them. Now you'd have to decide how much to invest to measure your enemy.
  7. Ships can now automatically disengage. Prior to 2.0 most wars were won in the first battle. You say it was back and forth, fine but that was not typical. There's a reason the devs reworked travel and war and it's because the lack of retreating and the fast travel meant single-battle doomstacks decided the outcome most of the time.
  8. Ascension perks were introduced. Do you invest in alloys for a large military or unity for the military trees? What ascension perks can prepare you for war? None of that existed before 2.0
  9. Policies and edicts allow for quick changes to how the military performs. None of that existed pre 2.0, whereas now in such a war you could choose to spend rare resources, or save them, or to adjust your doctrine in other ways
  10. War types are different. Pre 2.0 war was simpler, without casus belli or wargoals or exhaustion. Your war now would look a lot different depending on what the reason and aim of your war was.

I think that's enough to cover the main points. I'd also question your claim that empires don't take back territory in war anymore, because I see that all the time. Hyperlanes didn't make it impossible to take back territory they just added an element of strategy to where and how wars get fought.
 
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Are you sure you've played for years? Complaining that Stellaris uses the scifi trope of single-biome planets is baffling given that the game has always explicitly gone for this type of science fiction. The dev's aren't idiots that need you to patronisingly explain what planets are like in the real world. It's a genre choice that works well for gameplay.
See, it's even funnier because in terms of planets, single-biome seems to be the norm irl.

Granted, most of the biomes we've seen boil down to various flavors of 'irradiated space rock', but still.
 
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Apr 25, 2022
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Absolutely hilarious that you focus down on one tiny misunderstanding of your set up, even when I invited you specifically to correct me if I was wrong.
So I point out where you are wrong, and not in a tiny way as scratching out a victory is far far far from wining and then you say that I did not point out where you are wrong. I believe you are correct you are hilarious :))))))
 
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Calvax

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So I point out where you are wrong, and not in a tiny way as scratching out a victory is far far far from wining and then you say that I did not point out where you are wrong. I believe you are correct you are hilarious :))))))

Another empty deflection that shows you never posted in good faith. Also shows some poor comprehension skills on your part. I did not say "you didn't point out where I am wrong", I said it was hilarious that out of everything I wrote (which went through your points in detail) which included an invitation to address misconceptions you chose to focus just on a misconception and claim victory. All without actually addressing any points.

Feeding trolls is never a valuable use of time and I very much suspect that's what you are tbh. You've picked a controversy that died four years ago and I can't imagine anyone who legitimately had played the game since launch be so clueless as to the many ways the game has opened up in choices.
 
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