Considering how micro intensive stellaris has become and to some extent always was
I think it's time to consider governing whole systems/sectors instead of everything within it. Now some might say restore&improve sector AI and we can have that but I want to illustrate things beyond that with this thread.
1. Roleplay
With systems and varying decrees of autonomy governers become much more fun to interact with, traits like corrupt actually start to matter. Your pops ethics also become more important as the will decide whether a military academy, a temple or a robot foundry is more important to them.
2. Economy - Independence, Ownership & Agency
One big problem for ruler style games like Tropico 3-6 is that the player owns everything and thus the population has no real agency. Now with independent mining/trading/slaving/tech-companies factions in the game have agency through the means of wealth they are creating and can become an actual state within the state unlike the neat civ-picks that some of them are now.
3. System Development
I find the idea of a system developing through indirect inputs much more interesting than building everything myself and it also scales much better with larger galaxies, see 3.1. Think about privately owned shipyards that grow because you allow/encourage space tourism/trade or even the export of warships in addition to just having the option of upgrading a starbase and building some modules.
3.1 Total Utilization
Having to manage several planets in a system is very micro-intense add to that a few habitats and you still haven't utilized half of what a star system can offer - Moonbases/prisons, Asteroid facilities, cloud cities on gas giants (Bespin) or noxious worlds with thick atmospheres like Venus, facilities on molten worlds...
4. Espionage/Diplomacy DLC
It's just a matter of time till it's released and it will work much better with the aforementioned things - somewhat independent systems rather than one solid empire - having to send inquisitors/Gestapo around to make sure nothing is brewing in your sectors.
5. Total War - Medieval 2
A strategy game staple yet it did a very poor job of portraying feudalism. One problem of most strategy games is that you snowball. France gobbles up modern day france's territory then spain, italy, the hre... In reality systems don't grow like that it's much to easy to expand without loosing any influence even on the furthermost reaches of your empire.
I'd much rather spend my time taxing systems to have funds to build my fleet and major projects, dealing with events and do some actual governing rather than telling planet A to build a city district, planet B to build a commercial district and system C to build mining stations for the 1067-time.
I think it's time to consider governing whole systems/sectors instead of everything within it. Now some might say restore&improve sector AI and we can have that but I want to illustrate things beyond that with this thread.
1. Roleplay
With systems and varying decrees of autonomy governers become much more fun to interact with, traits like corrupt actually start to matter. Your pops ethics also become more important as the will decide whether a military academy, a temple or a robot foundry is more important to them.
2. Economy - Independence, Ownership & Agency
One big problem for ruler style games like Tropico 3-6 is that the player owns everything and thus the population has no real agency. Now with independent mining/trading/slaving/tech-companies factions in the game have agency through the means of wealth they are creating and can become an actual state within the state unlike the neat civ-picks that some of them are now.
3. System Development
I find the idea of a system developing through indirect inputs much more interesting than building everything myself and it also scales much better with larger galaxies, see 3.1. Think about privately owned shipyards that grow because you allow/encourage space tourism/trade or even the export of warships in addition to just having the option of upgrading a starbase and building some modules.
3.1 Total Utilization
Having to manage several planets in a system is very micro-intense add to that a few habitats and you still haven't utilized half of what a star system can offer - Moonbases/prisons, Asteroid facilities, cloud cities on gas giants (Bespin) or noxious worlds with thick atmospheres like Venus, facilities on molten worlds...
4. Espionage/Diplomacy DLC
It's just a matter of time till it's released and it will work much better with the aforementioned things - somewhat independent systems rather than one solid empire - having to send inquisitors/Gestapo around to make sure nothing is brewing in your sectors.
5. Total War - Medieval 2
A strategy game staple yet it did a very poor job of portraying feudalism. One problem of most strategy games is that you snowball. France gobbles up modern day france's territory then spain, italy, the hre... In reality systems don't grow like that it's much to easy to expand without loosing any influence even on the furthermost reaches of your empire.
I'd much rather spend my time taxing systems to have funds to build my fleet and major projects, dealing with events and do some actual governing rather than telling planet A to build a city district, planet B to build a commercial district and system C to build mining stations for the 1067-time.