The thing is that the new planet system might be okay if it was in a game that largely revolved around little more than managing planets. But Stellaris isn't that game.Pretty atrociously high.
I think, before a gameplay element is introduced, it should be informed by the philosophy that any decision the player has to make in a strategy game should be "How does this allow the player to interact with the other players in the game", and while I was no fan of the tile system, the sheer amount of attention the new system requires detracts from those other, more interesting strategic decisions and represents a missed potential. So much of it is navel gazing rather than naval gazing.
With that play on words, the focus should be on placing pieces on the game "board" and on the player interacting with the pieces owned by each player. Given that the attention the player has is a finite resource, the focus should be on spending that attention on elements which interact with other pieces of the game.
For me the new economy falls flat because it must be mastered to play well while competing with the other players/AI, but there is very little way for others to interact with the choices you yourself are making.
I can't help but feel like Paradox made a system they found was engaging, without any kind of consideration as to how it might fit into the existing game that is Stellaris. You can make the best system in the world, but if it doesn't fit Stellaris, it's not going to be good. The new system takes so much time and attention away from the player that it actively detracts from other aspects of the game. Does anybody actually enjoy juggling 50 planets during a war with a fallen empire?
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