I am frustrated with 2.2. Reasons why, and suggested remedies.

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maxp779

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But you CAN automate it. Of course the new sector governors might not be even as good as the old ones, but the automation is still present. IF they do too bad of a job you can always compensate by lowering difficulty by one notch and still enjoy playing just the macro game.

No, you can't automate it.

Sectors need you to manually send them resources every so often. Also since you now have no control over the size or placement of sectors this leads to going through twenty or more 1 planet sectors sending them resources. In no way is this automated. In the previous patch they build themselves. You could send them some resources to help them along but for the most part would build themselves.
 

evilcat

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Some valid points.

Piracy is not very fun. Since the fleets move slow, and with big empire you need many tiny fleets to cover in all directions which makes fleet list long.
And when pirates strike they are pathetic so it is more niunsance.
Solutions:
- Starbases create grace aura depending on size (up to 4 systems)
- More techs,traditions etc increasing base anti piracy.
- Ability to set anti piracy fleet on auto seek, they will go to lower point in out network.
- Abstraction of antipiracy fleet. We just need to reach global threeshold to just scary pirates away. Antipiracy ships does not benefit from starport maintain reduction.

Sectors. Sectors worked more or less. And you destroyed it! Sometimes i have 6 planet sector, sometimes 1 planet.
Solution:
- allow to set AI for single plannet (not sector)
- Allow to custom paint sectors
- Introduce soft cap for sector planet count equal 3+ gov level, add more cap to various techs (same as empire spree, it could even be Empire cap/20)
- Having more planets in sector gives small crime but it stacks. 10 over limit could be bad.

Production priority
Production pops managment could be better.
What i want is to set priority at what order pops need to fill the spots.
Also set ideal amount of pops on job.
Lower the time high strata reduces to lower strata.
Alloy/Good production do not have techs to increase efficiency unlike basic goods. This especially hurts for goods which are used for various things.


Tech blockade.
It is very hard to roll all tech required for Megastructures.
Also tech requirment for Master of Evolution is another hard to get.
Generally the weight if we fallow the path could be higher, so we can manipulate our fate.
 
Last edited:

SpectralShade

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Suicide fleets
Fleet reinforcements keep jumping inside guardian marauder systems and die horribly.

just wanted to point out that you already have the tool to prevent this.
If you go into system view, at the bottom of the screen, left of the bar with the name of the system, there is a button you can click that prevents your fleets from entering the system.
 

Mewens

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I'm a very casual player. I typically play on the standard difficulty setting with large universes, using Ironman about half the time. I tend to focus on diplomacy and tech; I played a few variations on devouring swarms, but didn't enjoy that form of play (create fleet -> conquer planet -> repeat didn't do it for me).

I despise this new update. I've played three games so far, always focusing on tech and avoiding combat. Each time, the result was the same: I excelled at my path and overshadowed my neighbors, but when a massive foe appeared (once a kahn, once an endgame crisis and once a fanatical purifier), they proceeded to wipe me off the map.

  • There's a lot of promise in the new economic system, but it's out-of-step with the rest of the game. It heavily favors deep specialization, but the game's war systems deeply punish specialization — in all three of my playthroughs, once I lost a planet, my economy went into an irrecoverable tailspin. Every planet became a single point of failure.
  • War seems to be the only meaningful interaction in this update. I used to be able to minimize hostile interaction and rely on high tech to see me through; that just doesn't feel possible now, as any choice that doesn't maximize alloy and fleet production feels wrong.
  • There's a lot of road-bump mechanics. What's the purpose of consumer goods? Rare resources? Housing? You can't leverage these things to win the game or accomplish goals; they're just checkboxes to tick off while you maximize alloys and fleet size. This update absolutely ballooned the number of these mechanics.
  • Every legacy feature has been dragged, kicking and screaming, into this update. Piracy was always silly, but it at least had counterplay with costs and benefits; now it just feels like a flat tax on empire size. The multiple tiers of technology feel like they're crowding each other out.
Again, this is from a completely casual point of view, but I used to be able to experiment, expand as I saw fit, and explore on my own timetable. Now I feel like there's a single path to playability — aggressively expand, ignore admin penalties, maximize alloy production, and dominate neighbors thoroughly. Anything that doesn't serve these goals is pointless. In short, this game feels like it went from a sim to an exercise in clicking the right buttons in the right order — a huge step backward, in my opinion.
 

jtrainor

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What I hate is that I'm FORCED to micromanage all of my planets because the sector AI now acts like a pithed frog and builds stuff with no regards to whether it will obliterate your economy or not.
 

Azrl26

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I completely agree with Rybear.
Stellaris 2.2 should be called Stellaris 3, as the changes in gameplay were similarly big to what we experienced when 2.0 was introduced. This Update changed the game completely and I think the developers underestimated the impact it would have. The game now feels more deep, complex, unpredictable and inaccessable than it was before, especially to new players. To me the game has also clearly gotten worse.

  • Population control is much more important, but finding information about pops is now extremely tedious as you need to click several times where before you had all pops right before you. Just compare how you find out about the happiness: before you could tell the approximate happieness of your ALL the pops at one glance. Now you need to go through every single one in the list by clicking on them.

  • Also it seems, if your empire is not growing constantly it will become subject to massive overpopulation and this can completely break your economy. Yes, I know there is a "Population control" decision but I don't know how many pops a planet can sustain, and honestly, I don't care that much for I would miss the perfect moment anyway. I prefered the clear limitation by the number of tiles. The player being able to set a limit would also be a solution. Also migrating pops are gone, so a planetary population is completely unable to shrink which amplifies the issue.
  • Resource consumption/production is highly unpredictable. I once had -100 Food and had to change all districts to agrarian an build Farms to get to +0 again. Then I adopted the "Agrarian Idyll" Government Trait and suddenly I had +60 Food again. Why? The Agrarian idyll has nothing to do with food production, has it? Later, when "Farming Subsidies" ran out, I readopted it suddenly had another 40 Food more, so the Edict seemingly was not in effect before? Bug? The same with energy and minerals.

  • Also the " X from jobs" in the tooltip is simply not sufficent to quickly get an idea of what is going wrong in the empire. Generally I think the UI is not up to the task of providing an overview for this increasingly complex game.

Friday we started a multiplayer game where l was playing a peaceful empire. I started at the edge and had only two neighbours, a Friend of mine and an agressive AI. Throughtout the whole game the enemy has proved to be more challangeing than expected. Strangely the guy at the other end of the galaxy was surrounded by empires twice as big with weaker fleets than mine and he was able to cut through all of the with ease. Is this intended? It makes the game more interesting but also unpredictable and in that case unfair for I was absolutely cornered and unable to expand. None of us found the game gripping anymore. It is simply too tedious to be enjoyable.

I know the developers will not go back to the old system. They never do, even when the system is broken (like Institutions and Castles in EUIV), but I hope there will be massive Improvements on accessability.
 

DeathSheep

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  • Resource consumption/production is highly unpredictable. I once had -100 Food and had to change all districts to agrarian an build Farms to get to +0 again. Then I adopted the "Agrarian Idyll" Government Trait and suddenly I had +60 Food again. Why? The Agrarian idyll has nothing to do with food production, has it? Later, when "Farming Subsidies" ran out, I readopted it suddenly had another 40 Food more, so the Edict seemingly was not in effect before? Bug? The same with energy and minerals.
Agrarian Idyll's main effect is to add 1 Housing to all Generator, Mining, and Agricultural Districts, but it also causes farmers to produce 2 Amenities in addition to the food. It's possible, what with all the agricultural districts you'd built, that the sudden Amenities boost from adopting Agrarian Idyll made everyone happier and more productive.

It's also possible that adopting Agrarian Idyll had nothing to do with the increase in food production and you just happened to have a bunch of pops mature with no jobs to take other than farming at the same time as you adopted it.
 

Rybear

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Agrarian Idyll's main effect is to add 1 Housing to all Generator, Mining, and Agricultural Districts, but it also causes farmers to produce 2 Amenities in addition to the food. It's possible, what with all the agricultural districts you'd built, that the sudden Amenities boost from adopting Agrarian Idyll made everyone happier and more productive.

It's also possible that adopting Agrarian Idyll had nothing to do with the increase in food production and you just happened to have a bunch of pops mature with no jobs to take other than farming at the same time as you adopted it.

I'm glad that response is here. Thank you for the clarity.

This is sort-of what I mean in this game update: How the hell do I manage even a simple problem like food, without being in the weeds 100% of the time?!?!

A couple of off-subject thoughts:
I've rolled back to 2.1.x. Hey, look, I'm having fun again!
<JOKE>How about a feature that just kills everyone in your empire and pops a message saying "You have died of dysentery."</JOKE>
 

wingren013

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What I think that the game could really use is a job overview in the top bar next to pops. Have it show a single number that is the total number of jobs in yiur empire and then hivering over it gives you a tooltip that breaks down the number of jobs occupied and the number of jobs for each job. So ut would say 50/60 miners 10/10 metallurgusts, etc...
 

methegrate

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I'm a very casual player. I typically play on the standard difficulty setting with large universes, using Ironman about half the time. I tend to focus on diplomacy and tech; I played a few variations on devouring swarms, but didn't enjoy that form of play (create fleet -> conquer planet -> repeat didn't do it for me).

I despise this new update. I've played three games so far, always focusing on tech and avoiding combat. Each time, the result was the same: I excelled at my path and overshadowed my neighbors, but when a massive foe appeared (once a kahn, once an endgame crisis and once a fanatical purifier), they proceeded to wipe me off the map.

  • There's a lot of promise in the new economic system, but it's out-of-step with the rest of the game. It heavily favors deep specialization, but the game's war systems deeply punish specialization — in all three of my playthroughs, once I lost a planet, my economy went into an irrecoverable tailspin. Every planet became a single point of failure.
  • War seems to be the only meaningful interaction in this update. I used to be able to minimize hostile interaction and rely on high tech to see me through; that just doesn't feel possible now, as any choice that doesn't maximize alloy and fleet production feels wrong.
  • There's a lot of road-bump mechanics. What's the purpose of consumer goods? Rare resources? Housing? You can't leverage these things to win the game or accomplish goals; they're just checkboxes to tick off while you maximize alloys and fleet size. This update absolutely ballooned the number of these mechanics.
  • Every legacy feature has been dragged, kicking and screaming, into this update. Piracy was always silly, but it at least had counterplay with costs and benefits; now it just feels like a flat tax on empire size. The multiple tiers of technology feel like they're crowding each other out.
Again, this is from a completely casual point of view, but I used to be able to experiment, expand as I saw fit, and explore on my own timetable. Now I feel like there's a single path to playability — aggressively expand, ignore admin penalties, maximize alloy production, and dominate neighbors thoroughly. Anything that doesn't serve these goals is pointless. In short, this game feels like it went from a sim to an exercise in clicking the right buttons in the right order — a huge step backward, in my opinion.

I don't think the combat-focus is new. Stellaris has always been a wargame that pretends to be something else. Maybe not intentionally, but there has never been more to do than war. If you're not fighting someone you're either preparing to do so or watching Netflix while the game runs in a separate window. It's been that way since 1.0.

And I've got no problem with specialization. It's the kind of zero-sum tradeoff Stellaris needs more of. Your economy does better if you specialize, but you are militarily more vulnerable. I think that's great.

The rest... I kind of agree with you. I see where they're going with a lot of these ideas, and I actually like them quite a bit more than you. I think the idea behind most of the new resources like consumer goods, housing, etc. is to create a balancing act in your economy, so that you have to keep an eye on everything at once. But you are right, in practice it's all just a tax. You maintain the minimum then put everything else into alloys.

I think the first two things I'd change are:

- Rebalance rare resources. Synthetic factories produce way too many, and they should be necessary for more components and technologies.

Strategic resources should drive conflict and define how your empire develops. A system with motes or crystals should be worth fighting over. If you have supplies of gas in your empire, that should push you to an energy-focused strategy. Right now, though, you can synthesize them too easily and they're not relevant until way too late. Making strategic resources more scarce and more necessary would help both sides of their purpose.

- Ongoing uses for other resources.

The problem is that alloys are the only resource you need more than zero of. Food, energy, housing and consumer goods all feel like nothing more than taxes because that's what they are. You have a number you have to hit (monthly consumption). Then you add +5 for colony ships. There's no good reason to build anything past that so there's no choice to make. You optimize then move on.

Minerals are more interesting because you need to split them between dedicated military use (alloys) and your civilian stockpile. I like how that works.

The other resources need similar ongoing uses. There should always be something you can spend food, energy and consumer goods on that will build your empire. It should be viable and competitive and should not cap out, so that at any time I could either spend 200 alloys on a corvette, 200 consumer goods on an X or 200 energy on Y.

This is already tl;dr, so I won't speculate too far. But my basic sketch would be be: Consumer goods, economic development and civilian ships. Food, pop growth. Energy, research and much more significant edicts.

And I'd either get rid of piracy or overhaul it completely. I'm not sure why anyone thought that it's a fun mechanic as-is, but it's not. You just build a few corvettes and click "patrol."
 

~Robbie

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Right now, the game is unplayably micro-heavy for me.

I'm a guy who likes micro when it leads to meaningful and interesting decisions. I am perhaps PDX's ideal customer in the sense that, if the options are fun, I can min/max for hours and have fun the whole time.

The problem is that there are no interesting decisions or meaningful options under the new system. It's all just busy work that they're disguising as "depth". Needing to tab back to your planet every 30 seconds isn't depth, it's just repeatable tedium that's born out of a lack of effective management tools. If we could automate a lot of it, then it would be a lot better, but we can't. The game has become a massive babysitting simulator and it's sucked the fun out.

Was the old planet system "deep"? No, it was shallow. But it was a whole lot more fun then the current system. Set each planet up for max output, or for your desired output on planets that didn't tip too far in one direction, and be on your way. Pop in a little while later to upgrade all the buildings and you're done. Now it's just a constant need to put out fires to accomplish the same thing that you used to be able to do without the babysitting. Who thought this was an improvement?
 
Last edited:

DerGrößteRitter

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Was the old planet system "deep"? No, it was shallow. But it was a whole lot more fun then the current system. Set each planet up for max output, or for your desired output on planets that didn't tip too far in one direction, and be on your way. Pop in a little while later to upgrade all the buildings and you're done. Now it's just a constant need to put out fires to accomplish the same thing that you used to be able to do without the babysitting. Who thought this was an improvement?

Eh, matter of opinion. I despised the squares with the individual POPs on them. I didn't consider it fun at all.
 

TheHolyAsdf

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Hi,

I originally posted a complaint about the update but after spending another good 30 hours playing on Grand Admiral against 2x multi-crisis + war in heaven simultaneously, I have a more consolidated opinion.

> Sectors are auto-created. I hated this. But since leadercap is removed, I guess it's okay now because it's easily ignorable

> Building a fleet is no longer 1) Max minerals 2) Build. You have to jump through many hoops setting up mining planets, then forge worlds and then refining worlds to build a large fleet, all the while balancing jobs, housing and amenities. And overall, i found that I operated comparatively smaller fleets. Even 2x crisis are difficult to deal with despite my empire had 2K+ pops.

> Having finally understood how I should build my economy by specialising planets and how policies can deeply affect it. I do overall enjoy the economy, jobs, structures, how each planet has their own personality/culture/purpose and most of how the planet rework has resulted.

My current complaints have changed:

1) Managing planets and balancing, housing, population, jobs and amenities is quite micro-heavy late game. They are extended distractions if i am at war, fighting crisis and such, I often I had to go back saves because I was too busy fixing up planets and not paying attention to my fleet's whereabouts where they subsequently were destroyed by crisis fleets. I could pause, but i think that's a sub optimal solution as it is not realistic to do that in multiplayer games

2) Population no longer contributes to starbase cap. I generally needed additional starbases as anchorages for naval capacity, but I found that I can spam fortress habitats to increase naval capacity as a work around.

3) Game overall runs slower and 2 - 3x takes longer to load

4) The user interfaces could use some changes and improvements. Such as the armies tab. Perhaps move planetary features to its own tab since there is a lot of information in the planet tab.

Trying to learn and figure out the major update was frustrating especially when i have over 600 hours of play and I feel like I don't know how to play anymore in the beginning, and I do have to agree with many of the initial complaints that their experiences were genuine. But I do like the update now
 

Daffius

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How would people feel about a return to the old open choice sector system, with a governor planet limit based on skill thrown in for balance, so people don’t just dump the entire empire into one mega sector? (Assuming one mega sector is meant to be prevented by design in the current configuration.)

I disliked the post as that feature was my single most disliked aspect of pre2.2, hence I don't agree with the suggestion to roll back to that.

Then again, I'm a micro freak and even pre2.2 I modded out sector limits, as giving AI control over even a single planet gives me the creeps. The previous system forced (!) you to do so, which I despised.

However I do understand that people have their preferences and many find this micro heavy. So I'm open to automation as long is not compulsory* like the old system.

*Under compulsory I mean that there was a whole system built around it, with planet limits and sector sizes. Civs had distinguishing features based on how many planets they could control. Etc.

What I'm trying to say is that as long as automation/Sector AI is handled as a possibility to ease micro to whoever wants it and not an integrated mechanic, then I think it's the best of both worlds.
 

Agamemnic

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Hi,

My current complaints have changed:

1) Managing planets and balancing, housing, population, jobs and amenities is quite micro-heavy late game. They are extended distractions if i am at war, fighting crisis and such, I often I had to go back saves because I was too busy fixing up planets and not paying attention to my fleet's whereabouts where they subsequently were destroyed by crisis fleets. I could pause, but i think that's a sub optimal solution as it is not realistic to do that in multiplayer games

This. And to think they'll be adding an espionage layer next. Micro hell here we come
 
Last edited:

Korgarath

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I have no problems with most of the content of the update, what I don't like is the AI doesn't seem to know how to play the game anymore. I appreciate Stellaris' AI has never been brilliant but it amazes me how Paradox seems to exclusively focus on pushing out new content rather than fixing the existing gameplay. Still, in the past I could have never done what I did the other day - Ironman with 25 AI's all on advanced start & Grand Admiral difficulty. I played Fanatic Xenophobe/Materialist & focused on pop growth from immigration, made friends with 2 powerful neighbours, focused capital planet on science labs and captured 2 other planets & about 10 systems. After a few years literally all other empires except the FE were pathetic in research, soon after pathetic in economy too and then of course once fully teched up I switched to war economy and pumped out a fleet of BS/Titan and low and behold everyone else pathetic in fleet power. The advanced AI's on the highest difficulty were still rolling with 4k-8k fleets by this time. So yes maybe research from jobs is brokenly strong - it feels totally pointless to build the Science Nexus now for example - but I have never remembered the AI being this bad. One thing I have noticed is they always seem to go extremely wide, so perhaps they are going way over the Admin Cap and borking their own research and economy.
 

DerGrößteRitter

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if you realize that jobs are just tiles with pops in them, then you also realize that you still got what you despise, the UI to handle it just got alot worse.
I meant the whole mini-game with building placement and proximity bonuses and whatnot. I was not a fan of that. Unless I am missing something and that is still in?
 

FiddleSticks96

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I've now played, partially, 3 games of the new system. I'm probably dropping playing this game until I see things come back to fixed. I am FURIOUS that you messed things up this badly.

This details my comments, appreciations, and complaints, with suggested remedies. If this should go somewhere else...well, I started the thread, don't feel a need to respond. I mostly hope this makes it to the product owner so they have input to fix this stuff. (Yes, I'm in agile software dev myself.)

Very high level summary:
  • You have made a game that was mostly executive in nature into a complete micromanagement slog-fest.
  • Things are so micro-oriented now that I'm genuinely looking for something else to play.
  • The complexity you added in 2.2 is not balanced with playability.
  • Many of the ideas are good but they needed more polish. I suspect this update had minimal broad playtesting.

SUBJECTS
  1. TRADE. Interesting system. Adds a new resource that has some flexibility. Overall I like it.
  2. PIRACY. Valid concept, too complex. UI is kludgy, feels like you bolted it on to the side of an existing system. Suggestion: Abstract the antipiracy activities greatly. A system I've seen be successful in the past is to assign ships to antipiracy. They're taken out of the main play and manage themselves. Assigning them and de-assigning them is like changing a policy. You could buy "police ships" the same way you buy construction and science vessels. You pay maintenance on them, but they're just out there, doing their thing. You don't manage where they go. Occasionally you have to add more due to length of trade routes, increased piracy, or ships getting shot down. You could still have pirate bases or fleets that the Navy needs to take care of, but that's not part of trade.
  3. SECTORS. You added a ton of micromanagement to planets, then nuked the very effective sector system. I cannot understand how this was successful in playtesting. Managing planets is now a game to itself. Suggestion: Simply restore the old sector system. This will go a long way towards fixing things. Alternate suggestion: permit sector capitals, then a radius of control in jumps that the player can set. Systems which would overlap have a tiebreaker rule, like sector created first or senior governor.
  4. SECTOR INSTRUCTIONS. I suspect this is actually a defect. I cannot give instructions to governors that make any sense; only the old 4 categories, no management of pops, construction in sector space, or anything else. Suggestion: clean this up & restore useful abilities.
  5. RESOURCE CHAINS. I actually like that there are levels of refinement necessary, and everything isn't just "easy to build". I have always felt that ships were too easy to build to massive fleets, and preferred the idea that battleships should be a Big Deal, not just tons of them everywhere. So, some of this is good. The problem: you've made me micromanage this aspect of the game. Resource levels swinig wildly up and down for no reasons I can tell. Suddenly shifting between +50 income to -25 deficit, or the reverse, without any clear reason to me. I'm sure there is one, but I'm not poring over every planet to figure out what alloy plant just came online that is now draining my volitile motes! Suggestion: Make this easier. Give me some UI that shows me what is draining my "X" resource, what is producing it, and levels of use (in a graph) over time. Alternately, make this simpler overall as this is a ROYAL pain in the ass to manage.
  6. PLANETARY MANAGEMENT. You added depth to planets in a way that adds to the game...and changes it to a new game completely. I like the foundations of the new system - planet populations being larger/growing, sector management, limited "special" building spaces being earned with increasing size. Good ideas. Just...a wholly different game when you implement this much of them. Now I'm focused not on my empire and being an executive, I'm a micromanager in the accounting office. Combine this with the sector problems I describe....and the game is almost unplayable. Suggestion: If you're going to keep this level of complexity you have to add something that makes it easy, not just pretty. You're going to have to show me many or all planets at once, let me perform operations right on that screen, and understand the impacts of them. I need to see planets in the context of other planets. You clearly are rewarding specialization of planets in the current design, so I have to make sure the whole design of specializations hangs together. Again, this has become REALLY complex in a way I wasn't looking for. A good UI would make it easier.
  7. BALANCE OF FORCES. This is actually kind of positive. As I noted a little earlier, I like that it's not so easy to just sit things out, make a fleet of 40 battleships, and start kiling things with a 150K point fleet. Because of alloys and other resources fleets aren't as huge, fights are more balanced (and therefore harder to win) and bases count for more. I do like this. I hope there's a way to keep it without me having to be an accountant at the same time (see other points here).
  8. FUNCTION KEYS. I'm sure this is minor, but should be easy to fix. You changed the F[x] hotkeys. Suggestion: make these player configurable in an easy UI. I see there's a textfile to edit. Don't make me think that hard, OK?
  9. EVENT LOG. Strange as it sounds sometimes when I'm pressing keys to do things, the game pops me a message of some kind and I inadvertently dismiss it because I was already pressing the ESC key to exit a menu. Sometimes I can guess what it was, sometimes I can't. Suggestion: Couldn't you write a record somewhere and show me an event log of these things so I could at least know what happened?

A couple of game enhancement suggestions.
  1. MORE JUMPLANE / WORMHOLE SPECIALS. Things that could add mid or late-game interest is the ability to scan for "hidden" wormholes or jumplanes, where they require hyperdrive 2 or 3 to traverse. Sudden changes to geography in the game could make it interesting.
  2. MID/LATE GAME SCIENCE SHIP OPPORTUNITIES. Similar to the above, perhaps have some events which can only be detected with new sensors, developed generically at tech 3-4-5. Possibly adapt the Curator labs for this purpose. This could permit a new round of discovery, or other uses for science ships. This might give the game more of a "final frontier" flavor.
  3. IMPROVE CARRIERS. Lots of workshop ideas have been done here: you should adopt some of them. Make carriers and fighters more useful as standoff weapons, and antimissile weapons.
I think that's enough for now.

Best wishes with the game. I'm hoping to see good things in the future...I just will probably stop logging hours on it shortly.

Rybear.

1) It needs some polishing but it otherwise a good addition to the game. I agree.

2) This may be because I've only played tall games in 2.2 so far, but I've never had to pay attention to piracy so far. A couple well placed bastions remove piracy from my empire completely. I may be so hesitant to deal with it further because, as you so succinctly said, it feels like the trade route interface was bolted onto a pre-existing interface. That seems par for the course in 2.2, a clunky mess of new interfaces. I'm sure it will be cleaned up once the holiday is over. I disagree that piracy needs another rework though. It is fine as it is, it just needs to be more intuitive.

3) I hate sectors. I always have. Perhaps I always will. Maybe if the AI didn't operate like a mentally disabled chimpanzee I'd sing another tune, but until I see some major improvements to the game's AI I would be happy to see sectors removed from the game entirely. In its current state sectors are actually worse than before, which is impressive all things considered. I could start a new thread on just how insane the new sector creation is, but I'll settle with this point for the time being. I want the ability to create, reshape, and disband sectors like pre 2.2. At least this way I will be able to make sense of my empire's layout.

4) You have the problem because the sector AI is someone more disabled than the AI of the Empire Earth series. Personally, I will never surrender control of even a single planet to the sector AI. If I wanted to damage my economy I would abandon a couple colonies. It is easier and has about the same end result.

5) This is indicative of a larger issue with 2.2. The new interface, while having potential, is not in a good place right now. What the game needs is a cleaned up and more intuitive interface. I am withholding judgement on this point until the promised QOL updates start rolling in after the holidays.

6) Ironically, 2.2 added micromanagement to the game when one of its primary goals was to reduce micromanagement. Reintroducing the ability to manually move pops around so you can choose what job they will work would vastly improve efficiency, although it won't help the micro. I can only assume the AI that is deciding what pops go where by using a dart board. I feel like a broken record at this point but again, I am withholding judgement on this point until I see what the promised QOL updates bring.

7) I have definitely noticed a drop in how quickly I can field a large navy, at least until the late game. I don't really have any more to say on this point except that I mostly agree, although the overall economy of 2.2 still needs some balancing.

8) It is insane that there is no option to customize hotkeys in this game. I agree 110% percent that this should become a feature asap.

9) This exact thing has happened to me dozens, if not hundreds of times. An extra tab in the event log that keeps as backlog of, say, the past 10 or 20 notifications would be a welcome addition.

No, you can't automate it.

Sectors need you to manually send them resources every so often. Also since you now have no control over the size or placement of sectors this leads to going through twenty or more 1 planet sectors sending them resources. In no way is this automated. In the previous patch they build themselves. You could send them some resources to help them along but for the most part would build themselves.

What I hate is that I'm FORCED to micromanage all of my planets because the sector AI now acts like a pithed frog and builds stuff with no regards to whether it will obliterate your economy or not.

As far as I'm concerned, sectors are the single most self-destructive feature in the game. I've been penalized less from losing wars then I have by sector AI. I daresay that sectors are a cancer upon stellaris. And what is with the new sector creation system? I was lead to believe it was based off of star clusters, aka "constellations," but no, sectors are created seemingly at random. I can't imagine designing a system this convoluted on purpose. I never thought I would miss the old sector system but 2.2 continues to surprise me in new and frustrating ways.