I am all for pointing out flaws and stupid oversights in Stellaris(or any game for that matter), but I feel like this forum has turned rather negative over the last few days. Of course I would have liked if 1.5 came out flawlessly and without oversights, but I think at this point people are simply refusing to acknowledge the many things it DID fix. How about we take a moment to look at the things it improved so Paradox doesn't become too afraid to do big changes to the game in the future.
As a note, I have played Utopia a decent amount, but mostly the first 40 years of gametime some 4 or 5 times now, so I have not actually encountered the game breaking bugs people seem to complain so much about.
The changes to buildings are are a godsend and have made micromanaging planets fun for the first time since release. It is still "simple" but no longer obviously brain dead.
Food as a galactic resource and unity as a resource that can be build but has no default tiles finally ties the system together. Empty tiles now become contested spots rather then just "Oh, another mineral plant/power plant I guess", your home planet with will certainly have to suppress some resources to be able to hold Hypercom forum, Ministry of Benevolence and Heritage Site, and I appreciate having to make decisions. (pre 1.5 I would always just delete all my farms once the pops finish growing and have 1 farm per planet, causing food to both be micro heavy and a dead tech)
The changes to the details mapmode(or more so, the non-detailed map mode) were long overdue, but now I will never have to strain my eyes past a million green numbers again.
The traditions are mostly interesting and have a noticeable impact on how you play the game.(you can complain about them unlocking too fast somewhere else, that doesn't change that the unlocks are valuable) Due to how powerful they are early in the game, your empire can really play out differently based on the first few tradition picks.
Sectors are actually pretty competent now, at least from my (somewhat limited) testing. You give them a normal planet with pops to run and it will do that just fine, even colonized a planet in the sector and it is building the spaceport and building efficiently.(It did eat the alien pet tile for a science lap, but hey, you could argue that was more efficient) I am glad for being able to see what it is doing with its resources, it makes me feel a lot more confident in it.
The faction system seems like a good middle ground between something complex like Vic 2 and the non existence of it in EU4. It gives you some direction/pointers in what you should be doing to appease your population while helping the world building.
Civics give you some new ways to start the game or otherwise modify your experience from early on, rather then having to wait ages into a game before you can do something specific.
The ascension perk system allows empires a little more uniqueness with a sense of direction. I prefer that above the "just tech the rare stuff when it pops up" progress of before, that often meant that you would just have all 3 paths by the end.(Though, again, I have never actually hit the ascension path. How well they are executed on their own right is a whole different topic that I can not yet talk about)
As a note, I have played Utopia a decent amount, but mostly the first 40 years of gametime some 4 or 5 times now, so I have not actually encountered the game breaking bugs people seem to complain so much about.
The changes to buildings are are a godsend and have made micromanaging planets fun for the first time since release. It is still "simple" but no longer obviously brain dead.
Food as a galactic resource and unity as a resource that can be build but has no default tiles finally ties the system together. Empty tiles now become contested spots rather then just "Oh, another mineral plant/power plant I guess", your home planet with will certainly have to suppress some resources to be able to hold Hypercom forum, Ministry of Benevolence and Heritage Site, and I appreciate having to make decisions. (pre 1.5 I would always just delete all my farms once the pops finish growing and have 1 farm per planet, causing food to both be micro heavy and a dead tech)
The changes to the details mapmode(or more so, the non-detailed map mode) were long overdue, but now I will never have to strain my eyes past a million green numbers again.
The traditions are mostly interesting and have a noticeable impact on how you play the game.(you can complain about them unlocking too fast somewhere else, that doesn't change that the unlocks are valuable) Due to how powerful they are early in the game, your empire can really play out differently based on the first few tradition picks.
Sectors are actually pretty competent now, at least from my (somewhat limited) testing. You give them a normal planet with pops to run and it will do that just fine, even colonized a planet in the sector and it is building the spaceport and building efficiently.(It did eat the alien pet tile for a science lap, but hey, you could argue that was more efficient) I am glad for being able to see what it is doing with its resources, it makes me feel a lot more confident in it.
The faction system seems like a good middle ground between something complex like Vic 2 and the non existence of it in EU4. It gives you some direction/pointers in what you should be doing to appease your population while helping the world building.
Civics give you some new ways to start the game or otherwise modify your experience from early on, rather then having to wait ages into a game before you can do something specific.
The ascension perk system allows empires a little more uniqueness with a sense of direction. I prefer that above the "just tech the rare stuff when it pops up" progress of before, that often meant that you would just have all 3 paths by the end.(Though, again, I have never actually hit the ascension path. How well they are executed on their own right is a whole different topic that I can not yet talk about)