Well, you asked for it. Wall of text incoming.
PRIORITY #1 ADD THE SPACE UNICORNS WIZ PROMISED.
Top of the list for actual gameplay: Buff Machine intelligence energy production, or add an extra technician job per energy district, so it stops being more efficient to use bio reactors on every planet (but might still be better if it has like 12 agri districts).
Second, I know why it was nerfed (I knew I should have got the Comrade insurance when the curators offered), but robots, especially the machine intelligence variety, who don't require things like "growing up" or an "education," need to have a base growth at least on par, if not exceeding, that of organics. It should also be able to somewhat keep up with organics as the game advances. For regular organics allow the robotisisct building to be upgraded to add more jobs. For MI's, maybe make the synthetic age AP give a 25 or 50% growth boost?
Thirdly, having played regular empires first, then gestalts, gestalts need some kind of compensation or equivalent to the power of trade. As an organic, by 2400, I can have 4k EC a month from trade, easily. In fact, in my first game, I literally didn't build a single energy district, and still didn't have any problems keeping up my income, which allowed me to heavily invest in other sectors of my economy. As a hive mind, despite not needing to use CG, Energy was something I was almost always desperately trying to balance until the end game, and I can say with full truthfulness that at least half my planets were covered in power plants just to keep up with the demand. I haven't tried a machine intelligence yet, but considering that they also eat energy, I might not try them at all until something addresses the energy issue, which is a shame, as they're my favorite empires to play.
Fourth, Rouge Servitors need some love, as with the changes they received its essentially a useless civic, as with the empire bonuses gone, and the minimal impact that the happy pops will have on planet production, if you want the servitors to get a boost from bio trophies, you need to have a lot on one planet, which means production there is hurt by thee need to accommodate them. I'd love if it could be made to be like it used to be, so we could be able to have a gaia world full of bio trophies, with a dozen or so machine pops maintaining them, and that would boost the production of my machine worlds. 2.2 has essentially changed them from the most powerful machine empire to the worst.
Fifth, the ai can't function. I know after apocalypse it couldn't feed itself, but now when I check their planets I see that they cant provide themselves housing, amnesties, or even jobs, and a good quarter of the time I just watch ai empires implode into rebellions that inevitably can't maintain themselves either because of it. This is especially bad with Rouge servitors, as they cram all the biotrophies on their homeworld, and then they just keep revolting. My current game has another hivemind, who can't provide itself amenities, and then his worlds revolt, spawning a default empire with a leader from a species that doesn't exist, and then they purge themselves out of existence (that's going into a bug report as soon as I can figure out how to use paradox zen to do so, because probation preventing regular bug reports is ret**ded). By 2300 my 10k fleet is the strongest non FE fleet in the galaxy, and the AI is literally incapable of defending itself from the tempest or the khan because of it, never-mind the endgame crisis. I shouldn't have to play on grand admiral just to give the ai the cheats it needs to sustain itself.
Pulsars that spawn the wraith need to have a modifier on them that says something is going to happen when the 2 pulses sync, and it needs to notify you about it's status if you weren't the original person to find that star, but end up conquering or surveying it later.
Game performance, especially in the endgame. Early game, time flies, and I can say it honestly seems to run better than it did before 2.2. Lategame can literally take over a minute per month, and I legit end up reading a book while the game is going on so I have something to do while I wait for buildings to finish and fleets to move.
Let me define sector borders again (but leave the option to have them off).
Lastly, and extremely important: the space unicorns we were promised. Status update on them please?
That's my issues with the game as is, in the order I hope they get addressed. I'm not trying to put any pressure to get them done faster, or in a specific order, this is just what I personally think needs work in the order I hope they get worked on.
PRIORITY #1 ADD THE SPACE UNICORNS WIZ PROMISED.
Top of the list for actual gameplay: Buff Machine intelligence energy production, or add an extra technician job per energy district, so it stops being more efficient to use bio reactors on every planet (but might still be better if it has like 12 agri districts).
Second, I know why it was nerfed (I knew I should have got the Comrade insurance when the curators offered), but robots, especially the machine intelligence variety, who don't require things like "growing up" or an "education," need to have a base growth at least on par, if not exceeding, that of organics. It should also be able to somewhat keep up with organics as the game advances. For regular organics allow the robotisisct building to be upgraded to add more jobs. For MI's, maybe make the synthetic age AP give a 25 or 50% growth boost?
Thirdly, having played regular empires first, then gestalts, gestalts need some kind of compensation or equivalent to the power of trade. As an organic, by 2400, I can have 4k EC a month from trade, easily. In fact, in my first game, I literally didn't build a single energy district, and still didn't have any problems keeping up my income, which allowed me to heavily invest in other sectors of my economy. As a hive mind, despite not needing to use CG, Energy was something I was almost always desperately trying to balance until the end game, and I can say with full truthfulness that at least half my planets were covered in power plants just to keep up with the demand. I haven't tried a machine intelligence yet, but considering that they also eat energy, I might not try them at all until something addresses the energy issue, which is a shame, as they're my favorite empires to play.
Fourth, Rouge Servitors need some love, as with the changes they received its essentially a useless civic, as with the empire bonuses gone, and the minimal impact that the happy pops will have on planet production, if you want the servitors to get a boost from bio trophies, you need to have a lot on one planet, which means production there is hurt by thee need to accommodate them. I'd love if it could be made to be like it used to be, so we could be able to have a gaia world full of bio trophies, with a dozen or so machine pops maintaining them, and that would boost the production of my machine worlds. 2.2 has essentially changed them from the most powerful machine empire to the worst.
Fifth, the ai can't function. I know after apocalypse it couldn't feed itself, but now when I check their planets I see that they cant provide themselves housing, amnesties, or even jobs, and a good quarter of the time I just watch ai empires implode into rebellions that inevitably can't maintain themselves either because of it. This is especially bad with Rouge servitors, as they cram all the biotrophies on their homeworld, and then they just keep revolting. My current game has another hivemind, who can't provide itself amenities, and then his worlds revolt, spawning a default empire with a leader from a species that doesn't exist, and then they purge themselves out of existence (that's going into a bug report as soon as I can figure out how to use paradox zen to do so, because probation preventing regular bug reports is ret**ded). By 2300 my 10k fleet is the strongest non FE fleet in the galaxy, and the AI is literally incapable of defending itself from the tempest or the khan because of it, never-mind the endgame crisis. I shouldn't have to play on grand admiral just to give the ai the cheats it needs to sustain itself.
Pulsars that spawn the wraith need to have a modifier on them that says something is going to happen when the 2 pulses sync, and it needs to notify you about it's status if you weren't the original person to find that star, but end up conquering or surveying it later.
Game performance, especially in the endgame. Early game, time flies, and I can say it honestly seems to run better than it did before 2.2. Lategame can literally take over a minute per month, and I legit end up reading a book while the game is going on so I have something to do while I wait for buildings to finish and fleets to move.
Let me define sector borders again (but leave the option to have them off).
Lastly, and extremely important: the space unicorns we were promised. Status update on them please?
That's my issues with the game as is, in the order I hope they get addressed. I'm not trying to put any pressure to get them done faster, or in a specific order, this is just what I personally think needs work in the order I hope they get worked on.