So, I've just played a few Days on a TINY Map to "test", whether Stellaris is in an enjoyable Phase or Not ...
It's NOT - There are a Lot of Bugs, Inconsistencies and unbalanced Stuff, but my major Complaints are ...
1. POPs are immortal !
I know, that a POP represents Millions or Billions of People, but What's the Point of Having "Population Controls", "Migration Controls" and "Colonization Rights" as "Species Rights" in the Case, that Worlds/Habitats have reached their Maximum-Amount of POPs since all POPs are "immortal", so that There's not a single Dynamic anymore ?! ...
Solution: POPs have a Base-Life-Time, so that each single POP dies after a certain Time, so that even on fully-populated Worlds/Habitats, There would be a Possibility (again), that new or other POPs could grow or migrate into free Tiles of these Worlds/Habitats (again) ! ...
It's even a Possibility to get rid of POPs in a "normal" Manner, Which means without Purging, via "Population Controls enabled" or It's even a Possibility to simply replace POPs since (for Example) I haven't figured out (yet), How I could replace my biological POPs for mechanical Ones ! ...
You could even extend this Approach for mechanical POPs ("Base-Function-Time" instead of "Base-Life-Time"), so that I could replace my Robots into Droids into Synthetics, too.
2. Too many Habitats buildable !
I was able to build multiple Habitats at the same Time + I was able to build Habitats on any non-habitable Non-Moon-World + I was able to build Habitats within my Sectors ?! ...
Even on my TINY Map (150 Star-Systems) with my TINY Empire (50 Star-Systems), I was able to build (approximately) 150 Habitats ?! ...
Ok, a "tall" Empire can build Habitats in the Case, that There aren't any habitable Worlds anymore, but isn't It (actually) the actual Thing, that a "tall" Empire can build at the same Time at Least the same Amount or hopefully a superior Amount of Habitats in Comparision to a "wide" One, so that this "tall" Empire is able to be competitive against the "wide" One ? ...
I REALLY HAVE DOUBTS, so that I'm not convinced, that Habitats are the Solution to play a "tall" Empire, so that (for the Sake of the Game-Performance and less Micro-Management-Madness), It makes Sense to consider to restrict the Amount of buildable Habitats ! ...
Solution 01: Since You can't build a Habitat over a habitable World, It makes Sense, that You can't build a One over a tomb or barren World, too since these World-Types are terraformable (later, in the Progress of the Game), therefore "potentially habitable" and therefore - habitable in the long Run ! ...
Solution 02: The Consideration of celestial, but non-habitable Bodies, Which are more special, like Gas-Giants or/and Suns (only) ! ...
3. The Core-System-Cap isn't flexible/adjustable ! ...
This Game has a really strict and patronising Attitude to force the Player to use EXACTLY his/her (current) Core-System-Cap since the Player hasn't any Benefits by remaining below It or since the Player will be punished by exceeding It ! ...
You can even extend this Stuff in Regards of the Micro-Management by calling this first Group of Players - Micro-Haters and this second Group of Ones - Micro-Lovers ! ...
I mean, a Hater can avoid the Civic and the Ascension-Perk, but He/She can't really avoid the Tradition or Techs and What if He/She simply wants to play as a Pacifist ? - It's just like the Same, in Which a Lover is "forced" to chose the Civic, the Ascension-Perk and the pacifistic Ethos ! ...
Solution 01: Since the Player gets the "Inefficient Planet-Management"-Modifier by exceeding his/her current Core-System-Cap, It's fair to get an "Efficient Planet-Management"-Modifier by not reaching It ! ...
Solution 02: The Game uses the current Core-System-Cap as a Base, but has an additional Policy, Which is called "Bureaucratic Efficiency", in Which the Player/AI can decrease/increase his/her/its current Core-System-Base-Cap by getting additional Boosts/negative Modifiers ! ...
Example: A fanatic Militarist/Pacifist has a Base-Cap of 3/7 Core-Systems and both Ones have the Ability to decrease/increase their Caps by getting additional Boosts/negative Modifiers ! ...
4. Scaling in Regards of the Generation of a Galaxy !
Why is the Core-System-Cap still not scaled by the Galaxy-Size ?
Why are the Influence-Maintenance-Costs for Outposts still not scaled by the Amount of habitable Worlds ?
It's NOT - There are a Lot of Bugs, Inconsistencies and unbalanced Stuff, but my major Complaints are ...
1. POPs are immortal !
I know, that a POP represents Millions or Billions of People, but What's the Point of Having "Population Controls", "Migration Controls" and "Colonization Rights" as "Species Rights" in the Case, that Worlds/Habitats have reached their Maximum-Amount of POPs since all POPs are "immortal", so that There's not a single Dynamic anymore ?! ...
Solution: POPs have a Base-Life-Time, so that each single POP dies after a certain Time, so that even on fully-populated Worlds/Habitats, There would be a Possibility (again), that new or other POPs could grow or migrate into free Tiles of these Worlds/Habitats (again) ! ...
It's even a Possibility to get rid of POPs in a "normal" Manner, Which means without Purging, via "Population Controls enabled" or It's even a Possibility to simply replace POPs since (for Example) I haven't figured out (yet), How I could replace my biological POPs for mechanical Ones ! ...
You could even extend this Approach for mechanical POPs ("Base-Function-Time" instead of "Base-Life-Time"), so that I could replace my Robots into Droids into Synthetics, too.
2. Too many Habitats buildable !
I was able to build multiple Habitats at the same Time + I was able to build Habitats on any non-habitable Non-Moon-World + I was able to build Habitats within my Sectors ?! ...
Even on my TINY Map (150 Star-Systems) with my TINY Empire (50 Star-Systems), I was able to build (approximately) 150 Habitats ?! ...
Ok, a "tall" Empire can build Habitats in the Case, that There aren't any habitable Worlds anymore, but isn't It (actually) the actual Thing, that a "tall" Empire can build at the same Time at Least the same Amount or hopefully a superior Amount of Habitats in Comparision to a "wide" One, so that this "tall" Empire is able to be competitive against the "wide" One ? ...
I REALLY HAVE DOUBTS, so that I'm not convinced, that Habitats are the Solution to play a "tall" Empire, so that (for the Sake of the Game-Performance and less Micro-Management-Madness), It makes Sense to consider to restrict the Amount of buildable Habitats ! ...
Solution 01: Since You can't build a Habitat over a habitable World, It makes Sense, that You can't build a One over a tomb or barren World, too since these World-Types are terraformable (later, in the Progress of the Game), therefore "potentially habitable" and therefore - habitable in the long Run ! ...
Solution 02: The Consideration of celestial, but non-habitable Bodies, Which are more special, like Gas-Giants or/and Suns (only) ! ...
3. The Core-System-Cap isn't flexible/adjustable ! ...
This Game has a really strict and patronising Attitude to force the Player to use EXACTLY his/her (current) Core-System-Cap since the Player hasn't any Benefits by remaining below It or since the Player will be punished by exceeding It ! ...
You can even extend this Stuff in Regards of the Micro-Management by calling this first Group of Players - Micro-Haters and this second Group of Ones - Micro-Lovers ! ...
I mean, a Hater can avoid the Civic and the Ascension-Perk, but He/She can't really avoid the Tradition or Techs and What if He/She simply wants to play as a Pacifist ? - It's just like the Same, in Which a Lover is "forced" to chose the Civic, the Ascension-Perk and the pacifistic Ethos ! ...
Solution 01: Since the Player gets the "Inefficient Planet-Management"-Modifier by exceeding his/her current Core-System-Cap, It's fair to get an "Efficient Planet-Management"-Modifier by not reaching It ! ...
Solution 02: The Game uses the current Core-System-Cap as a Base, but has an additional Policy, Which is called "Bureaucratic Efficiency", in Which the Player/AI can decrease/increase his/her/its current Core-System-Base-Cap by getting additional Boosts/negative Modifiers ! ...
Example: A fanatic Militarist/Pacifist has a Base-Cap of 3/7 Core-Systems and both Ones have the Ability to decrease/increase their Caps by getting additional Boosts/negative Modifiers ! ...
4. Scaling in Regards of the Generation of a Galaxy !
Why is the Core-System-Cap still not scaled by the Galaxy-Size ?
Why are the Influence-Maintenance-Costs for Outposts still not scaled by the Amount of habitable Worlds ?
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