Foreword : I love this game and almost have 500 hours logged since the release of the game a few months ago. I however do see that seems to be a issues that have been discussed in the past and wish to address them. I will however try my best to avoid topics that are mostly semantics. As there are just some things that some people will hate and others will love. I will leave the debate to other more dedicated threads such as those dealing with food.
1) Unbidden spawn chance is way too high on hard/insane difficulty or in a large galaxy size map.
I'd assume that the current Stellaris balance was made for normal difficulty and medium sized maps since 300k+ or so fleet size in one solar system tends to lag out the game pretty hard. Generally speaking from my 5 or 6 or so play-though in which end game crises which have fired. I've gotten the Pretoryn twice on medium. Unbidden to fire three times (twice on large and once on medium). And the robot end game crisis probably would've fired once but was averted as i turned on robot citizen rights (i assume so as i've gotten about 10 or so robot rebellion events to fire before i turned it on). Or it could be that because AI rebellion takes a while to build so it could be overwritten as a end game crises before it can fire. This would make logical sense as Unbidden seem to spawn a lot more than the rest. As jump drives raises the MTTH overriding the Pretoyrn and AI rebellion to fire less likley. From what i could tell, the problem becomes more prominent on larger galaxies and harder AI. I would assume this is the case because the harder AI get big research bonuses. As well as the fact that most AI's tend to not overbuild robots. (synths/robots are 7th population and 12th population leader in my current end game 2440 game mainly because they are found heavily built on tomb worlds). Or it could be that because AI rebellion takes a while to build so it could be overwritten as a end game crises before it can fire.
@I@ Possible Solution @I@
If my hypothesis is correct to a degree than the simple fix would be to lower the MTTH to happen on higher difficulty / higher map sizes for the Unbidden. And to raise the MTTH for the Ai Rebellion to be able to happen because it takes a while for it to build up. Unless one specifically tries to force AI rebellion by over creating robots and also enslaving them.
Links to other thread discussing the problem / solutions
2) Early game is too difficult whereas mid game is way too easy until, late game difficulty is solely based on how big the AE blob / end game crises blobs.
Of course some people like is this way, but i still wish there was a way to bump up the difficulty mid to late game whist nerfing the difficulty of early game engagements. This is quite obvious when you look at the design of end game crises. (e.g. the big three and the recent war in the heaven dlc) Which was designed to be the late game monster which will give you a lot of trouble if left to fester. A possible reasoning for this is probably the AI's ability to properly maintain proper sectors (sector AI's tend to slowly build up planet infrastructure even when left with large surplus of minerals). Although the bad sector AI might just because i had massive 500 - 800 tile sectors by late game. From what i could see in the early game, the AI is pretty good about expanding to nearby planets. At a certain point they either slow down colonization efforts (possibly running out of nearby planets) or building enough spaceport infrastructure to be able to pump out proper fleets.
@I@ Possible Solution @I@
As for the higher difficulties where the AI's get buffed, perhaps have the buff be one that occurs over time instead of being flat. The same idea can be accomplished if a MTTH trigger is created based on the players relative strength to other nearby empires and will change AI behavior to become more aggressive/ more defensive (ie blob themselves or form defensive facts to be able to challenge the player). As well as weighting the AI to colonize first than focus on mineral income. As well as better priority for him to spend his minerals; ie focus on mineral income first than energy income to be able to blob out his fleet once sufficient mineral income has been obtained.
3) Earning Warscore is a very tedious process.
Concurrently obtaining the majority of your warscore points will be a cycle of bombard, invade, warp, repeat. With the occasional battle happening in between to to help bolster somewhat your warscore. Usually by wars end, i would i have earned 10 - 20 percent of the warscore at most from battles and the rest coming from occupations or blockage (5 percent and 7.5 percent respectively). Although certain planets seem to be weighted more heavily (FE home-worlds for example). Now the solution here isn't as clear cut as the other two. In fact this question have been asked literally dozens of times. But the usual line of thought when asking this question is how can we spice up combat. Usually the general idea is to change Ship combat or Army combat in a dramatic way. But this line of thinking usually boils down to i either hate or love this idea and thus gets upvoted/downvoted accordingly.
@I@ Possible Solution @I@
Without changing the current Army or Ship combat whist adding a layer of depth to the game would go a long way (most suggested changes to Army or Ship design seems to be controversial) . My idea is to fundamentally change space stations to be less of a annoyance to any large fleet and more of an obstacle. This can be accomplished by the space stations first requiring a larger investment of minerals / maintenance fee over time. But acting more like forts in eu4/ck2 which have to be sieged down. Capturing one of these through would grand a huge amount of warscore. These stations could also project a zone of control in which ftl becomes much more limited.
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