In bullet point order just a few problems I've had after like 50? hours of MP games on the beta patch.
-War Exhaustion-
-Tall versus Wide-
-War Exhaustion-
- WE gain is so SO SO SO low. If you have nearly any modifiers for WE gain it basically becomes irrelevant. The penalties are also insignificant.
- Forcing a surrender is a huge pain, as nobody will ever surrender as soon both parties will be at 100% war exhaustion. The defender will just refuse to surrender to hurt the attacker, which discourages any attacks since you don't want to be at the penalties.
- Using a mod to force status quo peaces to be mandatory is basically required for any MP.
- Letting an attacker sit on 100% war exhaustion while you aren't even if you have no intention of pushing or taking land just to penalize them is a viable yet frustrating strategy. This means any failed attacks in to a choke point will result in years of sitting at the 100% war exhaustion penalties until the defender reaches 100% and then says status quo.
- Gestalt 20% WE reduction needs to be removed outright. Being able to take 20% war exhaustion then ignore the penalties while your opponent has to deal with them? Their gameplay basically ENCOURAGES them to drag everyone down to the ground then eek out a win.
- Remember you can go militarist and get nationalist zeal for 30% WE reduction at game start. Currently you don't need to do anything since empires need to take 66% of their naval limit as loses (blown up, not retreated) to get war exhaustion. You don't get ANY war exhaustion from occupation.
-Tall versus Wide-
- AFKing for super tall is too effective, the system penalties are absurd and put the balance way in tall's favor.
- Synths are too strong. Teching till synths and then ascending is the 100% best play, even after the discovery nerfs.
- Discovery nerfs were good.
- Distance for claims penalty is too much. I'd reduce the distance modifier to 25 from 50, then increase the regular claims cost to 60. 60 on first world, 85 on second, 105 on third. Instead of 50 on first world, 100 on second, 150 on third. Claims in their current condition make basically no sense to actually use to push aggressively, and instead using the edicts on top of pushing for habitat spam becomes ideal.
- PD needs to be buffed.
- Destroyers should be faster. (Currently only as fast as Cruisers?)
- With the above, the health/fleet ratio is 300, 400, 350, 375 with Corvettes/destroyers/cruisers/battleships, but the health upgrades screw that. Upgrades add 100/100/100/100 health per fleet cap, making upgrades for non-corvettes and especially destroyers weaker.
- Maybe destroyers are supposed to be slower and tankier than their weight would suggest?
- Consider lowing the hull strength technology for corvettes to 90 or 85.
- Hangers suck.
- Autocannons are perhaps too strong.
- Defense turrets are too weak (0 evasion) and never cause enough casualties to be worth being on anything other than a supreme choke point. With high energy upkeep there seems little reason to actually defend much in your empire, causing much of the game to be deathballing since defenses + 1/2 fleet doesn't beat full fleet.
- Range modifiers don't work, and maybe that's causing defense platforms to be too weak since they're supposed to get a 20% range buff, then a possible 'nother 50% from the station.
- Starbases should be 1 per 10 systems instead of 1 per 20, that would drastically improve the desire to actually conquer stuff.
- Starports and anchorages should probably be combined, as current even large empires can afford like 2-3 starbases if they want secured borders.