After playing AlphaMod for a while I noticed something that sort of bothers me now about the base game. Not in a "I can't play it kind of way" but more just why? So let's talk about science.
Need science? Plunk down a science building and generate some. The only buildings in the base game that produces science produces all three. I get that you can turn some into a specific kind of research laboratory, but unless you make a significant, concentrated effort, it's pretty hard to end up notably top heavy in a single type of research. Similarly, we're required to assign research to each branch. Doesn't this come off as sort of 'safe'? The game holding our hand and making us diversify our research, even if we don't want to. There's a lot of potential to go crazy with ideas, but Stellaris is also trying to be simple to play. That I can respect. Still being simple to play doesn't mean the game has to be simple, and there are places like the ship creator or government where the game gives you more control. It's largely fire-and-forget, you have a lot of choices but once you've made it you don't have to micromanage: so why not a little bit more for science?
Specifically, we have ascension paths coming with bio, mind and machine paths. So, why can't my culture be more selective about our tech? If I want to be engineering, physics or socially heavy, wouldn't it be nice to be able to choose multiple techs from the same branch or even to assign more scientists to a single one? Sometimes you just want a push on a particular tech or branch. You'd already be giving up research on other technology and if the game is even lightly balanced that should be enough. You might lose out on total techs, but if that's what you want to do, well? Why not? Hell, being heavy in a single type of research is largely a late game 'advantage' anyways so it's probably unwise to try to rush it from the start.
The point is: we are deciding the paths of our cultures, and I'd love to see the care that is coming spread even future. I love what Utopia is bringing to the table, and I'm super excited to see what other changes we'll see beyond that. There's all this emphasis on factions, ethics and government types but technologically speaking we're pretty similar. I think breaking that up to let us make more decisions about the types of research to do would better let us define our cultures, the same way our ethics are supposed to. Heck, limiting some rare techs to cultures with significant progress in various branches could make specialization more worthwhile. This is just a brief thought here at the end, but we're encouraged to research throwaway techs because there's no reason not to. It would be nice to have a bit more control and choice.
Need science? Plunk down a science building and generate some. The only buildings in the base game that produces science produces all three. I get that you can turn some into a specific kind of research laboratory, but unless you make a significant, concentrated effort, it's pretty hard to end up notably top heavy in a single type of research. Similarly, we're required to assign research to each branch. Doesn't this come off as sort of 'safe'? The game holding our hand and making us diversify our research, even if we don't want to. There's a lot of potential to go crazy with ideas, but Stellaris is also trying to be simple to play. That I can respect. Still being simple to play doesn't mean the game has to be simple, and there are places like the ship creator or government where the game gives you more control. It's largely fire-and-forget, you have a lot of choices but once you've made it you don't have to micromanage: so why not a little bit more for science?
Specifically, we have ascension paths coming with bio, mind and machine paths. So, why can't my culture be more selective about our tech? If I want to be engineering, physics or socially heavy, wouldn't it be nice to be able to choose multiple techs from the same branch or even to assign more scientists to a single one? Sometimes you just want a push on a particular tech or branch. You'd already be giving up research on other technology and if the game is even lightly balanced that should be enough. You might lose out on total techs, but if that's what you want to do, well? Why not? Hell, being heavy in a single type of research is largely a late game 'advantage' anyways so it's probably unwise to try to rush it from the start.
The point is: we are deciding the paths of our cultures, and I'd love to see the care that is coming spread even future. I love what Utopia is bringing to the table, and I'm super excited to see what other changes we'll see beyond that. There's all this emphasis on factions, ethics and government types but technologically speaking we're pretty similar. I think breaking that up to let us make more decisions about the types of research to do would better let us define our cultures, the same way our ethics are supposed to. Heck, limiting some rare techs to cultures with significant progress in various branches could make specialization more worthwhile. This is just a brief thought here at the end, but we're encouraged to research throwaway techs because there's no reason not to. It would be nice to have a bit more control and choice.
Last edited: