@Grubsnik - You would split your research between the two projects. Rather than giving you a new draw, you'd just choose from the pool you already have. So if you were a really low research option culture, which I don't think exists, I supposed you could feasibly be limited to a single tech. As for assigning multiple scientists, you'd just be getting the two scientists bonuses added to the base research.
On the subject of 'horrible game design', Stellaris is notorious for it's end game, right? Like, it's just a slog. No matter what victory you hope to pursue, it could be argued every game eventually becomes cleanup: a really long and drawn out cleanup. I'd love to see the statistics on how many games of Stellaris are finished because I'd take a bet a lot of players start a new game once they enter the end game. And yet, many people enjoy Stellaris for the journey. So sure, Stellaris shouldn't make you fail. Still, isn't it strange the ship designer allows you do whatever you want, and ship composition is quite important, and yet everywhere else meaningful choices don't exist? Outside of battle there are few risks. For all it pretends, Stellaris is a very insular experience about self-sufficient societies. Not can be, are. And yet, isn't that the point of diplomacy? Would that not be the advantages of a Federation? The ability to rely on others to round out your empire? Stellaris is a game. One I love watching evolve and like playing, and one that is highly entertaining to talk to other people about their experiences with. But Stellaris is a mediocre RTS, with a mediocre economy layer and a promising government layer, so when you take Stellaris as a whole and start talking about bad design, I look like a dog when you point at something on TV and they just look at your finger. I literally have no clue what you are talking about. Does anyone actually think there's no room for improvement?
Would allowing you more freedom in how to research your tech really be something so profound as to destroy the game? Or is it entirely possible that games, especially like this, benefit from giving the player control? To borrow from Prison Architect, originally they wanted everything to be automated until they realized that the computer could never feasibly understand every player intention. So, while the game never got full automation, the AI was improved to do a decent job in most cases, and the player was given the option to intervene when it doesn't. I think that's a pretty damn good goal.
On the subject of 'horrible game design', Stellaris is notorious for it's end game, right? Like, it's just a slog. No matter what victory you hope to pursue, it could be argued every game eventually becomes cleanup: a really long and drawn out cleanup. I'd love to see the statistics on how many games of Stellaris are finished because I'd take a bet a lot of players start a new game once they enter the end game. And yet, many people enjoy Stellaris for the journey. So sure, Stellaris shouldn't make you fail. Still, isn't it strange the ship designer allows you do whatever you want, and ship composition is quite important, and yet everywhere else meaningful choices don't exist? Outside of battle there are few risks. For all it pretends, Stellaris is a very insular experience about self-sufficient societies. Not can be, are. And yet, isn't that the point of diplomacy? Would that not be the advantages of a Federation? The ability to rely on others to round out your empire? Stellaris is a game. One I love watching evolve and like playing, and one that is highly entertaining to talk to other people about their experiences with. But Stellaris is a mediocre RTS, with a mediocre economy layer and a promising government layer, so when you take Stellaris as a whole and start talking about bad design, I look like a dog when you point at something on TV and they just look at your finger. I literally have no clue what you are talking about. Does anyone actually think there's no room for improvement?
Would allowing you more freedom in how to research your tech really be something so profound as to destroy the game? Or is it entirely possible that games, especially like this, benefit from giving the player control? To borrow from Prison Architect, originally they wanted everything to be automated until they realized that the computer could never feasibly understand every player intention. So, while the game never got full automation, the AI was improved to do a decent job in most cases, and the player was given the option to intervene when it doesn't. I think that's a pretty damn good goal.