I've played a couple of games in 2.2 so far and I'm really disappointed in the state of the game outside of the planets.
PDX set out to make planets more interesting with a complete overhaul that while I feel will probably alienate people who liked stellaris because it was so different from the other PDX grand strategy games, does add a lot of potential to the game and increases the depth.
The problem I see is they focused entirely on how the new resource system works on planets, and completely forgot about the whole space between them. Not only are planets producing exponentially more resources than before, space based resource production actually was nerfed substantially.
Anomalies, one of the coolest parts of exploration have had most of the resource rewards nerfed by upwards of 50%. Most systems give a paltry +2 energy from their sun; a giant ball of nuclear fire gives less resources than a single "pop" working at one of 30 power stations on a planet. Cracking open a planet gives less minerals than a single mining district.
I used to love sending out my science ship and finding a nearby Black Hole or Neutron Star so I could double my science early game. Now I get ~30 of each from my starting research building and the coolest things in our entire galaxy are hardly even worth the extra upkeep from owning another sector. I used to play tall and only colonize 5-10 planets in a game before moving on to habitats and ringworlds but now I need to colonize a bunch of inadequate low-habitability planets just to harvest a sustainable amount of minerals.
I applaud the boldness and effort this patch must have taken but it feels like the job is only half done in implementing this new resource system. I was drawn to this game because it took me to the stars, but in 2.2 all I've found was a cold empty space with very little to keep me there.
I believe we will probably see this in the future, but I feel we should have had the new worker system implemented into stations. This would allow them to grow as your empire does which was always a complaint about them. You could offload workers from overcrowded planets without needing to go wide.
Give us stations that can house our slaves and offworld workers. Let them spawn small revolts that could spread to other stations and systems and build into a threat if not dealt with quickly but not cause us to lose a fully developed planet unless we really neglect the rebels. Let us specialize the resource production of an asteroid belt system or one with an abundance of gas giants and not rely on these planets getting lucky when they spawn to even provide resources. They could have modifiers from unique systems and stellar bodies.
If it doesn't add too much strain to performance, I feel every stellar body should have the potential for planetary features and modifiers. Let me go tall on the galaxy map, not just planets.
I feel this new resource system opened up a lot of possibilities, but in its current implementation is only really half finished and not at all balanced.
PDX set out to make planets more interesting with a complete overhaul that while I feel will probably alienate people who liked stellaris because it was so different from the other PDX grand strategy games, does add a lot of potential to the game and increases the depth.
The problem I see is they focused entirely on how the new resource system works on planets, and completely forgot about the whole space between them. Not only are planets producing exponentially more resources than before, space based resource production actually was nerfed substantially.
Anomalies, one of the coolest parts of exploration have had most of the resource rewards nerfed by upwards of 50%. Most systems give a paltry +2 energy from their sun; a giant ball of nuclear fire gives less resources than a single "pop" working at one of 30 power stations on a planet. Cracking open a planet gives less minerals than a single mining district.
I used to love sending out my science ship and finding a nearby Black Hole or Neutron Star so I could double my science early game. Now I get ~30 of each from my starting research building and the coolest things in our entire galaxy are hardly even worth the extra upkeep from owning another sector. I used to play tall and only colonize 5-10 planets in a game before moving on to habitats and ringworlds but now I need to colonize a bunch of inadequate low-habitability planets just to harvest a sustainable amount of minerals.
I applaud the boldness and effort this patch must have taken but it feels like the job is only half done in implementing this new resource system. I was drawn to this game because it took me to the stars, but in 2.2 all I've found was a cold empty space with very little to keep me there.
I believe we will probably see this in the future, but I feel we should have had the new worker system implemented into stations. This would allow them to grow as your empire does which was always a complaint about them. You could offload workers from overcrowded planets without needing to go wide.
Give us stations that can house our slaves and offworld workers. Let them spawn small revolts that could spread to other stations and systems and build into a threat if not dealt with quickly but not cause us to lose a fully developed planet unless we really neglect the rebels. Let us specialize the resource production of an asteroid belt system or one with an abundance of gas giants and not rely on these planets getting lucky when they spawn to even provide resources. They could have modifiers from unique systems and stellar bodies.
If it doesn't add too much strain to performance, I feel every stellar body should have the potential for planetary features and modifiers. Let me go tall on the galaxy map, not just planets.
I feel this new resource system opened up a lot of possibilities, but in its current implementation is only really half finished and not at all balanced.