- Dec 4, 2000
Over all this is the poorest DevDiary for Stellaris I've seen in a while as nothing is inspired or really solving a broken mechanic.
- Revisiting pop growth. The current/legacy version is functional but also nonsensical. Especially the "only species may breed at a time" rule.
- The resource/ambition edicts are untouched by this system.
- The Edict cap is just a bad idea and comes across as a hold over of Monarch Power or other pet ideas for hindering players in the name of "depth." Does the former without adding the latter.
- As presented, a cap of two is absurd too against the number of edicts available. But if you want to build a game where vast interstellar empires can't chew bubblegum while tying their shoe then more power to you. It's tuned way too low.
- 25% penalty to Admin cap for going over is petty and arbitrary. It comes across as a meeting-room hat pull and nothing around fun or balance. Something more like +5%*number of edicts past 2 works better and gives players more agency.
- Cost to cancel the policy? Really? Just stop right now, that's a concept without merit. If you think the costs are too low double them. Charging to exit an edict though punishes mistakes, discourages players from experimenting with swapping out policies, and doesn't ultimately add to game play or fun.
- Fix game performance in the later game - even on a medium galaxy the engine starts falling apart. Last thing needed is adding more features when the existing job handling algorithm chokes the life out of the game.