As I said, it's still the only real pain point in the game. Everything else is and must be designed around the fact we still have those. If this finally would be really addressed, the game would open up to its true potential....are you guys seriously discussing doomstacking AGAIN? Was flanking already suggested?
I find it rather more shocking that it's not discussed more.
People waste pages on minuscule number balance discussion and jump through hoops to find solutions for why vassals are too powerful, why tech rush is so strong and OP, or why pop growth should be limited, but nobody is talking about why these mechanics have these impacts. Because they all lead to one thing and one thing only, having the biggest doomstack potential in the game to solve all problems away.
Stellaris is by all means a war game. All game loops feed into Fleet power; even peaceful diplomacy leads to a fleet power increase.
I would argue if a game only has warfare as the end result of its interactions, it is a war game by and large. And I bring it up again, the endgame challenges of Stellaris are a military conflict (a big war). So how can all the other mechanics balance that out?
P.S. Before this gets out of hand again: Ultimately it doesn't matter if Stellaris is a wargame or not. The reality is warfare is a major part of the game, if not the focal point everything revolves around, as building and increasing your military might aka fleet power is the end result of most, if not all, interactions. We can, however, discuss and argue for a betterment if we think this is an issue. I would argue if you want to see Stellaris become more than a wannabe RTS wargame with funny smoke and mirrors, you could argue for a change.
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