Stellaris Needs Less Habitable Worlds

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Bankipriel

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'
Personal note: once something become common, you really stop caring about the single units: the USA are 50 states, how many people know all of them, where exactly are they on the map?

First of all, while there are some similarities by region, the states that comprise the USA are wildly different in geography, economic structure, natural resources, and industrial focus. The very size of USA allows for some pretty extreme diversification and focus. Unlike smaller countries, there is no need to encompass all of the nation's endeavors within a single region (i.e. a single state, .vs. the small area of a smaller country).

Second, I think OP's argument (and certainly mine) is that---as planets exist in Stellaris right now, you are right. Once we have a bunch of worlds, they're all pretty much the same and it doesn't matter, and therefore---it would be an improvement if there were a wide enough array resources and building options that we could, in fact, really specialize planets. The ability to specialize our worlds would, by its very definition, make planets special.

So ... your example of the USA is upside-down, and is in fact exactly what the OP is asking for.

'
Probably you can if you are american

.... if only that were true for the majority of my fellow citizens =(
 

Madzai

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For "low hab. scenario" to work normally the whole lot of definitions must be tweaked, otherwise it'll be be just like "sit for 20 years, waiting for Influence to gather" or "20 corvette war across half a galaxy". Actually, anything aside "grab neighbor core worlds(homeworld +3 guaranteed worlds), that are unaffected by habitable planet settings" will require a hell lot of time.

Sure, some ppl still play like this, but for "every planet count" gameplay to shine, there must be gameplay tweaks.
 

Bankipriel

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For "low hab. scenario" to work normally the whole lot of definitions must be tweaked, otherwise it'll be be just like "sit for 20 years, waiting for Influence to gather" or "20 corvette war across half a galaxy". Actually, anything aside "grab neighbor core worlds(homeworld +3 guaranteed worlds), that are unaffected by habitable planet settings" will require a hell lot of time.

Sure, some ppl still play like this, but for "every planet count" gameplay to shine, there must be gameplay tweaks.

You make a very good argument.

However, I'm less interested in every planet "counting" (or being interesting, per se). Rather, I'd like there to be more to do with my core worlds that really set them apart. As it is, I find my empire's "core" drifting throughout the course of a game, because it is often more worth while to properly develop large, resource rich worlds, and just hand-off old "core" worlds to my sectors.

In that regard then, what constitutes a "core" system becomes a numbers game, which isn't the worst thing.

It would greatly improve the game, though, if there were ways to interact with a developed system of planets, making them obviously the "core" systems of our empire. I think mega-structures is a great step in that direction.

But I don't think that literally every planet needs to be special. I just want to see more mechanics to specialize core systems, allowing for a sense of identity, a strategic superiority over other systems, and interesting late-game interactions that prevent my core systems from becoming ship & resource factories that I otherwise forget about.
 

Slynx

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(i.g. "look there are just 4 planets in this quarter of the galaxy, would be a pity if someone insta-colonize them to prevent everyone else expansion")
iirc there are always at least few planets of your type near your starting position
 

Me_

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@OP

While I see your point and agree with the sentiment, I think this war is already lost. With habitats being buildable over any planet, reducing the amount of planets is simply going to make the habitat or ringworld ascension perk a must have choice for the first slot.

The only hope left would be to make planets more diverse. Add more planetary modifiers and make them stronger. Also, make planet sizes more varied, from 6 to 36. And lastly, add a possibility to find some high base resources to planets (up to 4-6 range), but mke sure those are rare galaxy-wide.
 
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