Regardless of the current launch issues, I just wanted to congratulate and thank the team for the changes they've made since the launch of Galactic Paragons.
I am currently in the middle of my first Astral Planes game, and so far my enjoyment of the game is at its peak. I think the current game design is a good sweet spot for Stellaris.
So, thank you Eladrin and the team, for making this game so good!
When you launched Paragons, I was one of the people creating multi-page forum threads voicing my dissatisfaction with the expansion. I thought turning the game into a "CK in Space" was a bad idea and against the spirit of Stellaris. I am happy to see that the issues I saw were alleviated in the meantime, while leaders having a more prominent role is adding to the emergent storytelling quality of the game.
Some positive changes I've noticed:
What I'm missing:
I am currently in the middle of my first Astral Planes game, and so far my enjoyment of the game is at its peak. I think the current game design is a good sweet spot for Stellaris.
So, thank you Eladrin and the team, for making this game so good!
When you launched Paragons, I was one of the people creating multi-page forum threads voicing my dissatisfaction with the expansion. I thought turning the game into a "CK in Space" was a bad idea and against the spirit of Stellaris. I am happy to see that the issues I saw were alleviated in the meantime, while leaders having a more prominent role is adding to the emergent storytelling quality of the game.
Some positive changes I've noticed:
- Leader cap is no longer suffocating. This was the reason I'd stopped playing after GP. I haven't finished my first AP game yet, but I'd love to be able to add an admiral to each of my fleets. If commander count is going to be low, maybe increase the fleet command limit substantially so that we'll have a lower number of beefier fleets?
- Governors affect sectors again, yay.
- Planets surrendering to orbital bombardment is good.
- With subjugation acceptance changes, the AI is less likely to immediately coalesce into large blobs and blocs.
- More council positions are good.
- Under One Rule origin is fun. For me, the origins with new story and mechanics content substantially increase the replayability of the game. I'd love to see they take an even more prominent role in the future expansions with more extensive story content with interseting choices that lead to different outcomes.
- Removal of favor trading is good.
- Synthetic evolution being a repeatable agenda is interesting.
What I'm missing:
- When vassal trade actions expire, there should be a notification or a diplo event, just like when the Curator research aid or trader enclave contract expiration.
- The diplomatic systems Stellaris currently has are good, expecially the threat and trust mechanics. Adding more depth would make the gepopolitical simulator part even more fun.
- The L-cluster is boring. It is just one more group of star systems that needs to be claimed and developed before someone else does it. It's like a chore. Its existence doesn't add anything different to the game, maybe apart from easier travel with more gates. I think I'm going to disable it in my furture playthroughs.
- Galactic Emperor is mechanically weak. Doesn't even tax the imperium members for resources apart from fleet capacity. It is more like having a big Hegemony fed. Of course, proclaiming the empire is much easier than vassalizing everybody so I see the effort/benefit tradeoff, but still...
I'm thinking out loud, but maybe the dissenting members of the senate should leave and fight the imperium upon its proclamation? But then, why would they be prohibited from forming a federation, which is one of the main points of the imperium, dissolving all feds. Maybe add/change a rebellion mechanic instead of the current one? This is complicated...
- Please add more renowned paragons with more story events.
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