Before I get into it. I really love the fact that Traditions and Ascension is in the game now. I do think it brings a great new level to Stellaris. I'm really enjoying it.
However.
My Thoughts:
Despite the fact I'm "this is great!" A part of me also feels "It missed what it was intending to do". Not entirely a miss, but more of a graze. It hit it's mark, but.. Didn't really hit the intended bulls eye.
I see Traditions as just that.. Traditions. This is the direction my people took during its space age, and future age expansion and growth. This is how my people evolved from pre space age, into the space age, and beyond. I'm a space faring, tree hugging, peaceful down to earth spiritualistic nation that Ghandi would be proud of. So why then, do I have the same traditions as the Hive Minded, Borg loving, kill everything, and or assimilate them into our galaxy conquering militaristic and war loving species next door?
It makes the Traditions just another tech tree that makes nothing special in the end.
Now you can argue "Ah! But it's the Ascensions my friend that make it unique!" And yes, that's where the graze part comes in. They hit a small portion of it.. In very very late game. But what about early and mid, and early late game? Nothing special, nothing new. Nothing to make "Me" different from "Them".
In the end, to get to my end goal, I'm forced to grab everything anyway. So is everyone else to reach my end goal. In the end the only REAL difference between "me" and "them" is the final Ascension perk.
-----------------------------------
My Suggestions:
I don't think the Traditions need to be drastically changed, just more added to them.
I think every Tradition core; Expansion, Supremecy, Diplomacy, etc. Should have 2-3 different paths to take, depending on your style of play, and what will make your species different. Being able to see other factions traditions and even getting a small diplomacy boost or even negative modifier for similar traditions will really help build up the Traditions into making you unique, as well as making friends or enemies who have grown in similar paths or different paths. Once you choose a path, you cannot change it, and the other path is locked out.
Example:
(Please note, these are just examples of how they can be different in comparison. THese are not suggestions for exact numbers, or situations.)
Diplomacy Tree:
War-like path: +1 to max Rivalries, Ship cost reduced by 1% per Rivalry, Rivalry diplomacy boost for nations who rival the same nation as you, War Demand cost decreased by 10%, Influance cost on admirals reduced by 2% per rivalry.
Peaceful Path: Similar to what you have now, except bonus's as well to influance cost for defensive pacts are 10% less, etc.
Note: Both war like and peaceful paths have a form federation option.
Exploration Tree:
War like path: Ships gain 25% bonus damage to alien life(crystals, organics, etc), Gain a bonus reduction cost to war demands for 10 years for newly discovered species, Reduced 50% reduced cost in minerals of building Outposts for 1 year in each newly explored system, each engineering scanned by a science ship is added to your research, reduced cost of engineering stations by 25%
Peaceful Path: New Contact negative modifier for new species is reduced by 50%, When first contacting a new species they will not close borders to you if they otherwise would for 5 years. (Everything else is pretty much the same)
-----------------------------------
Now, Supremecy, and Domination are two I think should be slightly changed in terms of wording and focus.
Supremecy changed to Army, and Dominatoin changed to Fleets. This way you can have a war-like and Peaceful path for both.
For these, the war like would stay roughly the same, with a little more shift to offensive power, while peaceful focuses more on defense, and keeping your borders safe, a few suggestions:
Army:
War-like: Assault army cost reduced by 10%, Assault Armies gain 10% damage, Cost of modifiers on assault armies reduced by 35%, When Assault armies are defending a captured planet their morale defense is boosted by 25%.
Peaceful: Defense armies gain 10% defense and HP, When a captured planet is retaken in your borders, garrisoned armies gain a bonus 50% to defense for a period of time, Planetary Shield buildings now remove the affect of full bombardment armies will regain hp and strength back regardless and bulidings won't be fully disabled, but will have a 50% reduction output even if the planets defense rating is 0.
Fleets:
war like: Fleet Costs reduced by 10%, Admirals now start with a bonus 10% fire rate, Upgrading space ports cost is reduced by 25%, Fleet capacity increased by 10%
Peaceful: Fleet build time and cost reduced by 20% but max fleet size is reduced by 20%, Fleet FTL cool down is decreased by 15%, Defense structures(All levels including Fortress) Defense is boosted by 150% and weapons boosted by 200%, Defense Structures AOE build limitation is reduced by 50%, Fortress's can now repair fleets like shipyards.
(The Idea behind peaceful fleets, is that you're oging to be playing defensively, and defense is something that's seriously lacking in Stellaris. Especially in terms of defense structures that get steam rolled rather easily as is. This allows you to build up your defense through structures, and fortress's, making them your primary fleet, while your main fleet is more of a hit n run, and support as a truly peaceful civilization would use it as.)
---------------------
Edit: Sorry I forgot the second section to my novel >.<;
Part 2: To little too late Ascensions.
This is a problem I think many people are seeing, as well as myself, and I don't even focus entirely on Unity. Basically, by the time you get Ringworlds, mega strcutres, etc. You don't need them... At all. They end up being a gimmick. The final 3 Ascension paths also come very late and you don't feel as though you're really playing through the game with them, their more, yay I beat the game, NOW I can finally go down that 1 Ascension path!
My suggestion is to start opening up what makes your now unique civilization through the Traditions, even more Unique, by opening up the Mind over Matter, Robotics, etc. paths by mid game. As in, you've fully researched 3-4 Tradition tree's, now you can start specializing into these unique paths. (If you want). Mega structures should come much earlier as well. They should be a choice. Do I have the resources, or do I want to spend the resources on this megastructure? Can I? Those should be the questions I'm asking myself.
Instead of them being helpful, or a big decision to make mid game, it's late game, and I'm thinking:
"Well, I don't need the ringworld, got more than enough pops as is, and doing 100% fine. I'm rolling in Energy, with far more than I can spend.. So I don't need the Dyson Sphere. I'm stomping everyone scientifically, so don't need the science nexus either... Man, I own, or are friends with over half the galaxy, so I don't need the Sentry Array either.... Ah well lets wrap this up, finish off the last few species and win the game."
These mega structures really should come mid game at least, where they will be a huge point in power flow, and boosting your civilization in the direction you want. A science focused faction building the nexus, or a diplomatic one building the sentry mid game is a huge undertaking, but huge payout, it makes it rewarding and worthwhile.. Unlike now..
However.
My Thoughts:
Despite the fact I'm "this is great!" A part of me also feels "It missed what it was intending to do". Not entirely a miss, but more of a graze. It hit it's mark, but.. Didn't really hit the intended bulls eye.
I see Traditions as just that.. Traditions. This is the direction my people took during its space age, and future age expansion and growth. This is how my people evolved from pre space age, into the space age, and beyond. I'm a space faring, tree hugging, peaceful down to earth spiritualistic nation that Ghandi would be proud of. So why then, do I have the same traditions as the Hive Minded, Borg loving, kill everything, and or assimilate them into our galaxy conquering militaristic and war loving species next door?
It makes the Traditions just another tech tree that makes nothing special in the end.
Now you can argue "Ah! But it's the Ascensions my friend that make it unique!" And yes, that's where the graze part comes in. They hit a small portion of it.. In very very late game. But what about early and mid, and early late game? Nothing special, nothing new. Nothing to make "Me" different from "Them".
In the end, to get to my end goal, I'm forced to grab everything anyway. So is everyone else to reach my end goal. In the end the only REAL difference between "me" and "them" is the final Ascension perk.
-----------------------------------
My Suggestions:
I don't think the Traditions need to be drastically changed, just more added to them.
I think every Tradition core; Expansion, Supremecy, Diplomacy, etc. Should have 2-3 different paths to take, depending on your style of play, and what will make your species different. Being able to see other factions traditions and even getting a small diplomacy boost or even negative modifier for similar traditions will really help build up the Traditions into making you unique, as well as making friends or enemies who have grown in similar paths or different paths. Once you choose a path, you cannot change it, and the other path is locked out.
Example:
(Please note, these are just examples of how they can be different in comparison. THese are not suggestions for exact numbers, or situations.)
Diplomacy Tree:
War-like path: +1 to max Rivalries, Ship cost reduced by 1% per Rivalry, Rivalry diplomacy boost for nations who rival the same nation as you, War Demand cost decreased by 10%, Influance cost on admirals reduced by 2% per rivalry.
Peaceful Path: Similar to what you have now, except bonus's as well to influance cost for defensive pacts are 10% less, etc.
Note: Both war like and peaceful paths have a form federation option.
Exploration Tree:
War like path: Ships gain 25% bonus damage to alien life(crystals, organics, etc), Gain a bonus reduction cost to war demands for 10 years for newly discovered species, Reduced 50% reduced cost in minerals of building Outposts for 1 year in each newly explored system, each engineering scanned by a science ship is added to your research, reduced cost of engineering stations by 25%
Peaceful Path: New Contact negative modifier for new species is reduced by 50%, When first contacting a new species they will not close borders to you if they otherwise would for 5 years. (Everything else is pretty much the same)
-----------------------------------
Now, Supremecy, and Domination are two I think should be slightly changed in terms of wording and focus.
Supremecy changed to Army, and Dominatoin changed to Fleets. This way you can have a war-like and Peaceful path for both.
For these, the war like would stay roughly the same, with a little more shift to offensive power, while peaceful focuses more on defense, and keeping your borders safe, a few suggestions:
Army:
War-like: Assault army cost reduced by 10%, Assault Armies gain 10% damage, Cost of modifiers on assault armies reduced by 35%, When Assault armies are defending a captured planet their morale defense is boosted by 25%.
Peaceful: Defense armies gain 10% defense and HP, When a captured planet is retaken in your borders, garrisoned armies gain a bonus 50% to defense for a period of time, Planetary Shield buildings now remove the affect of full bombardment armies will regain hp and strength back regardless and bulidings won't be fully disabled, but will have a 50% reduction output even if the planets defense rating is 0.
Fleets:
war like: Fleet Costs reduced by 10%, Admirals now start with a bonus 10% fire rate, Upgrading space ports cost is reduced by 25%, Fleet capacity increased by 10%
Peaceful: Fleet build time and cost reduced by 20% but max fleet size is reduced by 20%, Fleet FTL cool down is decreased by 15%, Defense structures(All levels including Fortress) Defense is boosted by 150% and weapons boosted by 200%, Defense Structures AOE build limitation is reduced by 50%, Fortress's can now repair fleets like shipyards.
(The Idea behind peaceful fleets, is that you're oging to be playing defensively, and defense is something that's seriously lacking in Stellaris. Especially in terms of defense structures that get steam rolled rather easily as is. This allows you to build up your defense through structures, and fortress's, making them your primary fleet, while your main fleet is more of a hit n run, and support as a truly peaceful civilization would use it as.)
---------------------
Edit: Sorry I forgot the second section to my novel >.<;
Part 2: To little too late Ascensions.
This is a problem I think many people are seeing, as well as myself, and I don't even focus entirely on Unity. Basically, by the time you get Ringworlds, mega strcutres, etc. You don't need them... At all. They end up being a gimmick. The final 3 Ascension paths also come very late and you don't feel as though you're really playing through the game with them, their more, yay I beat the game, NOW I can finally go down that 1 Ascension path!
My suggestion is to start opening up what makes your now unique civilization through the Traditions, even more Unique, by opening up the Mind over Matter, Robotics, etc. paths by mid game. As in, you've fully researched 3-4 Tradition tree's, now you can start specializing into these unique paths. (If you want). Mega structures should come much earlier as well. They should be a choice. Do I have the resources, or do I want to spend the resources on this megastructure? Can I? Those should be the questions I'm asking myself.
Instead of them being helpful, or a big decision to make mid game, it's late game, and I'm thinking:
"Well, I don't need the ringworld, got more than enough pops as is, and doing 100% fine. I'm rolling in Energy, with far more than I can spend.. So I don't need the Dyson Sphere. I'm stomping everyone scientifically, so don't need the science nexus either... Man, I own, or are friends with over half the galaxy, so I don't need the Sentry Array either.... Ah well lets wrap this up, finish off the last few species and win the game."
These mega structures really should come mid game at least, where they will be a huge point in power flow, and boosting your civilization in the direction you want. A science focused faction building the nexus, or a diplomatic one building the sentry mid game is a huge undertaking, but huge payout, it makes it rewarding and worthwhile.. Unlike now..
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