This is just my first impression take on Utopia's early game after playing through the early game and early-mid game for about 6 hours today. Feel free to leave your own comments and respond as you see fit.
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Well, there's no easy way to say this: it was kind of boring. A lot more boring than 1.4, to be sure. Especially the first four or five hours -- on day 1 play. That surprised me.
Let's just talk about these things one at a time.
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Civics:
The new civics system is great. Right out the gate, it feels cool, unique to your empire -- I love it. It just better fleshes out what you are. My only gripes are a lack of diversity of good, interesting civics at the moment (I'd like to see at least double what's currently available.)
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Citizen Rights:
Absolutely great. Absolutely no complaints. A massive improvement over 1.4.
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The New Ethics System (Factions included):
This part of Utopia, I must admit, is really under-developed (or seems under-developed) at the moment. In 1.4, one of the greatest hurdles of empire success is found in managing to stabilize an inherently unstable system -- your empire's ethics are diverging (with serious downsides), you can track its progress, you can try to fight back.
Perhaps I'll change my mind on this with more play -- but from what I experienced, Utopia felt more like there simply weren't any ethics at all. Militarist pop in a pacifist empire? Whatever. Doesn't affect happiness at all until joining a faction. When I clicked on a pop to see its ethics, I didn't feel like I really got a sense of its preferences. Instead, I feel like I got, at best, a "predictor" as to what faction they were going to join, which really made no sense at all.
Let's talk about factions now:
Again, maybe I'll change my mind about this, but I really don't like them at the moment. The ones you get are random, and so the game either randomly rewards or punishes you when factions pop up -- because pops seem to just move interchangeably (and ineffectually) between factions regardless of what "government ethics allignment" says. On the randomized merits of what your first leader might have as traits, your government ethics might be forced.
As far as I have seen, the factions aren't very effectual either. All three of the factions I played with are relatively happy (45-60), and nothing really seems to come of it. My ability to please them depends on how I deviate from the way I want to play -- but I don't want to do that.
The net effect (so far) is that it feels like Pop Ethics was completely stripped from the game. And another thing:
The ethics wheel now feels completely flat with a stripped out pop ethics, and the ethos-specific buildings all but removed completely.
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Global Food:
I thought this was going to be great. I am shocked by how boring and unfun it is.
Any pleasure you once had in rapidly growing a single planet from 0 to full (glorious completion) is now completely absent. Any choice you had to make in the early game between "grow homeworld rapidly" or "expand rapidly" is now made for you: expand rapidly.
Even if you dedicate your first three new pops to all food, this will only increase the growth rate of new pops in your homeworld (assuming its your only planet) by a tiny, tiny margin.
There is absolutely no reason not to, instead, simply expand as fast as possible -- it's the only way to grow a large population, after all.
The net result of this change feels like it is now impossible to get any one planet to grow quickly. Rather, it feels like the growth rate of every planet is fixed, forever -- completely removing the player from the paradigm.
Because of Global Food, playing tall is less doable than in Utopia. Growing past 9 or 10 pops becomes an impossible task: it's exponentially easier to just pump out a couple new colonists and slap them down on brand new planets. This ends up -- as far as I see it -- the only viable early game strategy at all.
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Traditions and Ascension Perks:
There is an interesting variety of traditions and ascensions, but the true problem just lies in balance. Anything besides Expansion / Discovery at the very start of the game is a mistake. Diplomacy and Domination seem to fit only one playstyle.
Harmony / Supremacy / Prosperity have their good parts, but half of the traditions in all three seem very unappealing.
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Summary: Once you've settled in at the start of a new game: ignore ethics, expand quickly (because you have to due to global food), pick Expansion (because you have to) -- the game seems to play itself. That's really, really not a good thing. It plays streamlined as hell, and really lacking in strategic, meaningful gameplay decisions.
Once again, I'm open to reinterpretation on all of this. Geez, I hope I'm wrong.
---
Well, there's no easy way to say this: it was kind of boring. A lot more boring than 1.4, to be sure. Especially the first four or five hours -- on day 1 play. That surprised me.
Let's just talk about these things one at a time.
---
Civics:
The new civics system is great. Right out the gate, it feels cool, unique to your empire -- I love it. It just better fleshes out what you are. My only gripes are a lack of diversity of good, interesting civics at the moment (I'd like to see at least double what's currently available.)
---
Citizen Rights:
Absolutely great. Absolutely no complaints. A massive improvement over 1.4.
---
The New Ethics System (Factions included):
This part of Utopia, I must admit, is really under-developed (or seems under-developed) at the moment. In 1.4, one of the greatest hurdles of empire success is found in managing to stabilize an inherently unstable system -- your empire's ethics are diverging (with serious downsides), you can track its progress, you can try to fight back.
Perhaps I'll change my mind on this with more play -- but from what I experienced, Utopia felt more like there simply weren't any ethics at all. Militarist pop in a pacifist empire? Whatever. Doesn't affect happiness at all until joining a faction. When I clicked on a pop to see its ethics, I didn't feel like I really got a sense of its preferences. Instead, I feel like I got, at best, a "predictor" as to what faction they were going to join, which really made no sense at all.
Let's talk about factions now:
Again, maybe I'll change my mind about this, but I really don't like them at the moment. The ones you get are random, and so the game either randomly rewards or punishes you when factions pop up -- because pops seem to just move interchangeably (and ineffectually) between factions regardless of what "government ethics allignment" says. On the randomized merits of what your first leader might have as traits, your government ethics might be forced.
As far as I have seen, the factions aren't very effectual either. All three of the factions I played with are relatively happy (45-60), and nothing really seems to come of it. My ability to please them depends on how I deviate from the way I want to play -- but I don't want to do that.
The net effect (so far) is that it feels like Pop Ethics was completely stripped from the game. And another thing:
The ethics wheel now feels completely flat with a stripped out pop ethics, and the ethos-specific buildings all but removed completely.
---
Global Food:
I thought this was going to be great. I am shocked by how boring and unfun it is.
Any pleasure you once had in rapidly growing a single planet from 0 to full (glorious completion) is now completely absent. Any choice you had to make in the early game between "grow homeworld rapidly" or "expand rapidly" is now made for you: expand rapidly.
Even if you dedicate your first three new pops to all food, this will only increase the growth rate of new pops in your homeworld (assuming its your only planet) by a tiny, tiny margin.
There is absolutely no reason not to, instead, simply expand as fast as possible -- it's the only way to grow a large population, after all.
The net result of this change feels like it is now impossible to get any one planet to grow quickly. Rather, it feels like the growth rate of every planet is fixed, forever -- completely removing the player from the paradigm.
Because of Global Food, playing tall is less doable than in Utopia. Growing past 9 or 10 pops becomes an impossible task: it's exponentially easier to just pump out a couple new colonists and slap them down on brand new planets. This ends up -- as far as I see it -- the only viable early game strategy at all.
---
Traditions and Ascension Perks:
There is an interesting variety of traditions and ascensions, but the true problem just lies in balance. Anything besides Expansion / Discovery at the very start of the game is a mistake. Diplomacy and Domination seem to fit only one playstyle.
Harmony / Supremacy / Prosperity have their good parts, but half of the traditions in all three seem very unappealing.
---
Summary: Once you've settled in at the start of a new game: ignore ethics, expand quickly (because you have to due to global food), pick Expansion (because you have to) -- the game seems to play itself. That's really, really not a good thing. It plays streamlined as hell, and really lacking in strategic, meaningful gameplay decisions.
Once again, I'm open to reinterpretation on all of this. Geez, I hope I'm wrong.