Internal politics with their factions and government-types seems to me the only part of stellaris where we never got a greater update on - so...when we get it?
- 7
Vic3....It is NEVER coming.
People whine too much about revolts for Paradox to implement them in any meaningful way anymore. Just look at their other recent releases, where revolts are irrelevant for the player and/or easily gamed out of relevancy.
just because it works in one strat game doesn't mean it will work in stellarisVic3....
so, just add easy mode in settings if you dont want opposition in your empire - but i guess there a many who want some internal politicsjust because it works in one strat game doesn't mean it will work in stellaris
Internal politics seems to mean something different to you than what the players want. We want roleplay for our ethics, or else the ethics mean nothing.It's never coming, at least not one that most people will agree is enjoyable. People want it because "internal politics" is amorphous and it let's them put on their "ideas guy" cap and present their 24 page dissertation of mechanics that basically amount to making an entirely different game.
"Internal politics" might sound fun on paper, but it's never been implemented well in any major strategy game, especially ones that are already deep in their life cycle. Crusader Kings has a major emphasis on internal politics, yet good players can trivialize it within a few minutes of any campaign. EU4 tried to add it with estates 1.0, but that just ended up just amounting to a few cows that needed to be milked and micromanaged every decade or so.
EU4 gets similar calls for internal politics constantly, and the devs have tried valiantly many times, and each attempt has ended in failure. I hope the Stellaris devs don't make the same mistake.
Based on the suggestions many people give in other threads, it's clear many people want much more than *just* roleplay when they use the words "internal politics".We want roleplay for our ethics
This is the problem.Internal politics seems to mean something different to you than what the players want.
you misunderstand. i didn't say "JUST" roleplay. but that is the fundamental thing missing from this game. build a utopia (without slaves, don't give me your xenos are soylent not people excuses), or build the worst genocidal slave state in galactic history, it feels more or less the same.Based on the suggestions many people give in other threads, it's clear many people want much more than *just* roleplay when they use the words "internal politics".
That update will hit the day after all my favorite mods are updated to this current update so the new update can break all my favorite mods again.Internal politics with their factions and government-types seems to me the only part of stellaris where we never got a greater update on - so...when we get it?
Again, all of this sounds nice on paper, but it runs into the reality of limited dev time. The core gameplay loop of Stellaris is currently economic management + warfare/conquest. There's no doubt "internal politics" could complement these, but it'd have to be built from the ground up in many different ways if it's to ever amount to more than just a gimmick. That's a lot of dev hours that could otherwise be spent improving the game in other ways like diplomacy or warfare.build outwords to get a deep politics system that doesn't fail because it doesn't try to be gimmicky
bro most strategy games get everything wrong, that's why we're playing stellaris and not those other games. a lot of strategy games do not have pops and that's the main advantage stellaris has going into this. stellaris can model pop demands in ways other games cannot. the only game that comes close is Victoria III and I have not played it yet so I don't know how well they model politics. but their factions are tied to specific classes' demands (interest groups) and that is exactly what stellaris needs.Again, all of this sounds nice on paper, but it runs into the reality of limited dev time. The core gameplay loop of Stellaris is currently economic management + warfare/conquest. There's no doubt "internal politics" could complement these, but it'd have to be built from the ground up in many different ways if it's to ever amount to more than just a gimmick. That's a lot of dev hours that could otherwise be spent improving the game in other ways like diplomacy or warfare.
I also notice that one of my major points of my post up above went ignored: No major strategy game (at least in the last 15 years or so) has implemented politics well, especially not when devs have tried to introduce it deep in the lifecycle of an already existing game. Nobody can point to another game and say "the internal politics system should look like this, but modified in a few ways to fit the theme of Stellaris". Just because a system like that doesn't exist yet doesn't mean it's impossible, but it should serve as a clear indicator that "internal politics", for whatever reason, is very difficult to get right. Feel free to give an example of a game that gets it right if you can though, as I'd love to be proven wrong.
Victoria 2, seems to be a good starting pointNobody can point to another game and say "the internal politics system should look like this, but modified in a few ways to fit the theme of Stellaris".
as a fan of Cyberpunk 2077 i am willing to waitEverytime you ask for Internal Politics the devs push back the IP DLC another six months.