Worst space strategy games you've played and why you hope Stellaris won't follow them

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Majestic7

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MOO3, like an insanely hot girlfriend that is completely crazy and eats only gluten-free wallpaper paste and insists elves are real, I tried to love it despite all its flaws but in the end just gave up.

Damn, I think we have dated the same girl. She was just so hot, tho... *takes a cold shower*

Erm... on topic, I agree with the criticism about GalCiv. While good on paper the games are incredibly bland. There is one good thing in GalCiv I hope Stellaris has too - events. I'm not talking only about Paradox-style events, but colonization events. In GalCiv, usually when you colonize a planet you get an event making the planet somehow special. That added personality to each planet most 4X lack, since I'd remember that "oh, THIS was the planet with the pain-pods!" and so forth.

Likewise, MOO3 had an interesting idea in showing how even as a space emperor, you can't control every single aspect of your empire. Of course the implementation failed, but the idea is solid. Interesting and intriguing internal politics is something most strategy games fail to deliver. I have high hopes that Stellaris can provide in that area.
 
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Vanhal

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At least you can recall their name. I've gone through several 4x game so terrible that I deleted them from my memory.

That. There is literally sea of bland, low budget, uninteresting 4x games out there. So i can probably name only the greatest disapointments:
- Galciv. For a series supposed to be THE space 4x it is just bland, bland, bland. I can't point even one element and say: "this here is good work". Even compared to the abovementioned sea of blandness it is exactly the same, just prettier.
- SoTS2. Maybe there was some good side to that game, but i didn't even last to see it. Unplayable mess. Not buying it was one of the best decisions ever.
- Stardrive 1. While second part has been satysfying (still not excellent, but at least good), the first part is simply awful disapointment - some very good ideas and even implementation, but the game is so barebones that it is nothing to eXplore there and the rest of X's follow into the trash bin shortly after. It's pure wonder that not only he wasn't publicly defenestrated after that, but even managed to complete the second game!
- Pandora. Man, this reached epic heights on "pissed me off scale". After severe Alpha Centauri hunger i did got a game that was looking good (not only graphically, but overall), except that every single play had been an utterly unfun shit. Why the hell did they made complicated game with lots of potential strategies only to drown it in the sea of relentless aggression?
 
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ponasozis

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stardrive 1 with black box custom exe and its mod is actually viably good
you get tons of new techs
ai is smart
bug fixes
ui is better
game is not crashing
and tons of other features that made game actually quite good with that custom exe mod along with few other additional mods like star trek or deadalus
 
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Jorgen_CAB

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stardrive 1 with black box custom exe and its mod is actually viably good
you get tons of new techs
ai is smart
bug fixes
ui is better
game is not crashing
and tons of other features that made game actually quite good with that custom exe mod along with few other additional mods like star trek or deadalus

The problem with Stardrive 1/2 is that AI can't design ships and the diversity in ship design just make the difference between player and AI huge beyond the beginning of the game and as such the AI is pathetically easy to beat. The whole main feature of the game and the AI are totally incapable to use it... in my book that is a badly designed and executed game. It is fun from a player perspective to build your ships but when there are no opponent on the other side it is basically as playing a solo game.

The best part of StarDrive 2 is the battle arena... Here you at least can build the AI ships and make some fun scenarios and play those battles. That is the most fun I have had with that game.
 
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Dagda

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I realise GalCiv 2 was supposed to be the pinnacle of space 4X's (I'm unsure whether GalCiv 3 has yet unseated it in popular opinion) - but I personally found it incredibly soulless. No personality to the game whatsoever, very empty and bland as a result.
.

GalCiv2 the pinnacle of 4x space? Whoever told you that is not sane.

And yes, the best description of GalCiv3 is soulless tedium.
 

D Inqu

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One thing I hope is that Stellaris development does not go in the direction of the new MOO. The devs there are clearly pandering to the "old fans" to milk them well, with the regression to the "old-style" races which are basically all "men in costumes", silly art style. And of course the other side of the coin: pre-order bonus race.
 
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One thing I hope is that Stellaris development does not go in the direction of the new MOO. The devs there are clearly pandering to the "old fans" to milk them well, with the regression to the "old-style" races which are basically all "men in costumes", silly art style. And of course the other side of the coin: pre-order bonus race.

I actually hoped for a remake of Master of Orion 1 with a bit of extra 2015 within, but this is Wargaming, that gigantic building in Nicosia wont pay for itself...
 

Novacat

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MOO3, like an insanely hot girlfriend that is completely crazy and eats only gluten-free wallpaper paste and insists elves are real, I tried to love it despite all its flaws but in the end just gave up.

No. No. No.

Not even close.

MOO3 is more like that girl you heard was insanely hot and great in bed from all your friends, but when you actually meet her it looks like she fell down the ugly tree and hit every ugly branch on the way down. You try to push that aside and give her a chance anyway, but then you find out that she is completely crazy, only eats gluten-free wallpaper paste and insists elves are real. On top of that, she demands you pay for everything.

I still have a $60 hole in my pocket because of MOO3. This was the game that had destroyed all the idealism I had left in the games industry.

One thing I hope is that Stellaris development does not go in the direction of the new MOO. The devs there are clearly pandering to the "old fans" to milk them well, with the regression to the "old-style" races which are basically all "men in costumes", silly art style. And of course the other side of the coin: pre-order bonus race.

If you want a different selection of races, play a different 4X, one of the main things I hated about MOO3 is that it took MOO2's colorful selection of races, axed half of them, and then added palette swaps of the remaining races to make it less obvious that they reduced the racial diversity. The only genuinely unique race that was added to MOO3 ended up being space zombies which, after Homeworld: Cataclysm, that trope needed to die in a fire already.

Probably the only good thing about MOO3's racial selection is that they had some interesting twists on some of the classic races, such as silicoids, but for the most part it was a giant step back compared to MOO2.
 
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BaronIronmaggot

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I hope that Stellaris won't do empires like the rest of the space games. So far rest of the space games still think that they are board games and start the game on even playing ground with 10 or less empires. No empires would emerge other than those present at the start and if an empire is gone, it is gone forever.

I like the other Paradox grand strategy games because they start out more realistically. The world looks like it has an actual history. And troughout the game empire can fall and new ones can rise. Game is not limited to those factions that existed at the start date.

Issue that goes hand in hand with that, is that everyone starts out alone as a unified empire in a void. But this is just wrong. In reality multiple empires from the home planet/system would remain independent and would compete in the colonization. When America was being colonized, England didn't colonize alone England's own neibhours were its fiercest competitors. When Rome began to expand from a city state to a republic to an empire, it was never the only civilized state at the region.

So, I would like to see starting systems start with multiple empires of the same race. Since Stellaris seems to use the system where only one empire can hold a planet at a time, there could be multiple empires in the solar system. For humans - Earth controlled by UN, Mars controlled by an empire with a birth story like the USA now, Venus controlled by Venusian Empire, Titan controlled by some sort of isolationalist technocrats. Would make for a far more interesting space colonization race.

First quabble and war with your neibghours. Then war with the different alien empires while battling empires of your own species.
 
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Xinkc

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Not a true strategy game but I hope Stellaris doesn't end up feeling like Spore's space stage did.

Few things have disappointed me more than being told you can wage war with fleets but then finding out that by fleet they meant "eventual posse of your ship and a fee allies." Also, apparently my civilization's only presence in the galaxy, besides planet based colonies, was my single controlled ship. That's not even mentioning the boring slog colony management was and how easy it was to game the system to only need a few star systems to control. Oh and the broken promises throughout game development and that promotional "patch."

However, being able to destructively terraform planets to aid in conquest was somewhat satisfying. It was a shame that the AI just took such attacks like a chump and couldn't use such methods themselves.
 
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Krajzen

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Spore, oh God. Epic disappointment of my youth. I expected grand evolutionary strategy and got something with a level of sophistication insulting Sim-like simulators.
 
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Medu Salem

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Well I played a lot of 4x games in different settings (space, fantasy, whatever)... I couldn't say which one was the worst.

But there is some general stuff I find annoying on several 4x games:

  1. General
    • Too many stacking/multiplying stats rendering entire gameplay features almost impossible to balance.
    • Too complex gameplay mechanics often proving to be cumbersome or out of balance the bigger an empire gets.
    • GUIs either being too cluttered with unnecessary stuff or they are lacking the information one would actually need. Haven't seen any game getting that part right... ever.

      I wish for Stellaris to do better in them but yeah, numbercrunching stuff and an acceptible GUI are the hardest parts about a game to get right.

  2. Major Races/Minor Factions and their Traits/Behavior
    • Balancing around major races failing thanks to special colonization traits allowing a specific race to steamroll 2/3 of the galaxy early on.
    • Balancing around major races failing thanks to predictable military/economic/influential powerhouses later on with no one left to counterbalance.
    • Minor factions may exist, but don't play any role whatsoever neither on local nor on global scale and therefore can be steamrolled quite easily.

      I hope Stellaris performs much better on that due to how the Species/Ethos system works together with Population Units.
  3. Starsystems/Planets/Colonies/Starbases/Shipyards
    • Often too much micromanagement hell or repetitive tasks. Bore-out or Burnout, whichever comes first.
    • Often no automatation, which just sucks after 50+ or more planets/colonies per faction and renders a game unplayable.
    • Too many stacking Planet/Colony improvements (general ones + race specific ones, etc) doing almost the same instead of concentrating around a few which would actually matter.
    • Starbase/Shipyard spam becoming mandatory and often being more time consuming than the tedious planet/colony management of 50+ planets already is.
    • Different Planet Types not of a strategic importance later on thanks to terraforming space magic, so they are only a minor annoyance early on

      I wish Stellaris has at least some form of automation for boring, repetitive tasks and not to resort on completely cutting back management abilities as a cheap shortcut. That said I would welcome it if Stellaris implements only the most essential stuff, like only essential improvements for colonies, instead of every improvement type coming in 10 different flavors, all of them doing the basically same thing just with a different value. Quality over Quantity is my opinion on the matter.
  • Technology/Research
    • Neverending race with upgrades to upgrades most of which don't make any sense or difference, just to bloat up the tree and make it look more sophisticated than it actually is.
    • Often abused to gain a huge lead in progression, resulting in balancing problems mid/endgame, especially when race specific researches start to stack up with race specific traits.

      I hope that the approach of Stellaris with research depending on the outcome of various research events doesn't render it in some sort of Russian Roulette. It may prevent a huge lead in progression for a single race, but it might also lead to no progression at all.
  • Mid-Game/Endgame and/or Diplomacy/Victory
    • Conquest often turning out to be the only viable long-term strategy of dealing with enemies/other factions and the only way to end the game.
    • Just keep on expanding and annex everything. No real political problems in your own empire to deal with, other than the dumb and generic "overexpansion" penalties which are counterproductive on large scale gameplay.

      If Stellaris only gains a bit of the flavor of the EU series in Mid/Endgame then above concerns won't be much of a problem anymore. Because that's what the EU series is being best in.
There are surely a lot of other things that I could nitpick on but I would have to play several of the games again to encounter the problems.

The only game I played in the past months was Galactic Civilizations III when it was released earlier this year, and some things stuck with me ever since:

Things I particularly disliked:
  • While the hexgrid allows for quite interesting features, the overall execution of it is poor when it boils down to strategy (it isn't any different in GC2 with its sqares). There is almost no strategy involved in conquering an AI's empire or defending one's own empire. No narrow passages or other invincible barriers and stuff that allow for a controlled border. The enemy can go from anywhere to anywhere and so can you, which is just a free for all. It just boils down to controlling loads of fleets and how many ships you have to scare off the enemy from even crossing your border. That just sucks on a large scale map when management becomes tedious.
  • Starbase spam.
  • Unbalanced faction-unique colony improvements as well as research resulting in some factions being predestined to win/fail every time.
  • Resource system nice in concept, but bad in execution due to how nothing of importance really requires that stuff. At later stages almost all generic non-resource-requiring improvements/weapons etc are performing much, much better than the ones that actually do require resources. So the battle for resources is superfluous to begin with, but the AI is still going like crazy after them while I simply don't care in the first place. Something I hope for Stellaris to excel better at.
Things I liked:
  • That shipyards are moveable but have to be tied to/sponsored by planets and the their efficiency depending on the distance to the sponsoring systems. I swear, something similar should have been done with the starbases as well. Don't know why they didn't.
    I really wish that something similar to that would be actually implemented for Stellaris as well, so there are sponsoring systems for shipyards/starbases and similar objects to limit their number (and therefore the amount of micromanagement) and to make their placement strategically much more important.
  • Economy relying on multiple optional mechanics, like Tourism for example. Haven't seen that in another game yet, but still it's not really that fleshed out.

The past 2-3 years I also played Galactic Civilizations II, Endless Space, Sins of a Solar Empire Trinity/Rebellion, Europa Universalis III&IV, Civilization IV&V, Fallen Enchantress (the devil knows why, probably because it was on a Steam sale) and several others I don't even remember anymore. Also I don't remember anything annoying in particular with the ones listed that is not covered in the general section above already, but that's also because I haven't played them in a while.

I just remember that both Sins and Endless Space had real nice traderoute features or something which automatically created traderoutes when tradeports were present on adjacent colonies or something. I somehow wish for something similar in Stellaris because I missed that a lot in GC3. As long as tradeports are onetime colony improvements and traderoute establishment is being done automatically and doesn't require any further micromanagement I think it would be at least much better than GC3's implementation of stupid manual traderoutes that generate almost no income. At least I remember that those little traderoutes not only resulted in a lot of proft but they also added a bit of "life" in the otherwise boring and dull galaxy by adding small ships as background gfx.

Also Sins had a combat system I really liked, altough fleet management was... urgh.

Also on the EU series... While I think that the EU games are really masterpieces in their genre, it just happens that I am not really into them in general. It's probably because of their historic background. I always hated history back at school. In games I like it much more when a world/galaxy starts out as a blank paper to be filled with my own deeds, which is why I am looking forward to Stellaris.
 
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Fireplay

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So... Anyone else curious about the forbidden nebula in one of the pictures? I can't seem to find anything in the forums mentioning it.
 

valergain

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So... Anyone else curious about the forbidden nebula in one of the pictures? I can't seem to find anything in the forums mentioning it.

The only thing I know about it is that I'll defenatly be going there and mapping as many trade routes through as their as I can. You don't tell me what to do Nebula.
 
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Vanhal

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So which is the BEST space strategy game ever?

And BEST strategy game still out there?

That's not even offtop, that's counter-top :D

But for me:
Best Space - Master of Orion 1
Best 4x - Civilization 4 (with mods)
Best strategy ever - Crusader Kings II (with mods)
 
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