Hey guys,
It's been a while since I've participated in the discussion, but I read you regularly.
What's got me excited is the upcoming release of 4.0, and I'm rather worried...
Most of the proposed changes really excite me, but there's one major point that terrifies me.
First of all, I want to point out that I struggle with the idea of a complete overhaul. The game works fine as is. When I start a game, I know I'm in for dozens of hours because the game is exciting. I consider it without a doubt one of the best games in my library. I understand the performance issues... which I've never really faced because when I get to the point where I know I've won or lost, I start another game.
I understand that this would open up other possibilities in the future. I'm already more sensitive to this argument.
But sometimes, the best is the enemy of the good.
In short, I hope you'll prove me wrong, and let's get to the point I wanted to raise, the elephant in the room: the trade-wealth-logistics resource, we don't know what to call it anymore.
I've read the dev diaries, I've read the posts, and allow me to make my modest contribution. First of all, clearly, as it stands, this resource becomes something totally abstract, meaningless in the game and therefore likely, for me at least, to harm immersion and make the management exercise completely artificial. The only justification for this resource seems to be purely mechanical: the game mechanics require it, but its meaning seems secondary. It seems to me that the process should be reversed: the game needs this resource to be credible, how do we integrate it into the mechanics?
So let's start from there. If I follow you, you consider that the game needs an additional resource: "logistics capacity." We already have trade. Currency has been energy since the beginning of the game. Wanting to put these three concepts in the same resource is dubious. As a programmer, you wouldn't use the same variable to mean three different things, right?
My proposal:
Keep trade as it is. Eliminate trade routes, which are expensive in terms of performance and don't provide much benefit, fine.
Keep energy as a currency. Is it really necessary to change this, at the risk of upsetting many of the game's balances?
And logistics? But we almost already have it! Naval capacity, of course. We just need to modify the concept slightly. If naval capacity becomes logistics capacity, it is possible to maintain the existing mechanisms by simply expanding them a little.
Let's explore this hypothesis:
- Fleets continue to consume logistics capacity. The difference: in the event of an incursion into enemy territory, they consume much more. Implication: in times of war, a conquering empire must be strong enough to absorb the costs associated with the probable overstretching of logistics capacity. No impact in the event of a defensive war.
- Planets with resource deficits consume logistical capacity. Implication: an economically optimal empire with highly specialized planets will pay the price with a diminished military capacity. Economic power and military power: the two will no longer necessarily go hand in hand. The icing on the cake: an empire that wants to prioritize brute force will have every interest in favoring the self-sufficiency of its planets, which seems cool thematically. In any case, it opens up new strategic possibilities.
- Logistical capacity cannot be stockpiled. And it's so much more logical. I don't even think it's necessary to explain why.
I'll stop here. I suspect it's probably too late to change the direction we're taking... but at the same time, it's never too late.
Good luck with Stellaris 4.0!
It's been a while since I've participated in the discussion, but I read you regularly.
What's got me excited is the upcoming release of 4.0, and I'm rather worried...
Most of the proposed changes really excite me, but there's one major point that terrifies me.
First of all, I want to point out that I struggle with the idea of a complete overhaul. The game works fine as is. When I start a game, I know I'm in for dozens of hours because the game is exciting. I consider it without a doubt one of the best games in my library. I understand the performance issues... which I've never really faced because when I get to the point where I know I've won or lost, I start another game.
I understand that this would open up other possibilities in the future. I'm already more sensitive to this argument.
But sometimes, the best is the enemy of the good.
In short, I hope you'll prove me wrong, and let's get to the point I wanted to raise, the elephant in the room: the trade-wealth-logistics resource, we don't know what to call it anymore.
I've read the dev diaries, I've read the posts, and allow me to make my modest contribution. First of all, clearly, as it stands, this resource becomes something totally abstract, meaningless in the game and therefore likely, for me at least, to harm immersion and make the management exercise completely artificial. The only justification for this resource seems to be purely mechanical: the game mechanics require it, but its meaning seems secondary. It seems to me that the process should be reversed: the game needs this resource to be credible, how do we integrate it into the mechanics?
So let's start from there. If I follow you, you consider that the game needs an additional resource: "logistics capacity." We already have trade. Currency has been energy since the beginning of the game. Wanting to put these three concepts in the same resource is dubious. As a programmer, you wouldn't use the same variable to mean three different things, right?
My proposal:
Keep trade as it is. Eliminate trade routes, which are expensive in terms of performance and don't provide much benefit, fine.
Keep energy as a currency. Is it really necessary to change this, at the risk of upsetting many of the game's balances?
And logistics? But we almost already have it! Naval capacity, of course. We just need to modify the concept slightly. If naval capacity becomes logistics capacity, it is possible to maintain the existing mechanisms by simply expanding them a little.
Let's explore this hypothesis:
- Fleets continue to consume logistics capacity. The difference: in the event of an incursion into enemy territory, they consume much more. Implication: in times of war, a conquering empire must be strong enough to absorb the costs associated with the probable overstretching of logistics capacity. No impact in the event of a defensive war.
- Planets with resource deficits consume logistical capacity. Implication: an economically optimal empire with highly specialized planets will pay the price with a diminished military capacity. Economic power and military power: the two will no longer necessarily go hand in hand. The icing on the cake: an empire that wants to prioritize brute force will have every interest in favoring the self-sufficiency of its planets, which seems cool thematically. In any case, it opens up new strategic possibilities.
- Logistical capacity cannot be stockpiled. And it's so much more logical. I don't even think it's necessary to explain why.
I'll stop here. I suspect it's probably too late to change the direction we're taking... but at the same time, it's never too late.
Good luck with Stellaris 4.0!
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