I hate it. It's not a good system. The entire thing is designed around just throwing trash at the player and the player making do with the rubbish we're given.
First, there's too many traits, and there's too many random factors at play.
Leadership development in the military and politics isn't random. People are trained and groomed in to these positions. A politician with aspirations to be governor doesn't spontaneously decide he's going to learn to be really good at terraforming worlds (especially when you don't even have that technology yet). It'd be like if the governor of your state or province or whatever suddenly decided to invest in to mining, and your region literally is a giant swamp that has no mining industry at all.
It's terrible. You can literally sit on the leader screen and spam update_leader_pool 50 times looking for a specific type of leader, and not once get it.
You have politicians that were designed for gubernatorial duties suddenly becoming president and they carry over exactly zero useful skills.
You can even have your decorated admiral of your mightiest fleet engaging in battle against the voidworm plague... Suddenly decide he wants to be president and magically gets sucked out of his ship and ruins your entire military strategy.
It's bad. I hate it. We even have these "home planet modifiers" but who the hell cares. The odds of rolling one of those traits is a hundred to one. The odds of that trait being any useful to the planet they're from is like twenty to one. The odds of that planet being better off under your underqualified leader versus whoever is already in charge... And then everything is going fine and BAM the system decides to roll some negative trait on them that makes them a liability.
It's horrible. I hate everything about it.
1) Literally delete like half of the traits outright. Most are trash. Combine them in to fewer, more useful ones. NOBODY in the entire history of this entire game has ever said "hell yeah I got the trait that makes me clear blockers 10% faster!!! YES!" Ans yes, I love rolling this dumb terraforming trait when it's like 2208. Even if you wanted to keep both of those worthless traits why are they not combined?
Why is Prospector, possibly the best trait in the game, competing on the same roll with Observer and Scout, both of which almost do the exact same thing, and both of which are useless anyway?
2) Give players total control over leadership development. Let me assign them to "school" on level up that takes them out of service for a time, but then gives me control over what they get.
3) Delete all the council only traits. Council and Governor traits should be the same thing. Find a way to make it happen. There's no reality in existence where a politician or someone who has relevant experience that could apply in the position of Secretary of State also has zero overlap of they were told to govern a world.
4) Give us "minor leaders", leaders that are exempt from council positions, don't really count against the cap, have zero traits, and their skill levels only count as half. Let me use them to indicate "minor" fleet admirals and "minor" planetary governors. EDIT: In fact, specifically for commanders, this would be a way to improve on the unit experience system which... isn't great and doesn't make much sense (am I supposed to believe that the crew of a ship doesn't change, and is immortal? Does a real-life army unit carry 'experience' from a battle it fought in World War 1?).
5) The entire election system needs an overhaul to reflect a sane world. When theres a real life presidential election, you ever heard of every single general in the entire military announcing their candidacy? That's not even LEGAL in almost any democracy in the first place. You ever heard of the nerd in charge of Fermilab suddenly becoming the most popular presidential frontrunner? In fact, shouldn't something like an Egalitarian Democracy be full of presidential hopefuls who were not leaders in the first place, ie: random popular citizens that didn't hold prior office? Isn't that the very heart of such a system?
6) If your concern is that giving players trait control would be unbalanced, I dunno maybe balance the traits. The truth is they aren't balanced. They're broken. The only balance in them is because it's RNG so you spin the big wheel of infinite bullish and maybe you get exactly what you need, or maybe you get ooooh +amenities!
7) Negative traits can be fun and dynamic. The ones we have are not. Sometimes you get lucky and your president picks up a negative traits that only affects sector governor. Sometimes you get the asinine -5 alloy upkeep which can destroy your economy and is so clownish it's unbelievable. Really? This guy is just stealing a billion spacebucks worth of alloys a year and we're just going to ignore it?
8) Use all of this to make the Aptitude tree better.
First, there's too many traits, and there's too many random factors at play.
Leadership development in the military and politics isn't random. People are trained and groomed in to these positions. A politician with aspirations to be governor doesn't spontaneously decide he's going to learn to be really good at terraforming worlds (especially when you don't even have that technology yet). It'd be like if the governor of your state or province or whatever suddenly decided to invest in to mining, and your region literally is a giant swamp that has no mining industry at all.
It's terrible. You can literally sit on the leader screen and spam update_leader_pool 50 times looking for a specific type of leader, and not once get it.
You have politicians that were designed for gubernatorial duties suddenly becoming president and they carry over exactly zero useful skills.
You can even have your decorated admiral of your mightiest fleet engaging in battle against the voidworm plague... Suddenly decide he wants to be president and magically gets sucked out of his ship and ruins your entire military strategy.
It's bad. I hate it. We even have these "home planet modifiers" but who the hell cares. The odds of rolling one of those traits is a hundred to one. The odds of that trait being any useful to the planet they're from is like twenty to one. The odds of that planet being better off under your underqualified leader versus whoever is already in charge... And then everything is going fine and BAM the system decides to roll some negative trait on them that makes them a liability.
It's horrible. I hate everything about it.
1) Literally delete like half of the traits outright. Most are trash. Combine them in to fewer, more useful ones. NOBODY in the entire history of this entire game has ever said "hell yeah I got the trait that makes me clear blockers 10% faster!!! YES!" Ans yes, I love rolling this dumb terraforming trait when it's like 2208. Even if you wanted to keep both of those worthless traits why are they not combined?
Why is Prospector, possibly the best trait in the game, competing on the same roll with Observer and Scout, both of which almost do the exact same thing, and both of which are useless anyway?
2) Give players total control over leadership development. Let me assign them to "school" on level up that takes them out of service for a time, but then gives me control over what they get.
3) Delete all the council only traits. Council and Governor traits should be the same thing. Find a way to make it happen. There's no reality in existence where a politician or someone who has relevant experience that could apply in the position of Secretary of State also has zero overlap of they were told to govern a world.
4) Give us "minor leaders", leaders that are exempt from council positions, don't really count against the cap, have zero traits, and their skill levels only count as half. Let me use them to indicate "minor" fleet admirals and "minor" planetary governors. EDIT: In fact, specifically for commanders, this would be a way to improve on the unit experience system which... isn't great and doesn't make much sense (am I supposed to believe that the crew of a ship doesn't change, and is immortal? Does a real-life army unit carry 'experience' from a battle it fought in World War 1?).
5) The entire election system needs an overhaul to reflect a sane world. When theres a real life presidential election, you ever heard of every single general in the entire military announcing their candidacy? That's not even LEGAL in almost any democracy in the first place. You ever heard of the nerd in charge of Fermilab suddenly becoming the most popular presidential frontrunner? In fact, shouldn't something like an Egalitarian Democracy be full of presidential hopefuls who were not leaders in the first place, ie: random popular citizens that didn't hold prior office? Isn't that the very heart of such a system?
6) If your concern is that giving players trait control would be unbalanced, I dunno maybe balance the traits. The truth is they aren't balanced. They're broken. The only balance in them is because it's RNG so you spin the big wheel of infinite bullish and maybe you get exactly what you need, or maybe you get ooooh +amenities!
7) Negative traits can be fun and dynamic. The ones we have are not. Sometimes you get lucky and your president picks up a negative traits that only affects sector governor. Sometimes you get the asinine -5 alloy upkeep which can destroy your economy and is so clownish it's unbelievable. Really? This guy is just stealing a billion spacebucks worth of alloys a year and we're just going to ignore it?
8) Use all of this to make the Aptitude tree better.
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