This is a positive product review. It just doesn't start out that way because I was underwhelmed by some of the more obvious elements at first. But there's good stuff in there, and after playing a bit, I feel like I can talk about the whole DLC somewhat fairly.
Astral Actions are mostly awful.
If it were up to me, I'd move the Edicts earlier, and add some new Edicts -- like somehow pay threads to get visibility into every system with a rift, so some other empire going hard on rift purchases might have a security issue because of that. Do it early enough that you're not competing against your own Sentry Array. Or make that an early Astral Action which lasts for N years, early enough that it can shape your exploration.
In terms of singing the praises of Astral Actions, the 2nd Relic trigger is pretty great, and feels integrated with an element from outside the DLC itself -- that's good design. I don't use it often, but it feels great when I can.
Error handling is poor, and corner-cases feel unfinished.
If I capture a dig site mid-excavation, I can take it over and get the reward. I have declared war specifically to take the Grand Herald, for example. There should be mechanics to do the same thing for a rift mid-exploration, or a way to pay to keep going in spite of losing the system if it's something I value enough to over-pay to finish.
If my scientist dies or gets stolen by an event mid-excavation, I know how to re-start a dig site. It's not clear how to resume a rift.
The Rifts themselves are spotty.
Some of them are mostly boring, like the alien circus where I'm just clicking through "acts" which read like nonsense and then make a choice to buy a reward (which is static but undocumented in-game so it's a wiki-walk). The rewards are actually creative and some are useful for under-powered empires, but I don't like having to look things up to get the right reward, and I don't like clicking through the same static text across several games.
The desert ruins where you have to guess a color, number, and shape to move on are really dull. Again, wiki-walk because it's a meaningless static """choice""" which varies only by secret static criteria (scientist aquatic or toxoid). Boring and bad design, like a less-convenient dig site with extra steps.
But then there are the good ones, like the Baol Rift.
I've played the Baol Rift through with several different empires, and it's been satisfying every time. I really like being able to express my empire's personality through different choices as they relate to a precursor that I care about a bit. Every stage of the Baol Rift which offers a choice does so with enough information that I've never felt an urge to look something up on the wiki. I'm making informed choices each time. That matters so much because there are too many janky random guesses in the game already.
Zroni Rift looks like it also has some choices but I don't remember as many, and I haven't seen it yet when playing a Psionic empire (because it's the Machine Age so I'm not playing Psionic much).
But there are some good rifts like the Baol, which show how to do player interactions right:
- Several different paths which match how many different empires would naturally view the event
- Choices matter in that I can express my empire's personality and get an appropriate result for each action
- Fits into established lore rather than trying to create drama from a disconnected novelty
- Choices at every stage, with sufficient information that you don't need to guess what's appropriate for your empire (except maybe the first choice if you haven't seen the rift yet).
I just did the Baol rift for the 5th time, with a different empire each time, and it was satisfying enough that I came here to basically write a love letter to that rift in particular.
This is good design. It's great to see that Paradox can write things like the Baol Rift.
It would be even better if all the rifts were that good, of course, but at least there's a really great example I can point at and say: "Do it like that, I know you can because you did."
Overall, I feel like Astral Planes feels like an 80% finished product, with some great stuff like the Baol Rift, some decent stuff like the few Astral Actions which I use often, and a bunch of place-holders which could be improved by better writing and stronger lore integration -- perhaps things Custodians can improve, in addition to fixing corner-cases like capturing or re-starting a Rift.
In general, I'm pretty satisfied with this product right now.
Anyone else played enouth Rifts to have changed your mind about the DLC? Or have a new opinion after playing it a bit?
Astral Actions are mostly awful.
+% Physics because they added some Physics techs is what I see mods doing, based on the incorrect assumption that tech trees were balanced before the new techs got thrown in.
Paying threads to unlock a new Rift is basically demanding that I focus on that new system to pay for the privilege of focusing on that new system. It's disconnected from the rest of the game.
The new special building is just a Research Lab except cheaper. Not much to say except having a colony-unique required building feels bad for empires with limited building slots. It's not exciting unless I'm low on gas, in which case it's a bit power-creepy.
Locking a system is interesting but seems to be mis-used by the AI. I see a lot of irrelevant locks happening in the galaxy during peaceful times.
Tannhauser Trebuchet isn't terrible but it's not so good I would focus on it early enough for the AA to matter.
The Edicts are pretty good, or rather they would be good if I could get them early enough to matter. I'd move them up from last to 2nd or 3rd. By the time I get them, I'm usually set for encryption, and there's not much point in paying a high price for another +10% when I'm getting +30% from every colony's capital and +40% from every pop.
Paying threads to unlock a new Rift is basically demanding that I focus on that new system to pay for the privilege of focusing on that new system. It's disconnected from the rest of the game.
The new special building is just a Research Lab except cheaper. Not much to say except having a colony-unique required building feels bad for empires with limited building slots. It's not exciting unless I'm low on gas, in which case it's a bit power-creepy.
Locking a system is interesting but seems to be mis-used by the AI. I see a lot of irrelevant locks happening in the galaxy during peaceful times.
Tannhauser Trebuchet isn't terrible but it's not so good I would focus on it early enough for the AA to matter.
The Edicts are pretty good, or rather they would be good if I could get them early enough to matter. I'd move them up from last to 2nd or 3rd. By the time I get them, I'm usually set for encryption, and there's not much point in paying a high price for another +10% when I'm getting +30% from every colony's capital and +40% from every pop.
If it were up to me, I'd move the Edicts earlier, and add some new Edicts -- like somehow pay threads to get visibility into every system with a rift, so some other empire going hard on rift purchases might have a security issue because of that. Do it early enough that you're not competing against your own Sentry Array. Or make that an early Astral Action which lasts for N years, early enough that it can shape your exploration.
In terms of singing the praises of Astral Actions, the 2nd Relic trigger is pretty great, and feels integrated with an element from outside the DLC itself -- that's good design. I don't use it often, but it feels great when I can.
Error handling is poor, and corner-cases feel unfinished.
If I capture a dig site mid-excavation, I can take it over and get the reward. I have declared war specifically to take the Grand Herald, for example. There should be mechanics to do the same thing for a rift mid-exploration, or a way to pay to keep going in spite of losing the system if it's something I value enough to over-pay to finish.
If my scientist dies or gets stolen by an event mid-excavation, I know how to re-start a dig site. It's not clear how to resume a rift.
The Rifts themselves are spotty.
Some of them are mostly boring, like the alien circus where I'm just clicking through "acts" which read like nonsense and then make a choice to buy a reward (which is static but undocumented in-game so it's a wiki-walk). The rewards are actually creative and some are useful for under-powered empires, but I don't like having to look things up to get the right reward, and I don't like clicking through the same static text across several games.
The desert ruins where you have to guess a color, number, and shape to move on are really dull. Again, wiki-walk because it's a meaningless static """choice""" which varies only by secret static criteria (scientist aquatic or toxoid). Boring and bad design, like a less-convenient dig site with extra steps.
But then there are the good ones, like the Baol Rift.
I've played the Baol Rift through with several different empires, and it's been satisfying every time. I really like being able to express my empire's personality through different choices as they relate to a precursor that I care about a bit. Every stage of the Baol Rift which offers a choice does so with enough information that I've never felt an urge to look something up on the wiki. I'm making informed choices each time. That matters so much because there are too many janky random guesses in the game already.
Zroni Rift looks like it also has some choices but I don't remember as many, and I haven't seen it yet when playing a Psionic empire (because it's the Machine Age so I'm not playing Psionic much).
But there are some good rifts like the Baol, which show how to do player interactions right:
- Several different paths which match how many different empires would naturally view the event
- Choices matter in that I can express my empire's personality and get an appropriate result for each action
- Fits into established lore rather than trying to create drama from a disconnected novelty
- Choices at every stage, with sufficient information that you don't need to guess what's appropriate for your empire (except maybe the first choice if you haven't seen the rift yet).
I just did the Baol rift for the 5th time, with a different empire each time, and it was satisfying enough that I came here to basically write a love letter to that rift in particular.
This is good design. It's great to see that Paradox can write things like the Baol Rift.
It would be even better if all the rifts were that good, of course, but at least there's a really great example I can point at and say: "Do it like that, I know you can because you did."
Overall, I feel like Astral Planes feels like an 80% finished product, with some great stuff like the Baol Rift, some decent stuff like the few Astral Actions which I use often, and a bunch of place-holders which could be improved by better writing and stronger lore integration -- perhaps things Custodians can improve, in addition to fixing corner-cases like capturing or re-starting a Rift.
In general, I'm pretty satisfied with this product right now.
Anyone else played enouth Rifts to have changed your mind about the DLC? Or have a new opinion after playing it a bit?
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