There are things that are not adding real challenge but annoy players.
My list:
Negative traits
They are just appearing on a leader which was developed for a long time and sometimes ruining him/her completely. Think of "+5% empire size from pops" on a councilor. There is little you can do except stacking -1 max negative traits on your species and traditions, which means you eliminate them completely.
What can be done:
Cheap solution - let player pick one bad trait of X. Pick lesser evil.
More interesting solution - stress mechanics like in CK3. Leaders get stressed at work. If you don't let them recover and force them doing something that they dislike (depending on ethos) - stress bar overfills and they get a coping mechanism which is negative trait. Now negative traits are just assigned depending on level. If stress gain is tied to level or age it will be more organic. Older they get faster they get stressed.
High strata jobless
Randomly pops lose specialist and elite jobs, which are immediately filled by other pops being promoted. Now it makes sense. But for a player it means that planet will have an unemployment indicator. you can't do anything about it for a long while especially if elite unemployed. Information about unemployment is very important for players that manually resettle pops. Once you have unemployed on popfarm worlds - move them to the worlds you are currently growing. It gets completely messed when these useless elite pops are counted as unemployed
Solution:
Toggle visibility of unemployment by strata. Also please add a filter or quick button to go to a planet with unemployment (now you need to scroll the list, which is annoying)
Suicidal fleets
When your small fleet tries to evade much more dangerous enemy - you tell them to go to fly away towards nearest system. You get intercepted. It makes sense to continue flying away while charging emergency ftl. Right? Wrong! Fleet commander only does one word from that reasonable instruction. Charge. Not like that... CHARGE!!! We are going to die honorably!!!
Solution:
Add combat stance - evade enemy while preparing eftl and jump immediately when charged. Fleets try to get as far as possible from the enemy full speed away from enemy fleet.
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Would you add your own game mechanics that you want to be removed or reworked?
My list:
Negative traits
They are just appearing on a leader which was developed for a long time and sometimes ruining him/her completely. Think of "+5% empire size from pops" on a councilor. There is little you can do except stacking -1 max negative traits on your species and traditions, which means you eliminate them completely.
What can be done:
Cheap solution - let player pick one bad trait of X. Pick lesser evil.
More interesting solution - stress mechanics like in CK3. Leaders get stressed at work. If you don't let them recover and force them doing something that they dislike (depending on ethos) - stress bar overfills and they get a coping mechanism which is negative trait. Now negative traits are just assigned depending on level. If stress gain is tied to level or age it will be more organic. Older they get faster they get stressed.
High strata jobless
Randomly pops lose specialist and elite jobs, which are immediately filled by other pops being promoted. Now it makes sense. But for a player it means that planet will have an unemployment indicator. you can't do anything about it for a long while especially if elite unemployed. Information about unemployment is very important for players that manually resettle pops. Once you have unemployed on popfarm worlds - move them to the worlds you are currently growing. It gets completely messed when these useless elite pops are counted as unemployed
Solution:
Toggle visibility of unemployment by strata. Also please add a filter or quick button to go to a planet with unemployment (now you need to scroll the list, which is annoying)
Suicidal fleets
When your small fleet tries to evade much more dangerous enemy - you tell them to go to fly away towards nearest system. You get intercepted. It makes sense to continue flying away while charging emergency ftl. Right? Wrong! Fleet commander only does one word from that reasonable instruction. Charge. Not like that... CHARGE!!! We are going to die honorably!!!
Solution:
Add combat stance - evade enemy while preparing eftl and jump immediately when charged. Fleets try to get as far as possible from the enemy full speed away from enemy fleet.
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Would you add your own game mechanics that you want to be removed or reworked?
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