Hey,
Thank you for designing this new feature!
Instead of starting with a detailed list, I would like to ask a question:
Why does the automation feature seem to have a much smaller priority compared to other empire management features?
It almost feels like automation is treated as an "extra feature" only for "certain people" and not at all as an integrated and natural part of the game flow. I can imagine explanations such as "we want gamers to micro-manage planets", "developing a good automation system is technically too much effort" or "it is just simply not feasible to implement what players expect, reality vs. expectations", etc. but I'm interested in what was the real design decision or blocker behind automation?
When I look at the players' journey throughout a game session, I can't think of anything else but that automation should be a more integrated and highlighted option. Sooner or later, the game naturally flows in the direction where you have to perform too many repetitive tasks and it keeps you away from the next fun part.
A typical game flow:
You have only a few planets
- Managing is fun, easy, and even satisfying: "I want to do it myself"
- Automation is irrelevant for experienced players
- Automation would be actually a good introduction for new players to keep the learning curve less overwhelming
Having 2 sectors with 8+ planets
- "Okay, I can still manage BUT it starts to feel too much"
- Already thinking about automation but min-maxing is more important
Having a lot more sectors with even more planets
- "Oh my... my fingers... my brain... GIVE ME AUTOMATION"
- The player motivations are shifting: what was fun during the early game becomes tedious later. Not because players like micro-management less but because their focus is now elsewhere e.g. waging wars feel more fun and requires the same amount of attention and clicks as empire management. Doing both at the same time can feel overwhelming from mid-game
To sum it up:
- Probably different players have different limits on how much they can micro-manage but surely there is a point for everyone that it becomes just too much.
- To reach this point, you don't even have to be far in the current session
High-level problems:
The above-mentioned factors show that the game naturally evolves from manual management towards automation but automation is still...
Basically a hidden feature
- Hidden in the colony management panel, a very hard to notice option
- It is not clear that the colony designation isn't just a one-time setup for the general bonuses but it is for automation as well
- Possible solutions:
- More highlighted section on the planetary management panel about Automated Construction
- More highlighted / intuitive settings on the Sector overview (F4)
Not enough intuitive
- A tiny cogwheel icon that doesn't even look clickable at first sight - it is so easy to miss this feature
- ..and even easier to miss the new (awesome) customization options... Having to right-click on the same icon is just anti-pattern as basically no other panels open to right-clicks, so it is not natural that I can find extra options this way (in my case, it was an accidental misclick that revealed the feature)
- I have to click on every single planet in the Outliner to validate if automation is enabled or not
- Possible solutions:
- Using more standard UI elements + icon combination that makes it clear for users that there is something important and useful to configure
- e.g. "Automation enabled / disabled" is actually written on the UI on a button and not on a tooltip
- the cogwheel / wrench / etc. icon is used to open the customization panel by left-click just like other panels
- Avoid using right-clicks, SHIFT clicks, CTRL clicks... it is not intuitive, not a typical everyday interaction pattern, and hard to remember
- A different UI element that reassures the players if they enabled / disabled something globally.
- Also, there is already an existing pattern for this already in Stellaris, setting species rights globally and individually.
- Same here, setting automation options globally and individually
- If there is an existing pattern for a similar problem what the user learned already, why introduce a completely new pattern?
- Planet icons in the Outliner should show a tiny difference that indicates "automation is enabled"
Doesn't educate enough, not enough transparent
- Minimal or blurry information about what happens exactly if I enable the automation in general or enable a filter option
- The rules mentioned in Montu's video are critical, not knowing them is the source of frustration and misconceptions about automation in general "the sector AI doesn't work", "the AI is terrible"... this could be easily fixed by providing more info
- Possible solutions:
- Highlighting the core rules on the Customization panel, at least the critical ones, similar to an oversimplified FAQ
- e.g. "Why the AI doesn't build anything? >>> resource deficit, no extra pop, etc."
Doesn't feel like an integrated part of the game session, automation is not offered for the already busy player
- Players have to keep it in mind and specifically look for the automation feature every single time
- New players don't even know what to look for, if they can have such a cool and click saver feature
- The game doesn't try to remind, help, or educate about this
- Possible solutions:
- Highlighted in the tutorial for new players
- A reminder for those who have unmanaged planets to turn on automation while e.g. they are having extra resources (e.g. long wars on multiple fronts, planets will be easily neglected)
Maybe I wasn't fair as some of the mentioned issues are addressed in the form of tooltips
- This is awesome, as a lot of things are contextually explained in Stellaris and this is so much better than redirecting the players to an external site and breaking their experience
- Still, if everything is equally hidden behind tooltips, hard to know what is important and what is just nice to have
Here is a rough sketch what I meant actually (only about the planet summary view but automation should be highlighted at other places as well)
Conclusion:
Automation in this game helps to keep the game fun for the entire session by taking over the repetitive work from the user.
I would consider it as a core feature and not just an "extra" as it keeps the players in the loop and makes it less likely that they abandon a game half-way because it feels too much. Instead, they can keep on going and focus on the next fun part, new challenges, wars, or crisis.
The new feature is awesome, just it feels like it is floating in the air. It could be more fluid how it is offered for the players as they will all need it eventually – hardcore and casual players too.
The awesome:
I might sound negative but I'm just too hyped to further ideate on the matter and just want to make sure everyone finds this helpful feature, which actually works great compared to the legacy versions. I really appreciate that this part now gets recognition and special attention. It is even more appreciated that players are involved and not just "we added this feature you wanted now shut up" but "how could we make this even better".
As a designer, not sure why is it worth for Paradox to still improve the game on this level, but as a player, I'm just happy about it.
Also, I just love that even small details were considered during the first iteration e.g. auto-disabling amenity related jobs, people can set something globally and per planet as well, and similar things.
One last consideration: I feel automation should never be perfect or 100% automated. It can also kill the mood if everything comes complete and nothing left to do. Planetary management is a fun part of the game. Later in the game, players could be offered more global options, toggles, and sliders to optimize their automated empires, somewhat a mix of the "new" and the "legacy" automation settings. Maybe something like the vassal settings screen, just somewhat more fine tuning options. Also, if automation will be so reliable that it is almost too good, maybe it could have some negative consequences to balance it, e.g. "-15% from every resource if you enable automation on a planet / sector" - it might feels less like cheating or easy mode.
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Also, I second the Clone Vat problem, the AI crippled my Hive Mind economy / food production when I was too busy fighting some of my future livestock. =)
Thank you!