So the title was juuuust too short to finish my statement.
The biggest thing Stellaris can do to differentiate itself and make a great game is avoid having the best military being the only thing that matters. Many other games have tried to fix this issue, with Civ5's united nations being an example.
A big problem in EU4 is that spamming military ideas and having the strongest military is the only thing that truly matters in the end. It makes sense though, since there really aren't any other gameplay elements in EU4 other than conquering people. The espionage game is one sided and has no gameplay. The economic game has some gameplay, but not enough to be satisfying. The colonial game has a lot of gameplay, but in the end just comes down to having the biggest army.
What worries me is that Stellaris will fall in to the EU4 trap where pretty much every decision boils down to "will this help my army?" and every choice boils down to "which one will help my army the most?" Stellaris has a lot of pre-game choices and I assume a lot of mid-game choices, and it would suck if they all came down to which one helped your army the most.
I think Stellaris needs to, more so than EU4, really put down effort on making sure that non-military gameplay is exciting. That economic or diplomatic interactions between countries (space-countries?) is rewarding and fun for both parties. And then from there they need to ensure that an economic or diplomatic or scientific focused empire isn't just free meat for a military focused empire as happens in EU4.
At the very least ensure that espionage is not just a one sided exchange. EU4 will never allow espionage to be powerful since it's not gameplay at all, it's just bad things happening to you until your RNG kicks in and kicks them out. From there you can make espionage actually a powerful aspect of the game. Military empires should be the strongest militarily, but they should have wide open gaping holes in their defenses that diplomatic, economic, and espionage acts can slip right on through.
The biggest thing Stellaris can do to differentiate itself and make a great game is avoid having the best military being the only thing that matters. Many other games have tried to fix this issue, with Civ5's united nations being an example.
A big problem in EU4 is that spamming military ideas and having the strongest military is the only thing that truly matters in the end. It makes sense though, since there really aren't any other gameplay elements in EU4 other than conquering people. The espionage game is one sided and has no gameplay. The economic game has some gameplay, but not enough to be satisfying. The colonial game has a lot of gameplay, but in the end just comes down to having the biggest army.
What worries me is that Stellaris will fall in to the EU4 trap where pretty much every decision boils down to "will this help my army?" and every choice boils down to "which one will help my army the most?" Stellaris has a lot of pre-game choices and I assume a lot of mid-game choices, and it would suck if they all came down to which one helped your army the most.
I think Stellaris needs to, more so than EU4, really put down effort on making sure that non-military gameplay is exciting. That economic or diplomatic interactions between countries (space-countries?) is rewarding and fun for both parties. And then from there they need to ensure that an economic or diplomatic or scientific focused empire isn't just free meat for a military focused empire as happens in EU4.
At the very least ensure that espionage is not just a one sided exchange. EU4 will never allow espionage to be powerful since it's not gameplay at all, it's just bad things happening to you until your RNG kicks in and kicks them out. From there you can make espionage actually a powerful aspect of the game. Military empires should be the strongest militarily, but they should have wide open gaping holes in their defenses that diplomatic, economic, and espionage acts can slip right on through.
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