Okay, finally got a chance to put a little bit of time in the beta.
First impressions: I have no idea what to do with my planet at the start anymore. On live I can generally figure out an idea of what district or building to build by the time I finish building mining stations in my home system, but here it's hard to tell what the effect of everything is. Some of this is bugs, some of it is missing tooltip information, and some of it is the new zone style.
1. At the start of the game, my empire shows a major empire deficit. This corrects itself on the next monthly tick, but every Paradox game teaches you (including in some of the tutorials) to set up initial actions before you unpause. I think the initial resources shown are not properly factoring in pop output.
2. While trying to figure out #1, I noticed my pop production tooltips didn't list any info. Several years into the game and they still show no output. So I'm trying to evaluate how necessary it is to replace the starting Researchers with a Research Lab and I don't actually know what their output is or how it will change. This isn't specific to researchers, even my workers don't tell me what they're doing. I
think the only place that's accurate is the Planet Production Summary.
3. Speaking of Planetary UI, like I mentioned on the mockup DD, the green text on the status bar (e.g. available housing) is
really hard to read with that transparent element. There's another thread about this, but the Resettle button is almost invisible as well.
4. The game on Normal speed appears to run slower than on live. On my 5800 3XD it's about 12 seconds to go a month at normal speed, whereas normal zips by on 3.14. I'll try and get comparison numbers but I have to wait until I'm done with the beta to revert.
5. First time actually playing with the Empire Focuses and Timeline. Wasn't expecting to find them in the Situation Log, but I guess there's not a great fit for them elsewhere. A skim of the rewards and I think the guaranteed tech options are mostly fine picks. Some of them are weirdly late like Effective Bureaucracy as Tier 6? I'd more expect to see Colonial Centralization on that upper tier set.
I am mildly concerned that Mega Engineering (a tech everybody wants) is the Tier 10 reward as that's likely to encourage gaming the system to get the unlock earlier. At the same time, I don't see Ascension Theory (the one tech that
really needs some kind of guaranteed fallback because it gates lategame Unity spenders) anywhere on the reward list.
I was also expecting the tasks to be more relevant to my Empire Focus. Before touching anything, my empire is focused on Exploration and yet two tasks are Conquest. The Conquest tasks are also not something I'm going to do in the first several years of the game:
I don't need a second commander until I have a second fleet, and I don't really need to dump alloys and upkeep on defensive platforms before I encounter anybody.
The Mining Station and 1000 Alloy tasks are fine. The "Enact a Planetary Decision" is not. These are my options at the start of the game:
I guess the "Distribute Luxury Goods" is technically beneficial, but it's not normal for me to use Planetary Decisions so early into a run. The cheapest one is Discourage Planetary Growth and I don't think you want new players dumping 250 unity on a decision you'd normally never use just for 10 empire progress.
Also, despite being Exploration Focus, when I built my mining station, it was replaced by a Combat card ("Win a fleet battle"). If you're going to make us pay unity to pick a focus, we should have overwhelming category weight that matches our focus. 3/5 of my tasks now only award Combat progress, and I don't even see any foreign targets in my galaxy yet.
6. The impact of adjusting zones in the early game is quite large. I built an Industrial Zone after a couple years as my second zone without any real idea how much output/upkeep it'd require since all the tooltips are bugged and suddenly I swung from a +47 mineral surplus to a +2 one in exchange for +30 CGs and +21 Alloys. That's a way bigger swing than you'd get from your first building on Live and I'd have waited if I understood the zone impact better. As a consequence, I have less to do at the start of a game in 3.99.3 than I do in 3.14.
7. Why are Planet Size and Habitability buried on the Management tab? Those are kind of important to know, especially when looking at colonization targets. I'm not managing an uncolonized planet yet, I'm trying to evaluate it. If there's no room on the cramped Surface tab, well, you moved Colony Designation to the title bar so why not planet size/habitability?
8. I don't understand the need to show eight different boxes of human pops. What makes them district from one another? I assume either ethics or workforce, but they all have the same name ("Human Specialists" or "Human Civilians" [which btw seem to include Farmers, Technicians, Clerks, ...and Civilians]). There's so much space devoted to these pop boxes that I rarely look at even on live (I care more about employment/unemployment breakdown and overall pop numbers/growth).
9. Why isn't the Build Queue open almost all the time? If I try to clear a blocker, I pay the energy cost and nothing seems to happen as the blocker vanishes from the list. I know from game experience the blocker takes time to clear, but since it doesn't open the build queue window, you don't see any indicator blocker clearing is in progress.
10. Research is split up into separate jobs now, but they're combined on the top bar. Clicking to expand my technology breakdown all the time is one of my top UI annoyances. I probably click that breakdown more than I give fleet orders.