• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Urza1234

First Lieutenant
24 Badges
Jun 28, 2016
296
24
  • Magicka
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Magicka 2
  • Magicka: Wizard Wars Founder Wizard
My 2c to the developers; though its clearly too late to change it now, is that the turn format of having everyone in a faction move at the same time limits the value of the gameplay.

In a massive 42 unit fight, which does happen, way too much goes on during a single faction's turn. Having potentially dozens of enemy faction units moving on you at once is just too extreme, especially considering the ratio of damage to health pool.

I think the tactical combat would have felt much healthier if some sort of action speed stat or derivative dictated unit action order, similar to how Larian games work. Having dozens of units move essentially simultaneously feels incredibly inorganic.