It feels like it's far too weighted towards endgame.
Early game I feel like I'm scraping by, all wars are fought with rocks & sticks and if I don't try a design oversight/exploit build I can spend close to 100 years fighting with small ships and low tier weapons.
Then suddenly you get lucky, start rolling those techs that add flat bonuses to workers (specially researchers) and everything changes, your economy suddenly has maxed out resources of every kind, your research which was previously 300 suddenly turns into 6k, the techs taking 70 months now start taking 6 months and you'll tend to far outpace all of the AIs in the map making the rest of the game an unfun cleanup task (GA difficulty, no scaling)
So I have got to ask, do we even need those flat production bonuses per worker in the game? Are they healthy to the balance? Should a couple of techs really make this much of a difference?
Personally I think the game would be better if basic jobs were slightly more productive, there were no flat production bonuses from any reliable sources (maybe precursors or leviathan rewards) and every production bonus used the same type, like job efficiency, adding to other bonuses instead of multiplying them exponentially.
it's how games like EU4 have done things for years and it worked forever, Stellaris seem to be falling in the same trap CK3 did having multiple bonuses stacking and multiplying over each other creating such a gap between those who do have them (often players) vs those who don't (often AI) the mid-late game becomes unfun.
Early game I feel like I'm scraping by, all wars are fought with rocks & sticks and if I don't try a design oversight/exploit build I can spend close to 100 years fighting with small ships and low tier weapons.
Then suddenly you get lucky, start rolling those techs that add flat bonuses to workers (specially researchers) and everything changes, your economy suddenly has maxed out resources of every kind, your research which was previously 300 suddenly turns into 6k, the techs taking 70 months now start taking 6 months and you'll tend to far outpace all of the AIs in the map making the rest of the game an unfun cleanup task (GA difficulty, no scaling)
So I have got to ask, do we even need those flat production bonuses per worker in the game? Are they healthy to the balance? Should a couple of techs really make this much of a difference?
Personally I think the game would be better if basic jobs were slightly more productive, there were no flat production bonuses from any reliable sources (maybe precursors or leviathan rewards) and every production bonus used the same type, like job efficiency, adding to other bonuses instead of multiplying them exponentially.
it's how games like EU4 have done things for years and it worked forever, Stellaris seem to be falling in the same trap CK3 did having multiple bonuses stacking and multiplying over each other creating such a gap between those who do have them (often players) vs those who don't (often AI) the mid-late game becomes unfun.
Last edited:
- 16
- 1
- 1
- 1