Modders already proved that AI can learn to use the tile system including adjacency bonuses, and they did it using only events scripting and not even direct engine access. More abstraction is not necessarily good if the game relies on stimulating the player's imagination, which IMO Stellaris does considering the focus on exploration events and race design. Is that all? Sliders replacing tiles also remove each planet's uniqueness. And the most important for last: What happened to the idea of differentiating of planets? I see nothing there at all that would make planets different from each other, each planet is reduced to just four sliders that you instinctively want to "max out" and a bunch of "checkboxes" (buildings) that elongate the slider.Tile blockers in a system with no tiles? Why would we need to clear a blocker to build a certain building in addition to building that building? Seems like pointless micro that can be eschewed for something else at least?.Why is this not something to be looked at to make the tile system more interesting instead? Two simple changes that change the tile mini-game considerably. ![]() make more use of adjacencies to make planet planning a real thing, and 2. Stellaris had so many patches now during the development we repeatedly asked to 1. ![]() What are we going to get instead? Modifiers? Unless the plan is to make them extreme in terms of benefits/problems, I don't think they'll do the job considering they can currently be basically ignored for the most part.
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