Stellaris grand strategy space game by Paradox discussy thingy thready thingy

I’m so glad that mining of ring worlds and habitats is a thing of the past, haha. It always drove me nuts, although I convinced myself it must be some super duper fancy high tech energy-to-matter conversion going on. :)

I don’t mean to sound like I’m dogging on Henrik Fåhraeus because I think he does good work, but I really wish I could see an alternate timeline where Martin Anward was the original designer for Stellaris. Does the release version in that timeline suffer from a lot of the same problems, or are a lot of them avoided? Because Martin has been nothing short of phenomenal ever since he took over, but I am curious how much of that is lessons learned from 1.0 vs initial disagreements like the different FTL types.