That was very encouraging feedback from the developers. My $.02 to other developers the time spent writing this was time well spent.
Now, before we begin the expansion cycle in earnest, we will spend the rest of May and June only focusing on bug fixes and free upgrades to the game. We carefully listen to all your feedback, which has already made us alter our priorities a bit. As a veteran designer of our complex historical games, I was anticipating a fair amount of criticism regarding the mid-game in Stellaris compared to that of our historical games, but I was more concerned with the depth of the economy than the relative lack of diplomatic options, for example. I also find much of the feedback on the Sector system interesting; the GUI and AI concerns will receive the highest priority. One area I was not at all surprised to get flak for is the lack of mid-game scripted content, however. We simply took too long getting all the early and late game stuff in, and neglected a whole category of events called “colony events”, which were supposed to be the bread and butter of the mid-game for the Science Ships.
I figured they’d have to be tone deaf not to hear all the complaints about the sector.
I like the honest admission about mid game. Many have expressed to the generally feeling of the midgame being watching like paint drying right before the system performance bogs down into the unplayable stage. So it is nice to hear they aren’t surprised.
“CLARKE” HIGHLIGHTS
Fixes to the Ethic Divergence and Convergence issues. Currently, Pops tend to get more and more neutral (they lose Ethics, but rarely gain new ones.)
The End of Combat Summary. This screen looks bad and also doesn’t tell you what you need to know in order to revise your ship designs, etc.
Sector Management GUI: There are many issues with this, and we will try to get most of them fixed.
Diplomacy GUI issues. This includes the Diplomatic Pop-Ups when other empires contact you, but also more and better looking Notifications, and more informative tooltips on wars, etc.
AI improvements: Notably the Sector AI, but also plenty of other things. This kind of work is never “finished”…
Myriads of bug fixes and smaller GUI improvements.
Late game crises bugs. There were some nasty bugs in there, blocking certain subplots and various surprising developments.
EDIT: Remaining Performance Issues. We know about them; they might even be hotfixed before Clarke.
EDIT: Corvettes are too good.
The nice thing about Stellaris is that isn’t missing any features other than arguable diplomacy and trade (hell I’d argue that they could cut a bunch and it might be a better game.) Trade and more diplomacy are perfectly reasonable expansions.
I’m happy with the concept of sectors. There is more micromanagement at planet level in Stellaris than in MOO, way more than in Stellars or GalCiv. So the thought of having to have 200 planets is just crazy. I understand that the AI isn’t going to be as good as I’m managing the planets,and I’m willing to happily accept 10% and even 25% production penalty, but the current AI is unacceptable.
I totally disagree about not having victory conditions. This is a Grand Strategic 4x space game, it is not Kerbal Space Program or Sims in Space. I want achievable victory conditions, and especially an alternative to control 40% of the planets. A diplomatic victory, conquest, and hopefully a tech/build a project victory. Now I’m sure just like in all the Civs, Moo, Sots, GalCiv, Endless Legends … I fully expect that I’ll only play out a very small number of games to the bitter end.