I think problems with UI and sectors, lack of variety in space monsters, bugs, etc are signs the game was released too soon. It’s a game with a lot of moving parts and it needs a lot of content.

I think the point about the phenotype being completely cosmetic is very good. There should be some innate differences there. I don’t want to force pre-scripted types, but I think existing traits are not different enough. Aliens are not really alien. The existing set of empire and species traits could all be spanned by different human empires at different geographical locations and points in history. Having some things that are really wild would add character.

The deeper issue seems to be that with hand-designed races you can tie appearance and a set of game mechanics together and it builds up a certain identity in the player’s mind over time. Could a different sort of procedural system create that kind of identity without limiting it to a handful of species?

The “randomized pile of traits as species” was, to me, one of the most intriguing ideas in the game design, and while I do think they fell short of making it totally work, I remain hopeful that future work is gonna make this part in particular far more interesting.

Piling context and meaning and flavor onto randomization is totally possible, although getting a computer to do it even fairly well is gonna be tough. I think back to, say, Red Box-era D&D, where the GMing guidelines pretty explicitly called for a lot of activities to be adjudicated by die-roll. The contents of rooms, the types of monsters encountered, even the temperament and state of said monsters! A good GM operating under those principles could transform that randomness and chance into what seemed like carefully planned fate and design, particularly with the assistance of a willing band of players.

As it is, each particular trait and ethos-spoke seems to generate one or two interactions/behaviors, pretty samey, across any aliens that have it (mind you, I died pretty fast in my first game and am still getting spun up in the next, so I don’t have nearly the experience some of y’all do yet). There doesn’t appear to be a LOT of interaction between various ethea and traits, or multiple options for behaviors, or generally very much flavorful diplomatic interactivity. “Rival > Insult > War Dec > Vassalize > Integrate” is about the most steps you can hope for, and they tend to play out similarly time and time again.

I think ethea and traits could behave a little like M:tG’s color system, where allied/enemy color pairs, triple-color combos, etc. all produce various shades of behavioral grey amidst the 5 primaries. There being a meaningful difference between Spiritualist Xenophiles and Materialist Xenophiles, and just a much between Repugnant Spiritualist Xenophiles and Charismatic Spiritualist Xenophiles, would go a long way toward making the various races a little more interesting and varied (as it is, the primary interactivity spokes seem to be “warlike” vs. “pacifist” and “easier to integrate” vs. “easier to enslave/purge.” Not a lot of variety to be had there, unfortunately.

I also think Fallen Empires could do with a lot more backstory richness (what are they? how did they fall? what drives them now?), and the game could do a better job in general of communicating the developing “story” of the galaxy as a whole. Having research on a race unlock a summary of their major achievements and challenges, for instance (similar to the little blurb the game generates about your own race’s backstory upon game-start). Or some form of Galactic News or similar that can report on major happenings (“The Ugooboogoos are tampering with dead worlds within the Fallen Xikikikitiki Empire’s borders, but we’re sure it will be fine.”) could also make the galaxy feel a little more alive.

None of which is to say I want to see the game become a fully scripted experience–some degree of randomization even after-race-creation is still fabulously useful, and similarly, some degree of incomplete information for the player goes a long way toward personal story-writing. But doing a little more to flesh out the pure numbers-and-percents element of racial differentiation would go a long way toward livening up the game and helping players craft the sorts of stories and narratives they always have in, say, CK2 or EU4.

Not sure what to make of this…I think his score on CK2 indicated he liked it (and was mainly only put off by the difficulty of understanding the mechanics). There’s no claim in the CK2 review that it’s mechanically deficient. Right?

As for Uncharted 2-3, the sense I got from Tom’s reviews on those was that they were outclassed by other similar games (when there was not as much competition for Uncharted 1). So he might agree with you that, plot issues aside, Uncharted 2 and 3 are “better” than UC1 – but for the fact they came later, when expectations changed.

In SotS, the node drive was only a bit less than twice as fast as warp, and warp didn’t have to stop at planets along the way. In Stellaris, it seems like 5x as fast. I think that’s a bit out of balance. But I’d also like to see advanced hyper techs reveal new longer-range links that can change the strategic map.

FYI advanced start just means some of the civs start with a few planets and simple techs. That slider doesn’t say how many fallen empires there will be.

I feel exactly the same. Tom also credits what they really nailed in my opinion as well…ethics, ship design, space battle porn. I also love the early game exploration and the tech card system is really cool. I love color code rarity schemes too so the idea of blue, green, purple, red etc. techs was really fun.

Generic and randomly generated? Yeah, it would be nice to see some affinities implemented. Bug races tend to be collectivist etc. But it doesn’t really bother me that much. With so many star nations in a typical game I can see why they chose the path that they did.

Sectors: I’m role playing this game as a simulation though and not trying to min max everything. If you started down the min max path I can see how your frustration might build. But I really do like the sector verses core worlds idea. It’s an interesting approach to the Imperial Focus idea that has percolated through various game design implementations in this genre.

There are a lot of warts here no doubt but I think the game scratches a nice itch just like Gal Civ 3 scratches an itch with a very different approach.

1 star seems a bit harsh though. If the game gave me an STD and killed my dog maybe 1 star :)

Some of the issues Tom mentioned are already fixed with mods, particularly sector problems. The UI issues may be largely addressed by the end of next week, when that first update hits beta.

I know reviewers can’t take post-release fixes into account. They’re reviewing what was actually released, as they should. As a player, however, I do consider those things, as I’m perfectly willing to mod away and wait a few weeks. It’s one of the reasons I love Bethesda games – anything I hate will be fixed by the community at some point.

How do mods fix the sector problems?

There are mods to change the number of core planets and mods to change how sectors work. Linking from the steam app is a pain in the psilon, so just search the library for ‘sectors.’ You’ll notice which ones are well reviewed.

Tom’s point of view is valid, however as a 4x game I’d still give it 3 stars for the effort it makes, and hopefully it will develop into a solid 4 star game in the future.

Mods should never be the solution to a game’s problems, imo. This isn’t RPG-Maker, where it’s meant to be a tool that allows people to make a game.

That being said, I’m enjoying Stellaris like crazy still. But I only get to play maybe an hour or two a night, and I enjoy starting new games, so I haven’t run in to the doldrums of the mid-game yet. My main complaint, which was also one of Tom’s, is the lack of easy access to information. Since opening one window tends to shut your currently opened windows, it makes it a pain in the ass to do things like check worlds to decide what to research next. The lack of a manual is also rubbing me the wrong way. Makes it feel like everything in the game is “start a game, play until you run in to something new that you mess up because you didn’t understand it, start a new game, play until you lose 3 worlds in quick succession because you didn’t understand that the army interface was showing the potential armies and not the actual armies on the planet, start a new game” lather, rinse, repeat.

As for ship travel, I’ve started setting all my games to Hyperspace-only. As mentioned by someone else above, it gives the galaxy a sense of structure. Playing an Ellipse galaxy with warp drive is like the Wild West. Everyone spreads in an ever expanding blob until those blobs start to connect. Hyperlanes gives me a sense that I’m conquering territory and key systems. There are choke-points that I can station craft and build in to defensive perimeters. I can’t ignore my “inner world” systems since the monster fleets still run around using warp, which gives an element of danger as you spread out. Do I keep a fleet at my core world so it can respond quickly?

Accurate, if a bit harsh.

FYI, you can navigate to the steam website and link through a normal browser – e.g., this seems to be the best, 4/5 stars, not a ton of reviews: http://steamcommunity.com/sharedfiles/filedetails/?id=682730778&searchtext=sectors

I’m looking but not finding too many other super highly reviewed sector mods so far

I agree with a lot of the points, although I would personally rate it higher on the final scoring. There’s still some fun to be had, even though a lot of changes are required to shape it up to where I want it to be. The gameplay makes me think of an independent early access release (with significantly higher production values, fwiw). From that perspective, I’d say maybe a two & half star game. But that’s also why I like Tom’s reviews - he’s pretty unforgiving of certain things, and that shines a harsh-yet-necessary light on certain failures.

Yeah, that’s where I am. 2.5-3 stars. Maybe. Maybe after a few expansions it’ll be 5 stars.

I pretty much agree with Tom’s review. There just isn’t a lot in Stellaris to keep things interesting. I’ll keep playing my first game for a while to see what happens. Experiencing things for the first time does help in the enjoyment department. Experiencing these things again and again doesn’t seem so enjoyable. I think it is salvageable with DLC as some of the foundation seems good.

One of the comments on Tom’s review…

My overwhelming sense is that fellow Paradox fans (and I am a fan of theirs) are desperately trying to talk themselves into not admitting that this game simply isn’t very enjoyable. Most of the reaction I’ve seen has been the dog in the fiery Stellaris house. “This is fine.”

…Is what I have been fearing as I watched the overwhelming hype train in the days after release. It is what has kept my hand off of the purchase button in the time since release.

In Tom’s review the argument that randomly rolled AI alien players don’t have a lot of personality is what concerns me the most. I loved Endless Space for the really interesting personality and hand-crafted concepts baked into the different races/cultures. That is what I most value in a space 4X game.

-Todd

Tom is one of the few reviewers whose opinion has value to me, so I hope that review doesn’t change my own view of the game ;) Because I enjoy it. It’s my first Paradox game, so the novelty of the ‘grand strategy’ elements is welcome (though the learning curve is needlessly long, due to the lack of documentation).

I’m playing it as an empire simulator with a heavy emphasis on storytelling, not so much as a standard 4x “chase the victory conditions” game. There are some problems, but it looks like Paradox has a pretty aggressive update schedule planned, and I understand they tend to fill out their games with DLC. Also, mods exist. I am very optimistic about this game.

I’m enjoying Stellaris a great deal…but I think I might shelve it for a few months and see what changes they make. I think there’s a good base, but it needs some fleshing out.

That’s my approach as well (to any Paradox game, for that matter). I either have a concept of what I want to play so I make a race that matches it, or I hit random and roleplay what the RNG gave me. There are certainly a lot of areas that could use some work, but I’m having a lot of fun right now with it. I was expecting some growing pains, though, so maybe that has something to do with it. I’m looking forward to bouncing between this and Hearts of Iron 4 this summer.