Hacker News new | ask | show | jobs
by TeMPOraL 1773 days ago
I personally find there's no depth to it: the winning strategy is to focus on growing your economic base and pump all spare capacity into research - by mid-game, you'll out-earn and out-tech every opponent other than the fallen empires.

In my last long playthrough, the second half of the game was literally me just racing against the victory condition clock to see how much megastructures I can cram in, so I can see what they do in a single game. It got briefly interesting for a moment, when a fallen empire decided to start their crusade at my doorstep - I had to engage in some micro-heavy delaying action for some of in-game years, until my exponential trajectory made me out-tech them and I could get back to building megastructures.

I mean, I like the game - but I wish there was some more meaning attached to things, for the actions to be more complex than scaling some numerical modifiers, for the tech tree to not be a tree and not be shared, for battles to be something more than "weapons are rock-paper-scissors, whoever brings more total points into the fight wins"...

1 comments

Absolutely, it's been a long while since I booted up Stellaris. Something like Starnet and absurdly hard cling-to-life difficulties brings a little spice, but it's pretty much a solved game of tuning resource flows.

On launch they made a big deal about how they had the "cards" instead of a tech tree... turns out that's pretty much just a tech tree.

I don't feel like cards would be better :). I want the opposite - a kind of tech graph that's too large for any single player/NPC to explore thoroughly in a single playthrough, allowing a greater variety of opponents and games. I'd like different parts of the tree to offer different advantages, enabling different play styles.

Stellaris tries to enable variety by using "cards" to prevent you from seeing the entire tech tree - but you still know there is a tree. You'll still walk through most of it roughly in the same order. So will everyone else.

In this sense, my dream 4x is to Stellaris what StarCraft was to Dark Colony. Where StarCraft gave you 3 completely unique tech trees, each with its own mechanics, playstyle and lore, Dark Colony gave you 2 species that were really just clones with different sprites for the same units (and in few cases, slightly different stats).

(I could rant on and on. One day maybe I'll just write the damn game myself. I already have a sketch of a design doc assembled over the years.)

Exactly what I mean - the cards end up just being a tech tree in practice. The PDX games really do just need more _content_.

Haha - If you ever end up writing that game, send me a beta invite!