It'll probably take DLC for a better ground combat system too
There, I fixed it. I am 99% sure that it will be overly simplistic [IE. shit] in vanilla. Heh...I guess that's why we have zero [correct me if I am wrong] information [& no DDs] about it.
Anyway, it would be good to have a complex gc system 5 expansions later...[ ex. surface combat in MoO 3.]
I suspect ground combat is going to be pretty much the same as assaulting a fort. Maybe like an EU4 one where you take the planet all at once, or maybe like a CK2 one where you have to take every land area (that has pops) individually, but I see no reason that this needs to have more detail to it than that.
Anyway, despite the possible expansion of the criticism, I was restricting it to the overly permissive migration mechanics. Most space 4X games severely restrict multiculturalism for a reason.
While I agree that in the strictest sense of realism, there would probably be vast differences between two species that make cohabitation and co-rule very impractical, I disagree with the notion that this automatically makes it bad to represent it in fiction that way. While it's true that real aliens will undoubtedly be extremely, you know, alien to us, and their very thought processes might be at best bewildering, this is a game by and for humans. We need to be able to understand our fellow beings to a certain degree, or their would be nothing to the game but conquest and extermination.
Further, I'm reasonably certain that the reason most 4X space games restrict multiculturalism is technical. There isn't a detailed modelling of pops that would be necessary for more integrated settings, and those games are mostly supposed to be about conquest anyway. Stellaris, while it contains 4X elements, is also a traditional Paradox grand strategy game in a lot of ways, and although Paradox isn't always successful one of the things they try to do is make their games about more than just blobbing. I consider this an asset.
The other side is that it's extremely similar to how culture works in other Paradox games. It's not particularly groundbreaking.
Why fix what ain't broke?
but I find it jarring and overly simplistic that supposedly alien species could closely work together as if they were the same damn species. It defeats the point of having aliens in the picture in the first place. Anyway, the more you know and all that.[/quote]Well, they're not the same. Each species will have inherent traits, including some you pick yourself and preferences for certain types of worlds. I'm not sure what "point" of alien species you think is being defeated here.
Because planets have tiles, you'll probably end up with a situation where certain pops are living in certain tiles on a planet, and other pops are living in other tiles.
Is this really still a "probably"? I haven't seen any indication that there can be pop variation in any way on a given tile.