Another week, another weekly dev diary. This time about selectable traditions.
First thought is that going from 7 locked in traditions to 11 to choose from, most additions of which are basically splitting old traditions that were a bit scattered in focus into two more focused trees is... disappointing. The mods I play with have something like 50 traditions to choose from any maybe I wasn't expecting that many I was hoping for a bit more then what we're getting. And most importantly I feel like traditions have always sucked because instead of being a way to differentiate your empire from others and specialize a bit, they were just a set of bonuses that everyone always gets the same of every time, and now instead of fulfilling their potential to add difference to stellaris they are going to be a set of bonuses that everyone mostly gets the same of every time with a few small differences.
As for the changes themselves...
Dominations new finisher is cool, however right now I think there's an issue with ruler production bonuses in the game, most rulers don't produce purely resources that are multiplied by bonuses to job production, the unity they make is and I think research as well. But
I think (not totally sure) Amenities Trade Value and Stability added by rulers is added as basically some sort of planetary modifier that doesn't actually work with Ruler pop resource output increases, although currently the only one in game that comes to mind is Shadow Council, making the civic sad. I hope that's fixed or something before this change goes into effect otherwise I'll just become more sad that ruler focused strategies don't really work. (Although that's more of a mod thing since there's pretty limited ways to get more ruler jobs and ruler production increases in the base game.)
Taking the trade out of diplomacy and the starbase stuff out of supremacy seems okay. Specially the trade in diplomacy seemed like it should be 2 trees. Diplomacy unity gains seem like they could be a lot. I think aliens are typically pretty happy to at least make an embassy pact with pretty much anyone. It's a lot of busy work though to actually go and ask everyone.
Removing the merchant from Prosperity for stability... I mean, I guess it's alright since it can take a long time to get planets to that level of population and it kinda sucks for the capstone to do almost nothing. But merchants were more interesting then stability I think. I also do sorta think that this is balancing for the slapdash population lag fix via population reduction they did, which is a bit of a shame since that fix sorta sucks and now balancing around it is going to make the game even worse.
Moving trade value exchanging to it's own tree is going to be a very substantial change to the game, I don't hate the idea though and am interested to see how it works out. The trade tree in general seems like it might be pretty strong if you have a lot of trade focus stuff going on, which is cool since that's always felt like a weak thing to do, well have to see how this tree changes things.
In unyielding Resistance is Frugal is cool and makes me want to try a citizen service build with fleet capacity from soldiers, a bit of a nonbo with the rest of the tree giving you tons of starbases I guess... Also tbh I feel like buffing starbases and weapon platforms is a bit... Who cares? Do they ever actually matter in a war outside of extremely early game ones? I feel like it's sorta rare that they do, and so all the buffs to them in this tree feel a bit wasted. I don't know, other then resistance is frugal I feel this tree is pretty lame and probably always one of the 4 you cut out.
Subterfuge tree... Cool, I've never found espionage actually worth doing, and... This tree doesn't seem like it'll make it worth it, and does the AI even do it? I don't think I recall ever having the AI do anything to me, maybe some really minor things I forgot? Half this tree is a buff to something not worth doing and the other half is defense against something that never happens... So, also seems like a very easy cut. I guess more starbases is cool, but I think it might be hard to justify an entire tree just for 4 more... Although I can see it being worth specifically in like more mid game wars.
Ultimately... Not impressed. Trade tree is cool most other tree changes seem lame, on the whole I just feel like this isn't enough "stuff" to make it meaningful. Although at least the DLC trees seem to suck, so not much loss there