Stellaris

Stellaris

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paolo Dec 16, 2018 @ 10:11am
Was the old tile system outdated or just bad?
Was just curious since I think both the new district/building and the tile system was fine with me. Don't mind either way of playing but I remeber seeing a YouTube vid saying that the tiles were "outdated"
Last edited by paolo; Dec 16, 2018 @ 10:11am
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Showing 1-7 of 7 comments
BoogtehWoog Dec 16, 2018 @ 10:14am 
I really did not like the old system at all. This one is just so much interactive and responsive to what I want to do. I feel like I did tons and tons of micromanaging before, but it didn't actually produce any of the results I wanted. I was just doing it because it had to be done. Now I can really fine-tune my economy to be what I want it to be and I can really specialize worlds.

I think it was both outdated AND bad.
Army Pea Dec 16, 2018 @ 10:16am 
Tile system was just average.

Nothing particularly special or detrimental about it.

One of its selling features was it was easy to understand and control

The new system doesn’t that have that level of polish yet but superior in all other ways
Crim Dec 16, 2018 @ 10:21am 
Old system is an interesting mechanic, and it can be great...
If you either ALWAYS have humans who know how to exploit it
If you optimize your AI to the point its capable of fully maximizing it

Well...
Neither were even slightly true
So we have AIs with MASSIVE resource bonuses to attempt to come close to a players Tile Optimization

Finally as far as theme is concerned, it didn't feel... Real
The current system makes me feel like I'm actually raising an Empire
I'm just assigning drones to work the best building
I'm creating Jobs

I'm not just maximizing Minerals and all Minerals are equal
I'm gathering Minerals and transforming them into Consumer Goods or Military Alloys
The Consumer Goods can them be used as Medicine to make my Pop Grow faster, as Materials for Science research, as Canvas for Artist, etc etc
I think that extra layer of 'advance resources' adds a LOT of depth to the game that I really appreciate
キールス Dec 16, 2018 @ 10:36am 
The tile system was a simple and easy enough mechanic that made sense during the time when the game was sold as a more streamlined space 4x game.

It was however too simple and micro intensive.

It was too simple that all you had to do was get enough minerals to create a big enough fleet then the game will become the 40k universe where everyone is at war trying to wipe each other out.

The tile system was also too micro intensive because you cannot automate building upgrades on your core worlds. You had to click each building to upgrade which is incredibly frustrating and monotonous to do especially if you had a ringworld.

Tl;dr it was good for its time but too simple and micro intensive. I prefer the current system as your empires growth depends on your decisions rather than having the most mineral mines.
Last edited by キールス; Dec 16, 2018 @ 10:36am
FITorion Dec 16, 2018 @ 12:35pm 
I've reverted back to the old system. 2.1... The new system needs serious streamling and the sector mangment system and AI is utterly useless. I also bet the metric of how many people have taken the time to revert to the old version speaks louder than any complaints on any disscusion forum.
galadon3 Dec 16, 2018 @ 12:38pm 
one of the biggest issues with the old system was that it lacked comfort functions like being able to set down several buildings of the same type with simple clicks (like you could order robotic workers) or an option to automatically have the whole planet updated in one go as well as an option to have a building update to max, instead of having to check after each upgrading.

Just some of those functions implemented and it would've been less micro then the actual one.
Astasia Dec 16, 2018 @ 3:43pm 
The previous system was niether bad or outdated, it was just unrealized. It was hollow, thoughtless, and micro intensive, not because it was a tile system, but because no effort was put into it, no convenience, no depth. Some mods did a pretty good job adding depth and convenience to it, extra building and adjacency mechanics, more interesting tile yields, auto upgrading buildings, as a system it had a lot of potential, but the devs decided rather than fix the problems with it and expand on it, to just cut it and make something different.
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Date Posted: Dec 16, 2018 @ 10:11am
Posts: 7