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Worth noting though that it cannot trigger on planets that match your main species primary habitability, so I don't know where the "seems to always spawn on your first colonized world" idea comes from.
But I agree it's an example of rng used in the worst way possible, but most rng in the game doesn't work like this. So I'd say specific examples like that, certainly bad, but most uses of rng are fine in my opinion.
The negative multiplier from unfinished terraformer is survivable if you have two guaranteed habitable worlds. Sometimes it's better not to roll the dice when you can't afford the worst outcome.
I didn't actually know that, haha. That might be why I'm running into it so often. My expansion tends to go long, with the intent of finding where all my neighbors are so I can block off as many systems as I can to them, which means I tend to find my habitable world spawns a bit later than usual.
Oof, yeah I had that happen to me as well. It was back when the new luminary leader origin came out, and my luminary got a negative that just absolutely shredded my consumer goods economy.
I'm glad I'm not the only one who's felt this way. I still love the game, just events like this tend to irk me quite a bit.
1) Failed projects (or too much delayed timed projects) are not there to frustrate the player, but to spice a game when you play for the tenth time. They are like handicaps or built-in difficulty stages in an otherwise forseen gameflow at a chosen, set difficulty level. It's up to you to see them as frustrating or enticing events. I know that challenges, unchosen ones, are not for everyone, but they make the game less unidimensional (they get more crippling the higher the difficulty level is, not per themselves, but because they come on top of an already increased challenge, hence they can be seen as another dimension of that level of difficulty, that add to preset empire modifiers).
2) Mind you, even researches on anomalies (before a special project is spawned for example) used to have a on-failure alternate outcome (another special project, less outcome, fdeath of scientist...). Currently it's only about special projects, and not all of them. So, it could be "worse"!
Oh yeah, I remember that vaguely. A science ship would be investigating an anomaly and then "nothing notable found" or "Your scientist asplode." Damn. Now I'm wondering about what I just missed.
Its only a detriment to new players, more experienced players can make more out of less.
Also the kick in the shins, that is life, if you can't build enough energy to overcome the negatives they will consume you.
I mean, no amount of energy stockpiling is going to offset losing an entire planet's worth of pops because it turned into a tomb world.
And again, I'm fine with there being RNG in the game. But when you're putting in resources into an event and it *still* gives a negative consequence, you're essentially just playing a casino, not a strategy game. There's no counter play to "well the dice didn't agree."
Don't go to the casino is the counterplay.
It seems fairly logical that re-activating a planet terraformer comes with risks. Maybe the terraformer was made by 8 legged spider people who eat dirt and hate oxygen. To just assume that it will fit your assumption of what a normal terraformer is is incredibly risky and shortsighted.
Your... coming off as princess-ism to me, just apply more grit !
When I say this forum is useless, this is exactly the behavior I mean.
Stellaris has plenty of catchup mechanics; a little lost early game research is not going to kill you. So no, event RNG is perfectly fine in my book. If such RNG did somehow tank my game, then I'd only be frustrated with my own poor planning, not the game's design. I knew the rules going in, and I refused to play by them.
So yeah, there are a lot of events in the game that are really poorly designed. They're not tailored to your circumstances, they're generic, don't offer ethos-specific pathways, and trigger pretty repetitively. But, the randomness especially at the outset does go a long way toward diversifying the way your society can turn out. Up to a point, I enjoy being thrown a curve ball that I have to react to. There are definitely some that are designed to be no-win situations, and I'm not personally opposed to that, if it's fairly thoughtful. Many of them definitely don't enhance replayability and I've seen some that were just outright depressing.