I’ve been running into some really annoying surprises in my games.
First game, I was playing as charming xenophile mushroom people. All of my neighbors liked me, except for this one asshole empire next door. I was invited to join an alliance with multiple other races, the furthest being halfway around the galaxy. Meanwhile, my asshole neighbor joined an alliance with several other like-minded empires off in the distance.
Eventually, war broke out. I don’t know who started it or over what, I just know that we were suddenly at war. I assembled a war fleet and with the help of some allies stomped by asshole neighbor flat. Destroyed all his ships, stations, and shipyards, and blockaded his planets. Along with the fighting elsewhere this got the war score high enough to end the war. Cool.
Peace happened. Then, very soon after, war broke out again. This time I know it was due to someone else in the enemy alliance declaring war against one of my allies. I got a notification that I needed to fill out the “war demands” screen, but then when I tried to do so it told me that I couldn’t set demands because I wasn’t the primary defended in the war. Ok then, why did I even get the notification in the first place? So I reassembled my war fleet and went to stomp my neighbor flat again. Problem was, he had barely started rebuilding after the last war, so there wasn’t much for me to destroy. The only thing I could do to get the war score up was to blockade his planets. Which pissed everyone off, since there’s no option to blockade planets without bombarding them, and bombarding planets (even on the lightest bombardment setting) causes diplomatic penalties and citizen unhappiness. Eventually my own planets started revolting due to unhappy citizens, and yet I couldn’t get the war score high enough to end the war. I think this mechanic is badly broken, especially in wars between alliances.
Started a new game. This time as repugnant, adaptable, materialist spiders. Custom start with a large galaxy and low number of civilizations. I wanted to spend a long time exploring and colonizing. I grabbed every tech and bonus I could get for boosting habitability so I could try to colonize as many worlds as possible.
I discovered that when there are few developed civilizations, you come across a lot of pre-FTL civilizations instead. I’ve been building observation posts, and when I find one with ethics compatible with mine, enlightening them and then eventually integrating them into my empire. Annoyingly, the inhabitants of the integrated planets all have the “recently conquered” happiness penalty. Recently conquered? They’d still be living in mud huts if it wasn’t for me, you think they’d show some gratitude.
Strangely, most of the races I’ve enlightened and given FTL technology are using wormholes. I’m not using wormhole-based FTL. Where did they get that technology? Even more strangely, once I fully integrate them, the ships turned out by their factories use the same conventional warp drive I’m using, leaving a scattering of useless wormhole-based ships from the time they were first enlightened and not yet fully integrated.
I integrated one race that prefers arctic worlds. My own race prefers desert worlds, and I was thinking that after I fully integrated them I’d be able to build colony ships for that race and use them to colonize some nice arctic worlds I wanted. Annoyingly, even after building a colony ship on an arctic world crewed by arctic-preferring creatures I still can’t colonize arctic worlds, because I don’t have the appropriate technology researched.
And that’s when I learned that the rate of technological development is partially controlled by how many worlds you have. The more your total galactic population, the slower research goes. Which means that those 50 or so colonies I created on desert, arid, and tropical worlds across the galaxy are the reason my scientists are dying of old age before they can develop new technologies. Why is this game mechanic even in place?