This game sounds good, but even in the Early Acess and room to grow - I don't see it compare with the scope it wants to attain.
-/- the major races are restrictive, and doesn't include any customization option at the start up.
-/+ instead there is a slight reimagining of "Domestic Polocies" that can further define and charactarize your empire, you can change them during the game and alter some aspects slightly - but there are pros and cons to them and often a particular race will just prefer a certain setup.
-/- the universe is limited, with little options outside colonizing a few planets you can take, and attack or occupy others. There isn't much interaction with the universe as a whole outside it being a static generation from the start. Perhaps I was spoiled with Space Empire's abiolities to drastically reform the universe even while in the game, but here its marginal.
-/- even with another strike against it is the "neutral" races or "pirates" which are just a bit more than just target practice and nuciances occupying a planet you want.
-/- the diplomacy feels shallow. I am sorry, its just not as in depth as I have seen others - it can be altered to get there sure, but as it stands I don't see it shifting to that. Many of the diplomacy options require facility constructions that will limit your options on the planets you own, and some options won't happen unless you or the other race have room to invest, further limiting who is really benefitting.
-/- the tactical turn based combat is restrictive as hell. You only get to do so much per turn, and each ship is further limited by its loadout. Multiple loadout designs with different weapon types or perks limits the ship's ability to function as you can only do one per turn, making the combat really limited in scope to the design and swarming of a few cheap ship creations of a doubled weapon or three.
-/- this further falls under the ship construction as there are limited sizes and options for what can be loaded on which ship. It limits design and role choices heavily.
+/- the genreals are a cool idea that develop as you use them, but the risk and reward are staggering comparisions. Due to the combat being so restrictive there isn't much for strategic desings possible and the random generation of the generals is flawed at times - they may have an attack power, but without a type given so it doesn't work. The development of them can be cool, and it directly affects their strengths, however the combat risk can easily leave them out on a limb and you'll loose all your progress.
-/+ the unrest aspect is interesting, but difficult to cause and easy to avoid, making it a moot issue that rarely surfaces unless you let or make it.
-/+ further deplomacy aspects sound cool as well, but the AI is fineky on its choices making its fulfuilment in many regards challenging, or just a question of finaces. A good economy can basically buy allies in most cases wtih a bit of espionage fixing.
-/- the AI cheats. I'm sorry, it does. It doesn't do something its not confident it can win, making it more hesitant and dulling the gameplay. Set up safe enough even with cheap ships and you'll never be threatened as you grow until you amass that army to just wipe everything out.
Sounds good, can be interesting - but I've seen other 4x games pull off similarities better, so its not really worth it for most.