I have no idea if I am on topic here, but I am going to rant a bit, because of dementia:
So, if you're as old as I am (or older) and you like these these kinds of games, you probably played Master of Orion or Homeworld, and so on. Well... I also played a very very tiny game called
Pax Imperia: Eminent Domain. The use of the colon there is full frontal to the game's modus operandi - the inevitable result is 1 empire in 1 galaxy. This is only ONE facet of Stellaris, but arguably the most important one, given the scoring sheet, but I'll be back to this in a minute.
In, shall we name this from now on - for the sake of brevity - Pax Imperia the ideas of growth that pushes population that pushes production values and research values is largely similar. Except growth is not there just for show. If you gimp your race to -50% growth rate, you can tell you've played your cards wrong right away.
But what Pax Imperia had different, or shall I say
what it tried to have different, was in terms of espionage:
- You could subvert enemy governors and magistrates. Doing so would turn their bonus of X to -X (where X is same value), thus (quietly) gimping your opponent(s).
- You could have ships betray their empire and join your side.
- You could have planets (but not whole systems) turn sides, if you had the espionage gifts and resources.
Problem is that to implement something like that would take away from the visual novel aspect of the game, and would cut deep into snowflakes that couldn't take a challenge.
Is Stellaris a bad game? No. But, there is an argument to be made that videogames made 20 years ago had a better understanding of gameplay than some do today, imperfect as they were. Remember that scoring sheet from earlier.