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« on: October 27, 2022, 07:43:59 pm »
I'm going to say something probably controversial, but I don't think warfare gameplay in a Grand Strategy game can not be shit.
Ultimately the player isn't in control at all of battles, they simply have a part in setting up the pieces, the battle is a zero player game, then you deal with the output of that zero-player game. From a gameplay design pov, this is terrible. There's no meaningful decisions or commands to issue during a battle, no control over the battle itself, and players are largely not looking for that in a grand strategy.
What percentage of Stellaris players do you think pay any attention to the ship designer? It's probably a rather small percentage. No amount of UX improvements will fix that either, most players will just throw bigger number at enemy and ignore that element of the game entirely.
So it's a bit of a sticky situation. Players expect some form of military combat, and the settings basically demand it, but players also don't want to actually spend a large amount of their time engaging in managing the military combat. Development time spent on making it more complex is both time wasted on most players, and means adding extra complexity and focus on the military upfront, which is counter to what most players want to focus on most of the time.
And if there's a trend in Paradox's last few games, it's in tying results more strongly to player control. Stellaris requiring you to individually claim systems and CK3 using a point-based tree for growing character stats are two examples. Warfare as currently envisioned in Grand Strategy games is fundementally counter to that notion.
Ultimately, so long as battles are zero-player I don't think there's ever going to be a way to make warfare fun. And to make it not zero-player whilst allowing players to still autoskip it would require making a whole other game mode ala Total War (even if not as dramatic a shift), which doesn't seem to be what players go to this kind of Grand Strategy for in the first place.