The note are pretty fascinating and contain some really, really major changes to how the game will play out (most of which will make it more role-play-y in a good way, I think), as quite minor notes, for example:
* Only science ships staffed by scientists can now enter systems that you completely lack intel on (stops ‘corvette exploration’)
Well that’s going to force a completely different approach to early exploration. It’s also going to mean likely losing a hell of a lot more ships unless the changes to sensors mean you can spot alien fleets more easily.
I mean overall it looks pretty amazing, like much more in line with what I thought Stellaris would be like. I will miss warp-drive ships though. Maybe someone will do a Star Trek-y mod that brings them back as the default, but I can see why they went with hyperdrive (like the MoO games).
* Leaders now cost 200 energy to hire instead of 50 influence
Welllllll, that’s going to have me re-thinking my early empire priorities too. I’m often running at very low +energy, because it’s not been very useful in earlier iterations of the game, not in the early game, but if leaders can be had for energy, well, that means not only is energy more vital, but leader caps will matter more (because they’ll be much easier to quickly hit), and leaders more replace-able.
The notes btw: