You know, if we consider "doing things, but not the ones I want" as taxes... CE2, OE2, TA1, DC1, DC2, IM2, DS1, FL1, FD1, GI2, PGM1, LD1, LD2 weren't really of any use or interest to me, meaning 42% of old skill points were taxes.
I wouldn't do that to begin with. I don't do tryharding super optimal builds in a single player game, that's dumb.
You might not, but the thought that getting a fleetwide skill over a personal/limited one because the former is potentially better is still there.
This would make sense if Industry also got a nice elite effect as a consolation prize, but it doesn't allow you to tap into comparable power. Only Combat and Technology get the good stuff either with or without elite effects, being vastly OP compared to Leadership and Industry.
But Industry combat skills do get their elites and for what it's worth, I consider both of them to be pretty good, too. Now, the issue of Industry not giving you combat power (sans the combat skills and derelict contingent), unlike other trees, isn't an issue that should be solved by sprinkling some story point sinks on it.
There is no meaningful choices for me as of current patch as I always pick the same set of skills.
Wolfpack is a blind pick. Special modification is a blind pick. Level 6 officer is a blind pick. Sensor is a blind pick. Industry tree doesn’t exist. I only need to respec combat tree for flagship but again it provided no meaningful choices as my flagship only benefit from one skill of any given tier than the other. It’s just annoying to need to spend SP to respec when switching flagship.
Wolfpack Tactics is decent early game. I used it mostly for exploration, to take more expdrones with my Tempest. Specmods seems good, but I have a feeling that most people take it simply because it's a safer pick, or because they don't know just how good a Radiant is. Hm. I don't think it's worth comparing my choices with yours, unless there's a clear target to reach, like maximum power.
Industry tree indeed needs help. It was and still is "lose less" tree, where you want to "win more" instead.
I feel forced to pick combat tree otherwise there is no possible way to beat end game enemies. (Of course we’re talking about full vanilla, including any setting values.) I do understand the game was designed to be combat focus, but it’s now over emphasizing it. The addition of colony and whatnot was meant to have different approaches to combat, now it’s all nullified. It’s essentially expelling all players that had fun by utilizing features added between.8 and .91.
Interesting. I actually feel the other way around: with the exception of phase ships (because of course...), combat tree isn't what it used to be and it's probably more optimal (though less fun) to invest into making your fleet stronger now. At least, I got a considerable power boost by accepting I can't do as much as I used to and focusing on getting fleet more optimised.
such as with Automated Ships competing with the obscenely better Special Modifications to where you actively gimp yourself by not choosing the latter
I think Spec Mods is better for phase fleets and low-tech fleets (former benefit from extra s-mod than a Radiant, simply because phase ships are better than Radiants now, and the former cannot keep up with a Radiant, which means a higher risk of it overextending and dying) and Auto Ships is better for midline and high-tech fleets that
can keep up with the Radiant as it pulverises anything in its path.
At the end of the day colony system is left in piles of unbalanced debris that poorly interacts with the rest of the game.
As far as I know, colonies are supposed to be means that let you take on actual, proper endgame, once that actual, proper endgame is a thing, and not just hard battles you can do for fun. They don't give a "money making-focused playstyle enabler" vibe to me. I wonder if Alex is going to go through with his idea to remove colony skills (and administrators) entirely.