Amplitude Studios have basically trashed in the mud all 4x developers of the last decade or so. From the soulless ultra buggy Orion III to the gigantic mess of Civ 5 passing by the childish Galactic Civilizations and all he other shit no one ever recalls any more, And yet while nothing is perfect these guys fail at some of the most important things of a 4x game:
1: Diplomatic AI sucks, enemy empires are simply unreliable, now don't take me wrong I like it when the AI can back stab you but it's only a back stab if you don't see it coming, in both endless games you know it's going to do so as soon as you outscore it, which is simply put lame and disgusting(*).
2: Late Game is stupid because late economic technology is OP, seriously I am at a loss of words, after such magnificent example of out of the box design in such a great way they again make late economic tech so much OP, seriously +3s to production all around, you don't even need to assign workers in many cases, many of them are completely unconditional and stack with each other.... in like 20 turns my very interesting pacifist wild walkers game went to shit because my plans finally came together and my cities went from about 200-300 food and industry to a few thousands ... also suddenly my empire was swimming in so much dust you'd think it was endless (pun entirely intended) and I had been scraping the barrel bottom the whole game, seriously I was in negatives half of the time and had to resort to selling stuff to get a few 10s of dust to go by another few turns during winters but I finished the game with +8K dust/turn. If everything stacks it must be small, you only give BIG bonuses if it replaces the old thing.
3: Tactical combat is uninteresting in ES it was wholly automated and in EL it's simply unballanced, also AI can't cope with it and any player can abuse it to win a game regardless of economy and other stuff. This isn't special in EL but actually of all games with very complex battle rules and that is the reason why I preferred ES battle system approach, only in that game the way it worked out wasn't exactly brilliant (**).
Let me stress this again: I really love Amplitude studios, they are the best in nowadays 4x games industry but they really need to rethink AI diplomacy, combat systems and late game economic tech.
Final Notes:
(*) One guy responsible for one of the civilization games's AI (I think 3) once said "when designing an AI you have to chose between "good" and fun", keep it in mind, the AI isn't there just to prevent players from wining it is there to provide a challenging and interesting gaming experience, don't take me wrong if the player plays poorly AI should rape him but not simply dislike the player because it is winning the game, a lot of other stuff should be taken into account: AI personality, historic past (did player help me), racial relationships, trade, convenience of military alliance.... in no other game AI's anture is so blatantly and soullessly unbelievable.
(**) For one great battle system involving little but meaningful player intervention look at a completely opposite game to ES, where ES is a great game all around except a few glaring faults Reach for the Stars prety much sucks everywhere but the battle system: it was hard to abuse the AI, it depicted space battles between huge fleets and it allowed players an small but significant battle input with decision making the AI can cope with.