I asked myself, and a few other players, the title question, and unfortunately the answer has always been YES. In this thread I will try to understand why the game is boring and whether something can be changed to make it more popular and exciting. The post will contain a lot of criticism, but I hope it will be constructive (and it will be huge feedback text). I play SI2 so I will write from that point of view but many things probably also apply to other worlds.
So first thing are facts. At main page after login you can see how many players servers have. Not more then 700 people is registered at any existing server. If you would calculate active players then probably you would have something about 100/200 per server. These numbers in today's world are not impressive. I don't have data from the past years but I tried space invasion a few times before and it felt like there were more active players so I think the number of players is decreasing over time. I think saying the game is dead we are not far away from truth. In best interes of everybody players and game devs is reincarnation of that corpses.
In order to keep players in the game, it must constantly attract their attention. There must always be something to be done in the game. But can we say that about SI? Not really. Worse, the further we get in the game, the less we have to do. I will try to discuss this by dividing the game into individual sections:
Defence - Let's start from easiest section, defence. Defense doesn't actually exist in the SI2 world and there is no sense in building it. To prove that imagine I would be able to make even 1 000 000 Solar cannons instantly on single planet. What would happen then? The top player can just attack me with some of his fleet, destroy it with no loss and pick up rubbles
Simulation. Cost of fuel is less then rubbel field resources from pretty small distance, but what's problem to colonize planet next to bunker? After all, he will not escape the planet with defensive units right?
So defence can be built probably only at top 2 players cause everybody else can be destroyed by them. And don't think I'm crying here cause there are bigger players, think about what defense is actually for in the game, if building it does not make sense. Only situations where defence would have any impact are probably when you build only a little defence on planet so big players would't be interested in destroying it and it would defend you from somebody farming you with only transmitters when you are afk.
I also spied a lot of players, and it seems they think about it in same way. Nobody is building real defence at their planets. I built my first defence right now at halloween event only cause there are quests to make it for event points. And probably some other players do it same way. So I think we can all say that defence doesn't really exist in game.
Is that something that can be repaired? Maybe, probably by boosting somehow the defence. I think defence will not exist until cost of simple destroying it will be smaller then rubble fields from destroying it. If you would pay more for destroying defence then you got from rubble fields maybe players would attack planet when there is something else there too (resources and fleet at planet) and not just to destroy defences and earn from it. It can be achived by decreasing amount of defence destroyed after attack to some point, but it's probably not so easy cause there is probably one fight system in game so it would also affect aliens (they would be harder to destroy etc.). Also the ratio of cannons power to their cost can be increased, then for same amount of defence agressor would have to send more ships, would have bigger cost etc. There is not single solution, it's also not simple but something probably have to be made.
Buildings - Yea now we have buildings. There is 18 buildings in SI2. At start 3 of them are pretty useless: Particle shield, Particle cannon (if defence doesn't really exist why anybody would build it), Thermosolar plant (also why would anybody waste most valuable resource for some energy when he can just make fusion plant or some solar cells). So we are left with 15 buildings.
Nine of thoes buildings are directly related to raw resources. 4 mines, fusion plant, 4 warehouses:
1) mines - what level of mines you should do? So as example I will use pig iron mine Calculations. In column B, C you got mine cost in pig iron and kryptonite, in colum D I calculated sum of that cost expressed in pig iron (using kryptonite to iron ratio equal to 2).
Then there are 3 areas where I calculated return rate of that mine with columns:
1) F, G, H, I ; - speed-up x1 (no speed-up) mining tech 0
2) K, L, M, N ; - speed-up x1 (no speed-up) mining tech 20
3) P, Q, R, S. - speed-up x100 (no speed-up) mining tech 20
Probably the second set is most important here cause it's accurate for big players, they don't have speed-up, and their technology is around lvl 20. In column K you can see hourly production of mine at certain lvl. And in column L you can see something that really matters, that is change of production from lvl to lvl. That is what you really gain when you upgrade your mine. And in columns M, N you can see return rate in hours or in days (These are exactly the same values only in a different unit). So as you can see at level 40 of pig iron mine it earn for itself after almost 2.5 year. So I'm not sure if there is reason to buildit futher.
Of course at SI two we have speed-up system. So for now you have x100 speed-up up to ~630 milion points. Thats only reason why players might build higher levels of mines. But around lvl 45 of mines at all your planets you would hit that 600m points, then your speed up is only x50 and return rate increases times two. No matter if there is speed up or not sooner or later you will hit glass ceiling. As I saw big players they made around lvl 45 mines max (for some reason dark angel made some pig iron mines even lvl 51 and she will wait next 30 years until the mine's costs pay off :DDD)
This is return rate of that pig iron mine in days:
What I think is the biggest problem here is that cost is increasing much more then production of mines. Cost increses every lvl about x1.51 times while production is getting smaller and smaller with every level (columns U, V). What I also showed at chart (for all 50 levels):
As a resoult this is how many times bigger the cost and production is at certain level then it was at lvl 1 ( columns W, X) (graph on a logarithmic scale). As you can see the difference is bigger and bigger with every level. And multiplying cost by 1.51 each time makes jumps in price really big. Cause of that we really fast stuck around 40/50 lvl mines and there is no reason to make it higher. Cause production isn't growing at comparable speed thre is just no reason to make higher mines, it's just waste of resources.
2) fusion plant - of course mainly reason why people build fusion plant is to have power for their mines. When you stop building mines you probably also stop building fusion plant too (so around 45-48 lvl).
3) warehouses - Why you need them? When you have full warehouse your production stops. Let's talk here about big players ( with no speed-up, and mines around lvl 45, mining tech lvl 20) their production per hour is (for example pig iron mine) is about 800 k per hour. So with warehouse at lvl 12 ( capacity is 400 000 000) he would have to produce resources for 500 hours (it's around 21 days). without gathering it. So level 12 seems to be more then enough, and as I scanned some big players they stop their warehouses around that level. So you can build it more but there is no practical sense to do this.