>See my sibling comment about Stellaris. Please elaborate!
Basically, it's a game emphasizing and focusing on roleplay. The early game is absolutely brilliant. But it has way too strict rules and there aren't many meaningful (combat or diplomatic) interactions with the AI past mid-game once you've exhausted most events * .
The war AI is a joke once you've grown enough, and diplomacy offers very few options - maybe the latest DLC will help with that.
So you are left with either slowly conquering the galaxy (because the wargoal system is stupid, I'll get to that), or basically doing very little - diplo is only slightly more fleshed out than MoO, Federations only make sense for some Empires and don't do much yet - and waiting until the Crisis, which is bugged enough that it's no longer that much of a threat.
There are also the drastic performance issues some players have mid-late game, or how the economy revamp (a good idea in theory, tiles needed to go) didn't reduce micromanagement, but arguably increased it. Again, early game Stellaris is awesome, but later... not so much.
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As for the wargoal system, unless you're playing a genocidal (FP/DE) race which almost removes diplomacy, you're limited to wars with very limited goals with 10-year ceasefires * . There's no way to break those ceasefires, despite it not making any roleplay sense.
By comparison, in MoO sometimes an AI race will attack one of your planets without declaring war, and sometimes I just have to take in the chin, because I'm nowhere near strong enough to fight. At which point I might begin methodically planning revenge while being nice-nice diplomatically.
This is actually something that can also happen the other way around, with the player being the aggressor. AFAIK, there are no fixed rules in the MoO code for that - this is just an emergent property.
Stellaris, despite the large number of fixed events and mechanics can't support that kind of interaction, because the mechanics are implemented way too strictly, and you can't just send out ships without formally declaring war with fixed pre-set goals limited by Influence and if you did have a war, you'd always have the large diplomatic malus with the faction and no good way to try to appease the AI.
* Events are basically fixed storylines choices written by Paradox, where every choice makes a small difference. Compare GalCiv which also had that mechanic, but GalCiv's choices are far less detailed and GalCiv had a moral scale mechanic which wouldn't have been a good fit for Stellaris
* Well, there's the Vasselize-Annex method, which is almost as slow because it costs a lot of Influence.