I’d love to see a ground combat rework or just a general war rework. Wars and war goals in Stellaris have not changed much since the very beginning of Stellaris and if anything they’ve been dumbed down significantly. Old wars had the option to enforce multiple war goals on multiple empires, the option of enforcing reparations, and more. Now war goals are very all or nothing which is not at all how actual wars work. I would love to see conditional surrenders implemented, reparations and lend leases, temporary ceasefire agreements, and the ability to enforce policy changes without completely changing the ethos of an empire, in particular with humiliation wars like how fallen empires can force you to outlaw AI or abolish slavery.
I second this! It feels weird to have the galactic community but not being able to really get rid of stuff like slavery that easily. Also for the love of god get rid of the timers on resolutions of the same tree
It probably wouldn't make financial sense for paradox but they could do a DLC focused on ground combat for the 3 of us who want to design our divisions of space marines and grav-tanks, then the accompanying patch could contain the general war re-work.
I think this sort of stuff should only be optional so you don't HAVE to deal with it if you don't want to.. it's great for when you're in the mood for that sort of thing, but sometimes you wanna deal with devouring swarms without having to worry about it. And the amount of pop ups in the game is already crazy
Stellaris needs a serious diplomacy overhaul Imagine deeper faction interactions and Federation decisions that actually matter-big rewards or penalties that shape the whole galaxy
@fuchsmichael93 yes after being a galactic emperor we need better resolutions, events and if they rework factions thrree should be resistsnce democrat,republic forces who want independence with events
I mostly just ignore diplomacy because of the opportunity cost. Agreements are rarely worth the influence. The only exceptions are commercial pacts for megacorps or migration treaties if I get to colonize more planets. There should be something like the edict fund to make a few agreements free. Non Aggression pacts should Just always be free. If an Empire wants to form one it means it doesn't want to attack anyway. It's only useful in the rare case I have a friendly neighbour with similar ethics and want the trust growth to quickly form a Federation, and even then I'll resent that it costs me an entire tradition tree.
-Necrophage as a civic. -More important singular ships -True Bioships with a new processed material for example food is processed to biomatter (or some sort of advanced bio material) and then have consumer goods take both food and minerals. -colonisation should be a situation where it has a number of issues and the more advanced you are the less issues there are. -Rebalance bio ascension and psionic ascension as they are completely outclassed imo. -hire the mod maker Chicken hunt and integrate amazing space battles. -espionage system may aswell be removed if it isn’t improved. Just a few off the top of my head. But that said if the game wasn’t changed from now on I also wouldn’t really mind as I enjoy it as it is.
EDITED... *Fallen Empire for all Extremes (Bio Hive, Authority, and Egalitarianism) *Performance *Mod compatibility *Shroud World origin that doesn't depend on a 3rd party to play. *Make ground combat pretty. Right now, the old Masters of Orion 2 had better ground combat without additional rules needed. Just make it pretty. *More, diverse, rooms and animated portraits *Customizable UI
I mean you don't have to buy it if it was an update then it likely would be part of the game and even more likely won't have an option to turn off... Because while world gen options are pretty good in stallarus they are not even half what they need to be complete.
I want to second any changes that give more play and interactivity with shroud worlds, in a similar way that nanites let you interact with nanite worlds
*Total DLC rework. They should really not lock core gameplay features behind a paywall. Instead, rework the DLCs so the main features are part of the base game, but the DLC retains the extra "flavour" so it's still something worth selling separately. (Example: picking leader traits. Base game should allow picking while certain traits would be behind the paywall) -General DLC improvements. Most DLCs feel incomplete, to the point where it feels like a minecraft update, always lacking despite the time and effort (supposedly) put in. There could be more content but there never was because the team didn't have enough time to make it and moved on instead of polishing. *Cheaper DLCs. Just a big WTF. Most DLCs do a fraction of what mods do and cost over $20. Why am I paying the price of a full game and getting the equivalent of a decently sized mod in return? Instead, just combine DLCs and reprice them. *Better UI Performance. I should NOT be suffering lag in the main menu just because I have a lot of empires, nor because I'm changing the options on how I want the galaxy to generate. I should also not be lagging when I open the leaders page. * Pop-less production. Pops are one of the biggest sources of lag and, as the game has gotten bigger, have become more and more in demand. There should be advanced buildings that can produce resources automatically, reducing the amount of pops needed. Even limited to 1 per planet would be fine.
As much as I'd like to see it, I don't think performance is something that can be fixed. I think it's an engine level problem and would require basically Stellaris 2.
PERFORMANCE IMPROVEMENTS! My Empire for Performance Improvements!! I should not need a next gen console to run a 10 year old game, regardless of updates.
I can only play on tiny galaxies with mods that fundamentally change parts of the game (one that removes the trade network and piracy and another that makes ships twice as dense) in order to be able to play in the end game.
I think if they release/sell updates/patches/DLC for the ps4/xbox one, it should be able to play the game as its meant to be played. I am on next gen and I don't plan to buy any dlc until their is performance improvements. I can't even imagine what its like for people on last gen.
@@GreenestRabbit I use the mod "half number of ships for less lag" by Question on the paradoxplaza website. Despite being outdated, it still works as intended for me
I’m of the opposite opinion- the game and devs should not be constrained by having to work around outdated hardware. Series X and Ps5 have been out for 3+ years- it’s not “next gen” it’s current gen.
I would like a dlc that focuses on Sectors, Pirates, and Trade Routes. Also would love to see civilian ships using the shipping lanes to show migration and such. Edit for grammar.
@@bookle5829thats what paradox games thrive off of. I see no issue with paying for DLCs. They make quality content I’ll pay for quality content, they make terrible content I won’t.
Trade routes are boring atm and very forgettable. You only notice them when they are not connected. And pirates are just a nuisance - not a threat, no real challenge, just kinda a slow whack-a-mole. Patrols are not practical because your empire can get so big with confusing paths that your patrol routes won't be enough anyway. Unless you have like ten small fleets to patrol it all. But once you have to use the fleets somewhere else, you would have to set it all up again just for a measly pirate popup every decade or so. It's just pointless. The whole trading goods mechanic needs an overhaul. And also, how are my resources transported if I don't have a connection between my sectors. My trading goods get interrupted but my food and alloys teleport?
For what it's worth, if you haven't tried this, Broken Shackles and Payback do combo! I'm tag-teaming this with a friend in weekly multi now, and enjoying it a ton!
I say expand the espionage mechanic. Sabotaging planets such as destroying industrial districts, wiping out crops, etc. would be interesting. Edit: Also, cut down on the amount of ships and buff up their base statline to reflect that. Example: make a single Corvette the quivalent of 10-20. Make the bigger ships like Battleships and Titans a bigger deal and legit threats.
@@TheStartrek99 no, you're right it is - I'm referring to the election. Ignore me, we were never getting a real president regardless of who won. I've just spent most my career in the army doing counter terrorism and I'm disappointed in our choice.
Civics and origins - Any civic that cannot be added or removed should be an origin, but i know that will effect certain combos we have atm so i would also have 2 sets of origins 1 for the Physical evolution of your empire (eg Lifeseeded, Shattered ring, ones that effect starting system or guaranteed habitals) and 1 for Society (eg Mechanist, Rogue servitor, ones that effect starting pops or traits). That frees up the 2 civics to be flexable over the course of the game. In terms of origins to become civics id like Under One Rule leader trait system to just be the base line then improve the origin on other aspects. Trade system - I agree with montu that blockading planets should stop the flow of resourses. It would make cloaking ships much more impactful when u can sneak a small force to take the enemies forge system and backrupt them so they cant rebuild fleets till they take it back. Colonization - I think there should be a need for tech to take planets you are not native too. The adapatabilty tradition tree should guarentee the techs if the planet is in your borders. Makes no sense when a race that came from an artic world settles on a desert one that would be a death sentence. Habitat tech should also provide minimum habitabilty since if u can make a habitat in space for 60% habitabilty why cant u build that same habitat on a planet with 0% and the habitabilty cap should be able to go over 100% if matching the preference and give bonuses to incentivize terraforming or gene modding.
in my opinion for fleets and this is an idea I've thought of a lot but what if we simply made each ship stronger instead of making more ships. example make ships like leaders they can grow, evolve, and level up over time so lets say a level 10 corvette = too ten or so covettes in current game. this would allow them to cut Back on the number of ships and at the same time could allow for so much more to be done with ships. you could create random situations with ships where oh a crew mate on a ship found X what do you do repair it or found a way to use it as improvement. this could also be a way to mess with scale, add more tactics, more control of ships, and make battles longer, more epic and tense, and even personalize ships even farther. yes this would require a complete overhaul of fleet system though but I'd think it be better in the long run.
A Ground Combat Rework, is probably the oldest and longest ask the community as a whole has had. And ironically ground combat is probably the one thing the devs have avoided the most
My vision for the future of Stellaris is that DLCs should be made that focus on developing the core mechanics of the game more than adding fluff to the game. By fluff I mean flooding the game with completely new mechanics like in The Machine Age and Grand Archive, this is most appealing to someone who plays the game for thousands of hours because it adds more new content but ignores the real problems of the game. And the game suffers from neglect of the core mechanics. For example, trade is one big mess, four mechanics that are not very connected to each other including trade routes without trade fleets and trade ships but with Corporate civic "Free Traders" described as "The trading fleets of this megacorporation...". The entire ground combat needs to be reworked because for now we have a primitive window where tokens appear and fall. Domestic politics needs to be expanded, we have factions and 3 decisions to make about them. Playing as an authoritarian empire it would be much more interesting to be able to imprison the leader of the opposition, exile the opposition populations, support the opposition of a neighboring empire. Terraforming needs changes. Now you spend a few thousand energy with one click and terraforming begins. It would be more interesting if it was necessary to build a terraforming station in orbit and assign a scientist to it to supervise the terraforming process. Of course, this does not exclude adding new civics and origins to the game. And most importantly, Paradox needs to find a real use for those damn CLERKS!
I agree with everything except terraforming. I don't need to micromanage and overcomplicate a process that is already streamlined for player use. Just play with gaia seeders if you want that.
I'd love a slider for number of ships, it's one of the biggest things that slows my game down Something that either reduces ship cap or increases ship size relatively speaking. Eg artificially reduce fleet cap by 50% (or increase) before the game starts. Or eg multiply ship size by 2 (or even 3) so a corvette would take up 2, destroyers take 4, cruisers 8 etc
Had a similar idea. How about instead of individual corvettes, frigates and destroyers they get grouped into "squadrons" of 15 so 1 sprite represents 1 squadron, taking 14 sprites off the screen and replacing them with a singular v formation while in motion or attacking and rows if they are picketing or holding the line? Think it would really reduce the overall number of sprites on screen and help performance
@@mathewnunya2434don’t think that would work because of how stuff is calculated. Since evasion is ship by ships basis would need some severe hand waving regarding graphics
@Speedster___ the "squadrons" would get a defensive "wingman" bonus that lowers as hp goes down and theyd have a singular health pool so when hp hits 0 the entire squadron is destroyed.
1. Preformince improvents 2. Ai improvents 3. (the one I want the most but not the one needed the most) More diplomatic options, I want to be able to create events between my allies and have all of our important leaders interact with each other. I want to be able to be able to make territorial exchanges both empire getting something a they want. A dangerous event happens in which they need a high level scientist with acces to certain technologies and they come to you for help and vice versa. Just more fun things to do with other empires that is not war. 4. (Not something that is important and many things need to change first) I think you should be able to pay other empires to be able to view there museum and get some sort of bonus from that wether its be a precent of the effects of their museum or something else. -Side note, you really should make a video in the galaxy setting you play with to have the best or different experiences.
More diplomatic options would be awesome! You could negotiate a route through another empires systems that you can shuttle your fleet along without them having to open borders, or send aid to empires at war without having to join!
I’d love a couple more ship types, a supercarrier that isn’t the juggernaut, an e-warfare ship with auras similar to Titans that is smaller and spamable, and a support ship that can be added to fleets to repair them on the fly. I'd love to see better bio ships implemented and better static defences too (Maybe space mines)
My personal wish list off the top of my head would be: 1: Fix up unintuitive, exploitable design choices. - Such as Ship weapons "median" range mechanics, and the weird method it's determined by order of slots. Tbh the whole ship builder and ship "Fleet power" is quite weird and doesn't represent the actual capability of a fleet. - Expose the Tech tree in game, It exists- there's no good reason to hide it from players when they're just going to learn about it anyway. 2: Make the game less alloy focused. - Oo Oo A A ALLOY MONKEY - Improving the capability to turn a strong non-military economic base into something defensive would be great, fleet hiring is currently in the game but is entirely underwhelming, espionage is mostly useless aside from gathering intel and can be completely replaced with passive techs later on. I'd love to see more economic warfare options that don't involve pumping out ships. 3: Give us some more win conditions and allow it to be possible that multiple players can be considered "Winners" - Co-operative empire Victories, Give players goals that they can't reach on their own, or threats they cannot defeat on their own. 4: Revisit Some of the Older models: - Humanoid ships are in quite a sad looking state compared to newer ships these days. Bunch of other stuff too that I doesn't come to mind rn.
great post. in regards to nr 2. I think by design you will need one focus in the end. Which seem to be Tech / Alloy / Unity (/ consumer goods). But the idea is great to be able to focus it to something more than just fleet. About you nr 3. I really like the focus on the origins which would allow a multiplayer mode besides "ranked / death match" - basically a roleplay mode. Now you have chosen you origin i.e. the toxic god. Each origin would have its own goal for you to achive i.e. "create 20 toxic worlds, restore 2 toxic worlds for other players" By definition this would allow for multiple winners. By desire there may be added a difficulty representing how many winners will be likely. I.e. if too many origins force 20 own planets, there may not be enough for everyone to do so. YAY we can all be winners 💖
I‘d like an expanded ground war system. It might sound weird but it‘s actually one of my favorite parts of the game! I love pumping out different numbers of specialized armies and watching the numbers on the screen. This is also why I nearly always take the Necromancer civic if I know I‘m going on a war oriented playthrough. Regarding goals: I usually set myself up to either experiment and look if I can take on the tougher stuff and go ballin economically but then stop the game once I realize that I could just win the game anyways. This also leads to my next pet peeve. Trying out difficult starts and finding out if I can take on the AI in the early game is hella fun but it might get boring in the later game due to lag. For example: I just had a hegemony run and knew I could take on the last enemy. They split up their big fleet and I knew that I‘d be able to beat them, it would just have taken so much time that‘d be spent with me just looking at the fleets slowly traversing their territory. That‘s why fighting FE‘s can be infuriating.
honestly all i care for really is roleplay and being able to do Sci-Fi stuff and make cool empires that do cool things. ascension is also by far my favourite aspect of the game, and i hope they lean into it more.
i had the idea to put "ground army" slots onto ships where you could load them up with troops. different ship sizes and sections would have different amounts and "sizes" of troops that they could handle. this would mean the psionic avatar ground unit would have to be given to the space unit (as you couldnt have it solo anymore), gray's ground unit would be attached to his ship form, and the giant skeleton would likely have to be a tech that unlocks a weaker version of it (since you'd be able to put it on many ships) i'd say that if troops "die" while assaulting the ground, those ships are flagged as "damaged (nonauto-repairable)" and wont participate in future ground assaults until they go back to a starbase to be "repaired" and becone resupplied with troops.
I understand the motion, but it does not seem realistic to me. Why would you burden battle units with facilities for enough troops to conquer a planet? They would just become very big targets. Conventional naval warfare distinguishes between combat units and troop transports. If anything invading a planet is far too easy in stellaris.
@Thurthof5 well let me give you a few reasons: 1) in real life we have the capability of putting ground troops on almost every ship in the navy. while we do have dedicated transports, they are usually less armed and more vulnerable and would require ships to defend them anyway. furthermore, ground troops also double as ship defenders to counter boarding parties and can be used as a boarding party against enemy ships (all of which could be added into stellaris proper instead of the boarding cables from the treasure hunters origin, allowing for more dynamic combat in general). 2) theres plenty of reasons to have small task forces attached to combat ships. even in stellaris ground troops arent solely used to capture planets. theres plenty of mission log objectives that require only one or two ground troops. 3) as i described, you'd have different amounts and types of troops that can be attached to each ship/segment. this could mean that the more and better troop slots are attached to ship segments with less offensive capability. if you built a true transport ship it might be able to carry 6 of the best troop type but might only have 2 small weapon slots (as example). whereas a fully armed battleship might not have any troop slots (or at most probably one that can support standard assault troops or slave troops only).. as for planetary invasions being too easy.. 2 things to fix that.. 1) have invasion events (like choosing different targets to assault or having unexpected traps/natural disasters strike that hinder/help you). events could even have orbital bombardment support for the ground forces with success chance based on fleet bombardment strength and difficulty of targets. 2) more dynamic planetary defense building. instead of just building fortresses and planetary shields, have a whole tab dedicated to ground defense. you could have planetary defense cannons, underground power stations you can hack into using espeonage, trapped complexes to eliminate ground troops.. cloaking to hide important infrastructure that you need a science ship to detect, etc..
War system. Absolutely War system. I don't know EU4 but even in EU3 you could demand money, or resources, or breakage of treaties, be it defense treaties or trade treaties or military access/open borders treaties, and you could do that individually with X and Y and Z empire, in the end making Z your vassal, but Y remains with their status quo and X is just so pressured diplomatically they gotta redo their friends network from the scratch, with no weird 'make vassal outta conquests' involved. You could force removal of claims againt your territories, do only partial conquests of claims if you didn't feel like extending yourself too much. If you got in hot water, because the enemy called in someone you weren't prepared to face, or, you know, your neighbour at the back suddenly stabbed you in the back, you could work that out too - throw money at the war participant, or give them this or that claim to the leader or the big guy who isnt' the leader to remove them from equation, or even butter all of them up with insignificant, in the long run, gifts and preemptively end the war to prepare for another try next decade. You could call in allies, even freshly minted ones, to come help, or even, when the war comes, say 'sorry amigo, I reconsidered' and opt out of the war right in front of the ally asking you for help, or the one neutral you guaranteed. And that's between civilized nations. Declaring war against enclaves, fallen empires, maybe even marauders or pre-ftls could open up a whole new pinata of war goals and little demands to choose from. In Stellaris, a game that got out what, 15? years later, your War is a big screen with 3 buttons and 'everyone involved gets all or gets lost' philosophy. Just, please... make War system better.
I want the trade system altered so that we can have trade hubs instead of the capital, and trading is all about creating strong clusters of trade value feeding into different hubs with less in between to prevent piracy and create a more interesting way of empire planning.
i would really love a bit more of customization when making a galaxy like building a galaxy with the ability to customize layout, hyper lanes, worlds, and starting locations. if not this then a editor to make a custom starting system would also be great, i would love to be able to create a custom starting system with out needing 3rd party stuff, the custom system stuff is something i would love for creating custom role play starting system.
Holy moly this please! I've been forced to add my own system and origin initializers and that "coding" is a mess bc some of the syntax they use is confusing. Like I add a planet but then it doesn't spawn in the correct orientation etc etc. A mess i say.
I have three things that I would like to see in the game 1. New map with a twist, no crisis but there is two tiny galaxies spawned near each other. There will be a L gate connecting the two galaxies so you won't be able to jump there. We have to unite our galaxy to open the L gate first before we are invaded by the other galaxy. I want to have a multi galaxy war. Number two 2. I would like to see a way to interact with Pirates and add Nomad traders. There should be Nomad traders who travel empire to empire asking to set up shop for 5 to 10 years on your capital. For Pirates I'd like to hire them to harass rival empires territory, essentially inflate piracy in their borders. Maybe even buy maps from them or some intel. Finally 3. It would be nice to have soldier portraits even if they are generic for all around use, have organic and robot sets. Edit: Montu brought up a good point, trade needs a rework. I think resources should add to trade value, food and alloys are valuable and a big part of trade.
I don't understand why they didnt make trade value based on the raw resource output of a system converted to energy credits - crime per pops in that system (no pops means no crime). Iirc the whole piracy and trade calculation is even worse for lag compared to pop counts which is ridiculous.
I've thought for a long time that the game would be far better if the ships were far more like the federation's ships in star trek. created and designed, specifically, their captains being characters you level. making ships more valuable, upgrading them and refits being more common than just outright building more. how this looks would be down to your empire, some making swarms so far more pure warships, while a more diplomatic empire makes its ships more multipurpose and furnished.
If I had anything I want more of in Stellaris it's more life. Ethics and happiness are just sort of numbers, it would be cool if there were events like Rise of the Manifesti more often. Make the pops seem like a real people. Past that I would love voiced Paragons who get back stories like Skarand Sharpbeak. Sound track aside my favorite aspect of Machine age was Cetana talking. Take my money Paradox I want a Paragon voice pack.
How important is the current Trade system, with routes collecting back to your Capital? -- I feel like Trade as a system becomes very straightforward if it's something the empire wants to focus on as well as quickly becomes inconsequential in the long term in terms of interactivity. Paired with the Mercantile tradition, it becomes very strong and, ironically, regulates itself without too much player input by only providing benefits without much input. -- I think Trade could become more nuanced if Sector capitals played a larger role. It should not just be about connecting systems back to the Capital, but connecting someway to the Sector Capital and designing the sector in a way to benefit specific trade values (ex: since there are a lot of consumer goods produced in this Sector, the Sector Capital has discounts/buffs/reduced upkeep for Consumer Based jobs, but there is a lack of minerals in the sector so building costs are increased). This makes it so as an Empire expands, each Sector becomes more involved from a strategic point of view with the Sector Capital being more valuable than it is now in the existing game. This also provides benefits to Wide gameplay by offering benefits to new markets based upon Sector prioritizations and opens doors to engaging more with internal politics - ex. (1) a particular sector has been increasingly more valuable than the core sector and the Pops are desiring either to change the Empire Capital to the new Sector or seek independence; (2) new policies and edicts to enhance sectors based upon specialization, ethics attractions, etc.; and (3) improved interactivity with existing gameplay systems such as leaders - a Leader may have a loyalty score connected to them.
I think this is a good idea but with some tweaks. For example I think that it shouldn’t cost more minerals specifically for your building cost example, maybe an extra energy credits cost to symbolize the shipping costs. Also how would this work with tall, single sector empires?
@Vox_Popul1 The minerals example holds no gameplay weight, just trying to push an idea that imbalanced sectors lead to economic benefits and weaknesses. As for single sector games, I'd imagine the more balanced the sector, the less weaknesses and less factions/more unity the sector maintains. It is much easier for a centralized ruler to govern the council and factions with this sectors, for example. This would mean a faction rework, too, not only based on ethics but also sectors. Therefore, it also creates a little bit of a skill bump for empire management beyond clicking through the spreadsheet. This may also mean trade agreements become more important to fill in gaps so a single sector specialization could occur and serve as a viable game style (an agrarian based 1-sector empire can serve as the galactic bread basket garnering influence, favors, and lucrative trade deals)
Endorse 100% the concept even if it would be a balancing pain Would be a huge benefit to internal politics style stuff and having to care about your empire outside of just economy
I am a huge fan of the honor, Harrington sci-fi book series. In which they regularly fire bomb pumped nuclear missiles at one another in groups of hundreds. A huge part of that series is point defense and electronic warfare and jamming and spoofing. I would love to see some ship modules that focused on electronic warfare. I would also love to see missile pods, which gear ships a huge initial throw weight, but have to be replenished after firing.
I agree with your idea about logistics a lot, but I would like to see an organic informal trade network network aspect to it. Another big change I would like tovsee in stellaris is more divergent cultures and colonies, not under player control, and improved inner workings to an empire. Perhaps actual factions that do stuff, like explore, expand, trade, pirate, etc
Performance… i would love to be able to play on a large galaxy but even on a high end gaming computer the game just stops being playable after 100 years or so
I like the war system as it is. I like that stellaris isnt an overly complicated game like EU4 or HOI4. I like how civ-like and sinple stellaris can be at times, and i avoid other games made by paradox for this exact reason
A bit late to the party I guess, but anyway, here's my two cents: - Precursor overhaul, right now it feels meh, honestly there's like 2 precursors that are really good, Cybrex and Zroni (if you go for P-ascend), the rest are just meh. I mean, I'm always happy when I get Cybrex, but for the others, its like, meh, anyway, uu an unemplyed pop... you get the gist. - Combat feels ok early to mid game, but late game space combat is a lag-fest, an overhaul on the combat would be nice as well, maybe something like Montu was saying, BUT I want to still be able to customize my ships! - Ground combat is another feature that could need a rework, right now it's just throw the bigger numbers and you win, with very little or no depth. BUT if they decide to do other things and leave it as is, it won't impact me as much as the two above. - Some origins are, outdated to say the least, Prosperous Unification could easily become a civic and it wouldn't be much of a difference, and the same could be said about Mechanist, Syncretic Evolution, Calamitous Birth, and Subterranean, even Here be Dragons could make this list TBH. Then there's Resource Consolidation, Life-seeded, Ocean Paradise, and Post-Apocaliptic which pretty much just change what type of world you start on, these 4 could be made available only to some origins as civics and they could add some penalties based on the origin you chose if turned to civics, I guess? Resource Consolidation especially, maybe turn it into an incomplete Machine World similar to how relic worlds are not quite an Ecu? or something. The point is, all these origins could easily become civics with a few tweaks here and there, albeit they could be 2 cost civics? or maybe you can't change them later on? OR these could be turned into a new feature, an Origin Civic, where you could pick one alongside your origin so you can have more customizations for the Origin you're picking, would be very nice for people that RP their empires! I can only imagine an Arc Welders origin with a Resource Consolidation civic LMAO! - Colonization is quite easy, but I don't really think that's a bad thing, it sure isn't easy early game for the most part, and late game, it becomes more of a chore. We could keep the early colonization as is, and later in the game it would be nice if, rather than dealing with all those planets we would be able to deal by sector, pretty much have the planet screen switch to affect the entire sector? Or something. If for example, you have 10 planets in a sector, you would get the districts from all those planets added, although I'm not sure how special planets would fit into that, but maybe keep those separate? For example, the sector screen could only show the normal 10 types of planets (3 dry, 3 wet, 3 ice, + tomb world), and any special planets like Ecu or Gaia would still need to be handled individually? As for the buildings, well, any building you make on the sector page would be as if you made that building on each of the planets affected, however, planet-wide buildings would still have a limit of 1, but it would apply to all the planets, empire-wide buildings would not appear on this screen, and if you want to build something like that you would need to exclude a planet from sector management OR build those on planets that are excluded by default, Ecu, Resort, Ring-World, etc.) Think, like the habitat system but rather than applying to only one system, it would apply to a whole sector? This would really make late-game micro-management a lot more enjoyable for wide empires, I think! And, if something like this would also make the pop system a bit more manageable in late-game, I would 100% support it! - Trade routes, definetly needs a rework, right now, it half a feature at most. But, similar to Ground combat, I don't feel it affects the game that much, when compared to Space Combat for example... - Bio-Ascension I think could be the focus of an expansion, especially now that we have space fauna and reanimators, similar to how the Machine Age overhauled the entire Flesh is Weak, making it from a simple perk into 5 Traditions, 3 Perks, and an overhauled experience for any that would play either as a machine empire or as a bio empire on their way to become machines. It would be nice to have something similar for Bio, maybe even have a perk/tradition for machines that want to become biologicals. You could easily tun the 1 tradition, 1 perk for Bio into something like 2 Perks and 3-4 traditions, where you could even add a traditions tree for everyone that has bio pops, it won't be as OP as going the full mile to get a tradition + perk combo, but it would be nice to have something that could help bio empires change their traits and maybe get access to some other traits? IDK, I feel that bio, right now falls a lot behind both machine and synth/cyborgs, in terms of traditions/perk benefits. Then, do the same for Psy-Ascension LMAO! Anyway, that's all I have! Cheers to any that read through it all!
One thing i would like to see, is a crisis, which spawns in MORE ships, not STRONGER ships on higher difficulties. E.g. the prythoryn scourge comes in as biological lifeforms swarming the galaxy, but right now, i feel like only the strike craft fills this gap. When i bring in all of my fleet to counter only like 20-40 ships and lose the combat, it just doesnt feel like i got overwhelmed by sheer numbers, its just like there is a new empire with hilarious powerful advantages. The fight pattern of a x10 or x25 crisis is completely different to a regular empire or even the fallen empires.
add the Unbidden to that. Lore-wise they´re supposed to be the strongest but they´re just a Joke, when half of the good Weapons counter or ignore Shields.
Diplomacy, ethics, internal politics (factions) and espionage need to be expanded and tied together MUCH more. Galactic decisions should impact faction approval, so if you vote against a faction's interest you may risk a rebellion in the worst case. Spies should be able to influence foreign factions as well, leading to empires with small military fleets but massive "soft power" that are able to manipulate their neighbors. This enables vastly different play styles instead of the current favoring of whoever holds the biggest stick. Tying both together, individual factions could even approve or disapprove of neighboring empires, making it more or less likely for you to be able to influence and possibly "convert" them. Factions should also be much more tied to individual systems, so for instance, if you colonize worlds close to a spiritual FE, then those worlds should be much more likely to be inhabited by spiritualistic pops (ethics divergence). That way, if outside forces are tempering with your factions, distinct regions of your empire will be affected and it becomes your task to keep all worlds aligned and prevent your empire from shattering into smaller domains. This in turn will make claiming and "liberating" systems with pops of similar ethics becomes less costly in terms of influence, and move away from the current system which is based on border distance.
Would like a total review of previous DLC and main game content, see what had been underperforming or irrelevant and fix them. Adjustment of techs tiers and modifiers, some support to underwhelming origins, balancing traditions and AP perks, even pop traits and weapons if they had effort to spare.
1. I like the idea of a tile system similar to what you see in the original stellaris. Maybe move buildings to be improvements to tile types? I don't really know. As for pops, I do find the species design and gene/cyber/robo modding to feel really fun, but some of the micromanaging seems a bit too much. 2. Smaller fleets. I want smaller fleets. The clump up and block out portions of systems in ugly ways. Fewer, but more powerful ships would be nice. I also like the idea of more support ships. Some people have mentioned repair ships, and electronic warfare ships (for auras like on titans). I think those ideas a great! 3. I really like making species and the stories behind them, but the precursors really play a part of that. I would like a system where you could pick your precursor or at the very least curate a list of potential precursors for your empire to spawn with. 4. When I set goals, I start with my civilization. What do they do and how can I build into the fantasy of what I want them to be. 5. I like the Worker's Cooperative civic a lot and I really like the trade policies, but I could see trade being altered as Montu suggested. Maybe alter the trade policies so that jobs start producing basic resources in addition to what they already make. Or, if you switch back to the tile system, unlocking a new tile or tile improvement that mimics how the current trade policy options work. 6. Habitability seems impactful, but also not in a weird way. maybe make primary planet type always 100% instead of 80, make similar plane types 80 and the rest lower, but then make the habitability penalties harsher? 7. I really like Rogue Servitor and similar civic for Gestalt Intelligences, but I think they would work better as "ethic" or government types for the gestalt intelligences. Making Devouring Swarm, Rogue Servitor, Driven Assimilator, Determined Exterminator, and possibly even Progenitor Hive into the "Ethics" or governemnt types for Gestalt Empires would open some interesting play space. 8. Ground warfare. With the advent of being able to bombard a planet into submission, it feels like ground wars are entirely unnecessary. I like the idea of turning planetary bombardment into a kind of siege situation with mini events and decisions that can be made on each side to improve a position in a siege.
I'd like to see a few things changed or added. Firstly add mobile colonies. Like giant ships that also act as planets with buildings and pops. Why? It would open the door to so much new content and ideas. Like nomad empires who wonder the stars, or trading merchant empires trading good across the galaxy, or pirate empires that roam the stellar seas and plunder the stars, or even hive fleet devouring swarms that travel in giant living ships traveling system to system harvesting biomass leaving lifeless worlds and desolate systems in their wake, and so much more. Ik it would be a nightmare to code but if possible it would be so good for the game and open the door for so much content. Another change is more ethics and civic points. Rn empire creation is just a bit limited.
I want a setting to make a galaxy truly “alien”. No Sol, no Deneb, no Alpha Centauri & Bernard’s Star. I want to play my Space-Dwarves with no Humans to ruin my immersion.
These are some great questions from the team! I don't usually comment on anything like that but I might this time. Played long enough that I feel like I could have some solid feedback. Probably hit a 1000 hours at this point lol
The thing Montu said about expanding on the ethics system I really agree with. The mod that adds in the extra ethics and splits some of the current ones up is by far my favorite mod. I think some of the added ethics were competitivecooperative, Ecological?industrial, individualisticcollective and maybe one more. Something like that but with the polish from the official dev team could add something really special to the roleplaying aspect of the game.
everything everyone says is useful changes to the game. but for the the most important thing would be removing the old pop/tile/job system. its ancient difficult to use and useless. it gets more difficult to get more pops as time goes on due to lag, it makes stuff like arc furnace more useful since its free resources without jobs as well as space based expansions, more resources without pops. a change as you mentioned would be much loved. Adding to that a complete change of how planets and systems work too, similar to how habitats became 1 system based, if we could have the same for systems and planets so a system acts as 1 planet and a habitat becomes an extension of that. it would help reduce lag and stuff. we could also remove colony ships since its pretty outdated and dosent make much sense, you can make a shipyard and build a colony ship in the exact system with a planet you want compared to the old version at your home base. instead it should use another system similar to mega structures to claim systems for colonization. overall i want more management aspects to stellaris such as being able to more min max what you will do for the next 10-20 years, like a pre plan you can spend some resource on like if you wanted to focus on military production, or military training or military power bonuses or just economic/diplomatic bonuses. i also want envoys to be removed since it feels like a patch work system. add a new class called diplomats and add a council seat for diplomats/isolationist focus empires. probably more but this is all i got atm
I just picked up the game and am really struggling with it right now, there is just so much going on and i don't understand how the mechanics in it connects. I had the tutorial on at the start but the AI voice got annoying by my 10th play so i tried turning it off, but I thought it was just for that particular game or I could turn it back on for another play through, but it hasn't come back. So whatever tutorial may exist for later game plays i may miss.
12:00 I think some sort of Slider or ratio mechanism would suffice here. (I play on a laptop that struggels with 4 chrome tabs I've thought about this plenty) for up to every 10th Corvettes display 1 (1:10) or set it to (1:20). Every 3 cruisers display 1 (1:3) etc.. Leave it up to the player based on what they decide they want and can handle. Don't want to just clump/ratio them completely, I want the option in game creation lobby. Especially from a creator/viewer POV I would imagine A space battle of 300+ ships 80k power total is much better for a videos than like 15 ships with 80k total 😂
I want the pops to actually feel alive. like how people react to their living standards, mistakes happening, crisis beginning. civilizations can't just live for 300 years without any hiccups afterall.
One minor thing I think I'd like to see is more support for visual only mods. Additions to name pools, species character cards, ship designs, etc, none of which have any gameplay experience. I was super excited to dive further into the roleplay aspect in that regard, but when I noticed it disabled achievements I was a little let down, as I'm also an avid achievement hunter.
Speaking of boarding cables, I think a ship boarding mechanic is one of the last sci go tropes we don’t have. First contact gave us cloaking, now we just need boarding pod hangar ship modules
Would appreciate more win conditions than the highest score by the end year. I have had games where I am the strongest empire and crushed the crisis with a few decades left and the ending felt empty waiting for those years to roll by. I appreciate the feeling of the story being concluded but if I need to tie up that loose end in the "denouement" (tried to look it up) for RP with 1 more turn. This might be a personal pitfall of playing Ironman for those achievements. Open to feedback about how to fill that time. Also, is playing random origin intended by the developers because I keep getting prosperous unification?
A story pack focused on being either the Hero or Villain of the galaxy would be great. As in like a double faced dlc similar to nemesis with more options to save the galaxy/destroy, to liberate/enslave to be loved/hated and to really show the consequences of our actions, to show our imprint on the galaxy's history.
I kinda agree with Montu on the Ethics expansion. Perhaps a point-buy system where each ethic instead becomes a value, and you can assign points to each. For checking if a country is "authoritarian", perhaps we can see if the value assigned is over a certain threshold. This also means we could gain/lose points in each ethic depending on choices made in the game (so a spiritualist could slowly progress to be materialistic, or just less spiritualistic and more militaristic for example). It would help the game feel more alive, and because each playthrough already gives differing events/anomalies/etc, it could help further make each run feel unique. And of course, mod support so modders can add new ethics that use the system. It may even help with compatibility between those ethics mods and other mods that only need the default ones without requiring a patch for each affected mod.
Something that I think would be interesting is an "underworlds and underdogs" expansions. This could include playable Enclaves (i.e. no traditional expansion or territory), the ability to play as smaller rebel cells, etc. Tying this into the existing Espionage system would be very cool. Also, a Biotech expansion similar to the Machine Age would be an immediate buy for me. I've been having a lot of fun with the Space Fauna from Grand Archive, so being able to take the extra step and have a full-on biotechnology style of play would be a dream come true.
I NEED a genetics rework with bioships! But as far as game systems that I'd really like to see changed, subterfuge desperately needs a rework, and (imo) an expansion in reach and purpose. As far as scifi civilizations go, the shady, underhanded, mysterious, stealth-tech archetype is my favorite. Even as bad as it is now, I still take it all the time for flavor, although it barely has a place in games. I would love to see it expanded where it simply mattered more. Just spitballing some examples: Maybe if you have a high enough stealth and subterfuge level, it plays a part in federation or alliances, with other empires wanting to get you on board, with you having a larger say since you would be the spy master and make sure they maintain the information advantage. Another idea would be forming an illuminati-esk shadowy cabal with other subterfuge-focused empires, to manipulate things like the galactic council or even the emperor from behind the scenes, without it necessarily being obvious just from the diplomatic weight value people see. Another possibly is something similar to mercenary work, where other empires come and pay you, either in resources or favors, to take on clandestine intel-gathering or sabotage missions against their enemys (or allies). Heck, it could even be tied in with some species traits or origins, like a natural shapeshift/changeling trait giving a bonus. I'm not sure if it's feasible, but maybe even tie it into ascension paths, if you have subterfuge availible. Something like kidnapping quantities of multiple other empires native populations from across the galaxy to advance your understanding of genetics, for quicker progress towards genetic ascension, as a quick example. I would also love to see more operations that have real consequence for opposing empires, potentially actions focused on reducing a fleets size/ships by a percentage from sabotage, or reducing the maximum output of an alloy or mining worlds production for a number of years, or even the ability to set up terrorist attacks to reduce a worlds pops by several. That could even tie in to some ability to perform false flag attacks and send them into war with other empires, just anything to pull the strings from the background and give subterfuge some actual teeth! I get so excited thinking of how much more subterfuge could be. Montu, your ideas all all very good as well, and I strongly agree with most of them; although I do prefer machines having a much higher habitability than organics, only because it breaks my suspension of belief otherwise. Maybe some system so slow down colony development in general? Habitability aside, the changes to war or trade system would be fantastic! Edit - legibility, grammar, and expansion of ideas
I would love more planet variety. Kind of like the New Frontiers Mod. I also want Genetic and Psionic ascension to be reworked. It would be nice to have Biological Ships as well
omg. i just want to be able to MANAGE my fleets from the Fleet management. We seriously can't move them around the order. now with bios coming it'll be even more of a nightmare. let us change the order. i want to be able to put certain fleet at the bottom of the list, or be able to drag 1, 3, 6, and 9 and reorder them into 1,2,3,4 to be able to manage wars on more fronts or when i split them up after beating a big stack of the enemy. I donno about others but i love to have customized fleets with each one being better at different things. 1 fast, 3 big fire power, 1 heavy shields, 2 heavy armor, 5 Patroling fleets. and it's sooo annoying i can't reorder them around. have to wait until lategame to delete and rebuild. but even that, loses me their Experience. then there's the event ships that you can't merge into any other fleets at sit randomly into the middle of the fleet list. missclicking then then wondering for 5 minutes why i can't jump with selected ships because the missiclicked relic cruiser, doesn't have a Jump drive
now, as for nice to have: i'd like better customization for specific planets. for example for an agri world( cuz i know you just LOVE Agri Worlds, Montu :X ) let us build them further then just farming districts. give an option like an Ecumonopolis for Food production. For Mining, Energy and Especially Refinery type resources. there are mods that can do that. why can't the game devs themselves give us something like that in the base game? it'd be more balanced too, since the "pros" would make it. ground combat. just do something. Anything to it xD YES! i would love some more diversity to colonization. I found it really weird when i started playing, how just because it's very hot or cold world, i can't be as well colonized. like, we have deserts and have people who live in them over two thousand years and thrive in them. why can't we in the future, be able to do even better? there should be something more to it.
I would love to see short cinematic cut-scenes to really dive into that role play aspect. It would be cool to see cinematic clips unique and specific to your empire during battles, anomaly events, and all the other major events. Imagine being able to pick different dialogue options that would directly change what cinematic cut-scene is shown. Role play would be magnified x100.
I don't want to bother to make a Paradox forum account but I don't see people talking about migration much. It should be a fourth way to gain or lose pops, instead of a minor bonus or penalty to biogrowth, and maybe give some sort of limit to resettlement because pops performing instant transmission on command always strikes me as strange.
Hey I haven't played in about a year but had over 1000 hours in the game since launch thru most DLC and I watch alot of people play here on YT- what I want is more of a focus on a deeper and ecological realistic and diverse early game some mods add this and the newest DLCs- I usually try to stretch out my early especially my typical "roleplay" mindset when it comes to creating/playing a particular empire, always a twist or homage to scifi and real space physics as Stellaris is best at- I think there's opportunities for looking at the pops the way Project Caeser might be doing too and also planet development and tiles to have even more flavor
It is interesting that one important thing is missing. The most anyoing thing about the past releases is that the mechanics are often unbalanced or/and broken and the devs need months to fix or improve that. And dont change the pop system! Vic3 sucks and takes the emersion completly away. A great part of Stellaris is the "connection" to your created species or your genectically improvements to them or to create pops for your specialised planets. Make these more anonymous would be one of the worst things for the game. And we dont need that every Paradox game looks like the other. How boaring... What really is anyoing about ships is, that you cant save your ship designs and you have to do the same things over and over again in every run. Here would be a system great that works like the stamps in Anno 1800 where you can save your layouts and use them in every run. Another thing that would be great is to change just the weapon module. How often has a player to refit the shields and armor just because you changed the typ of weapon modules. Quality of Life or remove unnecessary clicks that have nothing to do with game play would be nice.
We can have all the cool changes and additions we want and none of it would mean a thing when the game runs soooo slooooowly. The biggest end game crisis for me is the lag, everytime. Sitting there waiting for 15mins waiting for my fleet to get into position is just boring. Are there things I could do to limit the lag? Yes, but I don't want to be forced to play genocide anytime i want to attempt to win a game. So before they do anything else, changes to the amount of calculations going on that lag the game need to happen - maybe your idea of getting rid of pops would help with that? That aside, I'm tired, boss, of RNG leaders and technologies. I want progression trees for both leaders and tech. Let me specialize my leaders in the way I want without having to worry about RNG. Same with tech. The RNG, to me, doesn't add anything to the game, just makes it randomly more or less frustrating. The council. I feel like the council would function better as an extension of edicts. Take all the agendas, put them in the edict pool, and then have the councilors add or subtract to the effectiveness of certain kinds of edicts. Agendas as they are now dont require much thought, you click a button and forget about them until they fire and the next one is ready to be chosen, and then you just cycle the handful you like and that's it. That's the whole mechanic. Wahoo. Not that making them edicts would make it any more exciting, but there certainly be more thought going into what you spend your unity on especially if you're able to shape the traits your councilors have with a proper progression tree instead of RNG traits. Trade policies. We have trade into unity, trade into consumer goods, trade into food and minerals. I want trade into alloys, trade into special resources, trade into research, and I want these to be available to all empires, with big bonuses for mega corps. For that matter, Mega Corps. Who are our customers? As far as I can tell, mega corps play 100% the same as a normal empire, with the addition of opening branch offices. I wanna open up galaxy spanning trade routes, I wanna be the food supplier for the galaxy, and if an empire messes with me, whoops, I guess you're starving now. I want to be intergalactic arms dealers supplying alloys to the galaxy at large, I want to be space amazon, making the empires of the galaxy fat and complacent by providing a wealth of consumer goods, buying political favors and buying my way to the top. I want biological and cybernetic ascensions for machines, reclaiming the flesh. I want psionic and machine ascensions for Hive Minds. Cybernetics is a mix of Bio and Machine, why not a mix of Machine and Psi? Bio and Psi? Different versions of Ecumenopoli. Not being able to have a science focused Ecumenopolis when we can have a faith or unity focused one is tilting.
Montu you are our sole hope for stellaris going in a positive direction (logistics system sounds awesome colonization is too easy I feel like I have to reduce habitable worlds setting with mods to get a solid play thru, especially on larger galaxy systems.
I want more option sliders. Examples: planet/habitat district and buildings cost, max fleet size, ship power, Common and rare resources abundance, Etc…
I think it would be neat if this allows Console Edition to catch up. Paradox already dangled the fruit of console mod support across all of their games if PC and Console were on the same version. I also understand Console Edition is a completely different build and I'm glad this isnt my problem to solve. Stellaris is a wonderful pallet cleanser when im relaxing on the couch playing at my own pace.
One the Point of the Ship Battles. I disagree completely Seeing Solar System spanning battles is my favorite part of the game. But fortunately there is a way to satisfy both sides. Just add a slider to control the ratio of Ship to reality in the Galaxy Generation Screen. Those like you can decrease it and have a "representation". And those such as I can have the full glorious fleet combat.
The comment about the AI being able to play the game I noticed. I haven’t played since like 3.11, and started a new game after Grand Archive dropped. The AI actually pushes where I have holes in my defences rather than Leroy into the nearest point of entry. Also the AI can actually fight the Crisis. Had the contingency and Unbidden get wiped by the AI on 2.75x difficulty, and are currently in a stalemate against the Prethoryn.
things i want in stellaris: 1) Ground combat -- details, events, missions, black ops/special forces missions, visualized progression of war across the planet -- with specification of high-priority areas or enemy targets and area-wise enemy strengths 2) Bombardment -- biobombs, plague bombs, siege 3) space -- more lovecraftian and mysterious situations; more space monsters; more galaxy-faring enemies, abandoned superweapons 4) Espionage -- kidnappings, murders, assassinations, black ops missions, large-scale cyberwarfare, deep strike suicide missions 5) newer types of fallen empires, extinct empires, forgotten civilizations, and so on 6) newer, different types of ground combat units and more varied naming formats (pls no more gendarmerie) - I want special forces, black ops units, assassins mainly 7) more ship types (flagship classes and types) and ship weapon types 8) pocket dimensions 9) Ground Combat armory management -- if we can regulate what our ships field, then could we also get to specify what sort of weaponry our ground units can field? Like imagine soldiers being given exosuits, and heavy weaponry, but that would slow down the war progress and would not do well against fast moving enemies
Honestly, I have no issues personally with the current systems in Stellaris, but you do bring up very valid points, some things in the game just feel tedious after a while. As for things I would absolutely love to see in the game, more leviathan variety. Yeah, the ones we have are nice, but I feel like I see some of them every game I play (Stellarite Devourer and Dimensional Horror specifically), and a little more variety would be nice. This next one leans in a bit into your suggestion of more ethics variety, but I'd also like to see a few new Fallen Empires, at the moment we have five different ones, and it starts to get a little stale after a while, when the game picks three out of five at random, with the only real variety being their names and portraits. And last, but not least, and it kinda leans into the colonization issue you brought up, but more planet variety, where are the swamp worlds? Our forest moons? Things like that, I feel there could easily be added one more planet to each category. We're already getting the whole "one type of terrain" worlds anyway (except with Gaia Worlds), so might as well lean into it.
1: I agree with the precentages of pops. like if u have an alloy industry u can decide how many millions/billions/trillions of ppl work ther and how many alloy you get in return. that coud be really a fine tune for resources management. 2: i dont say to completly abolish single ship desings, but i rather build as montu say here a whole fleet. for x alloy. So command limit goes for how many ship u can fit into one fleet (up to like a 1k) and u can still decide the fleet composition from existing ships. But im a sucker for for shipbuilding and desings so i really like to see a more extensive way to ship desinging and building. Where you put your weapons what weapons u put on your ship manually be able to place your shield and armor to your ship, so positioning in combat actually matter, so if ur fleets brawl with an enemy front to front Flanking give you a huge damage bonus if u dont placed ur armor and shield properly. And the flanking damage from the sides or from the back can be mitigated if u put armor to the sides and the back. Also woud have some kind of more intresting weapon management system. not just tier lvl and thats it, but u be able to manually desing your weapon systems. like u can have an uv laser but tuned into high damage but lower range so you melt everything but only on short range. Or have a loooong barreled Kinetic drive what can shoot across the entire star system,but have significantly lower damage. So its all about pro's and con's. ( i wainting pretty hard for the falling frontier game that is what id love to see as ship desinger.) 3 definetly ethics and origins. but i currently feel the origins dont really have any impact on the game just a positive or negative number on things like we may have some extra goodies and or some event chain and thats it.and that is not really enought for how important an origin shoud be. The ethics are currently too rigid thus unrealistic. it shoud be a spectrum and not inheritly get locked out from the other ethics. so if im a materialist but in an event i want to pick a spiritualist approach i can do it but it woud shift my ethics in that direction with benefits but also negatives. probably if i have fractions they will not like that and will penalize me for that with less to no influence gain or negative for unity for a while. 4 Honestly there is not really too mutch of different goals in the game. you either unify, subjugate or destroy anyone else with the crisis. or became the crisis and kill everyone. i dont say there is needed to be mutch but also the ai are too rigid to feel any sort of importance what they are doing or not. they doing their own silly things, so the ai soud be tuned more to not be that rigid. so if like a spiritualis pacifist got attacked and nobody want or can protect them they can say fuk it full military and will murder ur a'ss it woud be great to see constans shifting of ethics in the Ai empires, so your ally can turn into a fanatic purifyers if they got pushed "too far" and things like that. 5: trade system garbage currently. again just an useless number generator. but i can see trade fleets going to and from planet to planet ( like in starsector) what can and will be ambushed and destroyed by pirates. so u actually need to send out patrol fleets around your own desingated trade paths to scare away or save trading fleets already attacked by pirates. 6:Ye it is too easy. again its just a number generator. So i woud say below 80% hab your colony will need more and more goodies to function normally. alloy mineral energy food consumer goods depending on planet type and habitability. so if u are an continental and u colonize a desert world u will need 50% more food per colonist since growing food there are hard. in a lava world u will need extra almost everything since are u insane? And also below 50% u will need to set up sites firsts or localised terraforming what need to be maintained (more extra monthly cost) to be somewhat livable to ppl there. So low hab world will be really hard for any empire it will need appropriate tech and resources investment to make a lava word produce more than it cost to maitain. 7: yes but i dont know those from top of my head but like planetary unification shoud be a civic not an origin. 8 : diplomacy and spying feels not really well cooked. i barely to never use them since its literally meaningless overall in my games. First focus shoud be OPTIMALIZE UR GAME! after god know how many years ur game still unplayable after midgame anything larger than a small galaxy! in a large galaxy after like 2300 i cannot play faster than slowest since the game so badly optimalized and have so many useless garbage calculations no matter how good my pc is its crawling on the ground like rat! And expand redesing ur ground combat! its so barebone and booring i literally hate to do any sort of ground combat just time waste.
Removing individual ships and replacing them with fleets could be better in the long run because you can cut down on lag and make fleet sizes bloom as you add ships to the fleet, thus allowing them to optimize for those fleet sizes. Logistics trading would be an interesting idea and could work well with a fleet based system, prioritizing trading fleets to ensure goods are delivered to planets and neighbors, which would also allow a blockade system like the one mentioned in the video. I think having origins that are more about unique roleplay starts would be neat, with a few unique changes to the start, similar to the storm chasers origin, I really like those kind of origins as they add more flavor to the species as a whole instead of just "lmao ring because gud teehee" I want an expansive overhaul to the diplomacy system as a whole, which includes war. I want to understand the AIs wants and needs outside of "I want that system you got", like are they scared of X species, are they scared of you, Do I own a technology they covet, Do I own an artifact they've been looking for, etc. I don't like drawing comparisons but diplomacy in eu4 is actually peak, from normal diplomacy all the way to war, I absolutely love how much information you have regarding why the AI wants to do specific things in EU4, which allows you to play around that AI's wants in some instances. Basically I want more dynamic interactions with AI and less "pls take all my treaties" vs "die die die" And of course, performance, clausewitz engine is a mess where performance is concerned, let's be real, Stellaris 2 on a new engine might be more feasible than making Stellaris less laggy at this point, but if they could reign in the lag that games experience in the mid to later half of the game, that would go a long way in making the game much more appealing, even with less content releases.
In regards to the war system i would LOVE for an event style ground combat similar to how first contact dlc made pre ftl civs more interesting make it so you can choose whether to engage in a more aggressive or be more careful in your approach leading to increased chances for either positive or negative outcomes
I'd like to see armies be utilized more. Like a rework to stations and defense platforms. You could have your transport do a boarding action on stations to take it over. Buffing Stations could make so it could require a sizable fleet to break through a chokehold or letting transports board it to speed up the process/capture. This could also mean having garrisons on the station to prevent capture. Planetary Orbital cannons to deter orbital bombardments which can be destroyed/captured by troops.
Some examples to comment on could include: How important to you are the current systems that use individual Pops and Jobs in the planetary simulation? Not very, but I am leary of change. I think the tile system was worse, but a system where jobs are just auto filled will simply change the balance to a materials rush to build the most the fastest. As such I would worry that a complete rework here is might just shift the bottlenecks away from pop growth into something else. That being said, i dont think I would miss it if it were gone. If we made significant changes to fleets, how much could we alter before it no longer felt like the game you love? This would be problematic. I like to feel powerful. I feel that every time we get even a minor change to the game its about making people less powerful. The naval combat is basically the main reason I like the game and if this got changes signifigantly it could lose me entirely from the game itself. However, I also understand that ship combat is one of the biggest strains on the game. That having to micromanage so many fleets at the end does get old quick. But if restricting fleet size even more is the result of this i will simply lose interest. I wont be powerful anymore. What aspects are most important in defining your civilization? I would like to be able to chose from a larger number of ethics and civics, but unfortunately the power differential between them is way too high. So i do feel "trapped" between selecting a subset of the available options. While a larger number of civics might be more fun to Role Play as, its making the choice to deliberately hamstring myself which doesnt feel good. I do like when additional civics are added, but I think the game would significantly benefit with civics being balanced toward being more useful to pick. same with ethics. I would like to pick xenophile, but trade value and envoys are just crap options. How do you set goals for yourself during gameplay? When do you set them, and how often do they change as you play? my main goal is to beat the endgame crisis. i set minor goals of colonize so many planets, try to get into a federation, but those are heavily rng dependent so mostly its about getting powerful enough to meet the challenge. How important is the current Trade system, with routes collecting back to your Capital? its garbage. get rid of it. and take piracy along with it. I actually think one of the bigger reasons I dont like clerks is that it increases stress on trade route which causes more piracy which causes me to do more micromanagement to get rid of the pirates. and having the AI have to worry about traderouts and protecting them cannot be a positive effect on performance. Is colonization too easy? Should habitability and planet climate matter more? yes, way too easy, however given how important planets are, changing this could have dramatic effects on balance. after all, if you can tell that because you only get your initial 3 planets you are going to lose to an opponent/ai that got 6 they could colonize early then you may as well restart the game. Are there any Origins that should be Civics, or Civics that should be Origins? yes. and there is a great deal of balancing that should be dont about it. a good rule of thumb i think is that any civic that is something you cannot remove though the game, its actually probably an origin. If you could remove one game system, what would it be? Trade and piracy. Which system would you make the central focus of an expansion? Is there a feature you want to enjoy, but feel the current implementation doesn’t quite work for you? Crime and Politics. Its litterally what I would call the expansion. Piracy is annoying, getting crim on your world is litterally just another annoyance that causes you to have sub optimal jobs by shoving in enforcers instead of simething useful. it also makes criminal sindicates bad because they are impossible to play and annoying for everyone else. On top of that the current galactic politics system is just boring and broken only one focus at a time, and seriously you can be stuck talking about sanctions in the middle of the Kahn or unbidden with several years before the next session unless teh ai emergency measures yet more sanctions. There is lots of ways to improve this, but it absolutely needs to be improved. And I will also add in an additional line here. What do you think needs the most rebalancing right now? I mentioned it before, but ethics and civics. the variety in the mathematical power of the game varies way too much between these. so many of these are simply bad and need a lot of love to be choosable.
1. More ascension paths plz, its currently unbalanced and limited. 2. please redo habitats: no one likes building 30 stations in a system - make them either spawn by themselves or make them appear when we build the related district. also why is there a hard limit on the size of the district, its void for gods sake, I should be able to expand it as long as I got enough resources (like let us build an entire habitat over any planet just for much more resources, they are too big for what they cost) (also why is there not a limit on the number of pops in a planet like how can someone stack 1000 pops in one, how does that even work?) 3. I agree on the change in pop/jobs system. please return the tiles and also implement the percentage system. planets still should have pop growth tho 4. I also agree on removingtrade system in favor of logistics - like trade needs routes but other resources get transported (without a trade route) from thin air 5. more origins and civics. also let us pick more civics. (most of the civics need a buff and a few are more like origins than civics) 6. more ship diversity (please also improve the models and give us a few more designs) - grouping fleets into a unit sounds good 7. MORE MEGASTRUCTURES - I build my empire for the sake of megastructures but where are they? i get like 10 and some stupid hard cap that wont let me build more. 8. i'd hate to be on the receiving end of a surprise attack but why is it not in the game. 9.we should get more district types for roleplaying purpose - also redo resorts for god's sake, they stink so bad 10. ancient empires are so boring and limited right now, give us more interactions with them and some stories too. 11. better UI - like please let me select the second planet in a system from the galaxy map, add an icon or something. 12. a better diplomacy screen wth other empires and more things to do there. (also why is the number of envoys limited, I've got 1500 pops and I cant find a single envoy to send to another empire?)
Please Montu, don’t ask for individual pops to be removed 😭 Thats literally the reason i got hooked on stellaris. With every pop i feel my empire alive and it feels like a real society. Its one of the bests systems in stellaris, so well polished.
Silly Montu, 3.14159 is Pi. Aside from that I'll have to play the game some more in its current form to have a coherent opinion on a path ahead, I haven't actually played in quite a few expansions.
Roughly in order: Rework/rebalance of precursors Internal politics actually mattering outside of faction approval impacting happiness thus stability Ground combat tweaks that discourage doom stacking More ways to be friendly with xenos. Completely Randomize galaxy set up More control over randomized number of empires. On large map I want between 3-4 FEs not 2-4 etc Have a bit more CYOA feel for ships. It’s not apples to apples but Borg are humanoid yet developed warship cubes. Humans developed saucepan. Have more types of subclasses that are distinct. Maybe a doctrine type that gives small bonus for a certain(s) type of weapons but locks out of different ones. Have the doctrines further distinguish a reptilian cruiser from other reptilian cruisers (But also have one that enables any but gives small malus) It’s out there but Depth to economy: have ways to deficit spend that would enable free civilian ships but have ways that get punished in mid early game (Maybe a civic) REWORK POLITICS SUBTERFUGE TRADITION TREES Disincentize death wars aka 100% peace deals. New civics that impact play style not just a new job type/buff ie synthetic lapse Have a bit more life in galaxy with internal shipping. The only starships are not empire owned science ships and warships. Have some transports flying around Have a vassal type like startrek or the like where it’s more confederation but it’s one state
As an avid player of Stellaris, I am excited to hear that the devs would like feedback. Personally, I have lots of ideas. One of my other favorite 4X grand strategy sci-fi games is called Distant Worlds Universe (DWU), so I am going to borrow some ideas from that game. For question one, I agree, I really feel that the individual pop and jobs system is unnecessary. I would prefer a population system like from DWU, where populations are represented abstractly as a big number (measured in millions), and colonization actually involves moving people to new worlds. Larger colony ships allow you to start a new colony with more people. But then yes, I agree with keeping districts and buildings. For the second question, I slightly agree, I agree that there are just way too many ships that you can have, the naval cap needs to be cut down pretty hard. But I would be disappointed if ships were no longer individually represented. My favorite aspect of ships though is designing them, and I wish ships gave you a lot more room to customize them. So I would cut down the number of ships significantly, but make individual ships more important, more customizable. The same goes for space stations and defense platforms, I wish you could decide what weapons a space station uses, because it just decides for you, and it doesn't always pick what you would like. For the third question, I agree, I really mods that add more ethic slots. However, my feedback would be that I wish the choices felt more meaningful, sometimes I am just picking things based on the bonuses they provide, but I wish they had bigger impacts on how your empire functions, this would feed into a system that needs major rework, I wish they would do a story pack that focuses heavily on the internal politics of your empire, the factions are so meaningless, they provide you some bonus unity if they are happy, which is so boring! Factions should actually matter to you, and ignoring them should have consequences, significant ones. Having more ethics would give more room to add nuisances to factions. I wish event chains around factions were a thing, perhaps a scenario where one faction is trying to overthrow/depose the current faction in power. Of course, your government type would affect this. For the 4th question, personally my goal is usually just to work on my own empire and help it to grow and thrive. My driving goal is to make the economy and score numbers get bigger, whatever that takes. I tend to play pretty passive militarily unless other nations are threatening me. This is why I wish there was a lot more to manage with internal politics. For the 5th question on trade, I agree, the trade system sucks. When I started playing Stellaris, I was overwhelmingly in favor of playing as a Gestalt Consciousness because the trade system was unintuitive, and the piracy system is just so flipping annoying, it's not a dangerous threat, just an annoying nuisance (which I think could use a serious overall in and of itself). I would agree that an actual logistics system would be pretty cool. Referencing DWU again, that game fully simulates the transport of goods from civilian ships, and pirates will actually hunt your civilian ships if left undefended, and I think that is a very cool system. For question 6, yes, Colonization is far too easy, because it's far too simplistic. I think it would be really cool if there was a lot more involved in successfully colonizing a planet than just waiting for the colonization bar to reach 100% after some time passes. I wish there were development stages, which represent the colony becoming gradually more self-sufficient. I personally think that Habitability should be a lot less forgiving, but that there should be a lot more technology that increases it. I might so far as to say habitability starts at 50% on planets that match your starting home world. I also wish planets had a lot more variety, there is a reason why Guiliee's planet modifiers mod is so popular, as well as planet type variety mods. I will lump the last two questions together. Personally, I wish every origin had stronger roleplaying elements. However, in particular, I think the overturned origin should not be an origin or a civic, but I think it should be one of genetic ascension paths, and like virtual fertility in the Machine Age, it could lock you too that ascension path if it remained an origin. I think the genetic ascension path needs a lot of love, and I would like to see it get the same amount of love that synthetics got with the machine age. I think it is really cool that synthetically ascending tweaks your government type, and I think genetic Ascencion should get the same, but maybe also psionics should do something similar.
Getting rid of 1 pop 1 job is fine by me if districts and buildings stay The introduction of districts and co was a massive upgrade to the appeal in my eyes I could never get behind all the tile-returners because of how boring that had been
EDIT: Most important part ... think it would be great if you have more elements that actually make you live that origin. I.e. when you unlock the nemesis ascension you will have these different tiers you develop... In my current game I chose the "lost colony" origin... I would have expected there would be events happening on both species. Special chat-/diplomatic options. A special event chain,... Full post Me - the casual player with 300+ hours but only in the third game 👍Probably even more time spent watching guides and videos on how to do it right than to play :D - Single Player only. - Pop system, I think its good how it is, percentages may really be a better system, but maybe thats a system that allows too much freedom. Though the system is not perfect and there is a lot to do manually. (Reduce needed pops here, raise needed pops there, resettle, does everyone have a job, ...) But without that, it might be too easy. - Fleet, reducing everything down to very small fleets like 100 corvettes end up being one, would be lame. I want big fights to happen, but I understand when you are in a 1000 star system and close to the end of the game with huge battles taking place, there is room for optimization. I'm only playing in 200 star systems and don't have a problem with it. Maybe this can be solved with a slider in the game settings at the start or an "intelligent" system that reduces it down to make it fit the needs? - For me the origin is the most important thing, because this basically is the story to play. Of course for the competitive multiplayers thats not so important. - Goals will probably be set during the creation part with the origin. Most of the time I seek interstellar domination. Next game will probably be a nemesis run. As the game may create dynamics, of course things might change a bit, but in general... you want to win, right? - Trading is not so important, its there, its ok. Never understood why I basically can only choose between credits, consumer goods and unity. Why not everything and keep unity as ascension path? - Colonization - I think its in a good state. As noted, making it harder would probably make it easier for machines, who are already op. I feel sometimes its not so good that you have to watch out to find the right planet/s. But I could imagine without the rng it would be lame as well and remove the "natural obstacles". - Origins /Civics - I have no clue - Its so hard to answer. The army system kind of needs a rework, but its also quite nice that its so simple because the whole game in itself is already so complex. Because of my preference for single player and the origins, I think it would be great if you have more elements that actually make you live that origin. I.e. when you unlock the nemesis ascension you will have these different tiers you develop. In my current game I chose the "lost colony" origin. Of course there is the main colony you will encounter, but it felt like "that was it?" Maybe I missed it or did something wrong, but I would have expected there would be events happening on both species. Special chat-/diplomatic options. A special event chain, but I got the Yuth artifacts. Is the yuth artifacts present in all gameloops? Where does my expectation come from? The trailers of stellaris are really mindblowing. The one I have in mind is the one where the robot is explaining what is going on in the world "I've seen countless civilizations rise ... and fall" (EPIC!!) Maybe in other DLCs this is happening, I could imagine for the toxic god DLC that is given, but I can't tell.
10:36 AGREED! Individual Pops are redundant in my opinion. If they take the Pops and "atach" them to the planets instead of making them individual units, that would improve EVERYTHING... from performance to roleplaying. I can only imagine two planets on your empire fighting each other because of the Pops religion, or ideology... We cannot have that now beacause we would have to say goodbye to late game ;D
watching now. i love stellaris, been supporting since the very very very first release. my favorite 4x game of all time. one of the best games of all time.
I wish fleets were built as complete fleets like Mantu said. The board game is defunct but Spartan Games’ Firestorm Armada handled fleets real well. You had three sizes of fleets, scout fleets, battle fleets, and grand fleets. You could use a system around the star base count to determine how many fleets you can have and for every 1 grand fleet you can have 2 battle fleets, 3 or 4 scout fleets. The combat system would have to be modified to account for this and in my head I like the idea of scout fleets harassing or delaying large fleets you can never fight, allowing them to remain useful into the late game. Plus making them much faster at spooling their FTL or moving as a group.
I’m a long-time Stellaris fan, and I wanted to share some ideas I think could enhance the experience-especially for Mac players like myself! 1. HDR Support for macOS With the release of high-end MacBook Pros that feature advanced HDR capabilities, it would be fantastic if Stellaris could support HDR on macOS. Leveraging HDR would make the visuals even more immersive, especially with the beautiful galaxy and space environments the game has. This would allow players to enjoy deeper contrasts, brighter highlights, and richer colors, which could really enhance the experience, especially in events with vivid visual effects. I understand HDR support might be a significant development effort, but I wanted to suggest it as an enhancement that could make Stellaris even more visually captivating on Mac. 2. New Feature Suggestion: "History Mode" Another idea I'd love to see in Stellaris is a History Mode. This mode would let players review the history of their empires at the end of a game, adding a powerful narrative element. Here’s a rough idea of how it could work: Timeline Overview: Once you reach the victory year or complete the game, the History Mode would compile key events, such as wars, alliances, planet colonizations, and scientific milestones, into a visual timeline or history book. Perspective Mode: Allow players to view the history from their empire’s perspective, with summaries and dates of key moments (like galaxy conquests or significant battles). Reflective Endgame Experience: This mode could serve as a way to “look back” at the empire’s journey, giving players a meaningful way to reflect on their achievements. Adding some narrative flair, like the names of conquered empires or heroic fleets, would be an inspiring touch. I know major graphical upgrades can be complex and resource-intensive, but a History Mode could be a fun, lower-effort addition that many players would appreciate as a way to add storytelling depth to Stellaris.
I’d love to see a ground combat rework or just a general war rework. Wars and war goals in Stellaris have not changed much since the very beginning of Stellaris and if anything they’ve been dumbed down significantly. Old wars had the option to enforce multiple war goals on multiple empires, the option of enforcing reparations, and more. Now war goals are very all or nothing which is not at all how actual wars work. I would love to see conditional surrenders implemented, reparations and lend leases, temporary ceasefire agreements, and the ability to enforce policy changes without completely changing the ethos of an empire, in particular with humiliation wars like how fallen empires can force you to outlaw AI or abolish slavery.
Hello fellow war rework enthusiast!
i'm at a point i might do it myself, i'll be taking your wargoal ideas too
I second this!
It feels weird to have the galactic community but not being able to really get rid of stuff like slavery that easily.
Also for the love of god get rid of the timers on resolutions of the same tree
I agree with everything you said. The war goals and combat rework need a serious upgrade. I'd also like for the idea of a Cold War to happen too.
It probably wouldn't make financial sense for paradox but they could do a DLC focused on ground combat for the 3 of us who want to design our divisions of space marines and grav-tanks, then the accompanying patch could contain the general war re-work.
They should add more mechanics and flavour to internal politics. Rebellions, civil wars etc.
totally agreee
I think this sort of stuff should only be optional so you don't HAVE to deal with it if you don't want to.. it's great for when you're in the mood for that sort of thing, but sometimes you wanna deal with devouring swarms without having to worry about it. And the amount of pop ups in the game is already crazy
Yeah Id love to be able to see and influence more of my empire outside of 2-3 civic slots. Like whats all going on it there
im thinking something like crusader kings 3
More need to lean into your ethics and self purge? Shit bring it!!
Stellaris needs a serious diplomacy overhaul Imagine deeper faction interactions and Federation decisions that actually matter-big rewards or penalties that shape the whole galaxy
becoming Galactic Emperor needs a Rework as well. Does next to nothing and you´re even better off, just staying the Custodian + Federation Leader.
@fuchsmichael93 yes after being a galactic emperor we need better resolutions, events and if they rework factions thrree should be resistsnce democrat,republic forces who want independence with events
I mostly just ignore diplomacy because of the opportunity cost. Agreements are rarely worth the influence. The only exceptions are commercial pacts for megacorps or migration treaties if I get to colonize more planets.
There should be something like the edict fund to make a few agreements free.
Non Aggression pacts should Just always be free. If an Empire wants to form one it means it doesn't want to attack anyway. It's only useful in the rare case I have a friendly neighbour with similar ethics and want the trust growth to quickly form a Federation, and even then I'll resent that it costs me an entire tradition tree.
I just want to kill stuff...
-Necrophage as a civic.
-More important singular ships
-True Bioships with a new processed material for example food is processed to biomatter (or some sort of advanced bio material) and then have consumer goods take both food and minerals.
-colonisation should be a situation where it has a number of issues and the more advanced you are the less issues there are.
-Rebalance bio ascension and psionic ascension as they are completely outclassed imo.
-hire the mod maker Chicken hunt and integrate amazing space battles.
-espionage system may aswell be removed if it isn’t improved.
Just a few off the top of my head. But that said if the game wasn’t changed from now on I also wouldn’t really mind as I enjoy it as it is.
Psionic ascension is the best biological ascension but they all need some buffs to bring them up to machine tier.
EDITED...
*Fallen Empire for all Extremes (Bio Hive, Authority, and Egalitarianism)
*Performance
*Mod compatibility
*Shroud World origin that doesn't depend on a 3rd party to play.
*Make ground combat pretty. Right now, the old Masters of Orion 2 had better ground combat without additional rules needed. Just make it pretty.
*More, diverse, rooms and animated portraits
*Customizable UI
I mean you don't have to buy it if it was an update then it likely would be part of the game and even more likely won't have an option to turn off... Because while world gen options are pretty good in stallarus they are not even half what they need to be complete.
I want to second any changes that give more play and interactivity with shroud worlds, in a similar way that nanites let you interact with nanite worlds
*Total DLC rework. They should really not lock core gameplay features behind a paywall. Instead, rework the DLCs so the main features are part of the base game, but the DLC retains the extra "flavour" so it's still something worth selling separately.
(Example: picking leader traits. Base game should allow picking while certain traits would be behind the paywall)
-General DLC improvements. Most DLCs feel incomplete, to the point where it feels like a minecraft update, always lacking despite the time and effort (supposedly) put in. There could be more content but there never was because the team didn't have enough time to make it and moved on instead of polishing.
*Cheaper DLCs. Just a big WTF. Most DLCs do a fraction of what mods do and cost over $20. Why am I paying the price of a full game and getting the equivalent of a decently sized mod in return? Instead, just combine DLCs and reprice them.
*Better UI Performance. I should NOT be suffering lag in the main menu just because I have a lot of empires, nor because I'm changing the options on how I want the galaxy to generate. I should also not be lagging when I open the leaders page.
* Pop-less production. Pops are one of the biggest sources of lag and, as the game has gotten bigger, have become more and more in demand. There should be advanced buildings that can produce resources automatically, reducing the amount of pops needed. Even limited to 1 per planet would be fine.
As much as I'd like to see it, I don't think performance is something that can be fixed. I think it's an engine level problem and would require basically Stellaris 2.
... I enjoy storms....
PERFORMANCE IMPROVEMENTS! My Empire for Performance Improvements!!
I should not need a next gen console to run a 10 year old game, regardless of updates.
I can only play on tiny galaxies with mods that fundamentally change parts of the game (one that removes the trade network and piracy and another that makes ships twice as dense) in order to be able to play in the end game.
@@Nikola_M hey man can you tell me what mod is to make the ship dense? i look around and most of it was not updated to the latest version
I think if they release/sell updates/patches/DLC for the ps4/xbox one, it should be able to play the game as its meant to be played. I am on next gen and I don't plan to buy any dlc until their is performance improvements. I can't even imagine what its like for people on last gen.
@@GreenestRabbit I use the mod "half number of ships for less lag" by Question on the paradoxplaza website. Despite being outdated, it still works as intended for me
I’m of the opposite opinion- the game and devs should not be constrained by having to work around outdated hardware. Series X and Ps5 have been out for 3+ years- it’s not “next gen” it’s current gen.
I would like a dlc that focuses on Sectors, Pirates, and Trade Routes. Also would love to see civilian ships using the shipping lanes to show migration and such.
Edit for grammar.
Iirc isn't the trade route system a huge factor for lag even when compared to pop counts? If so then that def should be optimized.
I need toll hyper relays personally
please don't encourage paradox to do more dlcs
@@bookle5829thats what paradox games thrive off of. I see no issue with paying for DLCs. They make quality content I’ll pay for quality content, they make terrible content I won’t.
Trade routes are boring atm and very forgettable. You only notice them when they are not connected. And pirates are just a nuisance - not a threat, no real challenge, just kinda a slow whack-a-mole. Patrols are not practical because your empire can get so big with confusing paths that your patrol routes won't be enough anyway. Unless you have like ten small fleets to patrol it all. But once you have to use the fleets somewhere else, you would have to set it all up again just for a measly pirate popup every decade or so. It's just pointless. The whole trading goods mechanic needs an overhaul. And also, how are my resources transported if I don't have a connection between my sectors. My trading goods get interrupted but my food and alloys teleport?
Maybe I’m weird, but me and my friend would love it if we could play together as a common ground origin as player empires.
I’ve thought the same!!
All AI spawning origins should have a multiplayer counterpart imo
For what it's worth, if you haven't tried this, Broken Shackles and Payback do combo! I'm tag-teaming this with a friend in weekly multi now, and enjoying it a ton!
Getting to create the civilizations for any of the federation origins would be nice even in single player
I say expand the espionage mechanic. Sabotaging planets such as destroying industrial districts, wiping out crops, etc. would be interesting.
Edit: Also, cut down on the amount of ships and buff up their base statline to reflect that. Example: make a single Corvette the quivalent of 10-20. Make the bigger ships like Battleships and Titans a bigger deal and legit threats.
I just searched up a JFK speech for a meme, and the notification for this videos pops up, wtf
Fate... or something more sinister...
Dropping a speech from a real president is PTSD levels of shook for most Americans right now.
@@Dead_Heir how so? I'm from America and it's just a pop culture reference to me.
@@TheStartrek99 no, you're right it is - I'm referring to the election. Ignore me, we were never getting a real president regardless of who won. I've just spent most my career in the army doing counter terrorism and I'm disappointed in our choice.
@@Dead_Heir why is that? I personally think the U.S. made the correct decision, but I'm always curious.
The devs are asking GREAT questions from their players. I am excited to see where the future takes us
What is stellaris? It’s a big hole in your wallet!😂
Yet I keep coming back
I thought I felt a void lol
TAKE MY MONEY PARADOX!
Taxation I cheer for.
TFW you complete all DLC collection and you can rest a while until 2025 xpac pass is released.
Oh hey... Crusader Kings 3 looks nice....
Woah! Stellaris needs me? Okay, I'll do it. I'm going to bat for you, Stellaris! I got your back, Stellaris!
Civics and origins - Any civic that cannot be added or removed should be an origin, but i know that will effect certain combos we have atm so i would also have 2 sets of origins 1 for the Physical evolution of your empire (eg Lifeseeded, Shattered ring, ones that effect starting system or guaranteed habitals) and 1 for Society (eg Mechanist, Rogue servitor, ones that effect starting pops or traits). That frees up the 2 civics to be flexable over the course of the game. In terms of origins to become civics id like Under One Rule leader trait system to just be the base line then improve the origin on other aspects.
Trade system - I agree with montu that blockading planets should stop the flow of resourses. It would make cloaking ships much more impactful when u can sneak a small force to take the enemies forge system and backrupt them so they cant rebuild fleets till they take it back.
Colonization - I think there should be a need for tech to take planets you are not native too. The adapatabilty tradition tree should guarentee the techs if the planet is in your borders. Makes no sense when a race that came from an artic world settles on a desert one that would be a death sentence. Habitat tech should also provide minimum habitabilty since if u can make a habitat in space for 60% habitabilty why cant u build that same habitat on a planet with 0% and the habitabilty cap should be able to go over 100% if matching the preference and give bonuses to incentivize terraforming or gene modding.
It's not like I've not done my part yet :D
Integrate my Orphaned Matrix Origin to the goddamn base game !!
in my opinion for fleets and this is an idea I've thought of a lot but what if we simply made each ship stronger instead of making more ships. example make ships like leaders they can grow, evolve, and level up over time so lets say a level 10 corvette = too ten or so covettes in current game. this would allow them to cut Back on the number of ships and at the same time could allow for so much more to be done with ships. you could create random situations with ships where oh a crew mate on a ship found X what do you do repair it or found a way to use it as improvement. this could also be a way to mess with scale, add more tactics, more control of ships, and make battles longer, more epic and tense, and even personalize ships even farther. yes this would require a complete overhaul of fleet system though but I'd think it be better in the long run.
A Ground Combat Rework, is probably the oldest and longest ask the community as a whole has had. And ironically ground combat is probably the one thing the devs have avoided the most
My vision for the future of Stellaris is that DLCs should be made that focus on developing the core mechanics of the game more than adding fluff to the game. By fluff I mean flooding the game with completely new mechanics like in The Machine Age and Grand Archive, this is most appealing to someone who plays the game for thousands of hours because it adds more new content but ignores the real problems of the game.
And the game suffers from neglect of the core mechanics. For example, trade is one big mess, four mechanics that are not very connected to each other including trade routes without trade fleets and trade ships but with Corporate civic "Free Traders" described as "The trading fleets of this megacorporation...".
The entire ground combat needs to be reworked because for now we have a primitive window where tokens appear and fall.
Domestic politics needs to be expanded, we have factions and 3 decisions to make about them. Playing as an authoritarian empire it would be much more interesting to be able to imprison the leader of the opposition, exile the opposition populations, support the opposition of a neighboring empire.
Terraforming needs changes. Now you spend a few thousand energy with one click and terraforming begins. It would be more interesting if it was necessary to build a terraforming station in orbit and assign a scientist to it to supervise the terraforming process.
Of course, this does not exclude adding new civics and origins to the game.
And most importantly, Paradox needs to find a real use for those damn CLERKS!
I agree with everything except terraforming. I don't need to micromanage and overcomplicate a process that is already streamlined for player use. Just play with gaia seeders if you want that.
I'd love a slider for number of ships, it's one of the biggest things that slows my game down
Something that either reduces ship cap or increases ship size relatively speaking. Eg artificially reduce fleet cap by 50% (or increase) before the game starts. Or eg multiply ship size by 2 (or even 3) so a corvette would take up 2, destroyers take 4, cruisers 8 etc
Had a similar idea.
How about instead of individual corvettes, frigates and destroyers they get grouped into "squadrons" of 15 so 1 sprite represents 1 squadron, taking 14 sprites off the screen and replacing them with a singular v formation while in motion or attacking and rows if they are picketing or holding the line?
Think it would really reduce the overall number of sprites on screen and help performance
@@mathewnunya2434don’t think that would work because of how stuff is calculated. Since evasion is ship by ships basis would need some severe hand waving regarding graphics
I agree, beside improving performance it also reduces the micromanaging of ships/fleets.
@Speedster___ the "squadrons" would get a defensive "wingman" bonus that lowers as hp goes down and theyd have a singular health pool so when hp hits 0 the entire squadron is destroyed.
1. Preformince improvents
2. Ai improvents
3. (the one I want the most but not the one needed the most) More diplomatic options, I want to be able to create events between my allies and have all of our important leaders interact with each other. I want to be able to be able to make territorial exchanges both empire getting something a they want. A dangerous event happens in which they need a high level scientist with acces to certain technologies and they come to you for help and vice versa. Just more fun things to do with other empires that is not war.
4. (Not something that is important and many things need to change first) I think you should be able to pay other empires to be able to view there museum and get some sort of bonus from that wether its be a precent of the effects of their museum or something else.
-Side note, you really should make a video in the galaxy setting you play with to have the best or different experiences.
More diplomatic options would be awesome!
You could negotiate a route through another empires systems that you can shuttle your fleet along without them having to open borders, or send aid to empires at war without having to join!
I’d love a couple more ship types, a supercarrier that isn’t the juggernaut, an e-warfare ship with auras similar to Titans that is smaller and spamable, and a support ship that can be added to fleets to repair them on the fly.
I'd love to see better bio ships implemented and better static defences too (Maybe space mines)
Maybe just make the Final Flight ship class into a ship you can build later in the game as an alternate titan.
Bro wants to destroy the game perfomace
Oh my god, little repair ships would be awesome.
I second support ships but everything else isn’t really needed
My personal wish list off the top of my head would be:
1: Fix up unintuitive, exploitable design choices.
- Such as Ship weapons "median" range mechanics, and the weird method it's determined by order of slots.
Tbh the whole ship builder and ship "Fleet power" is quite weird and doesn't represent the actual capability of a fleet.
- Expose the Tech tree in game, It exists- there's no good reason to hide it from players when they're just going to learn
about it anyway.
2: Make the game less alloy focused.
- Oo Oo A A ALLOY MONKEY
- Improving the capability to turn a strong non-military economic base into something defensive would be great, fleet hiring
is currently in the game but is entirely underwhelming, espionage is mostly useless aside from gathering intel and can be completely
replaced with passive techs later on. I'd love to see more economic warfare options that don't involve pumping out ships.
3: Give us some more win conditions and allow it to be possible that multiple players can be considered "Winners"
- Co-operative empire Victories, Give players goals that they can't reach on their own, or threats they cannot defeat on their own.
4: Revisit Some of the Older models:
- Humanoid ships are in quite a sad looking state compared to newer ships these days.
Bunch of other stuff too that I doesn't come to mind rn.
great post. in regards to nr 2. I think by design you will need one focus in the end. Which seem to be Tech / Alloy / Unity (/ consumer goods). But the idea is great to be able to focus it to something more than just fleet.
About you nr 3. I really like the focus on the origins which would allow a multiplayer mode besides "ranked / death match" - basically a roleplay mode. Now you have chosen you origin i.e. the toxic god. Each origin would have its own goal for you to achive i.e. "create 20 toxic worlds, restore 2 toxic worlds for other players" By definition this would allow for multiple winners. By desire there may be added a difficulty representing how many winners will be likely. I.e. if too many origins force 20 own planets, there may not be enough for everyone to do so.
YAY we can all be winners 💖
I‘d like an expanded ground war system. It might sound weird but it‘s actually one of my favorite parts of the game! I love pumping out different numbers of specialized armies and watching the numbers on the screen. This is also why I nearly always take the Necromancer civic if I know I‘m going on a war oriented playthrough.
Regarding goals: I usually set myself up to either experiment and look if I can take on the tougher stuff and go ballin economically but then stop the game once I realize that I could just win the game anyways.
This also leads to my next pet peeve. Trying out difficult starts and finding out if I can take on the AI in the early game is hella fun but it might get boring in the later game due to lag.
For example: I just had a hegemony run and knew I could take on the last enemy. They split up their big fleet and I knew that I‘d be able to beat them, it would just have taken so much time that‘d be spent with me just looking at the fleets slowly traversing their territory.
That‘s why fighting FE‘s can be infuriating.
honestly all i care for really is roleplay and being able to do Sci-Fi stuff and make cool empires that do cool things. ascension is also by far my favourite aspect of the game, and i hope they lean into it more.
I have played Stellaris since the beginning so slowing down releases would be kind actually.
Once or twice a year is well and good.
i had the idea to put "ground army" slots onto ships where you could load them up with troops. different ship sizes and sections would have different amounts and "sizes" of troops that they could handle. this would mean the psionic avatar ground unit would have to be given to the space unit (as you couldnt have it solo anymore), gray's ground unit would be attached to his ship form, and the giant skeleton would likely have to be a tech that unlocks a weaker version of it (since you'd be able to put it on many ships)
i'd say that if troops "die" while assaulting the ground, those ships are flagged as "damaged (nonauto-repairable)" and wont participate in future ground assaults until they go back to a starbase to be "repaired" and becone resupplied with troops.
I understand the motion, but it does not seem realistic to me. Why would you burden battle units with facilities for enough troops to conquer a planet? They would just become very big targets. Conventional naval warfare distinguishes between combat units and troop transports. If anything invading a planet is far too easy in stellaris.
@Thurthof5 well let me give you a few reasons:
1) in real life we have the capability of putting ground troops on almost every ship in the navy. while we do have dedicated transports, they are usually less armed and more vulnerable and would require ships to defend them anyway. furthermore, ground troops also double as ship defenders to counter boarding parties and can be used as a boarding party against enemy ships (all of which could be added into stellaris proper instead of the boarding cables from the treasure hunters origin, allowing for more dynamic combat in general).
2) theres plenty of reasons to have small task forces attached to combat ships. even in stellaris ground troops arent solely used to capture planets. theres plenty of mission log objectives that require only one or two ground troops.
3) as i described, you'd have different amounts and types of troops that can be attached to each ship/segment. this could mean that the more and better troop slots are attached to ship segments with less offensive capability. if you built a true transport ship it might be able to carry 6 of the best troop type but might only have 2 small weapon slots (as example). whereas a fully armed battleship might not have any troop slots (or at most probably one that can support standard assault troops or slave troops only)..
as for planetary invasions being too easy.. 2 things to fix that..
1) have invasion events (like choosing different targets to assault or having unexpected traps/natural disasters strike that hinder/help you). events could even have orbital bombardment support for the ground forces with success chance based on fleet bombardment strength and difficulty of targets.
2) more dynamic planetary defense building. instead of just building fortresses and planetary shields, have a whole tab dedicated to ground defense. you could have planetary defense cannons, underground power stations you can hack into using espeonage, trapped complexes to eliminate ground troops.. cloaking to hide important infrastructure that you need a science ship to detect, etc..
MORE MEGASTRUCTURES! MORE COLOSSUS OPTIONS! MORE WAR!!
* more Waaagh!
Bruh
YES
War system. Absolutely War system. I don't know EU4 but even in EU3 you could demand money, or resources, or breakage of treaties, be it defense treaties or trade treaties or military access/open borders treaties, and you could do that individually with X and Y and Z empire, in the end making Z your vassal, but Y remains with their status quo and X is just so pressured diplomatically they gotta redo their friends network from the scratch, with no weird 'make vassal outta conquests' involved. You could force removal of claims againt your territories, do only partial conquests of claims if you didn't feel like extending yourself too much. If you got in hot water, because the enemy called in someone you weren't prepared to face, or, you know, your neighbour at the back suddenly stabbed you in the back, you could work that out too - throw money at the war participant, or give them this or that claim to the leader or the big guy who isnt' the leader to remove them from equation, or even butter all of them up with insignificant, in the long run, gifts and preemptively end the war to prepare for another try next decade. You could call in allies, even freshly minted ones, to come help, or even, when the war comes, say 'sorry amigo, I reconsidered' and opt out of the war right in front of the ally asking you for help, or the one neutral you guaranteed. And that's between civilized nations. Declaring war against enclaves, fallen empires, maybe even marauders or pre-ftls could open up a whole new pinata of war goals and little demands to choose from.
In Stellaris, a game that got out what, 15? years later, your War is a big screen with 3 buttons and 'everyone involved gets all or gets lost' philosophy. Just, please... make War system better.
I want the trade system altered so that we can have trade hubs instead of the capital, and trading is all about creating strong clusters of trade value feeding into different hubs with less in between to prevent piracy and create a more interesting way of empire planning.
Devs: “What is the meaning of Stellaris?”
Me: “42”
i would really love a bit more of customization when making a galaxy like building a galaxy with the ability to customize layout, hyper lanes, worlds, and starting locations. if not this then a editor to make a custom starting system would also be great, i would love to be able to create a custom starting system with out needing 3rd party stuff, the custom system stuff is something i would love for creating custom role play starting system.
Holy moly this please! I've been forced to add my own system and origin initializers and that "coding" is a mess bc some of the syntax they use is confusing. Like I add a planet but then it doesn't spawn in the correct orientation etc etc. A mess i say.
WE WANT MORE INTERNAL POLITICS
Rebellions, civil wars, religion, culture, management, PLEASE
I have three things that I would like to see in the game 1. New map with a twist, no crisis but there is two tiny galaxies spawned near each other. There will be a L gate connecting the two galaxies so you won't be able to jump there. We have to unite our galaxy to open the L gate first before we are invaded by the other galaxy. I want to have a multi galaxy war. Number two 2. I would like to see a way to interact with Pirates and add Nomad traders. There should be Nomad traders who travel empire to empire asking to set up shop for 5 to 10 years on your capital. For Pirates I'd like to hire them to harass rival empires territory, essentially inflate piracy in their borders. Maybe even buy maps from them or some intel. Finally 3. It would be nice to have soldier portraits even if they are generic for all around use, have organic and robot sets.
Edit: Montu brought up a good point, trade needs a rework. I think resources should add to trade value, food and alloys are valuable and a big part of trade.
I don't understand why they didnt make trade value based on the raw resource output of a system converted to energy credits - crime per pops in that system (no pops means no crime). Iirc the whole piracy and trade calculation is even worse for lag compared to pop counts which is ridiculous.
love the L-Gate split galaxies idea, saw a mod for a multi-galaxy map but it had bugs.
I've thought for a long time that the game would be far better if the ships were far more like the federation's ships in star trek. created and designed, specifically, their captains being characters you level. making ships more valuable, upgrading them and refits being more common than just outright building more. how this looks would be down to your empire, some making swarms so far more pure warships, while a more diplomatic empire makes its ships more multipurpose and furnished.
If I had anything I want more of in Stellaris it's more life. Ethics and happiness are just sort of numbers, it would be cool if there were events like Rise of the Manifesti more often. Make the pops seem like a real people. Past that I would love voiced Paragons who get back stories like Skarand Sharpbeak. Sound track aside my favorite aspect of Machine age was Cetana talking. Take my money Paradox I want a Paragon voice pack.
20:10 The patch numbers line up with the digits of pi. (3.141592)
How important is the current Trade system, with routes collecting back to your Capital?
-- I feel like Trade as a system becomes very straightforward if it's something the empire wants to focus on as well as quickly becomes inconsequential in the long term in terms of interactivity. Paired with the Mercantile tradition, it becomes very strong and, ironically, regulates itself without too much player input by only providing benefits without much input.
-- I think Trade could become more nuanced if Sector capitals played a larger role. It should not just be about connecting systems back to the Capital, but connecting someway to the Sector Capital and designing the sector in a way to benefit specific trade values (ex: since there are a lot of consumer goods produced in this Sector, the Sector Capital has discounts/buffs/reduced upkeep for Consumer Based jobs, but there is a lack of minerals in the sector so building costs are increased). This makes it so as an Empire expands, each Sector becomes more involved from a strategic point of view with the Sector Capital being more valuable than it is now in the existing game. This also provides benefits to Wide gameplay by offering benefits to new markets based upon Sector prioritizations and opens doors to engaging more with internal politics - ex. (1) a particular sector has been increasingly more valuable than the core sector and the Pops are desiring either to change the Empire Capital to the new Sector or seek independence; (2) new policies and edicts to enhance sectors based upon specialization, ethics attractions, etc.; and (3) improved interactivity with existing gameplay systems such as leaders - a Leader may have a loyalty score connected to them.
I think this is a good idea but with some tweaks. For example I think that it shouldn’t cost more minerals specifically for your building cost example, maybe an extra energy credits cost to symbolize the shipping costs. Also how would this work with tall, single sector empires?
@Vox_Popul1 The minerals example holds no gameplay weight, just trying to push an idea that imbalanced sectors lead to economic benefits and weaknesses.
As for single sector games, I'd imagine the more balanced the sector, the less weaknesses and less factions/more unity the sector maintains. It is much easier for a centralized ruler to govern the council and factions with this sectors, for example. This would mean a faction rework, too, not only based on ethics but also sectors. Therefore, it also creates a little bit of a skill bump for empire management beyond clicking through the spreadsheet.
This may also mean trade agreements become more important to fill in gaps so a single sector specialization could occur and serve as a viable game style (an agrarian based 1-sector empire can serve as the galactic bread basket garnering influence, favors, and lucrative trade deals)
Endorse 100% the concept even if it would be a balancing pain
Would be a huge benefit to internal politics style stuff and having to care about your empire outside of just economy
I am a huge fan of the honor, Harrington sci-fi book series. In which they regularly fire bomb pumped nuclear missiles at one another in groups of hundreds. A huge part of that series is point defense and electronic warfare and jamming and spoofing.
I would love to see some ship modules that focused on electronic warfare. I would also love to see missile pods, which gear ships a huge initial throw weight, but have to be replenished after firing.
I agree with your idea about logistics a lot, but I would like to see an organic informal trade network network aspect to it.
Another big change I would like tovsee in stellaris is more divergent cultures and colonies, not under player control, and improved inner workings to an empire. Perhaps actual factions that do stuff, like explore, expand, trade, pirate, etc
You should do a long form video on your thoughts on the game, your probably the biggest TH-camr and definitely hold weight w the community and devs
Performance… i would love to be able to play on a large galaxy but even on a high end gaming computer the game just stops being playable after 100 years or so
Define “high end” 1000 world galaxy’s still run pretty decent into endgame and I have a 3080 and 5600x which isn’t exactly bleeding edge
I like the war system as it is. I like that stellaris isnt an overly complicated game like EU4 or HOI4. I like how civ-like and sinple stellaris can be at times, and i avoid other games made by paradox for this exact reason
A bit late to the party I guess, but anyway, here's my two cents:
- Precursor overhaul, right now it feels meh, honestly there's like 2 precursors that are really good, Cybrex and Zroni (if you go for P-ascend), the rest are just meh. I mean, I'm always happy when I get Cybrex, but for the others, its like, meh, anyway, uu an unemplyed pop... you get the gist.
- Combat feels ok early to mid game, but late game space combat is a lag-fest, an overhaul on the combat would be nice as well, maybe something like Montu was saying, BUT I want to still be able to customize my ships!
- Ground combat is another feature that could need a rework, right now it's just throw the bigger numbers and you win, with very little or no depth. BUT if they decide to do other things and leave it as is, it won't impact me as much as the two above.
- Some origins are, outdated to say the least, Prosperous Unification could easily become a civic and it wouldn't be much of a difference, and the same could be said about Mechanist, Syncretic Evolution, Calamitous Birth, and Subterranean, even Here be Dragons could make this list TBH. Then there's Resource Consolidation, Life-seeded, Ocean Paradise, and Post-Apocaliptic which pretty much just change what type of world you start on, these 4 could be made available only to some origins as civics and they could add some penalties based on the origin you chose if turned to civics, I guess? Resource Consolidation especially, maybe turn it into an incomplete Machine World similar to how relic worlds are not quite an Ecu? or something. The point is, all these origins could easily become civics with a few tweaks here and there, albeit they could be 2 cost civics? or maybe you can't change them later on? OR these could be turned into a new feature, an Origin Civic, where you could pick one alongside your origin so you can have more customizations for the Origin you're picking, would be very nice for people that RP their empires! I can only imagine an Arc Welders origin with a Resource Consolidation civic LMAO!
- Colonization is quite easy, but I don't really think that's a bad thing, it sure isn't easy early game for the most part, and late game, it becomes more of a chore. We could keep the early colonization as is, and later in the game it would be nice if, rather than dealing with all those planets we would be able to deal by sector, pretty much have the planet screen switch to affect the entire sector? Or something. If for example, you have 10 planets in a sector, you would get the districts from all those planets added, although I'm not sure how special planets would fit into that, but maybe keep those separate? For example, the sector screen could only show the normal 10 types of planets (3 dry, 3 wet, 3 ice, + tomb world), and any special planets like Ecu or Gaia would still need to be handled individually? As for the buildings, well, any building you make on the sector page would be as if you made that building on each of the planets affected, however, planet-wide buildings would still have a limit of 1, but it would apply to all the planets, empire-wide buildings would not appear on this screen, and if you want to build something like that you would need to exclude a planet from sector management OR build those on planets that are excluded by default, Ecu, Resort, Ring-World, etc.) Think, like the habitat system but rather than applying to only one system, it would apply to a whole sector? This would really make late-game micro-management a lot more enjoyable for wide empires, I think! And, if something like this would also make the pop system a bit more manageable in late-game, I would 100% support it!
- Trade routes, definetly needs a rework, right now, it half a feature at most. But, similar to Ground combat, I don't feel it affects the game that much, when compared to Space Combat for example...
- Bio-Ascension I think could be the focus of an expansion, especially now that we have space fauna and reanimators, similar to how the Machine Age overhauled the entire Flesh is Weak, making it from a simple perk into 5 Traditions, 3 Perks, and an overhauled experience for any that would play either as a machine empire or as a bio empire on their way to become machines. It would be nice to have something similar for Bio, maybe even have a perk/tradition for machines that want to become biologicals. You could easily tun the 1 tradition, 1 perk for Bio into something like 2 Perks and 3-4 traditions, where you could even add a traditions tree for everyone that has bio pops, it won't be as OP as going the full mile to get a tradition + perk combo, but it would be nice to have something that could help bio empires change their traits and maybe get access to some other traits? IDK, I feel that bio, right now falls a lot behind both machine and synth/cyborgs, in terms of traditions/perk benefits. Then, do the same for Psy-Ascension LMAO!
Anyway, that's all I have! Cheers to any that read through it all!
One thing i would like to see, is a crisis, which spawns in MORE ships, not STRONGER ships on higher difficulties. E.g. the prythoryn scourge comes in as biological lifeforms swarming the galaxy, but right now, i feel like only the strike craft fills this gap. When i bring in all of my fleet to counter only like 20-40 ships and lose the combat, it just doesnt feel like i got overwhelmed by sheer numbers, its just like there is a new empire with hilarious powerful advantages. The fight pattern of a x10 or x25 crisis is completely different to a regular empire or even the fallen empires.
add the Unbidden to that. Lore-wise they´re supposed to be the strongest but they´re just a Joke, when half of the good Weapons counter or ignore Shields.
I just wants a stellaris 2 just being optimized. End game lag with today’s hardware is ridiculous
No. Just no. No Stellaris 2. Just play in a smaller galaxy or get a better CPU.
Diplomacy, ethics, internal politics (factions) and espionage need to be expanded and tied together MUCH more. Galactic decisions should impact faction approval, so if you vote against a faction's interest you may risk a rebellion in the worst case. Spies should be able to influence foreign factions as well, leading to empires with small military fleets but massive "soft power" that are able to manipulate their neighbors. This enables vastly different play styles instead of the current favoring of whoever holds the biggest stick. Tying both together, individual factions could even approve or disapprove of neighboring empires, making it more or less likely for you to be able to influence and possibly "convert" them.
Factions should also be much more tied to individual systems, so for instance, if you colonize worlds close to a spiritual FE, then those worlds should be much more likely to be inhabited by spiritualistic pops (ethics divergence). That way, if outside forces are tempering with your factions, distinct regions of your empire will be affected and it becomes your task to keep all worlds aligned and prevent your empire from shattering into smaller domains. This in turn will make claiming and "liberating" systems with pops of similar ethics becomes less costly in terms of influence, and move away from the current system which is based on border distance.
Would like a total review of previous DLC and main game content, see what had been underperforming or irrelevant and fix them.
Adjustment of techs tiers and modifiers, some support to underwhelming origins, balancing traditions and AP perks, even pop traits and weapons if they had effort to spare.
1. I like the idea of a tile system similar to what you see in the original stellaris. Maybe move buildings to be improvements to tile types? I don't really know. As for pops, I do find the species design and gene/cyber/robo modding to feel really fun, but some of the micromanaging seems a bit too much.
2. Smaller fleets. I want smaller fleets. The clump up and block out portions of systems in ugly ways. Fewer, but more powerful ships would be nice. I also like the idea of more support ships. Some people have mentioned repair ships, and electronic warfare ships (for auras like on titans). I think those ideas a great!
3. I really like making species and the stories behind them, but the precursors really play a part of that. I would like a system where you could pick your precursor or at the very least curate a list of potential precursors for your empire to spawn with.
4. When I set goals, I start with my civilization. What do they do and how can I build into the fantasy of what I want them to be.
5. I like the Worker's Cooperative civic a lot and I really like the trade policies, but I could see trade being altered as Montu suggested. Maybe alter the trade policies so that jobs start producing basic resources in addition to what they already make. Or, if you switch back to the tile system, unlocking a new tile or tile improvement that mimics how the current trade policy options work.
6. Habitability seems impactful, but also not in a weird way. maybe make primary planet type always 100% instead of 80, make similar plane types 80 and the rest lower, but then make the habitability penalties harsher?
7. I really like Rogue Servitor and similar civic for Gestalt Intelligences, but I think they would work better as "ethic" or government types for the gestalt intelligences. Making Devouring Swarm, Rogue Servitor, Driven Assimilator, Determined Exterminator, and possibly even Progenitor Hive into the "Ethics" or governemnt types for Gestalt Empires would open some interesting play space.
8. Ground warfare. With the advent of being able to bombard a planet into submission, it feels like ground wars are entirely unnecessary. I like the idea of turning planetary bombardment into a kind of siege situation with mini events and decisions that can be made on each side to improve a position in a siege.
I'd like to see a few things changed or added.
Firstly add mobile colonies. Like giant ships that also act as planets with buildings and pops. Why? It would open the door to so much new content and ideas. Like nomad empires who wonder the stars, or trading merchant empires trading good across the galaxy, or pirate empires that roam the stellar seas and plunder the stars, or even hive fleet devouring swarms that travel in giant living ships traveling system to system harvesting biomass leaving lifeless worlds and desolate systems in their wake, and so much more. Ik it would be a nightmare to code but if possible it would be so good for the game and open the door for so much content.
Another change is more ethics and civic points. Rn empire creation is just a bit limited.
I want a setting to make a galaxy truly “alien”.
No Sol, no Deneb, no Alpha Centauri & Bernard’s Star.
I want to play my Space-Dwarves with no Humans to ruin my immersion.
Good idea!
Get a better opinion, that is so useless
Make your preset Galaxy knights of toxic god sol- feels alien and humans can’t spawn
These are some great questions from the team! I don't usually comment on anything like that but I might this time. Played long enough that I feel like I could have some solid feedback. Probably hit a 1000 hours at this point lol
The thing Montu said about expanding on the ethics system I really agree with. The mod that adds in the extra ethics and splits some of the current ones up is by far my favorite mod. I think some of the added ethics were competitivecooperative, Ecological?industrial, individualisticcollective and maybe one more. Something like that but with the polish from the official dev team could add something really special to the roleplaying aspect of the game.
Remember alpha centauri's "social Engineering"? i'm so sad that no game since then has ever picked that up.
everything everyone says is useful changes to the game.
but for the the most important thing would be removing the old pop/tile/job system. its ancient difficult to use and useless. it gets more difficult to get more pops as time goes on due to lag, it makes stuff like arc furnace more useful since its free resources without jobs as well as space based expansions, more resources without pops. a change as you mentioned would be much loved.
Adding to that a complete change of how planets and systems work too, similar to how habitats became 1 system based, if we could have the same for systems and planets so a system acts as 1 planet and a habitat becomes an extension of that. it would help reduce lag and stuff.
we could also remove colony ships since its pretty outdated and dosent make much sense, you can make a shipyard and build a colony ship in the exact system with a planet you want compared to the old version at your home base. instead it should use another system similar to mega structures to claim systems for colonization.
overall i want more management aspects to stellaris such as being able to more min max what you will do for the next 10-20 years, like a pre plan you can spend some resource on like if you wanted to focus on military production, or military training or military power bonuses or just economic/diplomatic bonuses.
i also want envoys to be removed since it feels like a patch work system. add a new class called diplomats and add a council seat for diplomats/isolationist focus empires.
probably more but this is all i got atm
I just picked up the game and am really struggling with it right now, there is just so much going on and i don't understand how the mechanics in it connects. I had the tutorial on at the start but the AI voice got annoying by my 10th play so i tried turning it off, but I thought it was just for that particular game or I could turn it back on for another play through, but it hasn't come back. So whatever tutorial may exist for later game plays i may miss.
12:00 I think some sort of Slider or ratio mechanism would suffice here. (I play on a laptop that struggels with 4 chrome tabs I've thought about this plenty) for up to every 10th Corvettes display 1 (1:10) or set it to (1:20). Every 3 cruisers display 1 (1:3) etc.. Leave it up to the player based on what they decide they want and can handle. Don't want to just clump/ratio them completely, I want the option in game creation lobby. Especially from a creator/viewer POV I would imagine A space battle of 300+ ships 80k power total is much better for a videos than like 15 ships with 80k total 😂
I want the pops to actually feel alive. like how people react to their living standards, mistakes happening, crisis beginning. civilizations can't just live for 300 years without any hiccups afterall.
One minor thing I think I'd like to see is more support for visual only mods. Additions to name pools, species character cards, ship designs, etc, none of which have any gameplay experience. I was super excited to dive further into the roleplay aspect in that regard, but when I noticed it disabled achievements I was a little let down, as I'm also an avid achievement hunter.
Speaking of boarding cables, I think a ship boarding mechanic is one of the last sci go tropes we don’t have. First contact gave us cloaking, now we just need boarding pod hangar ship modules
Would appreciate more win conditions than the highest score by the end year.
I have had games where I am the strongest empire and crushed the crisis with a few decades left and the ending felt empty waiting for those years to roll by. I appreciate the feeling of the story being concluded but if I need to tie up that loose end in the "denouement" (tried to look it up) for RP with 1 more turn. This might be a personal pitfall of playing Ironman for those achievements.
Open to feedback about how to fill that time. Also, is playing random origin intended by the developers because I keep getting prosperous unification?
A story pack focused on being either the Hero or Villain of the galaxy would be great. As in like a double faced dlc similar to nemesis with more options to save the galaxy/destroy, to liberate/enslave to be loved/hated and to really show the consequences of our actions, to show our imprint on the galaxy's history.
I hope the devs follow through on numbering those updates 3.14.159 and 3.14.1592. Would be even better if one could be released on March 3rd. ;3
I kinda agree with Montu on the Ethics expansion. Perhaps a point-buy system where each ethic instead becomes a value, and you can assign points to each. For checking if a country is "authoritarian", perhaps we can see if the value assigned is over a certain threshold. This also means we could gain/lose points in each ethic depending on choices made in the game (so a spiritualist could slowly progress to be materialistic, or just less spiritualistic and more militaristic for example). It would help the game feel more alive, and because each playthrough already gives differing events/anomalies/etc, it could help further make each run feel unique.
And of course, mod support so modders can add new ethics that use the system. It may even help with compatibility between those ethics mods and other mods that only need the default ones without requiring a patch for each affected mod.
i love machine age
Edit: Bring new ship types like super carriers, that would be awesome.
Something that I think would be interesting is an "underworlds and underdogs" expansions. This could include playable Enclaves (i.e. no traditional expansion or territory), the ability to play as smaller rebel cells, etc. Tying this into the existing Espionage system would be very cool.
Also, a Biotech expansion similar to the Machine Age would be an immediate buy for me. I've been having a lot of fun with the Space Fauna from Grand Archive, so being able to take the extra step and have a full-on biotechnology style of play would be a dream come true.
I NEED a genetics rework with bioships! But as far as game systems that I'd really like to see changed, subterfuge desperately needs a rework, and (imo) an expansion in reach and purpose.
As far as scifi civilizations go, the shady, underhanded, mysterious, stealth-tech archetype is my favorite. Even as bad as it is now, I still take it all the time for flavor, although it barely has a place in games.
I would love to see it expanded where it simply mattered more. Just spitballing some examples: Maybe if you have a high enough stealth and subterfuge level, it plays a part in federation or alliances, with other empires wanting to get you on board, with you having a larger say since you would be the spy master and make sure they maintain the information advantage.
Another idea would be forming an illuminati-esk shadowy cabal with other subterfuge-focused empires, to manipulate things like the galactic council or even the emperor from behind the scenes, without it necessarily being obvious just from the diplomatic weight value people see.
Another possibly is something similar to mercenary work, where other empires come and pay you, either in resources or favors, to take on clandestine intel-gathering or sabotage missions against their enemys (or allies). Heck, it could even be tied in with some species traits or origins, like a natural shapeshift/changeling trait giving a bonus.
I'm not sure if it's feasible, but maybe even tie it into ascension paths, if you have subterfuge availible. Something like kidnapping quantities of multiple other empires native populations from across the galaxy to advance your understanding of genetics, for quicker progress towards genetic ascension, as a quick example.
I would also love to see more operations that have real consequence for opposing empires, potentially actions focused on reducing a fleets size/ships by a percentage from sabotage, or reducing the maximum output of an alloy or mining worlds production for a number of years, or even the ability to set up terrorist attacks to reduce a worlds pops by several. That could even tie in to some ability to perform false flag attacks and send them into war with other empires, just anything to pull the strings from the background and give subterfuge some actual teeth! I get so excited thinking of how much more subterfuge could be.
Montu, your ideas all all very good as well, and I strongly agree with most of them; although I do prefer machines having a much higher habitability than organics, only because it breaks my suspension of belief otherwise. Maybe some system so slow down colony development in general? Habitability aside, the changes to war or trade system would be fantastic!
Edit - legibility, grammar, and expansion of ideas
I'd like a way to (attempt to) end rivalries between your allies
I would love more planet variety. Kind of like the New Frontiers Mod. I also want Genetic and Psionic ascension to be reworked. It would be nice to have Biological Ships as well
omg. i just want to be able to MANAGE my fleets from the Fleet management. We seriously can't move them around the order. now with bios coming it'll be even more of a nightmare. let us change the order. i want to be able to put certain fleet at the bottom of the list, or be able to drag 1, 3, 6, and 9 and reorder them into 1,2,3,4 to be able to manage wars on more fronts or when i split them up after beating a big stack of the enemy.
I donno about others but i love to have customized fleets with each one being better at different things. 1 fast, 3 big fire power, 1 heavy shields, 2 heavy armor, 5 Patroling fleets. and it's sooo annoying i can't reorder them around. have to wait until lategame to delete and rebuild. but even that, loses me their Experience.
then there's the event ships that you can't merge into any other fleets at sit randomly into the middle of the fleet list. missclicking then then wondering for 5 minutes why i can't jump with selected ships because the missiclicked relic cruiser, doesn't have a Jump drive
now, as for nice to have: i'd like better customization for specific planets. for example for an agri world( cuz i know you just LOVE Agri Worlds, Montu :X ) let us build them further then just farming districts. give an option like an Ecumonopolis for Food production. For Mining, Energy and Especially Refinery type resources. there are mods that can do that. why can't the game devs themselves give us something like that in the base game? it'd be more balanced too, since the "pros" would make it.
ground combat. just do something. Anything to it xD
YES! i would love some more diversity to colonization. I found it really weird when i started playing, how just because it's very hot or cold world, i can't be as well colonized. like, we have deserts and have people who live in them over two thousand years and thrive in them. why can't we in the future, be able to do even better? there should be something more to it.
I would love to see short cinematic cut-scenes to really dive into that role play aspect. It would be cool to see cinematic clips unique and specific to your empire during battles, anomaly events, and all the other major events. Imagine being able to pick different dialogue options that would directly change what cinematic cut-scene is shown. Role play would be magnified x100.
I don't want to bother to make a Paradox forum account but I don't see people talking about migration much. It should be a fourth way to gain or lose pops, instead of a minor bonus or penalty to biogrowth, and maybe give some sort of limit to resettlement because pops performing instant transmission on command always strikes me as strange.
Hey I haven't played in about a year but had over 1000 hours in the game since launch thru most DLC and I watch alot of people play here on YT- what I want is more of a focus on a deeper and ecological realistic and diverse early game some mods add this and the newest DLCs- I usually try to stretch out my early especially my typical "roleplay" mindset when it comes to creating/playing a particular empire, always a twist or homage to scifi and real space physics as Stellaris is best at- I think there's opportunities for looking at the pops the way Project Caeser might be doing too and also planet development and tiles to have even more flavor
all further releases for the rest of the game should be expressions of Pi
Oh I am going into thinking box. Painting the grand roadmap for the darn dirt roads.
Those were big questions..
oh great countryman…
It is interesting that one important thing is missing. The most anyoing thing about the past releases is that the mechanics are often unbalanced or/and broken and the devs need months to fix or improve that. And dont change the pop system! Vic3 sucks and takes the emersion completly away. A great part of Stellaris is the "connection" to your created species or your genectically improvements to them or to create pops for your specialised planets. Make these more anonymous would be one of the worst things for the game.
And we dont need that every Paradox game looks like the other. How boaring...
What really is anyoing about ships is, that you cant save your ship designs and you have to do the same things over and over again in every run. Here would be a system great that works like the stamps in Anno 1800 where you can save your layouts and use them in every run. Another thing that would be great is to change just the weapon module. How often has a player to refit the shields and armor just because you changed the typ of weapon modules. Quality of Life or remove unnecessary clicks that have nothing to do with game play would be nice.
We can have all the cool changes and additions we want and none of it would mean a thing when the game runs soooo slooooowly. The biggest end game crisis for me is the lag, everytime. Sitting there waiting for 15mins waiting for my fleet to get into position is just boring. Are there things I could do to limit the lag? Yes, but I don't want to be forced to play genocide anytime i want to attempt to win a game. So before they do anything else, changes to the amount of calculations going on that lag the game need to happen - maybe your idea of getting rid of pops would help with that?
That aside, I'm tired, boss, of RNG leaders and technologies. I want progression trees for both leaders and tech. Let me specialize my leaders in the way I want without having to worry about RNG. Same with tech. The RNG, to me, doesn't add anything to the game, just makes it randomly more or less frustrating.
The council. I feel like the council would function better as an extension of edicts. Take all the agendas, put them in the edict pool, and then have the councilors add or subtract to the effectiveness of certain kinds of edicts. Agendas as they are now dont require much thought, you click a button and forget about them until they fire and the next one is ready to be chosen, and then you just cycle the handful you like and that's it. That's the whole mechanic. Wahoo. Not that making them edicts would make it any more exciting, but there certainly be more thought going into what you spend your unity on especially if you're able to shape the traits your councilors have with a proper progression tree instead of RNG traits.
Trade policies. We have trade into unity, trade into consumer goods, trade into food and minerals. I want trade into alloys, trade into special resources, trade into research, and I want these to be available to all empires, with big bonuses for mega corps.
For that matter, Mega Corps. Who are our customers? As far as I can tell, mega corps play 100% the same as a normal empire, with the addition of opening branch offices. I wanna open up galaxy spanning trade routes, I wanna be the food supplier for the galaxy, and if an empire messes with me, whoops, I guess you're starving now. I want to be intergalactic arms dealers supplying alloys to the galaxy at large, I want to be space amazon, making the empires of the galaxy fat and complacent by providing a wealth of consumer goods, buying political favors and buying my way to the top.
I want biological and cybernetic ascensions for machines, reclaiming the flesh. I want psionic and machine ascensions for Hive Minds. Cybernetics is a mix of Bio and Machine, why not a mix of Machine and Psi? Bio and Psi?
Different versions of Ecumenopoli. Not being able to have a science focused Ecumenopolis when we can have a faith or unity focused one is tilting.
Montu you are our sole hope for stellaris going in a positive direction (logistics system sounds awesome colonization is too easy I feel like I have to reduce habitable worlds setting with mods to get a solid play thru, especially on larger galaxy systems.
I want more option sliders. Examples: planet/habitat district and buildings cost,
max fleet size,
ship power,
Common and rare resources abundance,
Etc…
I think it would be neat if this allows Console Edition to catch up. Paradox already dangled the fruit of console mod support across all of their games if PC and Console were on the same version. I also understand Console Edition is a completely different build and I'm glad this isnt my problem to solve. Stellaris is a wonderful pallet cleanser when im relaxing on the couch playing at my own pace.
One the Point of the Ship Battles. I disagree completely Seeing Solar System spanning battles is my favorite part of the game.
But fortunately there is a way to satisfy both sides.
Just add a slider to control the ratio of Ship to reality in the Galaxy Generation Screen.
Those like you can decrease it and have a "representation". And those such as I can have the full glorious fleet combat.
The comment about the AI being able to play the game I noticed.
I haven’t played since like 3.11, and started a new game after Grand Archive dropped.
The AI actually pushes where I have holes in my defences rather than Leroy into the nearest point of entry.
Also the AI can actually fight the Crisis. Had the contingency and Unbidden get wiped by the AI on 2.75x difficulty, and are currently in a stalemate against the Prethoryn.
things i want in stellaris:
1) Ground combat -- details, events, missions, black ops/special forces missions, visualized progression of war across the planet -- with specification of high-priority areas or enemy targets and area-wise enemy strengths
2) Bombardment -- biobombs, plague bombs, siege
3) space -- more lovecraftian and mysterious situations; more space monsters; more galaxy-faring enemies, abandoned superweapons
4) Espionage -- kidnappings, murders, assassinations, black ops missions, large-scale cyberwarfare, deep strike suicide missions
5) newer types of fallen empires, extinct empires, forgotten civilizations, and so on
6) newer, different types of ground combat units and more varied naming formats (pls no more gendarmerie) - I want special forces, black ops units, assassins mainly
7) more ship types (flagship classes and types) and ship weapon types
8) pocket dimensions
9) Ground Combat armory management -- if we can regulate what our ships field, then could we also get to specify what sort of weaponry our ground units can field? Like imagine soldiers being given exosuits, and heavy weaponry, but that would slow down the war progress and would not do well against fast moving enemies
Honestly, I have no issues personally with the current systems in Stellaris, but you do bring up very valid points, some things in the game just feel tedious after a while.
As for things I would absolutely love to see in the game, more leviathan variety. Yeah, the ones we have are nice, but I feel like I see some of them every game I play (Stellarite Devourer and Dimensional Horror specifically), and a little more variety would be nice. This next one leans in a bit into your suggestion of more ethics variety, but I'd also like to see a few new Fallen Empires, at the moment we have five different ones, and it starts to get a little stale after a while, when the game picks three out of five at random, with the only real variety being their names and portraits.
And last, but not least, and it kinda leans into the colonization issue you brought up, but more planet variety, where are the swamp worlds? Our forest moons? Things like that, I feel there could easily be added one more planet to each category. We're already getting the whole "one type of terrain" worlds anyway (except with Gaia Worlds), so might as well lean into it.
1: I agree with the precentages of pops. like if u have an alloy industry u can decide how many millions/billions/trillions of ppl work ther and how many alloy you get in return. that coud be really a fine tune for resources management.
2: i dont say to completly abolish single ship desings, but i rather build as montu say here a whole fleet. for x alloy. So command limit goes for how many ship u can fit into one fleet (up to like a 1k) and u can still decide the fleet composition from existing ships. But im a sucker for for shipbuilding and desings so i really like to see a more extensive way to ship desinging and building. Where you put your weapons what weapons u put on your ship manually be able to place your shield and armor to your ship, so positioning in combat actually matter, so if ur fleets brawl with an enemy front to front Flanking give you a huge damage bonus if u dont placed ur armor and shield properly. And the flanking damage from the sides or from the back can be mitigated if u put armor to the sides and the back. Also woud have some kind of more intresting weapon management system. not just tier lvl and thats it, but u be able to manually desing your weapon systems. like u can have an uv laser but tuned into high damage but lower range so you melt everything but only on short range. Or have a loooong barreled Kinetic drive what can shoot across the entire star system,but have significantly lower damage. So its all about pro's and con's. ( i wainting pretty hard for the falling frontier game that is what id love to see as ship desinger.)
3 definetly ethics and origins. but i currently feel the origins dont really have any impact on the game just a positive or negative number on things like we may have some extra goodies and or some event chain and thats it.and that is not really enought for how important an origin shoud be. The ethics are currently too rigid thus unrealistic. it shoud be a spectrum and not inheritly get locked out from the other ethics. so if im a materialist but in an event i want to pick a spiritualist approach i can do it but it woud shift my ethics in that direction with benefits but also negatives. probably if i have fractions they will not like that and will penalize me for that with less to no influence gain or negative for unity for a while.
4 Honestly there is not really too mutch of different goals in the game. you either unify, subjugate or destroy anyone else with the crisis. or became the crisis and kill everyone. i dont say there is needed to be mutch but also the ai are too rigid to feel any sort of importance what they are doing or not. they doing their own silly things, so the ai soud be tuned more to not be that rigid. so if like a spiritualis pacifist got attacked and nobody want or can protect them they can say fuk it full military and will murder ur a'ss it woud be great to see constans shifting of ethics in the Ai empires, so your ally can turn into a fanatic purifyers if they got pushed "too far" and things like that.
5: trade system garbage currently. again just an useless number generator. but i can see trade fleets going to and from planet to planet ( like in starsector) what can and will be ambushed and destroyed by pirates. so u actually need to send out patrol fleets around your own desingated trade paths to scare away or save trading fleets already attacked by pirates.
6:Ye it is too easy. again its just a number generator. So i woud say below 80% hab your colony will need more and more goodies to function normally. alloy mineral energy food consumer goods depending on planet type and habitability. so if u are an continental and u colonize a desert world u will need 50% more food per colonist since growing food there are hard. in a lava world u will need extra almost everything since are u insane? And also below 50% u will need to set up sites firsts or localised terraforming what need to be maintained (more extra monthly cost) to be somewhat livable to ppl there. So low hab world will be really hard for any empire it will need appropriate tech and resources investment to make a lava word produce more than it cost to maitain.
7: yes but i dont know those from top of my head but like planetary unification shoud be a civic not an origin.
8 : diplomacy and spying feels not really well cooked. i barely to never use them since its literally meaningless overall in my games. First focus shoud be OPTIMALIZE UR GAME! after god know how many years ur game still unplayable after midgame anything larger than a small galaxy! in a large galaxy after like 2300 i cannot play faster than slowest since the game so badly optimalized and have so many useless garbage calculations no matter how good my pc is its crawling on the ground like rat! And expand redesing ur ground combat! its so barebone and booring i literally hate to do any sort of ground combat just time waste.
Removing individual ships and replacing them with fleets could be better in the long run because you can cut down on lag and make fleet sizes bloom as you add ships to the fleet, thus allowing them to optimize for those fleet sizes.
Logistics trading would be an interesting idea and could work well with a fleet based system, prioritizing trading fleets to ensure goods are delivered to planets and neighbors, which would also allow a blockade system like the one mentioned in the video.
I think having origins that are more about unique roleplay starts would be neat, with a few unique changes to the start, similar to the storm chasers origin, I really like those kind of origins as they add more flavor to the species as a whole instead of just "lmao ring because gud teehee"
I want an expansive overhaul to the diplomacy system as a whole, which includes war. I want to understand the AIs wants and needs outside of "I want that system you got", like are they scared of X species, are they scared of you, Do I own a technology they covet, Do I own an artifact they've been looking for, etc. I don't like drawing comparisons but diplomacy in eu4 is actually peak, from normal diplomacy all the way to war, I absolutely love how much information you have regarding why the AI wants to do specific things in EU4, which allows you to play around that AI's wants in some instances.
Basically I want more dynamic interactions with AI and less "pls take all my treaties" vs "die die die"
And of course, performance, clausewitz engine is a mess where performance is concerned, let's be real, Stellaris 2 on a new engine might be more feasible than making Stellaris less laggy at this point, but if they could reign in the lag that games experience in the mid to later half of the game, that would go a long way in making the game much more appealing, even with less content releases.
In regards to the war system i would LOVE for an event style ground combat similar to how first contact dlc made pre ftl civs more interesting make it so you can choose whether to engage in a more aggressive or be more careful in your approach leading to increased chances for either positive or negative outcomes
haven't played Stellaris for a long time but i love watching Stellaris update video
I'd like to see armies be utilized more. Like a rework to stations and defense platforms.
You could have your transport do a boarding action on stations to take it over.
Buffing Stations could make so it could require a sizable fleet to break through a chokehold or letting transports board it to speed up the process/capture.
This could also mean having garrisons on the station to prevent capture.
Planetary Orbital cannons to deter orbital bombardments which can be destroyed/captured by troops.
Some examples to comment on could include:
How important to you are the current systems that use individual Pops and Jobs in the planetary simulation?
Not very, but I am leary of change. I think the tile system was worse, but a system where jobs are just auto filled will simply change the balance to a materials rush to build the most the fastest. As such I would worry that a complete rework here is might just shift the bottlenecks away from pop growth into something else. That being said, i dont think I would miss it if it were gone.
If we made significant changes to fleets, how much could we alter before it no longer felt like the game you love?
This would be problematic. I like to feel powerful. I feel that every time we get even a minor change to the game its about making people less powerful. The naval combat is basically the main reason I like the game and if this got changes signifigantly it could lose me entirely from the game itself.
However, I also understand that ship combat is one of the biggest strains on the game. That having to micromanage so many fleets at the end does get old quick. But if restricting fleet size even more is the result of this i will simply lose interest. I wont be powerful anymore.
What aspects are most important in defining your civilization?
I would like to be able to chose from a larger number of ethics and civics, but unfortunately the power differential between them is way too high. So i do feel "trapped" between selecting a subset of the available options. While a larger number of civics might be more fun to Role Play as, its making the choice to deliberately hamstring myself which doesnt feel good.
I do like when additional civics are added, but I think the game would significantly benefit with civics being balanced toward being more useful to pick. same with ethics. I would like to pick xenophile, but trade value and envoys are just crap options.
How do you set goals for yourself during gameplay? When do you set them, and how often do they change as you play?
my main goal is to beat the endgame crisis. i set minor goals of colonize so many planets, try to get into a federation, but those are heavily rng dependent so mostly its about getting powerful enough to meet the challenge.
How important is the current Trade system, with routes collecting back to your Capital?
its garbage. get rid of it. and take piracy along with it. I actually think one of the bigger reasons I dont like clerks is that it increases stress on trade route which causes more piracy which causes me to do more micromanagement to get rid of the pirates. and having the AI have to worry about traderouts and protecting them cannot be a positive effect on performance.
Is colonization too easy? Should habitability and planet climate matter more?
yes, way too easy, however given how important planets are, changing this could have dramatic effects on balance. after all, if you can tell that because you only get your initial 3 planets you are going to lose to an opponent/ai that got 6 they could colonize early then you may as well restart the game.
Are there any Origins that should be Civics, or Civics that should be Origins?
yes. and there is a great deal of balancing that should be dont about it. a good rule of thumb i think is that any civic that is something you cannot remove though the game, its actually probably an origin.
If you could remove one game system, what would it be?
Trade and piracy.
Which system would you make the central focus of an expansion? Is there a feature you want to enjoy, but feel the current implementation doesn’t quite work for you?
Crime and Politics. Its litterally what I would call the expansion. Piracy is annoying, getting crim on your world is litterally just another annoyance that causes you to have sub optimal jobs by shoving in enforcers instead of simething useful. it also makes criminal sindicates bad because they are impossible to play and annoying for everyone else. On top of that the current galactic politics system is just boring and broken only one focus at a time, and seriously you can be stuck talking about sanctions in the middle of the Kahn or unbidden with several years before the next session unless teh ai emergency measures yet more sanctions. There is lots of ways to improve this, but it absolutely needs to be improved.
And I will also add in an additional line here. What do you think needs the most rebalancing right now?
I mentioned it before, but ethics and civics. the variety in the mathematical power of the game varies way too much between these. so many of these are simply bad and need a lot of love to be choosable.
1. More ascension paths plz, its currently unbalanced and limited.
2. please redo habitats: no one likes building 30 stations in a system - make them either spawn by themselves or make them appear when we build the related district. also why is there a hard limit on the size of the district, its void for gods sake, I should be able to expand it as long as I got enough resources (like let us build an entire habitat over any planet just for much more resources, they are too big for what they cost) (also why is there not a limit on the number of pops in a planet like how can someone stack 1000 pops in one, how does that even work?)
3. I agree on the change in pop/jobs system. please return the tiles and also implement the percentage system. planets still should have pop growth tho
4. I also agree on removingtrade system in favor of logistics - like trade needs routes but other resources get transported (without a trade route) from thin air
5. more origins and civics. also let us pick more civics. (most of the civics need a buff and a few are more like origins than civics)
6. more ship diversity (please also improve the models and give us a few more designs) - grouping fleets into a unit sounds good
7. MORE MEGASTRUCTURES - I build my empire for the sake of megastructures but where are they? i get like 10 and some stupid hard cap that wont let me build more.
8. i'd hate to be on the receiving end of a surprise attack but why is it not in the game.
9.we should get more district types for roleplaying purpose - also redo resorts for god's sake, they stink so bad
10. ancient empires are so boring and limited right now, give us more interactions with them and some stories too.
11. better UI - like please let me select the second planet in a system from the galaxy map, add an icon or something.
12. a better diplomacy screen wth other empires and more things to do there. (also why is the number of envoys limited, I've got 1500 pops and I cant find a single envoy to send to another empire?)
Please Montu, don’t ask for individual pops to be removed 😭 Thats literally the reason i got hooked on stellaris. With every pop i feel my empire alive and it feels like a real society. Its one of the bests systems in stellaris, so well polished.
Maybe go into scenarios next? Like following a storyline, such as Ender's Game, or other space faring stories. Star Wars? Star Trek?
Silly Montu, 3.14159 is Pi. Aside from that I'll have to play the game some more in its current form to have a coherent opinion on a path ahead, I haven't actually played in quite a few expansions.
Roughly in order:
Rework/rebalance of precursors
Internal politics actually mattering outside of faction approval impacting happiness thus stability
Ground combat tweaks that discourage doom stacking
More ways to be friendly with xenos.
Completely Randomize galaxy set up
More control over randomized number of empires. On large map I want between 3-4 FEs not 2-4 etc
Have a bit more CYOA feel for ships. It’s not apples to apples but Borg are humanoid yet developed warship cubes. Humans developed saucepan. Have more types of subclasses that are distinct. Maybe a doctrine type that gives small bonus for a certain(s) type of weapons but locks out of different ones. Have the doctrines further distinguish a reptilian cruiser from other reptilian cruisers (But also have one that enables any but gives small malus)
It’s out there but Depth to economy: have ways to deficit spend that would enable free civilian ships but have ways that get punished in mid early game
(Maybe a civic)
REWORK POLITICS SUBTERFUGE TRADITION TREES
Disincentize death wars aka 100% peace deals.
New civics that impact play style not just a new job type/buff ie synthetic lapse
Have a bit more life in galaxy with internal shipping. The only starships are not empire owned science ships and warships. Have some transports flying around
Have a vassal type like startrek or the like where it’s more confederation but it’s one state
As an avid player of Stellaris, I am excited to hear that the devs would like feedback. Personally, I have lots of ideas. One of my other favorite 4X grand strategy sci-fi games is called Distant Worlds Universe (DWU), so I am going to borrow some ideas from that game.
For question one, I agree, I really feel that the individual pop and jobs system is unnecessary. I would prefer a population system like from DWU, where populations are represented abstractly as a big number (measured in millions), and colonization actually involves moving people to new worlds. Larger colony ships allow you to start a new colony with more people. But then yes, I agree with keeping districts and buildings.
For the second question, I slightly agree, I agree that there are just way too many ships that you can have, the naval cap needs to be cut down pretty hard. But I would be disappointed if ships were no longer individually represented. My favorite aspect of ships though is designing them, and I wish ships gave you a lot more room to customize them. So I would cut down the number of ships significantly, but make individual ships more important, more customizable. The same goes for space stations and defense platforms, I wish you could decide what weapons a space station uses, because it just decides for you, and it doesn't always pick what you would like.
For the third question, I agree, I really mods that add more ethic slots. However, my feedback would be that I wish the choices felt more meaningful, sometimes I am just picking things based on the bonuses they provide, but I wish they had bigger impacts on how your empire functions, this would feed into a system that needs major rework, I wish they would do a story pack that focuses heavily on the internal politics of your empire, the factions are so meaningless, they provide you some bonus unity if they are happy, which is so boring! Factions should actually matter to you, and ignoring them should have consequences, significant ones. Having more ethics would give more room to add nuisances to factions. I wish event chains around factions were a thing, perhaps a scenario where one faction is trying to overthrow/depose the current faction in power. Of course, your government type would affect this.
For the 4th question, personally my goal is usually just to work on my own empire and help it to grow and thrive. My driving goal is to make the economy and score numbers get bigger, whatever that takes. I tend to play pretty passive militarily unless other nations are threatening me. This is why I wish there was a lot more to manage with internal politics.
For the 5th question on trade, I agree, the trade system sucks. When I started playing Stellaris, I was overwhelmingly in favor of playing as a Gestalt Consciousness because the trade system was unintuitive, and the piracy system is just so flipping annoying, it's not a dangerous threat, just an annoying nuisance (which I think could use a serious overall in and of itself). I would agree that an actual logistics system would be pretty cool. Referencing DWU again, that game fully simulates the transport of goods from civilian ships, and pirates will actually hunt your civilian ships if left undefended, and I think that is a very cool system.
For question 6, yes, Colonization is far too easy, because it's far too simplistic. I think it would be really cool if there was a lot more involved in successfully colonizing a planet than just waiting for the colonization bar to reach 100% after some time passes. I wish there were development stages, which represent the colony becoming gradually more self-sufficient. I personally think that Habitability should be a lot less forgiving, but that there should be a lot more technology that increases it. I might so far as to say habitability starts at 50% on planets that match your starting home world. I also wish planets had a lot more variety, there is a reason why Guiliee's planet modifiers mod is so popular, as well as planet type variety mods.
I will lump the last two questions together. Personally, I wish every origin had stronger roleplaying elements. However, in particular, I think the overturned origin should not be an origin or a civic, but I think it should be one of genetic ascension paths, and like virtual fertility in the Machine Age, it could lock you too that ascension path if it remained an origin. I think the genetic ascension path needs a lot of love, and I would like to see it get the same amount of love that synthetics got with the machine age. I think it is really cool that synthetically ascending tweaks your government type, and I think genetic Ascencion should get the same, but maybe also psionics should do something similar.
Getting rid of 1 pop 1 job is fine by me if districts and buildings stay
The introduction of districts and co was a massive upgrade to the appeal in my eyes
I could never get behind all the tile-returners because of how boring that had been
EDIT: Most important part
... think it would be great if you have more elements that actually make you live that origin. I.e. when you unlock the nemesis ascension you will have these different tiers you develop...
In my current game I chose the "lost colony" origin... I would have expected there would be events happening on both species. Special chat-/diplomatic options. A special event chain,...
Full post
Me - the casual player with 300+ hours but only in the third game 👍Probably even more time spent watching guides and videos on how to do it right than to play :D - Single Player only.
- Pop system, I think its good how it is, percentages may really be a better system, but maybe thats a system that allows too much freedom. Though the system is not perfect and there is a lot to do manually. (Reduce needed pops here, raise needed pops there, resettle, does everyone have a job, ...) But without that, it might be too easy.
- Fleet, reducing everything down to very small fleets like 100 corvettes end up being one, would be lame. I want big fights to happen, but I understand when you are in a 1000 star system and close to the end of the game with huge battles taking place, there is room for optimization. I'm only playing in 200 star systems and don't have a problem with it. Maybe this can be solved with a slider in the game settings at the start or an "intelligent" system that reduces it down to make it fit the needs?
- For me the origin is the most important thing, because this basically is the story to play. Of course for the competitive multiplayers thats not so important.
- Goals will probably be set during the creation part with the origin. Most of the time I seek interstellar domination. Next game will probably be a nemesis run. As the game may create dynamics, of course things might change a bit, but in general... you want to win, right?
- Trading is not so important, its there, its ok. Never understood why I basically can only choose between credits, consumer goods and unity. Why not everything and keep unity as ascension path?
- Colonization - I think its in a good state. As noted, making it harder would probably make it easier for machines, who are already op. I feel sometimes its not so good that you have to watch out to find the right planet/s. But I could imagine without the rng it would be lame as well and remove the "natural obstacles".
- Origins /Civics - I have no clue
- Its so hard to answer. The army system kind of needs a rework, but its also quite nice that its so simple because the whole game in itself is already so complex. Because of my preference for single player and the origins, I think it would be great if you have more elements that actually make you live that origin. I.e. when you unlock the nemesis ascension you will have these different tiers you develop. In my current game I chose the "lost colony" origin. Of course there is the main colony you will encounter, but it felt like "that was it?" Maybe I missed it or did something wrong, but I would have expected there would be events happening on both species. Special chat-/diplomatic options. A special event chain, but I got the Yuth artifacts. Is the yuth artifacts present in all gameloops? Where does my expectation come from? The trailers of stellaris are really mindblowing. The one I have in mind is the one where the robot is explaining what is going on in the world "I've seen countless civilizations rise ... and fall" (EPIC!!) Maybe in other DLCs this is happening, I could imagine for the toxic god DLC that is given, but I can't tell.
10:36 AGREED! Individual Pops are redundant in my opinion. If they take the Pops and "atach" them to the planets instead of making them individual units, that would improve EVERYTHING... from performance to roleplaying. I can only imagine two planets on your empire fighting each other because of the Pops religion, or ideology... We cannot have that now beacause we would have to say goodbye to late game ;D
watching now. i love stellaris, been supporting since the very very very first release. my favorite 4x game of all time. one of the best games of all time.
I wish fleets were built as complete fleets like Mantu said. The board game is defunct but Spartan Games’ Firestorm Armada handled fleets real well. You had three sizes of fleets, scout fleets, battle fleets, and grand fleets. You could use a system around the star base count to determine how many fleets you can have and for every 1 grand fleet you can have 2 battle fleets, 3 or 4 scout fleets. The combat system would have to be modified to account for this and in my head I like the idea of scout fleets harassing or delaying large fleets you can never fight, allowing them to remain useful into the late game. Plus making them much faster at spooling their FTL or moving as a group.
Stellaris is a genocide simulator to me. 10/10
I’m a long-time Stellaris fan, and I wanted to share some ideas I think could enhance the experience-especially for Mac players like myself!
1. HDR Support for macOS
With the release of high-end MacBook Pros that feature advanced HDR capabilities, it would be fantastic if Stellaris could support HDR on macOS. Leveraging HDR would make the visuals even more immersive, especially with the beautiful galaxy and space environments the game has. This would allow players to enjoy deeper contrasts, brighter highlights, and richer colors, which could really enhance the experience, especially in events with vivid visual effects. I understand HDR support might be a significant development effort, but I wanted to suggest it as an enhancement that could make Stellaris even more visually captivating on Mac.
2. New Feature Suggestion: "History Mode"
Another idea I'd love to see in Stellaris is a History Mode. This mode would let players review the history of their empires at the end of a game, adding a powerful narrative element. Here’s a rough idea of how it could work:
Timeline Overview: Once you reach the victory year or complete the game, the History Mode would compile key events, such as wars, alliances, planet colonizations, and scientific milestones, into a visual timeline or history book.
Perspective Mode: Allow players to view the history from their empire’s perspective, with summaries and dates of key moments (like galaxy conquests or significant battles).
Reflective Endgame Experience: This mode could serve as a way to “look back” at the empire’s journey, giving players a meaningful way to reflect on their achievements. Adding some narrative flair, like the names of conquered empires or heroic fleets, would be an inspiring touch.
I know major graphical upgrades can be complex and resource-intensive, but a History Mode could be a fun, lower-effort addition that many players would appreciate as a way to add storytelling depth to Stellaris.