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Stellaris Dev Diary #234 - Aquatics and 3.2 are out, now what?

Come all you young spacefarers, listen to me! I’ll sing you the song of this dev diary!

Space shanty? Sing-along version? Amazing.

Today we’re back with another dev diary, and today we’ll be talking a little bit about our next steps. But first and foremost I’d like to thank everyone in the community for showing such great appreciation for Aquatics and the 3.2 update. The Aquatics Species Pack is the best-selling species pack to date, and going by the Steam review it also seems like it’s very well-liked. The future is looking bright, and together we will be able to make Stellaris bigger and better than ever before!

Speaking of the future, let’s take a look at what we have on the horizon for the game.

Unity Rework
Back in dev diary 215 we mentioned a Unity rework that we’ve been working on. Progress is fairly good, and we’ve made some interesting changes that we’ll be talking about SoonTM. The target for this change is currently the 3.3 February Update, but due to the spiciness of the changes, we’re also looking into the possibility of making an open beta with the changes earlier than that, so that we can include more community feedback for the 3.3 February Update. You’ll be getting more information about the details of the unity rework and a possible open beta as we get closer to the end of the year.

AI
We’re very happy to see that many of you have reacted positively to the AI improvements done in 3.2, and we appreciate your feedback and help. We still have a lot of more changes we’re working on, such as additional economic improvements and taking a look at the Take Point feature, to only mention some examples. Just like with the Unity rework, we’ll be talking more about these in detail in the near future.

Situations
We are looking into creating a new Situations system, similar to the Disasters system in EU4. The goal is to be able to move things like Deficits and Revolts, and similar struggles, into this new system. Since we don’t want to undertake too many changes at once, it’s likely that new Situations will be added over multiple updates after the system itself is released. Although work has started very recently, we’re very much looking forward to being able to share more progress about this in the future as well.

Buffing the Backlog
In terms of adding new content to older DLC, the priorities going forward will be to buff Nemesis and Necroids. We have no concrete plans we’re ready to share yet, but if you have thoughts for additions you’d love to see, please let us know!

And more…!
There’s a slew of other improvements, bug fixes, content additions to look forward to in future updates. I can’t really mention them all, because in all honesty, a lot of things like this aren’t planned and happen because we have a passionate team that works on many small things they think would make you, the players, happy!

----------

That is all for this week folks!

Here’s the transcript from the Discord Q&A session we held last week:

Question by Asiak:
Do you think we could conceivably ever get an Angler type civic for Megacorps?
Answer
Yes. It's in aquatics.
Answered by
Iggy (Content Design)


Question by Cape of FFTPASD (DO NOT PING.):
How do Dragon Hatcheries work and how many dragons could one potentially get?
Answer
[REDACTED]
Answered by
Caligula


Question by MarkDey:
If reinforcing fleets have been moving to their destination fleet, and then their path is cut, do they appear back at the station where they were built (losing progress on their travel time) or do they appear at a friendly starbase that is closer to their destination?
Answer
Fleets that have already entered the MIA state will arrive at their destination regardless of what happens to their path after they take off.
Answered by
Monzun (Code Custodian)


Question by Carpe Venenum:
Criminal Syndicates are very fun, but are known to be nigh-unplayable in singleplayer because of AI spamming police precincts even with meager levels of crime. Will AI improvements in Herbert address this issue?
Answer
There haven't been specific changes to Criminal Syndicates in Herbert, but there have been some changes regarding how the AI deals with crime. (IIRC, also including sometimes making the Crime Deal if it makes sense.)
Answered by
Eladrin


Question by Comrade Musk:
Can you give any indications for how much the species tab lag has been improved?
Answer
We weren't able to look at it for 3.2, but we are hopeful that we will be able to make some improvements in this regard for 3.3
Answered by
Caligula


Question by Walter the Walter Keeper:
Two questions since I am greedy. 1. What gave you the idea of fishy boys? 2. Will Gestalts (robots at least) get the ability to be lost colony? I think the idea of a lost drone fleet becoming sentient is so cool.
Answer
1: Who wouldn't want to play fishies? Honestly it's been one of our most requested species ideas for years and we felt confident we could do it justice now. 2. I am constantly on the lookout for new hive content to explore that one has a high chance of getting in since it's quite minimal work for nice flavor.
Answered by
Iggy (Content Design)


Question by Data:
Return to Crab or Evolve to Monkey?
Answer
:walter:
Answered by
Iggy (Content Design)


Question by FlantingCort:
What species pack themes and ideas have you considered and abandoned?
Answer
None, really. We have a lot of thoughts, and its just a matter of priorities (what is cooler comes first?)
Answered by
dpgb


Question by DatBoiTim:
How do Gaia worlds, Ecumenopili, Ring Worlds and habitats overlap with the aquatic trait?
Answer
They don't suffer from living there but they don't excel there either.
Answered by
Iggy (Content Design)


Question by trndr:
do aquatics get a special "so long an thanks for all the fish" message as crisis?
Answer
No but they should.
Answered by
Iggy (Content Design)


Question by Blackhole:
There's been a lot of discussion recently about static defenses, and whether sole starbase defenses are sufficient. Are there any plans to re-add static military defense stations around planetary bodies with appropriate resource requirement balancing? If not, why? Considering you can park a fleet for a similar effect, although this means that you are building hyperdrives for nothing and looks weird.
Answer
It's possible that we'll look at orbital defenses in the future. Not for Herbert.
Answered by
Eladrin


Question by Fiiral:
Is there a plan to add an galaxy option to disable the galactic nemesis AP and all related mechanics?
Answer
Generally speaking, we'd love to add more advanced game options in the future. The game has grown, and I feel like there's a need for it.
Answered by
dpgb


Question by MarkDey:
Modding: Changed terraforming costs to use the post-Megacorp economy system Will the energy and time costs be changing for terraforming, or is this a reference on how to invoke terraforming commands via mod scripts?
Answer
It basically means that one can make terraforming processes cost various resources (not just energy), and make more sophisticated modifiers to affect what the price is. We haven't played around with the former point to date, but we made terraforming to ocean worlds cheaper with the Hydrocentric ascension perk this way.
Also, it means that we can make the AI budget for it, which allowed us to ensure that the AI is able to terraform a lot better now.
Answered by
Caligula


Question by Positivity:
Why can't Rogue Servitors build alien zoos? RS love protecting the little meatbags, and they make organics so happy when they vibrate atop their laps.
Answer
One of the issues there is that the buildings that provide bio trophy jobs are already very very efficient but it's not impossible that we could take a look at it.
Answered by
Iggy (Content Design)


Question by ClassyPilot177:
Will we ever get a definitive answer to how large pops are?
Answer
Will we ever get the true answer to the meaning of life?
Answered by
Caligula


Question by Froozigiusz:
Will you ever do a community event update in which fans will be able to make events (or other things) that will be incorporated into vanilla?
Answer
There are a lot of issues with selling things that people haven't been paid to produce. We did do something similar to this, last year with our Mod Jam, but we wouldn't be able to include these in the base-game. We on Community would like to do more of these in the future, as working with the modding community was a lot of fun.
Answered by
MrFreake (Stellaris CA)


Question by Runei:
What was the reason you decided to cap the amount of times you can increase a planet sized with the use of ice? Does this not inhibit fun things such as one planet challenge and RP playthroughs?
Answer
Balance purposes, mostly. The ability to add additional districts to planets had to be comparable with other similar effects such as Mastery of Nature.
Answered by
Eladrin


Question by Strategiser:
when is stellaris multiplayer getting a "Resync" button similar to Hoi4?
Answer
Stellaris is in a different situation than HoI is when it comes to "Out of Sync" issues. Implementing resync would take some time and overall, we currently feel that our time is better spent trying to fix the cases that trigger Out of Sync errors.
Answered by
Monzun (Code Custodian)


Question by Helicopter200:
Can we terraform barren Worlds with aquatic collosus?
Answer
No, you will still have to find a terraforming candidate and use the regular system.
Answered by
Iggy (Content Design)


Question by AiLystAP:
Shared Burden empires have the dubious function of actually having their pops demote slower (-45% pop demotion time) than an empire that picks the Harmony tradition (-75% pop demotion time). Aren’t they supposed to have their pops demote faster than any other empire? Will this be fixed?
Answer
The Shared Burdens living standard stacks with the civic for a total of -90%. (It's true that under Utopian Abundance they're lower.)
Answered by
Eladrin


Question by Hot Coffee - Secret Drake Priest:
Roughly how much better would you say the AI is in 3.2? If I normally play on GA, what setting would give me the same difficulty?
Answer
You will be able to find out on monday
Answered by
dpgb


Question by Scooby:
Would you able to expand your ocean paradise origin planet with Mastery of Nature / Hydrocentric?
Answer
Yes. Both can be used on the Ocean Paradise.
Answered by
Eladrin


Question by MordridtheBlack:
So...when will you finally cave and let us play as Despicable Neutrals? I have a lust for gold, power and was born with a heart full of neutrality.
Answer
have you considered playing inwards perfectionists and just ignoring the galaxy?
Answered by
Iggy (Content Design)


Question by Siper:
Will the two teams alternate months or is it just a shoot n' go for now?
Answer
The custodians will aim to release a patch roughly every 3 months even if there are other releases coming out at the same time, more polish for the people!
Answered by
Iggy (Content Design)


Question by Kiwibaum:
Pleasure Seekers and Slaver Guilds seems like an obvious thematic combination, but you are not able to combine them. What is the reason for that and any chance that will change?
Answer
It has a lot to do with how living standards are handled in the game currently. They are done through code and are quite rigid, we are exploring solutions to it.
Answered by
Iggy (Content Design)


Question by Hot Coffee - Secret Drake Priest:
Any plans to balance ship classes more? Currently once you hit late game it's not worth building anything but battleships. It would be nice to have each ship be useful.
Answer
Ship balance will continue in future updates. Right now the rock-paper-scissors between Corvettes, Artillery Battleships, and Hangar Battleships exists to a degree, but it would be nice to have a more defined role for Destroyers and Cruisers even in the late game meta.
Answered by
Eladrin


Question by Alex B:
If a bug is still unaddressed after a patch, should we bump the report on the forum or resubmit a new report?
Answer
There is a feature on the forums for upvoting the bug ticket, but if it's not gaining enough attention, you can make a new ticket with an updated save game. This helps both QA to verify the issue and the people who work on solving the issue, as old save games may make the bug harder to work with overall. Thank you for submitting bug reports, they are super valuable to us!
Answered by
Monzun (Code Custodian)


Question by Inksitor:
Does saves from 3.1.2 (Single and Multy saves) will be compatible with 3.2?
Answer
Saved game compatibility is not guaranteed, it has a lot to do with that it's very time consuming for us to test old saves just for the first few days after a new expansion shows up. It shouldn't crash at least.
Answered by
Iggy (Content Design)


Question by Anno:
Any thoughts on how the Custodian program itself is going? It’s revitalized a lot of my interest in Stellaris knowing base-game improvements are being made and older features are getting updates. So I hope it’s working out well for PDS too! Thanks for all your hard work.
Answer
From my perspective it's going really well. It's great to see devs being able to step up and take initiative for how to improve the game. We've also seen a lot of positivity from the community, and hopefully it will also draw in more players to play regularly. It's a bit too early to really know how successful the Custodian Initiative is, but if we can repeat the success of 3.1 Lem for every update for about 1 year, it would be really great.
Answered by
dpgb


Question by ultron64:
Are you Planning to Update Ground Combat soon?
Answer
No.
Answered by
Iggy (Content Design)


Question by MarkDey:
Are there elements from the design or development of Victoria 3 that you feel would work well in Stellaris?
Answer
We already added hypercapitalism in MegaCorp. We do need more monocles though.
(Just kidding. We do look at the other games for insights and ideas, but directly porting things from the other games isn't something that we're likely to do.)
Answered by
Eladrin


Question by Z A C H A R Y:
Is there any focus right now in future updates to reduce late game engine lag?
Answer
So the short answer to this would be to refer you to our recent dev diary on performance: https://store.steampowered.com/news/app/281990/view/4491772591075421290
In terms of a longer answer, as you can see in that DD, we've made some improvements for 3.2 and we are quite likely to make further ones in 3.3. But it's hard to make firm promises on this sort of thing, since a performance improvement in one regard might be cancelled out by something else that is done between versions - be it design changes, AI improvements that mean more pops and more ships, or... well, any number of things.
(The longest answer would be to point out that "lag" is the wrong term unless the game is literally freezing - as I know can happen in some circumstances in certain UIs, which is something we definitely want to improve - and the performance issues we face are largely not related to the engine, but rather to the specifics of Stellaris - e.g. a lot of the improvements for 3.2 are based on optimising pop factions)
Answered by
Caligula


Question by ClassyPilot177:
Are there any plans to make ground battles more involved or dynamic?
Answer
No current plans. Reworking ground combat is unlikely to happen as its a lot of effort for relatively little gain.
Answered by
dpgb


Question by Cape of FFTPASD (DO NOT PING.):
What determines if an AI will build ecumenopolises? Do any ethics/government modifiers affect it?
Answer
Nothing to do with ethics or such. They check if they can afford it and do it if they can.
Answered by
Iggy (Content Design)


Question by Alex B:
Have you considered letting the AI use the martial law decision to help with stability, like how they can now make deals with crime lords?
Answer
Maybe we should
Answered by
Caligula


Question by Chillie:
*Are there any planned changes to shared burdens civic in the future? I feel like stratified economy is really powerful living standard and would want to see egalitarian options such as shared burdens or utopian abundance buffed to make them a little more equal.*
Answer
It is quite boring I agree Comrade. I would very much like to work on that.
Answered by
Iggy (Content Design)


Question by Dregnitor:
Are there any further plans to re-balance civics more in the near future? Some civics, such as criminal heritage or barbaric despoilers have become so neglected that having no civics at all is a better choice than picking any of these
Answer
Yes, civics will continually be adjusted, tweaked, and modified.
Answered by
Eladrin


Question by ArmoredHero11:
Do you have plans to add in more internal affairs like cults, governmental branches, etc to the game?
Answer
No concrete plans, but we totally agree it's something we'd love to do.
Answered by
dpgb


Question by Lumin:
Is there a possibility of moths being added to the game as a species? I like moths
Answer
I like our friendly flyer
Answered by
Iggy (Content Design)


Question by Onimorphus:
Some time ago we had on one of the Dev diaries the mention about the Unity and Admin cap rework, can you share at least how far are you all on that process, are you still on the testing ideas phase, so we as the community can still throw ideas around to help, or have you already found some interesting path to follow towards the new systems?
Answer
We're actively working on it, but progress is pretty good. We'll probably start talking about it at the beginning of next year. It's looking quite interesting, and opens up for a lot of interesting things in the future.
Answered by
dpgb


Question by no honor among us:
also is there actually a way to actually address an overflow issue? many modders have to deal with whatever limitations to make sure their mods not causing overflows, and somehow it's been this way for years
Answer
Not really, to be honest. (I assume you are referring to integer overflows - if you mean stuff like modifiers reducing cost going past 0, we do make sure to fix those as we encounter them)
Answered by
Caligula


Question by Chillie:
is there any particular reason why habitation districts on habitats do not unlock building slots?
Answer
Habitats are intended to feel cramped and small. The low number of building slots and districts are intentional primary challenges for habitat heavy runs.
Answered by
Eladrin


Question by Morebits:
Modding: Have you ever played with Gigastructures or ACOT (Ancient Cache of Technologies)?
Answer
No but I do enjoy the absurd screenshots from it I see from time to time.
Answered by
Iggy (Content Design)


Question by Asiak:
Are there any plans for a QoL pass on the empire select screen? I'd really like just a basic folder system to sort my empire builds.
Answer
There are currently no concrete plans for bigger changes in the empire select screen. If you have specific improvement suggestions such as sorting options or what you proposed here, feel free to post them in our suggestions subforum https://forum.paradoxplaza.com/forum/forums/stellaris-suggestions.943/
Answered by
Monzun (Code Custodian)


Question by OptimalRandyRoblox{BakerBail}:
Is there any chance of us seeing some more story packs like Leviathans, Distant Stars, or Ancient Relics or standalone dlcs like Event Horizon?
Answer
I sure hope so as I want to write for them!
Answered by
Iggy (Content Design)


Question by OneOf99:
With how consumer goods work now, they feel like nothing more butnan upkeept mechanism with no real value. They also kinda make amenities redundant, since they both have the same thematic function yet are separate resources. Are there plans to further divide their uses and perhaps make consumer goods more useful when in surplus?
Answer
I agree, and I'm not a huge fan of consumer goods. I'd love to be able to figure out a way to have repeat spending of consumer goods, to improve parts of your empire. For example, building research projects (similar to how you can spend to build ships, but that dont actually create entities like ships).
Answered by
dpgb


Question by Helicopter200:
do primitive aquatics will live on surface or underwater?
Answer
Yes.
(Your headcanon is correct, whichever you picked.)
Answered by
Eladrin


Question by bulbonic_gaming:
do you guys plan on making the console version up to date with the pc version. Thank you.
Answer
The console version is not made by us and is made by the super talented Tantalus and they always work on catching up but they will probably never work in conjunction with us to release simultaneous releases.
Answered by
Iggy (Content Design)


Question by Blorg Lover:
Are the custodians interested in implementing any of the elements cut from older DLC that exist as ghosts in the stellaris code? Like the traits and origins that were never finished?
Answer
It depends a lot on why they were cut. In many cases, it is because they simply proved not to be as good ideas in practice as we had thought at first, in which case they are best left forgotten.
Answered by
Caligula


Question by Golden Excellence:
One question I've had for a long time is how many people does one pop represent. For example, if I have a planet with 20 pops how many millions/billions/trillions of people are on that planet?
Answer
It varies based on the narrative we need to tell. Sometimes it can be up in the millions and sometimes it represents individuals (such as when the Caravaneers party a bit TOO much!)
Answered by
Iggy (Content Design)


Question by Chillie:
did you think about buffing democracy and oligarchy to make it more equal in terms of strength when compared to their more authoritarian neighbours? Mandates are just too weak.
Answer
Yes the government types are quite boring right now and could do with a rework.
Answered by
Iggy (Content Design)


Question by Blade Champion with Vaultsword:
would you rather make friends with sapient electricity or sapient gas?
Answer
Sentient gas could smell really bad, I feel like it would be safer with an electrical entity.
Answered by
Iggy (Content Design)


Question by Ellie ✨:
Is there a reason Rogue Servitors aren't able to pacify Amoebas like xenophiles and pacifists can?
Answer
That sounds like an oversight, feel free to make a bug report about it!
Answered by
Iggy (Content Design)


Question by Kiwibaum:
What are that chances that ascension paths will be touched and expanded on?
They seem to be such a standout part of the game and are in a weird place. The balance could use improvement, bio ascension has to fight with how gene modding works in empires with many species and for stuff like Borg it would be nice to have middlegrounds like bio-mechanical-ascension that sits in between bio and robot ascension.
The problem of expanding them is that they are sitting behind an expansion that is already super valuable I imagine?
Answer
APs are a very important part of the game, and its very likely that they will keep getting updates, balance changes and other types of improvements over time.
Answered by
dpgb


Question by Siper:
Do we have a gestalt representative in the team, who will one day fight for the buff of hiveminds and robots?
Answer
Hi hello, I hang out here quite a bit. I am always trying to bring more flavor and play styles to them. Especially hives ;)
Answered by
Iggy (Content Design)


Question by Perthro:
How will species with the aquatic trait fare on Ecumenopoli, Habitats, Gaia Worlds, Ringworlds etc. Will they still get the debuff applied to them when they are on basic dry planets?
Answer
On "ideal" planets, they get neither buffs nor penalties (this includes ecumenopolises, gaia worlds and ring worlds). On habitats, they will get penalties.
Answered by
Caligula


Question by Zro Prophet Psi:
Question, if you could actually take an ascension path irl, what would it be?
Answer
Synthetic
Answered by
Alfray (QA)


Question by Cape of FFTPASD (DO NOT PING.):
Will there be buffs for certain underused civics (like Feudal Society) in the next few updates?
Answer
Yes. Feudal Society is absolutely on my list of civics most in need of review.
Answered by
Eladrin


Question by Helicopter200:
Will energy beings and gas beings will be added in future?
Answer
Maybe
Answered by
dpgb


Question by Fabricator General Elowiny:
Will we ever see the Hunters ingame or get more lore about them?
Answer
Never say never but they are more fun when they are mysterious imo.
Answered by
Iggy (Content Design)


Question by MordridtheBlack:
If there was one thing in the game that you could just remove, without anything tied to it being effected, what would it be and why?
Answer
Ground Combat (Note that this is my personal opinion, not that of the entire dev team)
Answered by
Alfray (QA)


Question by ArmoredHero11:
What efforts are being done to bring back rebellions and civil wars in order to spice up the game?
Answer
We hope to improve them in several ways, but no concrete plans to share at the moment.
Answered by
Caligula


Question by Zro Prophet Psi:
Is there any intent to add more primitive events? I find it hard to believe that the Earth humans wouldn't notice a giant space station around a star... and their planet.
Answer
I'd love to have a chance to expand on primitive themes and stories, and give them a bit more "memory" of events that have happened to them. No immediate plans though.
Answered by
Eladrin


Question by MarkDey:
What would you like to see implemented that would increase the Exploration part of Stellaris during the mid-game/end-game when all systems have been surveyed?
Answer
I would like to work on my story packs that would add new and interesting things to discover and explore such as ancrel.
Answered by
Iggy (Content Design)


Question by Lumin:
How much for a human apple?
Answer
Eat the Envoy!
Answered by
Alfray (QA)


Question by Money LLC CEOverlord("PPP"):
Will we be seeing more changes to espionage & its effects in the future? it seems like a system w/ a lot of promise
Answer
It's a feature us custodians are constantly looking at to add new content too. We don't have any concrete plans right now but multiple of our internal pitch documents include the espionage system.
Answered by
Iggy (Content Design)


Question by Alex B:
As a modder, I'd love if we could get a small info file in each common folder saying which overwrite type it uses. Any chance of that?
Answer
To be honest, the method of overwriting is often not something that is intentionally set in a certain way by us. I'd personally like to see about making the system a bit more unified sometime, but I'm not sure when we will get around to this.
Answered by
Caligula


Question by MarkDey:
The Unbidden, Aberrant, and Vehement frequently do not stop at a planet to bombard it and devour the inhabitants life force; instead, they destroy the space station and then move on, and the station is automatically rebuilt in a month. Should those dimensional invaders have a preference for planetary bombardment?
Answer
This issue is something we are still working on. It was created when we solved an issue of the crisis AI getting stuck and didn't do anything. Their goal when doing this is getting to their nemesis to destroy them and they aren't interested in the empires that stand in their way. We wouldn't want them getting stuck bombarding a planet for a very long time instead of terrorising the galaxy like they are meant to, but they also shouldn't ignore inhibitors unless designed to do so. For the Unbidden factions, we would like them to use their jump drives to achieve this, but it is work in progress that I expect might take some time and experimentation to get right.
Answered by
Monzun (Code Custodian)


Question by tr33:
Will Dry and Cold Planets also get some love with civics?
Answer
Not in the immediate future, but there are a lot of interesting themes to draw from that we could explore at some point.
Answered by
Eladrin


Question by Hot Coffee - Secret Drake Priest:
Any chance you could make events like slave uprisings, rebellions and robot awakenings more likely to happen? Currently they're really uncommon and it would be nice to see more of them.
Answer
I'd like to.
Answered by
Caligula


Question by Chillie:
is there any actual reason why Egalitarian empires cannot use espionage to incite riots and uprisings in authoritarian empires? For FREEDOM
Answer
In general we try to shy away from operations that would be annoying for you the player but it does seem like a fun playstyle.
Answered by
Iggy (Content Design)


Question by Cape of FFTPASD (DO NOT PING.):
Will more interactions with Marauders be added?
Answer
I have some ideas but nothing is in the work quite yet.
Answered by
Iggy (Content Design)


Question by Helicopter200:
the next DLC after aquatics will be species pack or expansion?
Answer
We won't confirm nor deny the presence of future species packs or expansions. You'll find out in due time
Answered by
dpgb


Question by Specknik:
since we have locked Civics in the game. wouldn't it a great opportunity to add Ascension perks to them to improve on the them?
Answer
That and tradition trees are a good idea takes notes
Answered by
Alfray (QA)


Question by Phoenixhet:
any ideas for spiritualists going foward?
Answer
With the unity rework we are working on internally it should hopefully be a lot more powerful.
Answered by
Iggy (Content Design)


Question by Siper:
will gestalts ever be able to make anything else rather than a galactic union? Or is that always gonna be the case?
Answer
Rogue Servitors can form Hegemonies currently, and Machine Intelligences can form Research Cooperatives.
Internally we've discussed the possibility of providing other ways of opening up the other Federation types to all Empire types.
Answered by
Eladrin


Question by Blade Champion with Vaultsword:
what are your thoughts on an 'Eldritch' species pack featuring truly alien beings that are more akin to Lovecraft's aliens than anything from Earth which is what most of the portraits took inspiration from?
Answer
IÄ IÄ IÄ. It's a cool idea for sure, who knows what the future holds?
Answered by
dpgb


Question by Inksitor:
any chance of an Religion DLC? like be able to create your own religion with traits like the one in CK
Answer
Something I have discussed with my lead a few times. Sounds like it would be a good premise for a story pack.
Answered by
Iggy (Content Design)


Question by George, The (Un)-Ascended:
Will technocracy get buffed? the cg upkeep kinda killed..
Answer
We have no plans for further adjustments to Technocracy, but if the data we collect suggests that we should, we'll consider it.
Answered by
Eladrin


Question by Glitch_Gizmo:
Will Psionics be getting more improvement later down the line? We have seen the Bio and Synthetic path being the most common routes but Psionics being a path locked under society and as a rare tech, shouldnt it be considers physics for diversty?
Answer
We're aware of which ascensions players favour, and have been discussing various things - but nothing concrete and no timelines for changes that we can talk of.
Answered by
Alfray (QA)


Question by Phoenixhet:
Hey guys! Thanks for taking the time to answer our questions! Here is mine: When creating a species pack I’m sure you have a lot to think about, What was the most challenging aspect of creating aquatics? Thank you!
Answer
For my part (design-side), it was coming up with what exactly we wanted to do content-wise, since Stellaris as a setup doesn't really easily lend itself to species living underwater. So we had to be quite creative about how we fit that sort of player fantasy into the game. (Obviously, I cannot speak for the artists and sound team, who did a lot of great work on the new species and ship sets!)
Answered by
Caligula


Question by StormOurBeloved:
Will you make keyboard and mouse an input option on the Console version?
Answer
Hi! We are the devs of the PC version of Stellaris so unfortunately we can't answer this. The brilliant studio that develops the console version is called Tantalus
Answered by
Monzun (Code Custodian)


Question by Gothic:
is Jeff the true God of the Stellaris multiverse
Answer
this is deep stellaris lore. But really it's Steve. Not Jeff.
Answered by
JoJo (QA Lead)


Question by Jammy, Mindless Drone:
What system will replace admin cap?
Answer
Admin Cap will be removed, and you will use Unity to upkeep for things like Edicts. You won't be able to avoid the penalty from sprawl, like it used to be. We'll have to balance the rubberbanding effects and should also add a game option for how harsh you want the penalty to be.
Answered by
dpgb


Question by Tsundere Saph (Definitely a Hat):
I noticed that newer Paradox games such as Stellaris have done away with the message options from older games such as EU4. Is there any chance that we can get them back? Being able to "popup and pause" when important events like someone declaring war on your rival is really important. With the icon spam at the top of the window in Stellaris, I often end up missing important events, whereas in EU4 I never have that problem as I have all critical events setup to popup and pause to notify me.
Answer
It's very unlikely we'll use the old message system like some of our old games used to have. It led to worse UX because it was too easy for devs to set proper defaults. I do sympathize with the thought of having that level of customization for some message options. It's unlikely to change, but its something we're aware of and would like to solve.
Answered by
dpgb


Question by Shadow 42:
Concerning the ability to mine ice from asteroids etc, will there be an icon on the galaxy map show where you can get it. Also is there a way for you to get access to ice outside of your borders? As expanding the size of your planets is only good for tall empires yet it would appear that only wide empires will have any meaningful amount of ice inside of their borders.
Answer
There will be a tooltip when you hover over the solar system in the galactic map
Answered by
Caligula


Question by Fiiral:
Any Chance we will get an FTL improvment? Not as in (re)adding warp or wormholes but refining current hyperdrive? There are for example multiple unused modifiers relating to FTL.
Answer
We have some ideas regarding galaxy navigation and FTL, but nothing that I can share at this time.
Answered by
Eladrin


Question by Ellie ✨:
Is there any plans to buff Shattered Ring? They got hit by their last nerf way too hard, right now they're basically a worse Remnants origin, with terrible habitability and no guaranteed worlds at all. It might as well be one of the weakest origins in the game right now.
Answer
No current plans, we're looking at a few options but nothing to speak of yet.
Answered by
Alfray (QA)


Question by Cape of FFTPASD (DO NOT PING.):
Since we have new mechanics for some extant species classes (Fungoids), will other classes get exclusive traits too? I'd like to see some kind of flight trait for avians!
Answer
We are constantly looking for places to put that. For aquatics we chose to make the trait portrait agnostic again but we might return to the design again.
Answered by
Iggy (Content Design)


Question by Shadow 42:
Is life seeded geting any love?
Answer
Their starting world is now size 30
Answered by
Caligula


Question by Junkan:
are there any plans to allow players to terraform planets into tomb worlds with the new terraforming system? especially since now with the tomb world planet perks that would make a tomb world build vv economicly friendly.
Answer
No current plans, but it's something that players have been asking for, so we'll keep it in mind for the future.
Answered by
dpgb


Question by Siper:
will you guys stop making cool updates? you’re making the other games look bad…
Answer
No current plans.
Answered by
Caligula


Question by Phoenixhet:
I know you guys have to be hush hush about future info, but with stellaris approaching being 5 years old, can we expect more major updates and expansions going forward? Or is the sunset just around the corner?
Answer
Stellaris will be strong for many years to come!
Answered by
dpgb


Question by Milo:
Is ancient clone vat still not working if you have other races (it supported 20 pop of any type AFAIK)?
Answer
I think they behave better in 3.2 but if the issue persists. Bug report it after release. Well be haunting the forums more actively and can pick it up
Answered by
JoJo (QA Lead)


Question by EliteSpectre:
While I find the Aquatic and ocean world stuff really cool they seem to still be weaker than Gaia worlds even with the ascension perk as 15% minerals and energy is way weaker than 10% everything and the 10% happiness further cements it's lead. Was it ever meant to compete with it or do you believe the extra district slots from the ascension perk will make it worth it
Answer
The aquatics features are available a lot earlier, as in the first ascension perk you grab compared to gaia this will give you a powerful headstart.
Answered by
Iggy (Content Design)


Question by Onimorphus:
Have the idea of single system/planet "city-state" like neutral entities ever been considered? To add more doverse 'non-player-like empires' forces that could be relevant to the game?
Answer
We've discussed things like non-playable empires, and how they could be like city-states. No concrete plans for developing it further, however.
Answered by
dpgb


Question by Helicopter200:
Any plans for new megastructures or it will be possible to add gigastructures?
Answer
If we feel like there is a good place to add new mega structures we will add them there, they work better when they work with the theme of a patch.
Answered by
Iggy (Content Design)


Question by Helicopter200:
Will be there a feature that writes Galaxy's and Your empire history?
Answer
There are currently no plans, buuuuut... This is such a cool concept and something I'd love to work on! Make sure to get a suggestion in on the suggestions forum! https://forum.paradoxplaza.com/forum/forums/stellaris-suggestions.943/
Answered by
Monzun (Code Custodian)


Question by MordridtheBlack:
Could we have some more Tradition Trees, Ascension Perks and Perk Slots if possible please? Sometimes I feel constrained by what we have now and often stick to using various mods to add more in. Nothing crazy mind you, maybe another row of of Traditions and another 4 Perk slots, as for perks themselves I'll leave that up to you guys.
Answer
One of the factors we consider is the opportunity cost, limitations to what you can take is a useful part of the systems (thus we know players can't have all traditions/perks/etc...)
Answered by
Alfray (QA)


Question by AiLystAP:
Any plans to add events to the Stellar Shock modifier? At the moment, it seems like the primitives just roll over once you conquer them? Where's the plucky resistance fighters? Our non-violent resisters? The whole implications of absorbing a primitive civilization into a interstellar one? The possible Greater Xeno Unions to oppose us?
Answer
A very good idea, if we ever make a concerted effort to look at primitives this should definitely be something we add alongside with it.
Answered by
Iggy (Content Design)


Question by Hot Coffee - Secret Drake Priest:
If you could add anything to the game, without having to do any coding and it working perfectly first time, what would it be?
Answer
I'd fix the AI and performance
Answered by
Caligula


Question by Onimorphus:
Knowing that it would be quite a endevour, but, is there any hope of we getting shipset specific models for the megastructures? Some look quite off with just the texture replacement we currently have
Answer
Unlikely to happen.
Answered by
dpgb


Question by Blade Champion with Vaultsword:
how likely is it that we might get more civics that give unique Government Types?
Answer
If the flavor makes sense we will for sure add them, the technology is not blocking us in a way there it's more fitting designs into it.
Answered by
Iggy (Content Design)


Question by Phoenixhet:
the all species packs end with “oids” think plantOIDS, humanOIDS etc. how much effort was put into finding an “oids” for aquatics!
Answer
Aquatoids didn't really flow off the tongue, and other options like "Thalassoids" weren't really an improvement, so in the end we decided not to force it and just go for what sounded like what we were making.
Answered by
Caligula


Question by Sencorer:
Will the new colossus wipe out all life in the planet if fired on enemies, change the type of planet but keep the pops on there, or cant be fired on enemies?
Answer
The Deluge colossus will kill all non-Aquatic life on non-Oceanic planets when it terraforms the planet. It can be used on your own planets if purge is allowed. (Primitive planets can only be Deluged if you have full interference policies set.)
Answered by
Eladrin


Question by MarkDey:
Is there an easy way to find out where pre-sapients are living in one's territory?
Answer
Scrolling out and looking around I would suggest. The icon is pretty noticable.
Answered by
Iggy (Content Design)


Question by Gaspi2:
since DA have already their own version of collossus, won't barbaric despoilers and NA ascession perk guys get mass-abductor type collossus that will simply abduct all pops from planet? Possibly allow also rogue servitors to have it.
Answer
The visuals on that would be great, just need to check if our artists have a floating cow 3D asset.
Answered by
Alfray (QA)


Question by Tsundere Saph (Definitely a Hat):
@dpgb : Responding to the messaging issue. I'm not sure what "worse UX" means but even a simple option like being able to able to right click one of the notification icons and set it to popup and pause the game (such as when someone declares war on you, it popups and pauses by default) would be great. Thanks for keeping this issue in mind.
Answer
Yeah, I agree that settings for pause on popup etc. are desirable. No concrete plans atm tho
Answered by
dpgb


Question by Froozigiusz:
Shouldn't smaller planets have easier time in building new discrits and buildings because of smaller gravity?
Answer
Could be an interesting way to balance small planets compared to large planets.
Answered by
Iggy (Content Design)


Question by EliteSpectre:
Is functional architecture getting back the -10% building and district upkeep now that it's losing the extra building slot it got
Answer
No
Answered by
Alfray (QA)


Question by Blackhole:
Could you add an easier way to track Unbidden anchor systems that are revealed within sensor range? On a huge galaxy you have to manually click on hundreds of stars to find targets.
Answer
I think a programmer on our team would want this too as in our current Dev MP we are hunting them down.
Answered by
Iggy (Content Design)
 
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At the top of my list for Gestalts: they have problems with scalability in mid-late game, solely because of the population model changes.

Basically, among the Gestalts, only Driven Assimilators come out swinging because they integrate conquered populations. Regular Machines can integrate droids, but that depends on A) droids existing there, and B) in significant quantities. Hive Minds require Genetic Ascension and Hive Integration to do anything. For all other Gestalts, the population curvature mechanics horrifically impede them later on. They essentially wipe out planets then start growing from fresh, with mid/late game pop growth penalties slamming their whole empire.

I'm not sure how to do the math, but play experience has shown me getting outscaled by everyone else population-wise at those points. Even when I own half the galaxy's planetary territories and/or have dozens of habitats, I do not have the population growth to get a lot of my worlds near cap. Even if that cap is like, 20 pops just for mining. I can maintain relevancy by microing population on specialist worlds (alloys, namely) and treating 95% of my total empire as just rural production. Maybe that's intended, but it feels awful to work with.

Since the end goal is reduction of superfluous pops, maybe retooling Gestalt research to make per-pop value better is the goal but ... well for Machines it makes sense. Hive Minds are always about numbers so lol
 
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I think you should add large-scale civil wars similar to war of the machines mechanic, but with factions, the game really lacks it. Also you can add something like form of territorial organization like federations or unitary states that would affect how governors will be appointed. For example in federation the governors are elected by the colonies, in unitary states they're appointed directly by ruler, and resigning the governor can have a some consequences depending on territorial organization. Faction system also needs an expansion, for examples some faction can demand something via events, and leaders can be aligned with factions, which in case of civil war can, for example, can make some sector rebel because governor was supporting disloyal faction. Besides that great work, guys
 
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Buffing the Backlog
In terms of adding new content to older DLC, the priorities going forward will be to buff Nemesis and Necroids. We have no concrete plans we’re ready to share yet, but if you have thoughts for additions you’d love to see, please let us know!
I love that you are taking another look at Nemesis!

While I like the content that came with the DLC, it always felt like there was so much more potential content that we missed out on.

The consensus among players seems to be that becoming the crisis and waging war against the entire galaxy is fun....once. I remember that you wrote in one dev diary that you originally planned to implement 3 different types of player crisis, and that you ended up meshing them together into one perk, due to time constraints. Maybe 3 totally different approaches to dominate the galaxy (apart from becoming the emperor) could be the variety that this feature of the DLC needs. It would be so cool to control and manipulate the galaxy from the shadows

The Imperium is a neat idea, but right now it all seems a little bit superficial. In all the many games I've become the emperor, both in single player and MP, there never really was a credible threat of rebellion, and honestly, why would you even try to topple the Imperium? So far, there are only minor benefits to it. The one really useful perk that comes with becoming the emperor is the immunity to war declarations. I've used this in MP to shield myself from potentially aggressive players. Your options to become authoritarian or tyrannical, to the degree that people would wanna dispose of the Imperium, are quite limited. Maybe some new resolutions, like a tithe from imperial member states, could give the members some more incentive to weaken the imperial authority, and add to the power fantasy of the whole mechanic.

There are already some mods that add new operations to the game. The vanilla operations are okay in concept, but they are mostly situational. IMO it would do the whole espionage mechanics a lot of good, if there were more and more impactful operations, like resource raids. I understand that you don't want operations to be too annoying for the target of these operations, but maybe giving players more tools to protect themselves from them would be the more engaging, hence fun, approach? How about giving the player the option to build up spy defense against specific empires? The "Espionage Extended" mod adds two operations that grant extra encryption against the target. Maybe this could be another approach? As of right now, most players effectively seem to forget that the whole espionage mechanic, including operations, even exists, because it has such minimal impact.
 
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men, I wish that devs could see some value in reworking ground combat.... since reanimated armies and newer traditions system, I've found ground combat to be more useful and impactful than ever. Could be improved, but I don't understand why so much hate to that system.

So much that they always reply exactly the same high cost no value thing. Is the system so hard-coded that no one is willing to touch it? xd
 
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Do we have a timeline for Factions being made functional? Ethics swapping also needs to be made functional.

* Ethics & Faction should be carried by planet not by pops. This massively decreases the number of things one needs to pay attention to while also making the game run faster since you don't need hundreds of pop calculations, only a small handful of potentially fixed planetary decisions. This also creates for some interesting decision space, and leads to the development of Dune-like worlds with long standing reciprocation between political climate, environment, and function.
* Factions should not always be associated with a particular Ethic. Most political entities are political first, policy second. In other words, their ethics will align with what gives them the most political power not with the true feelings of the politicians. Some factions will definitely be associated with particular ethics (Warhawks & Green parties), but most should be indistinguishable from one another except along political lines (Democrats & Republicans).
* Leaders should be tied into the Faction/Ethics system. Maybe a leader is a great scientist, but is also an Egalitarian so not ideal to be leading your research in an Authoritarian empire.
 
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are there any plans to add more unique features to other groups ?(reptilians,molluscoids,Avians ETC.)an example for reptilians would be clutch born ,whenever a pop would be created for this species three are created instead ,but growth rate is 30% slower due to gestation time.
 
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At the top of my list for Gestalts: they have problems with scalability in mid-late game, solely because of the population model changes.

Basically, among the Gestalts, only Driven Assimilators come out swinging because they integrate conquered populations. Regular Machines can integrate droids, but that depends on A) droids existing there, and B) in significant quantities. Hive Minds require Genetic Ascension and Hive Integration to do anything. For all other Gestalts, the population curvature mechanics horrifically impede them later on. They essentially wipe out planets then start growing from fresh, with mid/late game pop growth penalties slamming their whole empire.

I'm not sure how to do the math, but play experience has shown me getting outscaled by everyone else population-wise at those points. Even when I own half the galaxy's planetary territories and/or have dozens of habitats, I do not have the population growth to get a lot of my worlds near cap. Even if that cap is like, 20 pops just for mining. I can maintain relevancy by microing population on specialist worlds (alloys, namely) and treating 95% of my total empire as just rural production. Maybe that's intended, but it feels awful to work with.

Since the end goal is reduction of superfluous pops, maybe retooling Gestalt research to make per-pop value better is the goal but ... well for Machines it makes sense. Hive Minds are always about numbers so lol
This pretty much comes back to the need to do something about how braindead expansion can be. It really doesn't take that long to bring conquered worlds into a state where they are a net gain. Like less than a year in the best case scenario and more than a few years if it was a fresh colony or you had a scenario where all the pops where going to be purged. Heck, you can snowball to a point where you don't even need to finishing digesting an empire and can more to take multiple ones on for conquest.

There isn't a need to make gestalts better at snowballing. There is a need to make it so that it takes much longer for people to reap benefits from conquered worlds and only if they manage them well. So that the gulf between gestalts and normal empires is less gaping. Does mean they'll need to probably come up with some mechanics for the scenarios where a world is conquered by a driven assimilator or a gestalt takes over a world full of compatible pops. I think regardless of whether one is a gestalt or not, that a conquered planet should always be a thing that requires a reasonable amount of investment to make it productive and not a drag on your empire.

Right now, it's take system station. Land armies and then once you control the colony boost stability up high enough to prevent revolts. Then redevelop the world into a setup that suits your needs or leave it be if you've snowballed to the point where it's just not worth the hassle.
 
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Question by ArmoredHero11:
Do you have plans to add in more internal affairs like cults, governmental branches, etc to the game?
Answer
No concrete plans, but we totally agree it's something we'd love to do.
Answered by
dpgb

This is like, the one thing I want left for Stellaris. If we got a big internal rework and the addition of institutions, government branches, religious organizations, etc. and the game was left to be updated by the Custodians for the rest of it's life I'd be satisfied with the end of Stellaris.

Please, just do an internal rework already. You've done excellent at reworking external diplomacy, now we need an internal rework.
 
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This is like, the one thing I want left for Stellaris. If we got a big internal rework and the addition of institutions, government branches, religious organizations, etc. and the game was left to be updated by the Custodians for the rest of it's life I'd be satisfied with the end of Stellaris.

Please, just do an internal rework already. You've done excellent at reworking external diplomacy, now we need an internal rework.

This is an area where I think the devs may have wished they had never added Gestalt Consciousness to the game. :)

I wouldn't mind seeing a little more internal management, but I also don't want too much micro unless it pays off somehow. And there has to be some compensating mechanism that stops Gestalts from being OP because they don't have to deal with any of this.
 
This is an area where I think the devs may have wished they had never added Gestalt Consciousness to the game. :)

I wouldn't mind seeing a little more internal management, but I also don't want too much micro unless it pays off somehow. And there has to be some compensating mechanism that stops Gestalts from being OP because they don't have to deal with any of this.
I want it to be more fluid, less based on resources and directly managing/controlling.

Think how government is handled in Vicky 2, or how Factions work in current Stellaris. Except they'd be able to actively vy with each other for their chosen ethics and laws that they want in place. You, as the player, would have more of a macro control over the situation, and less micro. If you accept a lot of pops that believe in one ethic, expect to see an emergence of that ethic. If you do x, expect y to start happening, essentially.

It would be a very delicate balance, though, and I recognize this. I'd also like to see some major differences between the governing authorities. Such as, democratic authorities don't have direct control over their laws, but they have a stability boost and less chance for revolts. Where as dictators would have direct control over everything, but they'll have more of a chance for people to have uprisings.

As for Hiveminds, yeah they're kinda boned in a way. I'm not really certain how it'd be handled for them. One could make the argument for the Hivemind having separate "personalities" I guess? I'm not sure. I think of the Borg in Star Trek, and how Hugh gave them the ability to think as individuals.
 
another question, can we get catalytic processing for rogue servitors? i find i've become pretty addicted to it for my consumer goods heavy builds, and I have not played servitors since it came out

Catalytics should be available to all machines unless they have the Resource Consolidation origin.
 
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Catalytics should be available to all machines unless they have the Resource Consolidation origin.
omg you're right! was this always the case? did I simply imagine that rogue servitors were banned from using the civic? i could have sworn I'd seen it somewhere that servitors couldn't do it?

anyways, as soon as I'm done with this aquatics build, onto testing out the new ecu servitors! :)
 
I'm concerned about this. I think both the unity and admin cap systems are working just fine right now and only need some spicing up (making Unity more useful in the late game for one). A complete redesign runs a great risk of leaving us with an imbalanced game with awful AI for a long time, like what happened after 2.2.
Obviously that is what will happen. The #1 reason that Stellaris has a lousy AI in the first place is because of the constant upheaval in basic game mechanics. People always like to say "Different devs are working on the game mechanic changes, so it won't affect the ones working on AI!", but that misses the point. Constantly changing the most basic game mechanics every time the devs get some random idea in their heads creates a moving target for the AI devs that they can never hit. It's especially ridiculous when you think of the older games that never changed their basic game mechanics, if for no other reason than the fact that they were sold on physical media and didn't have an easy way to deliver the changes. But the devs for modern games have the capacity to constantly tinker with the mechanics, so they do - regardless of how ill-advised it is. I have to laugh and laugh when people on this forum demand changes (the whole "internal politics" thing comes to mind) that would throw the game design into complete turmoil and plunge the AI even deeper into the toilet. The devs are going to do this just because they can, guys; don't encourage them! There should be a complete moratorium on any major changes to game mechanics until the AI is rock solid, and any changes after that point should only happen if thoroughly tested to make 100% certain the AI can handle them. But what will happen is that players will continue to demand major changes and continue to complain about the fact that the AI can't keep up, and the devs will continue to tinker with everything just because they can. And I'll continue to laugh and laugh.
 
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There should be a complete moratorium on any major changes to game mechanics until the AI is rock solid, and any changes after that point should only happen if thoroughly tested to make 100% certain the AI can handle them. But what will happen is that players will continue to demand major changes and continue to complain about the fact that the AI can't keep up, and the devs will continue to tinker with everything just because they can. And I'll continue to laugh and laugh.
This sounds like a great idea for a game that will never get new features. Most of us would rather Stellaris gets new features.
 
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Hi All!

Thank you for the great DLC!

I am pleased to hear about the Situations system is being considered. Earlier I had a suggestion about operations, I think it could be integrated with this.

Suggestion 1:

what I would really like to see is where I could see all the ongoing things in my empire in a unified system. That I would call Oprations. There could be different kind of operations represented in different tabs. Some of them already exist, but this could be generalized into one system. For example:

  • Scientific Operations: situations emerge from anomalies (like Precursor sites), Archeological sites, uplifts and species modding, digging into mysteries, terraforming etc.
  • Espionage Operations: well, it is kind of straightforward, but it could have further omestic effects, like influencing factions of another empire
  • Diplomatic Operations: this is where the mentioned situations could fit. Also, see below for further details
  • Domestic Operations: revolts, factions, enslaving etc.
  • Military Operations: military exercises to get more experienced armies and fleets without war, making raids and incursions without declaring war, or assisting another empire without declaring alliance, effectively waging proxy wars.

Regarding diplomacy, I think you could really flesh out the diplomatic scene by implementing a diplomatic conflict system. In real life, a diplomatic convention takes a long time to negotiate, and you could do a similar system either like War Score or the Galactic Community. Like in case of wars, the "opponents" will have "Diplomatic Goals" instead of wargoals, and they can use their resources (money, envoys, influence, favours, claims, espionage etc) to get a better stance. Then they can settle the thing either as a compromise (White Peace/Status Quo), or one can force a deal on the other if they have enough score. This way a standard diplomatic negotiations can become an allout game in itself, similar to waging war, and not just "here is some money, give me some other money".

If this could be implemented in one general system, I think we could even get to the point where one effects the other, like a scientific operation (e.g terraforming) can have a domestic result, or an archeological site can turn into military operation as some careless scientist accidentally wake a robotic army (or reanimated army). Or a domestic affair with some espionage solution (internal investigations, purging the heretic).

This may affect the leader system, which I think can be chiseled a bit as well. I always have way more sientists in the early and mid game than any other type of leaders. A two tier system would be a bit more intricate, where the second tier would be like the envoys. So there would be one science leader for all research, and you could assign second tier scientists for specific fields, so you can have e.g. 1 on Physics and 2 on Society, and 1 on Engineering. Similarly, you can have one leader for explorations, and the scientists in the ships would be the second tier leaders, one again for the Archeology etc. Domestic leaders would be the governors, and envoys (and spies) working for them handling the domestic situations. The base philosphy would be: the first tier leaders provide the bonuses, representing the philosophy by which they lead, and the second tier leaders would be the front line and handling the situations/operations. With this leader and situation system, you can also tackle the situations where scientist work outside research. Each reserach itself would be actually an ongoing operation, and if you have free scientist, you can assign it to e.g. a species modification or a "delve into the mystery of" situation while keeping the other on the research operation.

I know it would be a large scale redesign, I just had to write it out of my head. :)

Suggestion 2:

About my last example, to the Necroid DLC I would really like a storyline similar to Mummy on the Orient Express episode of Doctor Who. Basically, it would be a "curse of the mummy"but in space, where we find an archeological site of a forgotten empire, with their reanimated army slumbering. In the end, you may either get some army, or they turn against us and start to fight with the colonists. Or something like that.

Thank you for reading this, hope I could provide some inspirations.