I decided to make a curated list of QoL improvements that address alot of the short comings of the game in attempt to bring to light the various more minor problems with the game that don't get covered in things like "balance" or "bug fixing" threads. This is everything from ascension and civic perks that are rarely touched, to fundamental "unfun" mechanics of the game that need a band aid or two. I've also, of course, provided some short thought provoking notes on my own opinion of how to fix many things, citing my 1000+ hours of stellaris for the relevant experience and insight. Where applicable, I've attached links to various threads that have touched on the subject elsewhere in the forums.
Anyway, onto the meat.
Yellow = Band-Aid fix while bigger solutions to the problem are thought of
Green = Ideal add-on
------------------------------
1) Job Management
Issue: Job management is a little tedious, and can be a micro burden for heavily stratified and slavery focused empires.
Solution: Add a button/feature to prioritize certain jobs on the job management screen, allowing the player agency over what jobs get filled 1st, 2nd, etc. We can already disable certain types of job in their entirety in order to force the AI to recalculate with the remaining jobs. Why not just take this to the natural next step? It even cuts into some of the micro.
Update: Per the latest dev diary, this is in the next patch! woo!
https://forum.paradoxplaza.com/foru...ev-diary-139-2-2-x-post-launch-patch.1147916/
2) Assembly Plants & Droid Production
Issue: Assembly plants production does not scale, machine empire and droid reliant empires have no way to catch up to the vast population gains of biologicals unless they "assimilate" conquered or raided bios. Bios have multiple pop growth techs, medical labs, clone vats, nutritional plentitude, encourage growth... etc. Machines have nothing even similar.
Solution: Add lvl 2 and/or 3 Assembly building(s). Potentially locked behind techs bounded to the synthetic ascension perks, or ME civics granting additional replicator/assembler jobs.
3) Species Traits are not fully fleshed out
Issue: Some traits have two tiers (such as Very Strong & Very Adaptable), while others only have 1. This limits species tailoring and one of the more unique parts of the game that has underlining affects on how the species/nation will be played through out the game.
Solution: Add 2 positive and negative tiers for all current traits. Additional traits/values also makes biological ascensions more interesting as a gameplay mechanic. A small UI modernization may be needed to curate the additional number of icons, but nothing major. Several mods have already done this as a feature.
Solution2: A dedicated DLC for additional traits (maybe also civics) across the board, drawing potentially new unique mechanics into the game.
4) Habitats purpose unclear in 2.2.X
Issue: Habitats hit a big balance ??? with the economy changes in Le Guin, and are riding in an uncomfortable no niche spot. There is need to ease back the need to make these gimmicky lame duck planets and look at the various issues theyre facing under the hood.
Solution: Like Ecumonopolis, allow the various districts to provide housing as well as jobs. (though on a significantly smaller scale). a 3/3 ratio would be close to spot on as 3 habitats = 1 Ecumonopolis is a good ratio in terms of resource investment and empire sprawl.
Solution 2: Apply a unique building set with custom values, reflecting the normal building sets and districts. Jobs like "space miners/orbital solar farm" that take up a building slot but still provide mining/technicians jobs. Additionally, allow "master builders" to unlock techs to upgrade these to lvl 2 versions of themselves.
Solution 3: Re-design Habitats so that its an alternate pick to Ecumonopolis (and by extension, hive and machine worlds), and picking either one locks you out of the others. Up total districts to 14, allowing master builders to make them size 16 worlds, this would allow the current gimmick builds to push an average of 60-80 pop with a proper spam of them be comparable to the ascension it locks you out of.
5) Various ascension perks
Issue: Various ascension perks are either auto-pick or can be ignored 9/10 times. Reworks and modernizations are necessary.
This is a pretty wide topic, so I'ma zero in on what i feel are the worst offenders.
-- Transcendent Learning -- Issue: Level cap prevents relevance, too many other sources for leader levels. Solution: Removes leader cap (actually just makes it 99).
-- Galactic Wonders -- Issue: Auto-pick for late game. Wonders are necessary for a redundant economy and snowballing and assert galactic dominance. Solution: Remove from game. Move the various wonders into other ascension perks (science nexus->technological ascendency, strategic coordination center->force projection, etc).
--World Shaper -- Issue: Gaia's are significantly less worthwhile now due to inclusion of amneties and reworking of consumer goods. Additionally, bugs with terraforming havn't been all ironed out yet, meaning you can get wild district (or even deletion) changes when terraforming the planet. Solution: Ignoring the need for more bug fixing, Gaia's should be comparable to Ecumonopolis or habitat spam. I feel an ideal solution here would be to actually lock Ecumonopolis, habitats and gaia planets behind their own ascension paths. You get Habitats for population and raw building slots, Ecumonopolis for specialist jobs, and gaia's for ding-ding-ding, worker jobs. Particularly tech, miner and farm jobs. If grabbing this perk not only provided you the ability to terraform your planets into Gaia planets, but also allowed you to pass a decision that increased the output of your worker economy on those said Gaia planets, they would hold a verifiable argument against the current dominance of Ecumonopolis.
--Eternal Vigilance-- Issue: Defense platforms suck, its not so much what they do as the constant resource drain. Its a pain in the ass to constantly rebuild both fortifications and the fleet. Solution: (New Feature) Defense platforms are automatically rebuilt for free on owned starbases.
--Interstellar Dominion & Grasp the Void-- Issue: 2 mediocre perks that are crowded out by better options. Interstellar dominion has some use for wide empires and is occasionally picked up early for land grab reasons, synegizing well with both expansion and xenophobic. Grasp the Void has a marginal use for tall empires to help with fleet size (as the starbase pressure for a shipyard, bastion and trade post can be a bit punishing for smaller pop civilizations) or outlandishly wide empires in desperate need for additional bastions to protect trade lanes, but is generally overlooked for better perks. Solution: Merge the 2 perks, allowing it to scale from early into mid game.
6) Various Civics
Issue: Many civics are so fundamentally undertuned that their purpose is outright irrelevant. Others are actually just... boring? The deep economy changes provide a unique opportunity to change how many civics interact with the game and provide deeper reasoning to pick them up.
Again, this can be a long talk, but I'll focus on key under performers, and make the caveat here that Gestalt and Megacorps need a severe quality pass as well. The goal is to make all civics comparable to the power of something like Slaver Guilds, or Byzantine Bureaucracy. Which fundamentally shift how your nation operates.
-- Warrior Culture -- Issue: Does anyone actually pay attention to the army in a space domination game? Solution: Complete rework, now replaces some "Administrator" jobs with "Juntas", leaders who are dedicated to the needs of state military. Junta's provide a small amount of amenities (2-3), defense armies (2-3) and fleet capacity (4-8), reflecting the entrenched state of the military in the culture of the state (they are essentially "super" soldier jobs). Additionally, armies are 20-50% cheaper to build, reducing their overall mineral drain.
-- Philosopher King -- Issue: Too narrow use, too many other bonuses provide leader level bonuses. Solution: Removes leader level cap on ruler (actually sets it to 99). Additionally, capital buildings provide an additional "Royal Court" job, who provide a small amount of research and planetary governing ethics attraction.
Solution2: Provides a noble-esque job instead.
--Feudal Society-- Issue: Very few benefits to have regular vassals over tributaries. Solution: New feature: Overlord now has control over all vassal fleets (much as if they were in a federation led by the Overlord). Tributaries provide an additional 10% in tribute. New diplomatic action/"dominion" screen to inform the AI to build fleets, colonize planets, etc.
-- Citizen Service -- Issue: Unity gain is too small to be comparable to unity focused empires. Motes are expensive for fortresses. Fleet size is irrelevant if the economy can't support it. Solution: Unity per soldier buffed to 2.
Efficient Bureaucracy -- Issue: Too weak to be comparable to job creation civics for tall empires. Relatively inconsequential to wide empires as 30 admin is about where 10% tech speed is at. Solution: Buff to +30, making it comparable to the ascension perk.
--Cutthroat Politics -- Issue: Edict cost is largely irrelevant as a modifier in the game. Solution: Fundamental rework, but I personally need suggestions on this one.
7) Origin Civics and Interchangables
Issue: An annoying UI issue of having to cycle through Origin civics that are unchangable after the game starts, and just clutter things up.
Solution: A toggle box that shows/hides origin civics when on the appropriate screen(s).
8) Shenanigans with Pop Growth / Locked Growth
Anyway, onto the meat.
Yellow = Band-Aid fix while bigger solutions to the problem are thought of
Green = Ideal add-on
------------------------------
Issue: Job management is a little tedious, and can be a micro burden for heavily stratified and slavery focused empires.
Update: Per the latest dev diary, this is in the next patch! woo!
https://forum.paradoxplaza.com/foru...ev-diary-139-2-2-x-post-launch-patch.1147916/
2) Assembly Plants & Droid Production
Issue: Assembly plants production does not scale, machine empire and droid reliant empires have no way to catch up to the vast population gains of biologicals unless they "assimilate" conquered or raided bios. Bios have multiple pop growth techs, medical labs, clone vats, nutritional plentitude, encourage growth... etc. Machines have nothing even similar.
3) Species Traits are not fully fleshed out
Issue: Some traits have two tiers (such as Very Strong & Very Adaptable), while others only have 1. This limits species tailoring and one of the more unique parts of the game that has underlining affects on how the species/nation will be played through out the game.
Solution: Add 2 positive and negative tiers for all current traits. Additional traits/values also makes biological ascensions more interesting as a gameplay mechanic. A small UI modernization may be needed to curate the additional number of icons, but nothing major. Several mods have already done this as a feature.
Solution2: A dedicated DLC for additional traits (maybe also civics) across the board, drawing potentially new unique mechanics into the game.
4) Habitats purpose unclear in 2.2.X
Issue: Habitats hit a big balance ??? with the economy changes in Le Guin, and are riding in an uncomfortable no niche spot. There is need to ease back the need to make these gimmicky lame duck planets and look at the various issues theyre facing under the hood.
https://forum.paradoxplaza.com/forum/index.php?threads/fed-up-with-habitats.1145764/
https://forum.paradoxplaza.com/forum/index.php?threads/increasing-housing-on-habitats.1139232/
https://forum.paradoxplaza.com/forum/index.php?threads/habitats-are-nerfed-to-irrelevance.1134098/
https://forum.paradoxplaza.com/forum/index.php?threads/why-build-habitats.1111365/
https://forum.paradoxplaza.com/forum/index.php?threads/increasing-housing-on-habitats.1139232/
https://forum.paradoxplaza.com/forum/index.php?threads/habitats-are-nerfed-to-irrelevance.1134098/
https://forum.paradoxplaza.com/forum/index.php?threads/why-build-habitats.1111365/
Solution 2: Apply a unique building set with custom values, reflecting the normal building sets and districts. Jobs like "space miners/orbital solar farm" that take up a building slot but still provide mining/technicians jobs. Additionally, allow "master builders" to unlock techs to upgrade these to lvl 2 versions of themselves.
Solution 3: Re-design Habitats so that its an alternate pick to Ecumonopolis (and by extension, hive and machine worlds), and picking either one locks you out of the others. Up total districts to 14, allowing master builders to make them size 16 worlds, this would allow the current gimmick builds to push an average of 60-80 pop with a proper spam of them be comparable to the ascension it locks you out of.
5) Various ascension perks
Issue: Various ascension perks are either auto-pick or can be ignored 9/10 times. Reworks and modernizations are necessary.
https://forum.paradoxplaza.com/forum/index.php?threads/ascension-perk-synergies.1141137/
https://forum.paradoxplaza.com/foru...er-lvl-cap-and-transcendent-learning.1147375/
https://forum.paradoxplaza.com/foru...rial-prerogative-buff-ascension-perk.1137965/
https://forum.paradoxplaza.com/foru...nt-learning-ascension-perk-redundant.1134787/
https://forum.paradoxplaza.com/forum/index.php?threads/remove-galactic-wonders-as-perk.1147566/
https://forum.paradoxplaza.com/foru...nders-ascension-perk-offers-too-much.1125592/
https://forum.paradoxplaza.com/foru...er-lvl-cap-and-transcendent-learning.1147375/
https://forum.paradoxplaza.com/foru...rial-prerogative-buff-ascension-perk.1137965/
https://forum.paradoxplaza.com/foru...nt-learning-ascension-perk-redundant.1134787/
https://forum.paradoxplaza.com/forum/index.php?threads/remove-galactic-wonders-as-perk.1147566/
https://forum.paradoxplaza.com/foru...nders-ascension-perk-offers-too-much.1125592/
-- Transcendent Learning -- Issue: Level cap prevents relevance, too many other sources for leader levels. Solution: Removes leader cap (actually just makes it 99).
-- Galactic Wonders -- Issue: Auto-pick for late game. Wonders are necessary for a redundant economy and snowballing and assert galactic dominance. Solution: Remove from game. Move the various wonders into other ascension perks (science nexus->technological ascendency, strategic coordination center->force projection, etc).
--World Shaper -- Issue: Gaia's are significantly less worthwhile now due to inclusion of amneties and reworking of consumer goods. Additionally, bugs with terraforming havn't been all ironed out yet, meaning you can get wild district (or even deletion) changes when terraforming the planet. Solution: Ignoring the need for more bug fixing, Gaia's should be comparable to Ecumonopolis or habitat spam. I feel an ideal solution here would be to actually lock Ecumonopolis, habitats and gaia planets behind their own ascension paths. You get Habitats for population and raw building slots, Ecumonopolis for specialist jobs, and gaia's for ding-ding-ding, worker jobs. Particularly tech, miner and farm jobs. If grabbing this perk not only provided you the ability to terraform your planets into Gaia planets, but also allowed you to pass a decision that increased the output of your worker economy on those said Gaia planets, they would hold a verifiable argument against the current dominance of Ecumonopolis.
--Eternal Vigilance-- Issue: Defense platforms suck, its not so much what they do as the constant resource drain. Its a pain in the ass to constantly rebuild both fortifications and the fleet. Solution: (New Feature) Defense platforms are automatically rebuilt for free on owned starbases.
--Interstellar Dominion & Grasp the Void-- Issue: 2 mediocre perks that are crowded out by better options. Interstellar dominion has some use for wide empires and is occasionally picked up early for land grab reasons, synegizing well with both expansion and xenophobic. Grasp the Void has a marginal use for tall empires to help with fleet size (as the starbase pressure for a shipyard, bastion and trade post can be a bit punishing for smaller pop civilizations) or outlandishly wide empires in desperate need for additional bastions to protect trade lanes, but is generally overlooked for better perks. Solution: Merge the 2 perks, allowing it to scale from early into mid game.
6) Various Civics
Issue: Many civics are so fundamentally undertuned that their purpose is outright irrelevant. Others are actually just... boring? The deep economy changes provide a unique opportunity to change how many civics interact with the game and provide deeper reasoning to pick them up.
https://forum.paradoxplaza.com/forum/index.php?threads/boring-megacorp-civics.1131551/
https://forum.paradoxplaza.com/foru...hanges-and-equivalent-gestalt-civics.1136297/
https://forum.paradoxplaza.com/forum/index.php?threads/we-need-more-civics-for-megacorps.1125399/
https://forum.paradoxplaza.com/foru...oring-civics-more-strong-interesting.1139418/
https://forum.paradoxplaza.com/forum/index.php?threads/large-and-tall-empire-civics.1138154/
https://forum.paradoxplaza.com/foru...nners-losers-for-regular-authorities.1134033/
https://forum.paradoxplaza.com/foru...hanges-and-equivalent-gestalt-civics.1136297/
https://forum.paradoxplaza.com/forum/index.php?threads/we-need-more-civics-for-megacorps.1125399/
https://forum.paradoxplaza.com/foru...oring-civics-more-strong-interesting.1139418/
https://forum.paradoxplaza.com/forum/index.php?threads/large-and-tall-empire-civics.1138154/
https://forum.paradoxplaza.com/foru...nners-losers-for-regular-authorities.1134033/
-- Warrior Culture -- Issue: Does anyone actually pay attention to the army in a space domination game? Solution: Complete rework, now replaces some "Administrator" jobs with "Juntas", leaders who are dedicated to the needs of state military. Junta's provide a small amount of amenities (2-3), defense armies (2-3) and fleet capacity (4-8), reflecting the entrenched state of the military in the culture of the state (they are essentially "super" soldier jobs). Additionally, armies are 20-50% cheaper to build, reducing their overall mineral drain.
-- Philosopher King -- Issue: Too narrow use, too many other bonuses provide leader level bonuses. Solution: Removes leader level cap on ruler (actually sets it to 99). Additionally, capital buildings provide an additional "Royal Court" job, who provide a small amount of research and planetary governing ethics attraction.
Solution2: Provides a noble-esque job instead.
--Feudal Society-- Issue: Very few benefits to have regular vassals over tributaries. Solution: New feature: Overlord now has control over all vassal fleets (much as if they were in a federation led by the Overlord). Tributaries provide an additional 10% in tribute. New diplomatic action/"dominion" screen to inform the AI to build fleets, colonize planets, etc.
-- Citizen Service -- Issue: Unity gain is too small to be comparable to unity focused empires. Motes are expensive for fortresses. Fleet size is irrelevant if the economy can't support it. Solution: Unity per soldier buffed to 2.
Efficient Bureaucracy -- Issue: Too weak to be comparable to job creation civics for tall empires. Relatively inconsequential to wide empires as 30 admin is about where 10% tech speed is at. Solution: Buff to +30, making it comparable to the ascension perk.
--Cutthroat Politics -- Issue: Edict cost is largely irrelevant as a modifier in the game. Solution: Fundamental rework, but I personally need suggestions on this one.
7) Origin Civics and Interchangables
Issue: An annoying UI issue of having to cycle through Origin civics that are unchangable after the game starts, and just clutter things up.
Solution: A toggle box that shows/hides origin civics when on the appropriate screen(s).
8) Shenanigans with Pop Growth / Locked Growth
Solution: This should easily be codable with some sort of flag on who/how pop growth is calculated.Here's a QoL improvement, if you genetically modify all the pops of one type on a planet and you are using population controls to force the growth of that type of pop, it should remain locked to that pop (with gene mods) after the modification.
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