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Fex

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I have been thinking off nothing but Stellaris lately and from what I have seen so far it looks amazing. But then I started to think off what they could add to make the game more fun. This is just my opinions on what I would like to see in future dlc or free updates.

-More Species (DUH) but as well have every species look slightly different with more than only color. You could give some different clothing, hats (who doesn't love hats), or some unique markings.
-More Species groups like energy, gas or aquatic based species.

This is what I got up to this point. Anyone else got something to add for future dlc let everybody hear it.
 
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Dr_Creeptor

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I think they should add:
  • New FTL (Specifically the Infinte Improbability Drive from Hitchhikers Guide to the Galaxy)
  • New Races (Crystalline entities)
That's all I feel they should add, I can't say until the game releases.
 
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IronXZ

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I would like for the possibility to rename ruler titles. I know you can mod this, but I don't want the ruler of every Military Republic in the galaxy to be called Sky Marshal or Captain-General. I want only my ruler to have a cool custom title. It would be even cooler in the multiplayer, with almost everyone with unique titles.
 
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Mar 18, 2016
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I'd like to see more organisations which span multiple empires without necessarily running them. For example, a megacorp or space-religion might not hold any territory or have any armies, but it would act to bind various empires together and create interesting situations.

For example, a space-religion (NPC controlled, of course) might be angered by another empire trespassing upon planets they see as sacred. They might respond by petitioning you, along with various other empires in which they have influence, to launch a war to recover these planets.

For another example, a space-mafia might have interests in your empire and another one. They might want to prevent the two of you from going to war because the blockades and bombardments would ruin their business.

On another note, I'd like to see space pirates be less of a one-off pitched battle that happens occasionally, and more of an ongoing attrition. I want to need to leave fleets on the frontiers in order to patrol for pirates.

Finally, I'd like to see planetary structures and spaceport upgrades which are unique. They don't need to be super-powerful (in fact it would be better if they aren't) but it would be neat to have my planets made unique by the fact that this one has a unique telescope array and this one has the Great Shipyard.
 
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Mehehe

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Yes more ship types maybe support ships so they can boost big ships (like battleships) shield or maybe repair ships, also just a carrier class ( i know we can fit cruisers adn battleships with hangar bays) will be better, maybe 2 or 3 different kind carriers or one uniqe bigger carrier ship that we can build with very rare tech.
 

nottheface

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Definitely want to see more ships both styles and classes, a few more alien race types you can play with unique play styles such as energy beings or gas planet dwellers. Would like to have the opportunity to play scenarios where you are the tyranid threat from out in the cosmos or the AI rebellion etc. I wouldn't mind a complete overhaul of the fleet system although of course i say that without having played the game yet. Kinda like the idea of being able to build shipyards of different sizes and capacities as well as being commercial or military and these are then used to support, supply and reinforce fleets within their sector of influence. An example could be that smaller shipyards provide ammo, crew replacements and the like whilst the heavily militarized naval shipyards pump out actual ship replacements to fleets. I think this would open up a couple of fleet management tools and mechanics like patrol sectors and fleets alongside garrison fleets, also would lead to splitting up your forces in to multiple fleets so that blobbing is limited and/or risky(can't provide reinforcement to bigger fleets than your shipyards can handle).
 
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Haldan

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More art. Portrait backgrounds, cities, ships, etc.
More planetary types. Marshland, mountain, whatever. I really want to be able to change the colour of my planet.
 
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Rowan_Oathsworn

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I'd be pretty interested to have even more options in combat: more ship types as defensive shield ship, electronic assault ship, boarding vessels, more kinds of fighters and really mighty hulls for massive dreadnought and other titanic vessels. I'm also interested to see more ways for ships to defend themselves, like redirecting missiles or disturbing another ships combat computer.

Besides this a spy system or something similar is also something to love for this game. Special operations, cloaked transport/warships...

Stellaris in its current form is already simply amazing and anything added would make for a great extra to an already beautiful game. I believe that in the coming years the developers and the dedicated Modders will add so much amazing extra content that this game might become one of Paradox' best selling games yet.

Can't wait to play the Galactic Edition on the 9th of May!
 
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Frank327

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Trade DLC: basically adding trade zones and trade routes akin to civ-style games that give economic benefits as it expands across the galaxy that can be blocked or pillaged by opposing empires. Maybe adding options to create privateer fleet that don't officially belong to your empire but will try to disrupt trade between opposing empires. Trade would of course benefit individualist empires far more than collectivists.

Detailed planets DLC: Aside from the "surface" tab for the planet, ocean and underground tabs are added that look the same as the surface but behave differently. Maybe you'd require special techs to exploit the surface and underground sections of the planet. Arctic and ocean worlds might rely more on what they have to offer on ocean/underground tiles than surface tiles.

Resource DLC: Adding more stages to surveying planets and more resources to be found there. Instead of just sending a science ship and being done with a planet you explore the surface and take samples, then you start drilling into the crust to see "what's inside" etc. Also having to build more infrastructure to transport offworld resources back to your core systems.
 
Mar 18, 2016
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More generally:
I'd like to see less feature creep and more focus on emergent storytelling which comes from abstracted mechanics.
 
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LanBlue

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Apr 18, 2016
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Manpower idea, in terms of, " it takes 1 pop to produce 1 invasion army", would actually be a very neat concept, maybe for manning the biggest ships as well, would definitely add a lot to the tactic. In what sense? Well the following pops to my mind from the top of my head.

1.
Certain pops who are equiped to dealing with idk tundra worlds would also fight better on tundra worlds and so on...

2.
Some pops could be made physically stronger and thus better for ground combat, while others maybe because of their ethos and what not also......

3.
But do you always do it like that? After all fielding an army of perhaps better suited warriors does not mean you have the most loyal army, an army could rebel, desert...

4.
It would take away from your pops, thus basically... to get one unit of ground forces you would need to take from your population, from your economy...Sudenly wars as also mantaining a fleet and being more militaristic has even more maluses and follows the risk-gains path

5.
Maybe some pops, could also be more fertile or them living on perfect planets would result in more fertility...thus once again you would think twice about what pops, species etc you choose as you start a game and for waring purposes as you play it and so on and on...

Also greetings to everyone, I am new to the forums (at least as far as registration goes)but by no means to the Paradox games.
I would like to thank to the Paradox Interactive for bravely taking on this amazing project it is a joy to watch you on this path and I hope we as a community can help you on the way with supporting you to the fullest from modding, to ideas and in the end buying the product and spreading the word.

Kind regards

Lan
 

999realthings

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Sometime subtle but I'll like to see a civilian sector/economy. Something you can't fully control but can influence by building the infrastructure to facilitate trade or tourism.

Hopefully we can also have espionage being performed by leaders/characters, imagine getting the Mercedes Romero of spies stealing tech and sabotaging space ports.

A more flesh out federation would be nice too but I'll have to see how the current model plays out before I can comment more.
 

jcd000

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More generally:
I'd like to see less feature creep and more focus on emergent storytelling which comes from abstracted mechanics.

That's the best suggestion i've read.
Before expanding the scope of the game, devs should focus on improving the current features.

Storytelling and immersion are the most important thing to focus on, with stuff like more events and in-game cross-interactions of current features - eg. event choices having long lasting and unforeseeable effects, also affecting other empires in unforeseeable ways.
Got to say that the way pdx does these today is really much improved over the original event-chains concept - multiple random/semi-random events/choices are able to interact with a multitude of other things, galaxy-wise and lead, or not lead to specific outcomes, all the while keeping the AI ability to plausibly work with it and even thrive. I got tons of respect to the Pdx devs for this.

But this means that we've got a really powerful system here. Modders can use it, and devs too.
I'd much prefer development focusing on events and cross-interactions initially, to make the vanilla game the best it can be. More features should come either if required by new concepts introduced in this way, or later on when the game matures a bit.
 
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dezuman

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In general I'd like to see SOME form of civilian economy simulation. Just a few ships going back an forth between your planets, the volume being determined somehow by pop and productivity, would both look cool and provide a neat visual cue as to which regions are rich and which are poor. It would also open up for a whole bunch of new potential features:

- Pirates preying on shipping lines. Will you eradicate them swiftly as they crop up, or failing that see them building stronger bases and acquiring scarier ships using the loot from unfortunate freighter ships?
- Trade networks influencing planetary economies. See your central worlds and those at natural trade route convergences prosper, while colonies have trouble developing if they're remote from major shipping lines. Which these planets are of course depends on the FTL method your empire prefers.
- Many more possibilities with significant game impact: Private enterprises constructing and owning tile improvements and orbital structures, international trade governed by treaties that can be mutually beneficial but potentially devastating come war, generally a far deeper and more nuanced economy, etc etc.

I don't really feel like any of this is needed for Stellaris to be a great game, but it could sure make it more interesting and immersive!
 
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