• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Jularbo Kizn

Second Lieutenant
77 Badges
Aug 20, 2009
184
144
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Hearts of Iron III
  • Heir to the Throne
  • 500k Club
  • Victoria 2
  • Stellaris: Nemesis
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: Expansion Pass
  • Mount & Blade: With Fire and Sword
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Prison Architect
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis III Complete
  • Age of Wonders
  • Shadowrun Returns
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Shadowrun: Dragonfall
  • Age of Wonders III
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Prison Architect: Psych Ward
  • Europa Universalis III Complete
  • Stellaris: Necroids
  • Crusader Kings III
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Cradle of Civilization
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • For The Glory
  • Europa Universalis IV: Call to arms event
1. Better defense turtle choice (all planets should be able to build decent defenses)

There are mods that reduces or removes the range limit between fortresses, problem is like "TheDeadlyShoe" states that the AI is not smart enough to Counter or take into account the fortresses so it makes Hard AI rather easy to cheese when currently Hard AI is the only thing capable of offering a challange.

I think the best solution is simply to make Space Stations the equivalent of Fortresses in EU. Basically quadruple or more the stations hit Points and Shields while giving you slight Upgrades to weapon fire rates or some weapon platforms. Space stations should at least:

1. Give the defensive player time to regroup and come to the defense of the planet like it does With forts in EU.
2. Provide a form of small but not insignificant attrition to incoming fleets
3. Make it impossible for a small fleet to capture a well developed planet just like a 3 regiment stack can't conquer a lvl 4 fort in EU.

As for ground combat I hope they can make ground invasions work like Naval Combat in Hoi3. Dynamic and interesting which creates its own mini story as the Battle unfolds. And they already have naval combat in the engine so it's not like they need to create something New. Just New Graphics and sounds as the mechanic is there ready to be used.

Have slave/conscripted armies work like screens, Heavy armor/Assault battallions work like Capital ships, special forces work like submarines and have atmospheric fighters work like naval bombers. Just imagine it *drool*
 

darianstarfire

First Lieutenant
94 Badges
May 26, 2013
237
226
  • Europa Universalis IV: Pre-order
  • Ship Simulator Extremes
  • Sword of the Stars II
  • Cities in Motion 2
  • Victoria 2: Heart of Darkness
  • Stellaris: Synthetic Dawn
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • War of the Roses
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II: Jade Dragon
  • Victoria 2: A House Divided
  • Europa Universalis IV: Third Rome
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III: Chronicles
  • Knights of Pen and Paper +1 Edition
  • Pirates of Black Cove
  • Naval War: Arctic Circle
  • March of the Eagles
  • For The Glory
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Conclave
  • Europa Universalis IV
  • Stellaris: Galaxy Edition
  • Victoria 2
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
First, forts in EU4 work because they block movement. Due to they different travel methods in Stellaris (hyper lanes would work) this is difficult. Nevertheless, with clear visuals which systems are blocked by which defensive structure, this could prevent AI and players ignoring outer defenses and jumping to the economic heartland to wreak havoc.

.

I think movement blocking would be incredibly helpful. Not sure how to implement beyond something that looks like the EU4 fort system. These are good suggestions though.