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Nanaba

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I have suggestions after seeing the 3.1.2 notes. I liked Lem, it gave me hope. The Devs might really wanna attempt to bring Stellaris closer to the communities vision for it. My hopes are less high after seeing the notes for 3.1.2, they might be attempting something with empire sprawls and unity but that's kind of negligible sounding to me. The rabbit hole I am going to be diving into here is, "How come there are so many things in Stellaris that just feel outdated and inferior in the face of the new content?" and I don't want there to be more of that. Again, I have full faith after Lem that the Devs want to revisit and rebalance previous systems. They seem to be asking for it even. I play this game a lot, in fact, I pretty much only enjoy strategy games. I have played all paradox titles, clocking in 1.5k hours on HOI4 as my most played of them. I also enjoy things like Dominions (up to 5) and the Endless Series (space and legends), multiplayer experience in all of these games and stuff like CIV as well. These are all my suggestions, absolutely none of this is coming from anyone else. If you had a similar idea, that'd be great, you should comment about it. There are also things I have few thoughts on. Most of this was formed based on experiences. These might be my suggestions but I've heard and seen plenty of others that I'm, again, hoping to see in the comments. I wanna try and collect my thoughts on Stellaris as a whole. It would be nice to see some of the things I remember hearing but can't give credit to--so I'm just not gonna take credit for those things. I did try to do that but scrapped it, I'm just gonna give my opinion and my ideas because it's simple. I am literally gonna touch on every topic in a small way, there is no TL;DR, only an earful. I'm gonna use the customization menu as a reference and then explore in game mechanics as they relate (sorta).


Appearance:

You should be able to select an appearance sperate to everything else. Aesthetic preferences should no lock you into any traits, origins or government types. I already know what the community response to this is so I'm going to immediately address it. This, although a welcome change, would be annoying because you couldn't immediately tell what a species is beneath the portrait. The solution is simple though, just tack on the species trait type icon in the bottom corner or something. A Plantoid with a little Lithoid icon or a Mechanoid with a little Humanoid Icon. This is gonna go straight into the next topic.


Traits:

The last bit might not make a ton of sense unless the trait UI changes slightly. It's fine for some species types to have restrictions now, like if necrophage is considered a species type. So, you would need to pick your species type or types if there were some inclusive bonuses somewhere like, again, with necrophage. After that you could pick specific traits and pooled traits. Frankly necrophage is an origin, it's not Necroid, Necroids should be their own thing (to clear that up but in case that was ever to be a thing). All of the species should have their own thing going on. If this was a thing you could fix ascension accidentally. If Genetic Ascension has more traits to work with and can benefit from more varied pops, it may be more viable. There can also be a species or two that starts with psionic traits or something as an option but that ascension needs an overhaul in general. RNG is not a good mechanic, if you're going to try and make it a good mechanic, pretend it's a critical strike. Critical strike chances in games like CoH or even graze chances are a good example of RNG that works thematically. The Shroud is RNG with no thematic, it's RNG for fun and it is definitely NOT fun. It's tedious to pursue and achieve and feels like an easter egg at best.


Origins:


I overheard the following: "Man I can't wait until 2370 when I finally have my gate that will let me go a few systems over in the systems I don't have because I'm significantly weaker for starting with GATES". Please, try to explain to a new player what they're supposed to do now that 22XX (whatever year war is allowed year in) has come around and a fanatic militarist doomsday start is at the goddamn door. I'm not even saying doomsday is broken or something, I'm saying that some of the other origins just suck a whole heck of a lot. My solution is simple, all origins should be significantly weakened and have their bonus extend all the way into the late game instead. Everyone should basically start with an event chain as is the case with On the Shoulders of Giants. This ties into two other in-game mechanics.


Time/Game-state:


Mid and late game aren't very fun, they usually boil down to keeping your head above the water. New players wouldn't even want to survive the early years if they knew the only thing that awaited them was a long and patient waiting game to find out who becomes the crisis or who takes over the senate while everyone fights each-other in (honestly decently fun and intricate) wars--which I will get to the problem with getting ganged up on later as that's a problem there too. If your origin and government and such influenced a bunch of different event chains that drug out all the way into the late game, there could be some interesting things to mess with in there. I get this idea from Endless Space 2, in that game you can shift your ethics over time based on decisions. For instance, a technocracy deciding to enslave robots rather than become them and getting different buffs prior to synthetic ascension / just a different type of ascension all-together / a different FORM of synthetic ascension where you don't become a mechanoid.


Events (in general):

Stellaris desperately needs a context menu, like an encyclopedia with all the events or a link on the event pop-up to the wiki page. There could also just be full context when I hover over the selections which is already something there but isn't fully utilized for this. I'm tired of this stuff, it's junk mail. Show me the percentage chance for the other events and I will learn what those events are that way, but don't just give me nothing. I'm not saying the events aren't neat, I'm saying their tedious and dubious in nature. Another quote for this one, "I really hate to lose a scientist to a 1% chance in the early game and get led on a goose chase that gives me research when I don't know it gives me research and is also letting me know what type of Crisis the game will be put under." See how much cooler it sounds that way, a 'this is what this does' button would be great. Events just sort of... stop happening. A lot of the ones that happen in the early game have really big impact but I forget the options sometimes. I can compare this to Endless Space 2 or Endless Legends again. There, you have the 'quests' everyone can do. The wonders and stuff like that--like with CIV as well. The "make 10000 energy credits first" kind of things. I hate those BUT events would be great if they HAD those, "your neighbor spawned in the cybrex system and is going to roll you!" like, at least let me know that guy just got warforms for free?


Ethics:

Stellaris seems to have a predator/prey style when it comes to ethics. Balance wise, that's really weird. I don't really see how you expect 10 stability to compete with 53% bonus ship fire-rate. No one does actually, no one gets why that's a thing, absolutely no one. Please, dear god, find a balance. I can't tell you how many times I have said that and immediately hear "well, when you put it that way" it's just unfair to be honest. I have heard a lot of suggestions, I'm just gonna leave this one to the comments and the wolves mostly. My personal suggestion is to divide the games mechanics better. It's like every war is a crisis event--which I mean, that would be accurate as a pacifist but as a Xenophile or Egalitarian? A Xenophile should be trying to minimize economic loss, an Egalitarian should be looking to turn the fight around somehow, a Materialist should be minimizing ship losses and giving up tech to the enemy and hopefully using the same tech to survive, a Pacifist should have someone else fight it out for them--which if you count starbases as a static defense thing, is kinda fine. You've done a good job portraying the baddies, thanks, I hate it. I genuinely am mostly at a loss on this one but all I'm saying is if I want an edge I could be Authoritarian or Xenophobe but I usually can't bring myself to do that because of my actual "real life" morals. The same way it wouldn't feel right being the Axis in HOI4. It takes the enjoyment out of winning for me when I'm the bad guy. I'm not some asshole who's gonna roleplay a Nazi regime for fun, hate those guys, please give me more tools to stomp on their tiny cocks. It feels like I'm the only one who wants to do that and currently I'm running militarist myself to do so--otherwise I'm just at a disadvantage to them.


Authority:

Currently there's the big pile of civics that are shared by all the authorities and then some special ones. And then the Gestalt and Corporate types are separate. That is fine, but separate the standard ones too. Lem gave a great example of this and it can go on to fix Corporate or maybe Gestalt somehow. I have to ask you to use your imagination a bit but you probably get the point, you pick Democratic authority and the civics on the right go green just and they have the standard pool and their special bonus civics. Then there could be more bonus civics and now we get to some of my more juicy ideas.


Diplomacy (this is a hot take, relax and wait for the next one):

This is what I used to think; stop giving players free choice, don't let them make decisions based on nothing. If the AI can't do it, neither can they. If a corporate empire raises your opinion, you should be forced to play nice with them. Diplomacy should be a thing, wargoals should even be locked in some cases. I have been surprised to find most players that survive into the mid game with me (i.e. probably better players) think this would be annoying BUT fix some things. I would love to hear suggestions on this because although I've heard plenty I am DEAD set on just forcing players to follow the weight patterns of the AI. It would mean that lack of envoys actually forces you to lose influence because a big corporation is on the good side of your civilians. It just makes sense and it gives the little guys an extra option to "bite back" with and the big guy a reason to move on or find another way to get at them. I am not even sure if I agree with myself but it would be intuitive, simple, predictable and at the very least hilarious. It's definitely more interactive than what it is now where you just decline everything that isn't a gigantic net positive or they're paying you the weight in gold. More diplomatic things should function like the senate does.


And on those last two or three Government topics, I've always had this idea:

Your government should ACTUALLY be a government. The democracy with it's parliament or whatever and the dictatorship with it's tight knit group of followers. All of these individuals should be the ones that influence the leader pool, factions and diplomacy. Make that DLC and I would buy it in a heartbeat. It would be very cool to actually interact with your leaders in an event based but still rpg kind of way. What I said above could literally be decided HERE through the AI. You, as the leader, would have to influence the AI. The dictator executing advisors for being a little too friendly and screwing up a war goal would be great because it would cost you an advisor rather than an entire war and potentially the game because someone is untouchable for you. A happiness debuff because I'm killing my pops beloved corporation? Too bad, take a happiness debuff or maybe an in built option to vassalize and integrate with them. Just some thoughts because I remember that sounding cool to me. HOI4 had something happen that ALMOST looked like it was gonna be that but then it wasn't--please don't do that because it's a missed opportunity but if you do, make it decent. I'm kind of passionate about this one but it's a baby of an idea, I'm not really exploring any of these things in depth to keep it open ended a bit.


Resources (another open-ended idea):

I'm a strategy player like I said. I am an RTS player by extension. Stellaris should pursue RTS resource usage. I'm sure this idea could even be used to help with lag in some way and it fixes a major exploit in the game. Whatever your resource cap is, it should go negative into that cap. No more net zero economies. You can still buy your way out last second but the stockpile is gonna go negative, you got to buy all of it. The only exploit left I can think of is employing bureaucrats to take a tradition and then unemploying them. Doesn't work on research at least. Now to further elaborate, Stellaris consumes resources per turn but as it is in real time, there are seconds (days) between when your turn (months) is/(are) submitted. It's just a turn timer with extra steps when you think about it.
I think most upkeeps shouldn't be per month. You should be able to stockpile resources to use throughout the year in a similar way to you using them throughout the days. Why? Because it means that your economic base and by extension the size of your coffers (resources stockpiled) will greatly influence what you can field. You can go over naval cap but be paying out the ass (that would still be a per day basis). Then by the end of the year, you see how your economy weathered, things will go negative and you'll have to pay it all off. You'll suffer penalties due to that for the first 6 months as the economy recovers or suffer events if it didn't recover but at least the debuffs are gone. The event effects could be things like blockers, like the slum even that already exists, or a flat amount of crime, etc. You could have projections per month so you aren't taken by surprise, you could even have some (non-efficient) events to bail you out at the end of the year (you're lacking X amount, we could give up Y amount at a steeper rate if you have it). Resource stockpile buildings and the stockpile in general would actually be a thing but I think you should probably start with a lower total stockpile and planets should naturally provide a flat addition based on size. Net-zero economies could be balanced if people are really so set on making them happen, keeping their reserves low so that they only have to pay the minimum off but not getting a whole lot to work with and having issues as they grow in size in planets and assets (I don't wanna suggest it but if they ACTUALLY suffer the debuffs for that first 6 months and then additional negatives that can stack up on you, then fine).


Last thing for fun, Ship Appearance:

I've actually heard it randomly on like 5 or 6 separate occasions, "where's the DLC with just ship models like they did with HOI4" or something like that. It would be cool if a Scion could have ships styled like a fallen empire for instance--but of course no one is locked out of them as usual. The models look cool, pirate ships are something in game I'd love to actually use.
 
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bunkerman

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there is a lot wrong in this post but ill just adress the most glaringly wrong point: +10 stability is in no way inferior to the militarist fire rate, if anything its much better as its literally +6% to all resource production even including trade, which leads to much mroe tech and much more ships or in general much mroe of everything.
The problem with pacifists isnt a weak bonus if anything the base pacifist bonus is the strongest, their problem is that the best strategy in game is eating otehr empires for extra pops as its much faster way to get mroe pops than growing them yourself, and fanatic pacifists cant declare wars (except for special cases) even if they could easily crush the militarists due to superior economy
 
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grommile

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I am DEAD set on just forcing players to follow the weight patterns of the AI.
if they did this in Stellaris, Vicky 3 would lose my purchase.
 
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Lykus Cerebros

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Appearance:

You should be able to select an appearance sperate to everything else. Aesthetic preferences should no lock you into any traits, origins or government types. I already know what the community response to this is so I'm going to immediately address it. This, although a welcome change, would be annoying because you couldn't immediately tell what a species is beneath the portrait. The solution is simple though, just tack on the species trait type icon in the bottom corner or something. A Plantoid with a little Lithoid icon or a Mechanoid with a little Humanoid Icon. This is gonna go straight into the next topic.


Traits:

The last bit might not make a ton of sense unless the trait UI changes slightly. It's fine for some species types to have restrictions now, like if necrophage is considered a species type. So, you would need to pick your species type or types if there were some inclusive bonuses somewhere like, again, with necrophage. After that you could pick specific traits and pooled traits. Frankly necrophage is an origin, it's not Necroid, Necroids should be their own thing (to clear that up but in case that was ever to be a thing). All of the species should have their own thing going on. If this was a thing you could fix ascension accidentally. If Genetic Ascension has more traits to work with and can benefit from more varied pops, it may be more viable. There can also be a species or two that starts with psionic traits or something as an option but that ascension needs an overhaul in general. RNG is not a good mechanic, if you're going to try and make it a good mechanic, pretend it's a critical strike. Critical strike chances in games like CoH or even graze chances are a good example of RNG that works thematically. The Shroud is RNG with no thematic, it's RNG for fun and it is definitely NOT fun. It's tedious to pursue and achieve and feels like an easter egg at best.
Could you elaborate that more?

Because what I get here from your appearance paragraph is that picking your appearance should not lock into certain traits, civics or origins.

Then in the second one you state every appearance category should have special traits associated with it.
 
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Ryika

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I don't really see how you expect 10 stability to compete with 53% bonus ship fire-rate.
53%? The effect it directly competes with is 20% fire rate.

I overheard the following: "Man I can't wait until 2370 when I finally have my gate that will let me go a few systems over in the systems I don't have because I'm significantly weaker for starting with GATES". Please, try to explain to a new player what they're supposed to do now that 22XX (whatever year war is allowed year in) has come around and a fanatic militarist doomsday start is at the goddamn door. I'm not even saying doomsday is broken or something, I'm saying that some of the other origins just suck a whole heck of a lot. My solution is simple, all origins should be significantly weakened and have their bonus extend all the way into the late game instead. Everyone should basically start with an event chain as is the case with On the Shoulders of Giants. This ties into two other in-game mechanics.
I prefer the current system. It's a lot more interesting and the asymmetrical nature of the Origins gives so many more ways to play the game. What you're requesting essentially brings us back to the old days, where every empire largely played the same. Some Origins could probably do with some buffs, but I think the system we have is much better than what you're proposing.

Events (in general):

Stellaris desperately needs a context menu, like an encyclopedia with all the events or a link on the event pop-up to the wiki page. There could also just be full context when I hover over the selections which is already something there but isn't fully utilized for this. I'm tired of this stuff, it's junk mail. Show me the percentage chance for the other events and I will learn what those events are that way, but don't just give me nothing. I'm not saying the events aren't neat, I'm saying their tedious and dubious in nature. Another quote for this one, "I really hate to lose a scientist to a 1% chance in the early game and get led on a goose chase that gives me research when I don't know it gives me research and is also letting me know what type of Crisis the game will be put under." See how much cooler it sounds that way, a 'this is what this does' button would be great.
Actually sounds pretty bad to me, but I guess that's because you're coming at this with an RTS mindset. The game really isn't designed to be played that way, it's designed for you to explore it over time, and to learn what thing does what be just choosing options and seeing where they lead.

If you don't like that, then sorry, but the game's probably just not for you, since your expectations go so directly opposed to the design philosophy of the game. There are many ways I would improve the event system, but just giving perfect information on what's going to happen is not one of them.

And small factual correction, wanderlust does not let you know what Crisis will happen, it just increases the chance for the Extradimensionals.

Diplomacy (this is a hot take, relax and wait for the next one):

This is what I used to think; stop giving players free choice, don't let them make decisions based on nothing. If the AI can't do it, neither can they. If a corporate empire raises your opinion, you should be forced to play nice with them. Diplomacy should be a thing, wargoals should even be locked in some cases. I have been surprised to find most players that survive into the mid game with me (i.e. probably better players) think this would be annoying BUT fix some things. I would love to hear suggestions on this because although I've heard plenty I am DEAD set on just forcing players to follow the weight patterns of the AI. It would mean that lack of envoys actually forces you to lose influence because a big corporation is on the good side of your civilians. It just makes sense and it gives the little guys an extra option to "bite back" with and the big guy a reason to move on or find another way to get at them. I am not even sure if I agree with myself but it would be intuitive, simple, predictable and at the very least hilarious. It's definitely more interactive than what it is now where you just decline everything that isn't a gigantic net positive or they're paying you the weight in gold. More diplomatic things should function like the senate does.
This is just a plainly bad idea in my opinion.

The difference between the AI and the player is that the player is playing the game, while the AI is there to make it an interesting experience for the player. That's why they're restricted in their diplomatic options, and open to be manipulated by the player, while the player can play their diplomatic game more liberally. If you wish to play more "by the rules", there's really nothing stopping you already - but to request that everybody is forced to do the same just isn't reasonable.
 
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Lykus Cerebros

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Origins:

I overheard the following: "Man I can't wait until 2370 when I finally have my gate that will let me go a few systems over in the systems I don't have because I'm significantly weaker for starting with GATES". Please, try to explain to a new player what they're supposed to do now that 22XX (whatever year war is allowed year in) has come around and a fanatic militarist doomsday start is at the goddamn door. I'm not even saying doomsday is broken or something, I'm saying that some of the other origins just suck a whole heck of a lot. My solution is simple, all origins should be significantly weakened and have their bonus extend all the way into the late game instead. Everyone should basically start with an event chain as is the case with On the Shoulders of Giants. This ties into two other in-game mechanics.
So your suggestion here is to align basically all origins because you think that fanatic militaristic doomsday is to strong in your opinion?

I only heard this would be the case for machines and I really don't see this as a problem that should the fixed in the base game.
Your suggestion sounds a lot like removing the most differences of difficulties between them.
 
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Nanaba

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This is for Bunkerman, it won't let me directly reply to messages at the moment.

You don't get to crush militarists when you can't declare war. The buff of 6% is only under the condition you sit and play with yourself in a corner. You said it yourself and then missed the point somehow. I know what the stab translates to, it just isn't worth it. I mean, heck, empire sprawl from pops is even kind of redundant when you can't expand as much but there's ways to circumvent all of this for sure with stuff like void dwellers. I get what you're saying but if those resources are put towards ships, those ships are less efficient. 3% (as in one point) comes with the downside of supremacy in general being less efficient for you, at least if you value fire rate.
 
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Could you elaborate that more?

Because what I get here from your appearance paragraph is that picking your appearance should not lock into certain traits, civics or origins.

Then in the second one you state every appearance category should have special traits associated with it.
You should be able to pick any appearance and combine it with any species traits. For example a Humanoid portrait with the Lithoid trait. Then, where you got confused, there should also be a Humanoid trait. So a Lithoid could pick the traits of a Humanoid. It's kind of confusing because species appearance is tied to species traits, they should be untied though is what I'm saying. This is only so long as it doesn't impact game balance, like if they added a Necroid trait it shouldn't just BE the necrophage origin--probably but the addition of that origin makes it even more confusing, why aren't Necroids necrophages? It's like they are picking and choosing which things are locked and which aren't which mostly proves that it could at least be untied from appearance and then added to an origin. The problem with saying that is it would mean only Calamitous Birth would give you the Lithoid trait. I think they should rebalance it and change the UI so all of these things are separate because it's really confusing and doesn't let you pick an appearance and THEN traits, THEN an origin (if that makes sense).
 
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53%? The effect it directly competes with is 20% fire rate.


I prefer the current system. It's a lot more interesting and the asymmetrical nature of the Origins gives so many more ways to play the game. What you're requesting essentially brings us back to the old days, where every empire largely played the same. Some Origins could probably do with some buffs, but I think the system we have is much better than what you're proposing.


Actually sounds pretty bad to me, but I guess that's because you're coming at this with an RTS mindset. The game really isn't designed to be played that way, it's designed for you to explore it over time, and to learn what thing does what be just choosing options and seeing where they lead.

If you don't like that, then sorry, but the game's probably just not for you, since your expectations go so directly opposed to the design philosophy of the game. There are many ways I would improve the event system, but just giving perfect information on what's going to happen is not one of them.

And small factual correction, wanderlust does not let you know what Crisis will happen, it just increases the chance for the Extradimensionals.


This is just a plainly bad idea in my opinion.

The difference between the AI and the player is that the player is playing the game, while the AI is there to make it an interesting experience for the player. That's why they're restricted in their diplomatic options, and open to be manipulated by the player, while the player can play their diplomatic game more liberally. If you wish to play more "by the rules", there's really nothing stopping you already - but to request that everybody is forced to do the same just isn't reasonable.

I probably should have elaborated on that one a bit more, I might put it in an edit but as a fanatic militarist you get 20% + 10% + 33%, I actually fucked up the total percentage myself. In the end, a fanatic militarist has 63% bonus fire rate because of the SUPREMACY TRADITION TREE. I really ought to have put that in there. Obviously, a pacifist could also get that tree lowering their disadvantage by 20%, but the militarist started with that and for a pacifist that's not efficient. If they had supremacy and the Unyielding tree they can get 35% (I think) while in their own turf. It's basically just the No Retreat doctrine at work. The downside of that doctrine is that you should lose more ships but those ships fought for longer (though with penalties from damage). It's not the direct competition I was looking at, the same way you would want to compare the resource bonuses from stability going into the late game, you gotta keep in mind what the militarist gets instead which is that any resources that go towards ships are used to their fullest potential (mostly, ships can still technically retreat just less likely). As a militarist, I've also noticed (with that last thing in mind) that the ships most likely to die are corvettes which you would WANT to stay longer as they act as a screen the hardest. The bigger stuff with larger health pools has a pretty okay chance of retreating anyways--unless I've just gotten lucky with that but according to the wiki that seems intended with larger ships.


It surprises me people like getting everything at once, I just think it'd be better if your origin bonuses carried on into the late game. Mechanist for instance is basically 5500 engineering research and dodging not getting the cards. It's not bad, in fact everyone uses it for synthetic but that's kind of a different problem. I think whether the system changes or not, origins should be a slow burn that's more impactful. At the very least, some of them need buffs like you said and that might be the easiest way to buff them. The gate origin is the exact opposite of what I'm saying, it has events and late game uses but nothing going for it in the early game besides early contact with space amoebas--but those are negative events technically so I'm not even sure if it's a good thing to judge it based on.


The exploration aspect of options is fine, just give the player a general idea. I can't memorize all of the choices, I just alt tab and google the ones I don't remember. If the choice came with some flavor text it might be more memorable you don't have to completely remove the mysterious nature of them if no one would like that but it would definitely help new players and it would help me marginally by not searching for the exact event. I know you aren't supposed to know what you're getting into but you CAN so...


Also, yeah I was quoting someone I had played with asking what the event was, but isn't it by like 50%? I don't know, seems pretty likely when there's only 2 other crisis to compete with but I'm not sure if the weights between them are even.


Games of cat and mouse are boring to me if the power gap is crazy, if you like that system then we just disagree fundamentally on how it should work. You probably like the current system, you should give some suggestions if you think it can actually be improved upon. People will disagree with a lot of things I say in this thread, everything is pretty much a hot take. These aren't perfect ideas, just what I would do given an hour to think about it.


Games are played by the rules anyways, multiplayer is only possible with rules. If the mechanics of the game were orientated or balanced around that, no one would need to worry about anyone doing something annoying or exploitative. RISK is fun and has no rules by default, that's the point. Stellaris DOES have rules they just don't apply to the player. That is fine for singleplayer but the systems in multiplayer should have their own set of rules that make sense. Being forced to play like the AI is an extreme that's why I suggested something different afterwards. "Cheating" in any form isn't fun, subterfuge is. There's a difference. The diplomacy options feel stale when there's no real weight to them, you just have to verbally convince someone. Again, that's the RISK element of it but these elements in Stellaris are intended to be more on the roleplay side of things in an online game. I'm not fighting that player, I'm fighting the empire they created and there's a disconnect. I'm sure that could easily be an option you could customize at game start if it was something added for those who hate it.
 
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So your suggestion here is to align basically all origins because you think that fanatic militaristic doomsday is to strong in your opinion?

I only heard this would be the case for machines and I really don't see this as a problem that should the fixed in the base game.
Your suggestion sounds a lot like removing the most differences of difficulties between them.
I did say and therefore hardly need to quote that, "it wasn't broken or something". It's not, the gate just has no early game going for it and the doomsday has entirely early game going for it. The difference is that, in that particular situation, the doomsday start LIVES and the gate start DIES. The differences and difficulties are fine but because of the nature of the game, everyone should have something going on during the early, mid and late stages. You can still be weaker but not by that much like with the gate. Technically it isn't literally nothing because of space amoebas but that doesn't really save you here more than likely especially when (because it's hidden) you have no idea they are a doomsday start. It doesn't matter if you aren't machines either, not sure where you got that from but if I had to guess you're thinking about the habitability penalties? Lithoids still sit at a healthy 100% and if I had to guess extremely adaptive would give you maybe 70% which is at least a standard colony. Also, the idea is to focus entirely on minerals and alloys where possible anyways and the only thing habitability contributes against that is resources from jobs which you can just directly compare with the doomsday bonus. Again, not broken by any stretch, anything you build goes away. If you're a Lithoid you can even refund some of it. Synergies like that aren't always bad but what exactly would you suggest the gate start synergies with in the early game? There isn't anything other than trade (which is for late game technically but still, you could start orientated towards trade) maybe so I think it would be nice if everyone had some sort of option in the event of war. Two of my arguments boil down to "what does it matter if you don't live past the first 100 years". This CAN be played around, you can survive that time frame but most people don't build ENTIRELY around that and I, frankly, don't blame them. It's boring for most people I'd say to be the guy in bunker hill. Nothing wrong with it as a strategy, just don't make it the ONLY strategy for certain origins, give them something. I don't have much experience with that origin, I only had that exact example. There's probably more to it than that especially when they're a newer inexperienced player. It was a good example though, everyone knows some of the origins are kind of underwhelming, why not tune them.
 
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I appreciate the comments guys but don't take my suggestions so seriously, I'm throwing some outlandish stuff out there based on experience alone and that experience has DEFINATELY been different from yours. Just want to see if people had suggestions of their own after the recent updates and wasn't sure where to start.
 
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This is for Bunkerman, it won't let me directly reply to messages at the moment.

You don't get to crush militarists when you can't declare war. The buff of 6% is only under the condition you sit and play with yourself in a corner. You said it yourself and then missed the point somehow. I know what the stab translates to, it just isn't worth it. I mean, heck, empire sprawl from pops is even kind of redundant when you can't expand as much but there's ways to circumvent all of this for sure with stuff like void dwellers. I get what you're saying but if those resources are put towards ships, those ships are less efficient. 3% (as in one point) comes with the downside of supremacy in general being less efficient for you, at least if you value fire rate.
well now you changed what you are saying, i agree the whole pacifist package isnt great because of teh no war thing, but that stability bonus absolutely is the strongest bonus in the whole ethics screen, its just not strongest enough to overcome the disadvantages of no war snowball earlygame. But you can absolutely trust me if you put a fanatic militarist and a fanatic pacifist alone in the galaxy then the fanatic pacifist mops the floor with the militarist especially if they take inwards perfection. So pacifism has strong enough bonuses just devs need to make conquest less snowbally thats all.
 
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I appreciate the comments guys but don't take my suggestions so seriously, I'm throwing some outlandish stuff out there based on experience alone and that experience has DEFINATELY been different from yours. Just want to see if people had suggestions of their own after the recent updates and wasn't sure where to start.
So first you post long lists of terrible ideas that you claim are the "community's vision" to replace "outdated and inferior content", and then after everyone reacts poorly to it you claim it wasn't supposed to be taken seriously?

Do you realize that's textbook forum trolling?

Also, it's "definitely".
 
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well now you changed what you are saying, i agree the whole pacifist package isnt great because of teh no war thing, but that stability bonus absolutely is the strongest bonus in the whole ethics screen, its just not strongest enough to overcome the disadvantages of no war snowball earlygame. But you can absolutely trust me if you put a fanatic militarist and a fanatic pacifist alone in the galaxy then the fanatic pacifist mops the floor with the militarist especially if they take inwards perfection. So pacifism has strong enough bonuses just devs need to make conquest less snowbally thats all.
I'm not changing what I said at all.
 

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So first you post long lists of terrible ideas that you claim are the "community's vision" to replace "outdated and inferior content", and then after everyone reacts poorly to it you claim it wasn't supposed to be taken seriously?

Do you realize that's textbook forum trolling?

Also, it's "definitely".
No, I clearly stated in the beginning these were my ideas and only my ideas based on experience. I'm part of the community and Lem is geared towards the community. I don't see what you've misunderstood in all of that.
 

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You should be able to pick any appearance and combine it with any species traits. For example a Humanoid portrait with the Lithoid trait. Then, where you got confused, there should also be a Humanoid trait. So a Lithoid could pick the traits of a Humanoid. It's kind of confusing because species appearance is tied to species traits, they should be untied though is what I'm saying. This is only so long as it doesn't impact game balance, like if they added a Necroid trait it shouldn't just BE the necrophage origin--probably but the addition of that origin makes it even more confusing, why aren't Necroids necrophages? It's like they are picking and choosing which things are locked and which aren't which mostly proves that it could at least be untied from appearance and then added to an origin. The problem with saying that is it would mean only Calamitous Birth would give you the Lithoid trait. I think they should rebalance it and change the UI so all of these things are separate because it's really confusing and doesn't let you pick an appearance and THEN traits, THEN an origin (if that makes sense).

You are discussing so many things in one post that makes it really hard to narrow down what you are trying to say.

1. Untie spcies traits from portraits
I really disagree. It makes sense for some traits to be locked behind a choice of portrait. This makes the empires actually feel different and the choice of your starting species will affect your gameplay. I like this asymmetry and thing it should be kept where it makes sense.

2. Every portrait class should have a species trait.
No I don't think so. It would be cool to have something like that (see above why I feel that way), but that would inevitable lead to traits that make no sense in my opinion. Humanoids and Mammals are already a very thin separation line so I feel it would be difficult to make specific traits for them. Yeah you could give them the same but I don't see that as adding much to the game.

3. Origins should add portrait traits
Just No. You want to make things easier but then come up with something like that. First of what happens if I select a humanoid portrait and then get your humanoid trait but choose calmitous birth and get the Lithoid trait? Do i get two, which one counts higher? Thats chaos waiting to happen.

4. Better visibility and easier overview at the empire creation screen
Sure I can get behind that. While I don't thing its particularly difficult I have seen some post here that complain about it and feel like a rework could help newer peoples to get in (Step-by-step Tutorial maybe?).
 

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Origins:

I overheard the following: "Man I can't wait until 2370 when I finally have my gate that will let me go a few systems over in the systems I don't have because I'm significantly weaker for starting with GATES". Please, try to explain to a new player what they're supposed to do now that 22XX (whatever year war is allowed year in) has come around and a fanatic militarist doomsday start is at the goddamn door. I'm not even saying doomsday is broken or something, I'm saying that some of the other origins just suck a whole heck of a lot. My solution is simple, all origins should be significantly weakened and have their bonus extend all the way into the late game instead. Everyone should basically start with an event chain as is the case with On the Shoulders of Giants. This ties into two other in-game mechanics.

I did say and therefore hardly need to quote that, "it wasn't broken or something". It's not, the gate just has no early game going for it and the doomsday has entirely early game going for it. The difference is that, in that particular situation, the doomsday start LIVES and the gate start DIES. The differences and difficulties are fine but because of the nature of the game, everyone should have something going on during the early, mid and late stages. You can still be weaker but not by that much like with the gate. Technically it isn't literally nothing because of space amoebas but that doesn't really save you here more than likely especially when (because it's hidden) you have no idea they are a doomsday start. It doesn't matter if you aren't machines either, not sure where you got that from but if I had to guess you're thinking about the habitability penalties? Lithoids still sit at a healthy 100% and if I had to guess extremely adaptive would give you maybe 70% which is at least a standard colony. Also, the idea is to focus entirely on minerals and alloys where possible anyways and the only thing habitability contributes against that is resources from jobs which you can just directly compare with the doomsday bonus. Again, not broken by any stretch, anything you build goes away. If you're a Lithoid you can even refund some of it. Synergies like that aren't always bad but what exactly would you suggest the gate start synergies with in the early game? There isn't anything other than trade (which is for late game technically but still, you could start orientated towards trade) maybe so I think it would be nice if everyone had some sort of option in the event of war. Two of my arguments boil down to "what does it matter if you don't live past the first 100 years". This CAN be played around, you can survive that time frame but most people don't build ENTIRELY around that and I, frankly, don't blame them. It's boring for most people I'd say to be the guy in bunker hill. Nothing wrong with it as a strategy, just don't make it the ONLY strategy for certain origins, give them something. I don't have much experience with that origin, I only had that exact example. There's probably more to it than that especially when they're a newer inexperienced player. It was a good example though, everyone knows some of the origins are kind of underwhelming, why not tune them.
1. There are a couple of events associated with the gate start so you have some interaction with it. Saying you have nothing is wrong. I actually like the origin from an RP perspective. Yes its weak as shit, but it has a certain charm. There are fun possibilities with having multiple empires with that origin in a MP game. If you don't like it there are a ton of others to choose from in competitive MP games and I am pretty sure doomsday isn't one of them either.

2. Doomsday is only good if played with Machine Empires (specifically driven assimilators so you can use bio pops that you conquer). How it works is that you go all in on alloys and use your TW casus belli to just conquer everything you can until your planet blows up. Machines are used since they suffer no habitability or happiness penalty. I have never heard or seen the origin be used with bio pops in the way you describe so I highly doubt your claims. Lithoids are also excluded from taking adaptive so you are wrong there as well (you sure you have played/seen this?).

3. No its not a good example because you are making claims that are wrong.
 

Lykus Cerebros

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No, I clearly stated in the beginning these were my ideas and only my ideas based on experience. I'm part of the community and Lem is geared towards the community. I don't see what you've misunderstood in all of that.
I have suggestions after seeing the 3.1.2 notes. I liked Lem, it gave me hope. The Devs might really wanna attempt to bring Stellaris closer to the communities vision for it.
In your second sentence you are claiming these ideas are the communties vision which is probably waht confuses people.
 
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