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S.C. Watson

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This may go over like the proverbial planet eating space aoemeba in the core systems, but if Stellaris is anything like any of the other Paradox games, there's going to be a veritable shite-tonne of DLC for the game. Heck, it's not even out, and we're starting to cosmetic DLC.

For myself, and a few others (there's dozens of us!) I'd love to see a tighter focus on realism in one of the DLC's.

Things like:
  • Races handled more scientifically (Carnivore, herbavore, scavenger, limbs, etc.)
  • Planets handled more scientifically (size / gravity, atmosphere, climate, hab zones, etc.)
  • Biozones around stars based on players homeplanet / hydrographic type
  • Physical, raidable / tradable resources (including populations), with physical raidable storage on planets (refer to Stars! / Screenshot)
  • Rescaling of models (not major, just so that the ships don't appeare huge next to planets / stars - it's an immersion thing)
  • Ship crews
  • Ships based on tonnage, not predefined hulls
  • Planet population numbers - production based on what your physical population is
This is only a couple of idea off the top of my head while I'm at work. I'm sure there are other suggestions.

All that said, am totally looking forward to the game as is! May 9th can't get here soon enough.

And, please - if this isn't something you as a player don't want, please save the hate. I just want to make space great again.
 
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Pandoricus

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The Numerian Ascendant agrees with the spirit of your thread. A few of the specifics not as much but the general idea definitely.
 
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nitroholic

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Eh, it doesn't seem like hard sci-fi "realism" is part of Paradox's game vision. I would much rather see DLC focus on other things.

Most of these suggestions can be done through modding, and with Stellaris' popularity, I have no doubt there will be a plethora of realism and texture mods.
 
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romothecus

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More like "entirely different game." Many of those things he's talking about won't be moddable at all.
 
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Susarian

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I demand rigidly defined areas of fantasy and whimsy. Enumerated. Quantified. These blue laser shooting sapient sacs of talking fungus aren't going to explain themselves. Accurate to three decimal places, if you please. Don't forget to leave a spot for the bathroom in the shipbuilder too. Realism is important.
 
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EmperorZelos

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This may go over like the proverbial planet eating space aoemeba in the core systems, but if Stellaris is anything like any of the other Paradox games, there's going to be a veritable shite-tonne of DLC for the game. Heck, it's not even out, and we're starting to cosmetic DLC.

For myself, and a few others (there's dozens of us!) I'd love to see a tighter focus on realism in one of the DLC's.

Things like:
  • Races handled more scientifically (Carnivore, herbavore, scavenger, limbs, etc.)
  • Planets handled more scientifically (size / gravity, atmosphere, climate, hab zones, etc.)
  • Biozones around stars based on players homeplanet / hydrographic type
  • Physical, raidable / tradable resources (including populations), with physical raidable storage on planets (refer to Stars! / Screenshot)
  • Rescaling of models (not major, just so that the ships don't appeare huge next to planets / stars - it's an immersion thing)
  • Ship crews
  • Ships based on tonnage, not predefined hulls
  • Planet population numbers - production based on what your physical population is
This is only a couple of idea off the top of my head while I'm at work. I'm sure there are other suggestions.

All that said, am totally looking forward to the game as is! May 9th can't get here soon enough.

And, please - if this isn't something you as a player don't want, please save the hate. I just want to make space great again.
shall we include no FTL?
 
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Radical changes to gameplay will most likely be handled by mods, not DLC. That said, I'll be curious to see what the realism mods do.
 
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One thing I'd like to see is various ways to handle energy and fuel. Stars! had ships consume fuel, and refuel automatically at starbases, which provided infinite fuel for free. Going faster consumed more fuel per turn, so you had to decide if you wanted to get from Point A to Point B quickly, or go more slowly and conserve fuel. Fuel transports were an important asset, too, particularly since they were essentially mobile "fuel factories" that generated fuel each turn.

Would be nice to have different kinds of powerplants and energy sources (nuclear reactors, solar panels, what have you) and fuel. It sure added another level of depth to Stars!.
 
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Murmeldjuret

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While I like the spirit of realism, you would have to make a completely different game to make it realistic enough to be workable. I almost prefer it didn't go into harder science or it risks going into the uncanny valley of realism.
 
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Kalmar8

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I'd really like more traits, more exotic resources, more events, more options for endgame crisis and the like over overly scientific approach to planet colonization and stuff. The game is going to draw inspiration from various popular franchizes, including WH™40K™ or Star™ Wars™, and you suggest scientific hard SF?!? :rolleyes:

Edit: Although the fuel system, like in SotS, wouldn't be that bad. But I guess, it might be hard for the AI to cope with.
 
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ZyZla

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I'd really like more traits, more exotic resources, more events, more options for endgame crisis and the like over overly scientific approach to planet colonization and stuff. The game is going to draw inspiration from various popular franchizes, including WH™40K™ or Star™ Wars™, and you suggest scientific hard SF?!? :rolleyes:

Edit: Although the fuel system, like in SotS, wouldn't be that bad. But I guess, it might be hard for the AI to cope with.
In my opinion the most Scientific space saga is StarTrek with no opposition to it... Babilon 5 series could be too though....

EDIT: I would like to see species breathing different kind of gases though... that would make a huge difference in colonization...
 

TheWalkingLost

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I'm far more interested in other types of DLC/Expansions.

-Expanded Trade; Trade Routes, Raiding, Galactic Stock Market, etc.
-Espionage; Leadership Infiltration, Spy Satellites, Sabotage, etc.
 
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Alexander Seil

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I don't see how the suggestions in the OP add to "realism." They mostly add up to really fiddly systems that would turn into a micromanagement nightmare by midgame.

A cornerstone of a proper hard sci-fi mod would be removal of FTL at the beginning and creating a sort of a CK2 in space, as a pre-FTL stellar civilization could not help but be organized as a loose confederacy. I doubt it would even be feasible, as it would require autonomous AI control of your forces after they've been dispatched outside of your capital system, as you wouldn't have FTL communications, either.
 
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