In the short time that I've been browsing this forum, I've noticed these three suggestions pop up as popular ideas for Stellaris. Indeed, I have toyed with the ideas myself, and I do believe that these are features that should be included/expanded upon. Here's how I would implement them, if I were part of the dev team.
For trading, there should be a research (society, probably) for Interstellar Commerce, which allows you to construct trade ports as an addon to space stations. These trade ports will automatically spawn a trade ship for every starport within range (1 jump for warp and wormhole travel, 2 or 3 for hyperlanes to balance). The trade ships will automatically upgrade their jump drives as your empire does, and further reseach can be conducted to increase the number of jumps a trade ship can perform to reach a spaceport. Trading with foreign civs will generate greater boons, and the more prosperous the planet you trade with the more wealth your trade ships will generate from jumping to it. Of course, you can only trade with civs that have open borders and are not at war with you.
My idea for expanding piracy ties directly into my trade idea. Rather than pirates spawning as a one-off event in your empire's early game, pirate bases should crop up progressively as the game goes on, based on how many cargo ships there are passing through a system. Pirate should set up defensive stations with snares that entrap trade ships as they enter the system. A pirate group allowed to continue for too long will grow in strength as they consume enemy goods, eventually forming powerful fleets. This gives your fleets something to do during the peaceful lulls of the game and utilizes the pirate feature in a way that makes sense.
Individual pirate groups should form their own factions, allowing you to negotiate with them (for example, bribes to provide safe passage for your trade ships, or even designate targets for them to raid for a bounty). In addition, you should be able to get a rare research that allows you to construct privateer bases, which are essentially pirates funded by you who will raid other empires that you allow them to and share part of the bounty. Other empires will not be able to tell who these strange pirates are that keep attacking them, and you make money without ever having to declare war.
As for espionage, I believe that there should be a new ship type and hero category for this. The Agent should be a new hero type, who can engage in both espionage and counter-spy operations. They will man spy shuttles (for lack of a better term) which are only visible to enemy spies after a certain duration. These small ships can land on planets to perform sabotage and infiltrate political groups, they can blow up space stations or hack into research stations to steal tech, they can follow fleets and sabotage them (for example, disable jump drives temporarily), provide intel of course and even attempt to assassinate enemy leaders.
While all of these abilities are very powerful, counterspies can be attached to said planets and fleets to thwart these attempts, and as soon as the presence of a spy is known, a counterspy can be sent in to dispatch them. This may make for more dynamic gameplay during a cold war and even during hot ones. The speed and effectiveness of spies should be depreciable by enacting policies (e.g. security checks at trade ports, which greatly decrease trade income but increase security) and closed borders.
I know this is a super long post, but I think these ideas would be cool if considered, and since I don't exactly know how to mod it'd be pretty neat if someone took these ideas and ran with them.
For trading, there should be a research (society, probably) for Interstellar Commerce, which allows you to construct trade ports as an addon to space stations. These trade ports will automatically spawn a trade ship for every starport within range (1 jump for warp and wormhole travel, 2 or 3 for hyperlanes to balance). The trade ships will automatically upgrade their jump drives as your empire does, and further reseach can be conducted to increase the number of jumps a trade ship can perform to reach a spaceport. Trading with foreign civs will generate greater boons, and the more prosperous the planet you trade with the more wealth your trade ships will generate from jumping to it. Of course, you can only trade with civs that have open borders and are not at war with you.
My idea for expanding piracy ties directly into my trade idea. Rather than pirates spawning as a one-off event in your empire's early game, pirate bases should crop up progressively as the game goes on, based on how many cargo ships there are passing through a system. Pirate should set up defensive stations with snares that entrap trade ships as they enter the system. A pirate group allowed to continue for too long will grow in strength as they consume enemy goods, eventually forming powerful fleets. This gives your fleets something to do during the peaceful lulls of the game and utilizes the pirate feature in a way that makes sense.
Individual pirate groups should form their own factions, allowing you to negotiate with them (for example, bribes to provide safe passage for your trade ships, or even designate targets for them to raid for a bounty). In addition, you should be able to get a rare research that allows you to construct privateer bases, which are essentially pirates funded by you who will raid other empires that you allow them to and share part of the bounty. Other empires will not be able to tell who these strange pirates are that keep attacking them, and you make money without ever having to declare war.
As for espionage, I believe that there should be a new ship type and hero category for this. The Agent should be a new hero type, who can engage in both espionage and counter-spy operations. They will man spy shuttles (for lack of a better term) which are only visible to enemy spies after a certain duration. These small ships can land on planets to perform sabotage and infiltrate political groups, they can blow up space stations or hack into research stations to steal tech, they can follow fleets and sabotage them (for example, disable jump drives temporarily), provide intel of course and even attempt to assassinate enemy leaders.
While all of these abilities are very powerful, counterspies can be attached to said planets and fleets to thwart these attempts, and as soon as the presence of a spy is known, a counterspy can be sent in to dispatch them. This may make for more dynamic gameplay during a cold war and even during hot ones. The speed and effectiveness of spies should be depreciable by enacting policies (e.g. security checks at trade ports, which greatly decrease trade income but increase security) and closed borders.
I know this is a super long post, but I think these ideas would be cool if considered, and since I don't exactly know how to mod it'd be pretty neat if someone took these ideas and ran with them.
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