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JuliusAlexander

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This latest expansion doesn't really float my boat and it'll be the first I won't be buying. It's too bland and doesn't address a lot of core features and missing content. That being said, I haven't played it so it's entirely possible my perceptions are wrong, who knows.

I don't visit here very often but what I wanted to do is throw up a hopefully more constructive discussion on the future direction of this game and where I would like to see it go, and see how many of you agree with me. Don't worry, I shan't be offended if you don't, but if you don't agree with any of my points, I ask you to have the courtesy not to 'disagree' but rather open up a dialogue and explain what points you disagree with and why. Hopefully we can change the direction of the development.

So without further ado, I present to you my wishlist of future features.

Diplomacy

1. Comm Frequencies open.

Just because I meet Joe Blogs, my nearest neighbor at the start of the game, does not mean Fanny Adams on the other side of the Galaxy should magically get my comm frequency and initiate contact. If they're part of a federation I can understand that if I meet a federation, or alliance member, they would probably share my frequency, but just because they neighbor each other, there shouldn't be a cascade effect of contact. It takes away the joys of discovery. Only through treaty, or through direct contact with a ship, outpost or planet should contact be made.

2. First Contact.

As it stands, when I do finally make first contact with an AI species, I know within seconds how our relationship is going to develop. If they are a Federation builder, play nice and we'll eventually be allies. Are they a Martial Empire? Show enough strength and we can be friends. Slavers? Probably going to end up butting heads with these guys, and so on and so forth.

Each greeting has three options, one for each of your ethics, and then a neutral option. Thing is, no matter what you pick the outcome doesn't change, only your actions moving forwards. I propose scrapping that. What I would like to see is a proper first contact mini-game that will have repercussions on your future relationship. Should first contact go badly, friendly relations will be all the harder because you are hit with a moderate negative opinion. Should they go well, the reverse with you awarded a helpful bonus. This adds a random element to diplomacy that is missing from the game right now and will make it interesting.

Trade

1. There is no friendship in trade.

First of all let's talk about the lack of ongoing trade. Whilst I can set up a trade deal with my neighbor, there is no physical representation of such. It's just a valuation adjustment to your resources. It's also incredibly limited. Resource for resource. What I want to see is physical representations of trade routes that can be pirated, either in war, at the risk of causing a war, or by Pirates, and let's be honest here, Pirates are a nuisance, rather than a threat. Rather than Pirates Hari Karing themselves against my heavily armed Outpost, or worse, just sitting in their one system because my Outposts are too heavily armed, it would be better if they actually acted as, you know, Pirates, and pirated to trade lanes. Similarly, in war with my neighbor, I should be able to set up blockades for their trade, which clearly would have a negative impact on the opinion of their trading partner.

This would open up a whole new level of gameplay, and create new strategies for war outside of conquering planets.

2. Research Pacts.

Applies a 25% bonus to researching technologies discovered by the other party.

That's nice, if you're some illiterate backwater, but if I'm a technological giant, what's in it for me? It's too basic and needs to be more nuanced. Firstly the multiplier should be across the board, a pooling of our technological research that flows in both directions, and secondly I should be able to do this in return for money. Give me a X amount of Energy or Minerals a month and I'll prop your research up. Join the war I'm having trouble with and I'll give you the plans to this shiny new spaceship with engines and weapons you've never dreamed of. That sort of thing. This way there is something in it for both parties.

Espionage & Counterintelligence

Why oh why oh why is this not in the game? It should have shipped with it, not be more than 2.5 years down the line and still no sign of it. It's self explanatory, right?

1. The life of spies is to know, not be known.

Espionage. I want to spy on my neighbors. I want to know what they're researching, I want to know what planets produce what, what's in their ship queue, what each planet's morale is like, what treaties do they have, who are their friends and who are their rivals. Then I want to manipulate this information to my advantage. Maybe I want to steel research, perhaps a Shipmaster wants to defect with his shiny new Battleship, perhaps a Fleet Admiral wants to come over with a portion of his fleet. The possibilities are as endless as they are entertaining.

2. I never really was on your side.

Leader a little hostile towards me? Current president a warmonger? Let's replace him. Research starting to pull ahead of mine? Let's peg you back a bit. Planet populace enthused by the war? Let's convince them it's otherwise. It really breaks down into two areas.

2. 1 Assassinations

Whether it's a sector/planetary Governor, faction leader, Heir Fleet Admiral, General or chief scientist in their field, I should be able to attempt to assassinate them. Let's say I look at the heir of a faction Leader, he's a chip off the old block, so I want to take him/her out and replace them with someone a little less talented. Or perhaps the reverse and the Apple has fallen rather far from the tree, so if I take the Leader out now, that faction will be pegged back.

Similarly, take out that lead Scientist and I have a chance of them being replaced by someone less talented. Or perhaps it'll backfire and they'll be replaced by someone better. It adds a little spice to the minigame. Wars should not simply be through force of arms alone, a target should require softening up first. Give us the option for a War of Assassins.

2.2 Sabotage

Of course, one surefire way of pegging their research back would be blowing up their research centres. Clearly the game doesn't have them, but a calculation could be determined by an RNG to add additional time to your research.

Similarly, I want to slow down their martial build up, so blowing up their shipyards will do that. Since these do have physical representations in the game it would require you, or your opponent to rebuild them. But don't stop there. Select specific targets on a planet, or just pick a random one. Combined with espionage, there's a whole new gameplay element opened up. If the Empire is only just producing enough food, blowing up enough farms can send the populace into famine, lower morale, and soften them up for conquest.

Of course there's a third option. I want evidence found as to the perpetrator of the sabotage, only the evidence doesn't point to me, it points to another Empire. I do this to the other guy as well, blaming my neighbor and before you know it, they're both at war with each other rather than with me, I've taken a player off the board and made one of them over extend.
3. Propaganda

So my enemy has declared war on me, but I blow a few farms up and their populace is starving. Couple that with anti-war propaganda and all of a sudden they've a problem on their hands with a populace angry that more is spent on the military than feeding them. Let them wage war on me while planets across their Empire start popping up in revolt.

But let's make it more nuanced than that. We're not at war but a neighboring system has a resource I desire. I don't want to conquer it and start a war, so I start a propaganda campaign. I start turning the populace against their own government and the planet populace's roving eye notices how much greener the grass is on my side of the border and flip sides. A bloodless coup. Conquering without invasion.
4. Counterintelligence

Clearly what goes around comes around and what's good for the goose is going to be good for the gander so I need to ensure I'm protected against acts. So you need an effective counterintelligence system in place. If my spies catch their spies I can either eject them, diplomatic censure them, or use it as a pretext for war without being viewed as a warmonger.

You might think this quite ambitious, and if you do, I point you to a twenty year old game. Firaxis' Alpha Centauri which had exactly this. Even most modern 4x games have some level of spy games you can engage in. It's high time Stellaris did as well. Paradox are meant to have a reputation for complex games yet Stellaris is one of the least complex in its genre. Please, fix that.

Now as I said, I'm posting this in the hopes of civilized debate, so please tell me why you disagree if you do. Please also add your own ideas or offer up refinement to my own.
 
Last edited:

Theory

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These all sound like they would make the game more interesting, and I wouldn't be surprised to see most if not all of these in the next 'big' DLC. The Devs have said several times in the past that diplomacy is the last core gameplay issue that they think needs to be addressed and have outlined several things they want to put into the game like deeper trade and 'economic warfare' options, espionage, a galactic UN, and more diplomatic options in their roadmaps.

However, they are spending all their time fixing several big issues that the last patch introduced, the mains ones being better A.I., better performance, and less game breaking bugs. So I would expect them to spend some time working on these, then maybe release a smaller, 'more stuff that's already in the game' expansion, and then much later this year finally begin working on a huge diplomacy DLC.
 

Maethendias

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cough... if we get an espionage expansion, and machine empires ARENT the top tier infiltrators (you know, beings with the processing power of multiple planetary systems hacking into the puny electronic system of nearby organic entities; disrupting or possibly starting a machine uprising from within) id be EXTREMLY dissapointed
 

Theory

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cough... if we get an espionage expansion, and machine empires ARENT the top tier infiltrators (you know, beings with the processing power of multiple planetary systems hacking into the puny electronic system of nearby organic entities; disrupting or possibly starting a machine uprising from within) id be EXTREMLY dissapointed

Just protect the systems with one of those 'are you a human' checkboxes....and they'll be fine.
 

Maethendias

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again, processing power of MULTIPLE PLaNETS.... the intelligence which would be created by a monster like that is unimaginable
 

Urza1234

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I'm going to point out that Stellaris is designed to be a real-time game. The expectations of complexity should be considerably lower for real-time games compared to turn-based ones.
 

Spaceception

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I like these, especially the research pact suggestion with bribing races with new tech in exchange for help. Be especially useful once the AI is better at keeping up with you, and/or if you need a bit of help because your fleet is on the opposite side of your borders where they should be.
 

Elite Psion

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I remember that wiz said that he wouldn’t create some sort of espionage into the game, because while it would be fun when you do it it’s not when you’re the victim of it. Reminds me of the problems with crime syndicates: not fun to play because everyone already knows and will build precinct house to stop you, and not fun to interact with because you will have to do the same so that you won’t get crippled by the crimes on your planets.
 

Urza1234

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I remember that wiz said that he wouldn’t create some sort of espionage into the game, because while it would be fun when you do it it’s not when you’re the victim of it. Reminds me of the problems with crime syndicates: not fun to play because everyone already knows and will build precinct house to stop you, and not fun to interact with because you will have to do the same so that you won’t get crippled by the crimes on your planets.

Civ 4 actually had a pretty fair espionage system if I remember correctly.
 

Peko?

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I'm going to point out that Stellaris is designed to be a real-time game. The expectations of complexity should be considerably lower for real-time games compared to turn-based ones.
I don't think so. The constraining factor in real time isn't complexity but rather how frequently and quickly you need to handle/interact with any given mechanic.
 

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Overall I like the concept. As others have pointed out, this works better in turn based that it would in real-time games. Additionally there is a risk of getting bogged down in the details, so to speak. But a 'produce/create/recruit spies and send them to X empire with general brief of (steal research / subvert admiral/general/scientist / carry out sabotage (insert focus (domestic/research/military)here). This could, clearly, be expanded on but the general idea is there, I think. It would allow for the features requested to be added without micromanaging it all whilst trying to run the game in real-time. Of course, you could pause it to concentrate on these things, or limit it by saying "Our spies can only carry out one task at a time" but that can reduce realism. Just my two pence.
 

JuliusAlexander

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cough... if we get an espionage expansion, and machine empires ARENT the top tier infiltrators (you know, beings with the processing power of multiple planetary systems hacking into the puny electronic system of nearby organic entities; disrupting or possibly starting a machine uprising from within) id be EXTREMLY dissapointed

Well that would depend on how good your firewalls are, and that would depend upon much you researched counterintelligence. This is my point. Espionage and Counterintelligence should be two new strands of the tech tree. Pop them in two different areas of research so if I so choose, I can just focus on counterintelligence and not engage in spy games.

Overall I like the concept. As others have pointed out, this works better in turn based that it would in real-time games. Additionally there is a risk of getting bogged down in the details, so to speak. But a 'produce/create/recruit spies and send them to X empire with general brief of (steal research / subvert admiral/general/scientist / carry out sabotage (insert focus (domestic/research/military)here). This could, clearly, be expanded on but the general idea is there, I think. It would allow for the features requested to be added without micromanaging it all whilst trying to run the game in real-time. Of course, you could pause it to concentrate on these things, or limit it by saying "Our spies can only carry out one task at a time" but that can reduce realism. Just my two pence.

Respectfully I disagree, especially on the idea that you would get bogged down. There's a little feature in this game called a 'pause button'. There's no need to get bogged down at all. Plus it would simply require its own interface in the same way we have a diplomacy interface now. You don't get bogged down whilst doing diplomacy. Counterintelligence could be by and large a number strength you have to overcome for a successful action. It doesn't have to be more complicated than if your counterintel score is 5, I need 6 or more to be successful. How it's represented to the player simply needs to be immersive and intuitive to use. That's where a good interace comes in.
 
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Respectfully I disagree, especially on the idea that you would get bogged down. There's a little feature in this game called a 'pause button'. There's no need to get bogged down at all. Plus it would simply require its own interface in the same way we have a diplomacy interface now. You don't get bogged down whilst doing diplomacy. Counterintelligence could be by and large a number strength you have to overcome for a successful action. It doesn't have to be more complicated than if your counterintel score is 5, I need 6 or more to be successful. How it's represented to the player simply needs to be immersive and intuitive to use. That's where a good interace comes in.

Whilst I understand what you are saying, I did point out, as you quoted, that yes, you could use the pause button. And I agree, you don't get bogged down doing diplomacy, indeed most of the aspects of the game. Perhaps bogged down was the wrong wording, but a complex, fully immersive espionage experience would, I feel, take a lot of attention from the rest of the game. I'm not explaining well, I fear, but the point I'm trying to make is that I feel that many of the aspects requested, citing a turn based game as evidence of it being possible, would require more thought to be implemented in a real-time game unless it makes pausing the game mandatory, as it does when requiring to make decisions on events, for instance. I'm not disagreeing with the idea, and I completely agree with what you say regarding a good interface. Personally it is one aspect of the game I would really love to see in it, but I want to see it done well and not just a rehash of what other games have done. If that makes sense?
 

KingAlamar

General
Nov 5, 2016
1.931
281
I basically agree with the OP that the above options would be good - ... maybe even awesome .. - in SP. If the system worked well and didn't require lots of pausing then maybe it could be worked into MP also??

Note: I'd love to get QOL / bug / AI / etc. major patches before the next big earth shattering set of patches.