I don't want whatever systems are introduced to be heavily resourced based. This will probably be hard to do with Unity and Influence already being a thing, but the game already feels like a spreadsheet manager. Don't get me wrong, I love a good spreadsheet, but I think Stellaris needs some more story based gameplay.
yeah definitely agree with you there. there should be some consequences tied into the unity system, and tied into happiness, which should be expanded to be more logical. like slaves should not become authoritarian and happy because of slavery. happiness needs to make more logical sense for the conditions of each layer, worker, specialist, ruler. but other than unity and happiness being given deeper interactions with rebellion, it should be as you said not about resources.
it should be about ethics, about species rights, about whether you give utopian abundance to one (making them happy) and slavery to another (making them unhappy of course, but even
more so because of the jealousy question that they see others living in utopian abundance), etc... it should be about designing a faction, or a sect for the spiritualists. it should be about tying your factional ethics to the federation system and letting you impose species rights, living standards, ai rights, refugees welcome, and specific ethics on your federation. it should be about designing the governing system you're imposing in a liberation war, so that i don't have to remove someone's quirky pacifism to impose my mandatory fanatic egalitarianism on the galaxy. etc... etc... it should be about molding the galactic community into a new institution based on those chosen ethics you wanted, the way the imperium does to some extent.
it should be about tools for inserting
your roleplay into every part of the game, and having the game react to it with deep consequences. as you said, not about excel sheets.