Misc Stellaris Issues list 2.0

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endymon

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Exploration:
- There is a massive difference in exploration power between Warp/Hyper based empires and wormhole empires. Wormhole empires inherently have limits on how far away from home they can travel (without the wormhole generator support structure). The other empires have no such limits. Why is my little dinky ship able to travel the full length of the galaxy without so much as stopping to refuel or resupply food resources? It seems like maybe they would have to land on an unknown quasai habitable planet to harvest some local creatures for food once in a while, or spend time by a gas giant fueling their engines or something.


Research:
- It should be MUCH harder to skip over entire tiers of weapons. Lets say you haven't researched basic missile tech, why am I able to research (from debris) quantum missiles straight away? It seems like there should be a major penalty debris research that you have not attained the pre-requisit technologies for. Maybe instead of 10% progress 1% progress?
Or perhaps if a debris field contains quantum missiles, a successful research project will give credit toward whichever missile tech is next up in your technology tree.
- As a side effect of this, apparently missile based space stations can ONLY be built if the level 1 missile tech is researched. These do NOT unlock if you skip over that using debris research.
- This is mostly an issue when dealing with Fallen Empire debris fields. Quickly gaining access to research end-game technologies should be more or less impossible.


Fleet Issues:
- There is currently no way to turn off a rally point to a fleet that is engaged in combat. Therefore all new ships produced will automatically rally in, and possibly be easily destroyed trying to get to the combat fleet.
- Missile projectiles sometimes aim for the "nameplate" of the fleet instead of pathing toward any of the actual ships/stations within the fleet. (for example asteroid stations)


Designer:
- Is there seriously no way to design improved mining/research stations? I have noticed AI empire stations can have shields, or advanced weapon systems onboard. Whereas mine are permanently capped at the most basic starter tech.


Genetics:
- I think there should be some things that are NOT modifiable genetics wise.
Lets say that whatever you set on the species customization screen is basically set in stone.
But then each game you get randomly assigned say 5 fairly minor extra traits. Random mix adjusting stats up or down by small amounts (lets say 2-3%)
These traits could then be modified by genetic programs.
I suggest this because it seems weird to build a race with specific traits, and then slowly erase those through genetics programs.
- It would be somewhat cool if factions could arise based on genetic modifications. So if I choose to modify my species in a particular way some faction would arise that is the "purist" faction that would be vehemently against modifying "our natural evolved state" or some such position. Or there could be factions that desire a specific genetic modification be undertaken. Or even a species level genocide, lets say like Homosapiens vs Neanderthals (or in a scifi ish realm, Babylon 5 Psicorps telepath war to take over earth)


Empire and Ethics:
- Empires should be allowed to have governments that conflict with their base population ethics.
ESPECIALLY if an empires overall ethics are determined by the majority of the population. So that would increase the chance that an empires government would fall in a coup or revolution due to a ethics divergence.
- It would also be interesting from a role playing perspective. Lets say a species is inherently peaceful, but has been taken over by a Military Junta at the start of their space age.
(This might be addressed in a future update)


Things that really bug me:
- There NEEDS to be some difference in the initial diplomacy options. Why even bring up the window with anything more than an "ok" button at this point.
- There must be something that can be done with barren planets. Install solar panels, or additional mining. Something that does not require a population with which to work it. Maybe such would become available after basic robotics tech has been researched? I like the idea of sensor posts, or listening posts, or heavily fortified automated defense platforms. (this might be being addressed in one of the upcoming updates)


-----------------------------------------------------------

Original thread here: https://forum.paradoxplaza.com/forum/index.php?threads/misc-issues.964859/#post-21749313
Reposting the issues that I know continue to exist.
A few of the issues mentioned there no longer apply so I've removed them from the repost.

-------------------------------------------------------

Sensor related issues
Summary: the universe should be a much more unknown place for longer, and there should be costs associated with maintaining good vision coverage.

- It should NOT be so easy to map out the galaxy. Sensor rage should be limited in information that can be gleaned about remote systems.
- A player should not be able to see within the border of another civilization without making an investment toward mapping their interior. Gives more of a reason for closed borders.
- As their border expands new systems that are colonized should not automatically be updated.
- Making first contact with a civilization should not reveal their location on the map. You can know that they are out there, and perhaps a general marker, but NOT an exact border outline, unless that was traded for specifically.


Diplomacy
Summary: Diplomatic actions need to both have MORE information presented and LESS information automatically given. (as confusing as that sounds)

- Relative power levels should be hidden unless the player invests into that.
- Some sort of regular trading interaction between races should be required before gaining "automatic" information about their capabilities and strengths.
- There should basically be a governmental research/investment tab somewhere where you can choose to focus some resources toward information collection capacity on a few empires at a time (usually your rivals or other civilizations that are of immediate interest). There needs to be some sort of maintenance cost toward keeping tabs on your neighbors. Obviously allies should have more automatic information sharing. However it would make sense to have some policies that could be implemented in secret that might be put into place if you were planning to break from the alliances (or attack your overlord). Ways to conduct a buildup in secret. There would be % chances to have these plots discovered and then appropriate action could be under-taken preemptively.
- There needs to be a way to see what your allies goals are. So that you have an idea when they might be interested in a war. It seems arbitrary why an ally will sometimes agree to a war, and sometimes won't.
- There should be some point to the different options upon first contact. There is ABSOLUTELY no difference at the moment between insulting them, or welcoming them with open arms. I've stopped even reading the AI faction descriptions because it tells me nothing useful about how to interact with them.


Administration

- The bonus for construction speed spread by a governor to everything in a sector is SOOO much better than a governor on a planet itself. Should not a governors influence and capabilities be divided among so many worlds?
- Makes an interesting choice between setting a governor for a single planet to maximize its effect, vs a whole sector getting marginal bonuses. It also encourages creating multiple sectors instead of lumping everything into a few really large ones.
- Core worlds should be in their own sector automatically.... OR the faction leader should grant the bonuses of a sector governor to all directly administered sectors. Otherwise sector construction is given a bonus not enjoyed by core worlds.
- If we're going to be allowed to control starport construction within sectors, we need a better way to quickly cycle through starports within sectors. Perhaps there could be a tab just below planets that lists all starports NOT within core worlds.


Combat
Summary: balance changes

- If a fleet is engaged against multiple fleets orders should still be issue-able. For example, if there are multiple small fleets engaged, I should be able to tell my fleet which one to target first (among those in range). So that I could perhaps Kill something before retreating rather than.... damage some shields and otherwise accomplish nothing.
- Fleets should be able to "retreat" without using the emergency FTL option. For example, if my fleet is faster than my opponent. I should be able to just break off and run away. It is silly that once combat has begun it can ONLY end if either side is destroyed OR emergency FTL is used.
- Ship pathing is stupid. Sometimes I'll get a message "evading hostile fleet" and my construction ship is pathing to the edge of the gravity well..... DIRECTLY PAST THE ENEMY that they are trying to evade. Good job guys?
- It is REALLY difficult to tell which ships are being targeted and taking damage within the fleet combat UI. Especially in LARGE fleets. I may want to issue the E-FTL order if my capital ship is taking critical damage, but I have to scroll through 100 corvettes before I know that. BASICALLY the fleet UI needs a complete overhaul in order to present data in a useful fashion.


Construction UI
Summary: Needs to be streamlined with more useful information presented

The stats in the hover popup for ships listed in the starport construction window are half useless.
I care much more about what TYPE of weapons the ship is outfitted with than things like:
- fleet capacity cost (that is obvious based on class of the ship)
- size and cost and build time (these are already listed in the main build menu, they are redundant here)
- Maintenance costs (I can't think of any times where I would choose which ship to build based on how much it costs to maintain)
- surplus power (completely worthless)
- shield recharge rate (I can't think of a time where this would be useful on its own, maybe paired with the shields stat?)
INSTEAD:
- Weapon load-out (just the icons is probably ok) <<<<----- REQUIRED! I don't want to have to name my ships based on what weapon roles they have.
- Pair hp regeneration rate with hit-points (similar to shields with shield-regen)
- Sensor Range

- Ship upgrading is broken. Copy the way it worked in Sword of the Stars 2 where you can retrofit fleets only within the same type of weapon.
- So lasers -> better lasers, NOT lasers -> missiles -> kinetic on a whim.

- The ship design UI needs a lot of work. Its too hard to find things, scrolling through a gigantic list.
- There should be an "auto generate" name button. Without needing to auto-generate a complete ship design.


Science
Summary: lots of problems with debris

- I would say that basic debris survey should be fairly quick (a few days) but mostly completely empty. Rarely something useful might be found that would then spawn a FULL research project. One that might take months to complete, as a reward though you get 10% toward some tech.
- Debris should not last in a system for very long. Just due to drift from being exploded off of a ship, within a few months the debris should have drifted over such a wide area as to be impractical to collect it ever again. (this would help with "special project" spam after a lot of combat)
- Perhaps a construction ship could be dispatched to "collect" the debris from a system and then a scientist could analyze it properly later back in the safety of a lab planet side.

Misc

- There needs to be a way to sort ships or move ships into a reserve section rather than cluttering up a single combat ships tab (or civilian ships tab)
For example, If I deploy a bunch of "purely" sensor ships along my border to give early warning about approaching hostile fleets.... I don't really care about them MOST of the time. There is no reason to have to visually scan through the FULL list of fleets to find the few combat worthy fleets, or reinforcement fleets, or recently constructed ships.
 

StJimmyRocks92

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Designer:
- Is there seriously no way to design improved mining/research stations? I have noticed AI empire stations can have shields, or advanced weapon systems onboard. Whereas mine are permanently capped at the most basic starter tech.

If you select the auto-design or whatever it's called on the lower left of the designer screen it will update mining/research stations with shields.
 

prismaticmarcus

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i'm trying to be constructive here. you'll probably find that 'endymon's issues' is not a subject that the devs will be terribly concerned about.

i checked out your original thread to see what sort of responses there were and it was just other people adding their own whinges.

you'd be more likely to get better responses, i think, if you created separate threads for each topic. after, of course, searching to see whether a thread doesn't already exist.