Questions and my wishes about Stellaris.

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dullman

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So lastly i got galciv 3 and played some time, so since there seem to be at best lacking something i want to know if i would love stellaris or not.

1. So the first point is Different Species - while in galciv 3 there aren't any (by that i mean the planet that we take don't have different race than our it's just some hexs). I read in dev diary that it will be so it's good thing but if it's possible to assign to different pops more than one ideology (I ask to see if we can expect it to be moddable like adding beliefs or other things)

2. What i would also love to see is some kind of espionage, i mean in galciv 3 it's something that is lacking, on other hand after stealing alien technology we can't apply them directly to our technology, at best we can say that we make 25% of research. So my i ask is if we can expect more refined espionage than we saw in one of current paradox titles.

3. Space pirates and other dangers in galaxy. While i like beginning in galciv after wiping pirates there is nothing which can be consider as danger to civil ships, which also causes that our fleets are rather long way from the center of our civilization, which seems to be absurd, so will there will be a need to keep an escort to our merchant fleet (or other civilian ships) and keeping small garrisons around each planet instead of keeping entire fleet on a border? And if yes is there a possibility to help pirate fleets on enemy territory?

4. Economy. What i saw in dev diary is somewhat disappointing, they get pops from victoria 2 but forgot about economy aspects which is bad (very bad). I mean who wants to build empire if he only needs three kind of resources, obviously the history shows that many fights over resources rather than other means, so currently i'm very disappointed, the only thing i can thought that they might add some other resources in similar way like is in galciv3 or in expansion. It also eliminates one of very beautiful aspect of game which is building healthy economy (What someone said if they want to fight us they can, but first they need buy weapons from us) so basically we can't make some aliens races economically depends on us and in a case of war we just cut off our resources, than they slowly die on theirs planets.
Also to be truthful i want to have faith that we don't see worlds like in galciv where on every hex is build the same type of building, for me it's kills the joy of game if there is no economy.

5.Every part of galaxy is usable for us. What i mean that our expansion we can settle on every piece of rock in galaxy (but of course it won't be cheap), since there is no economy so we probably won't be doing something like setting mining colony on mars to get rare resources, but i believe we should expect to be able at least build on every piece of rock in Sol system manufactures while other colonies just get us money to keep our non cheap factories in space.

6. Large galaxy - whilst i think i saw on screen max size of galaxy is 1000 stars (not sure) but will there will be way to mod game to be able gets larger galaxies with multiple different races (what i expect is galaxy in eu political style - more than hundred different countries, and it's really hard to keep everything under our rule in most cases we get at most half galaxy).

7. Peacefully gaining planets - i would love to see galaxy empires sometime crumble, sometime joining together in one federation and sometime decide that they need to join my empire, so will be there a way for gaining planets by influence/economy or any other means different from military? So basically we can play entire game without needing to wage a war against other sentient races, and how much developed this aspect will be if it's just a cherry on cake that will be only rare occurrence or it can be our tactic to expand our empire.

8. Any kind of automatic building on planets (only optional) better than what i see on galciv3 (it's probably the worst i ever see).
 
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possible to assign to different pops more than one ideology (I ask to see if we can expect it to be moddable like adding beliefs or other things)

The populations mechanic is based upon the system in place from Vic 2, AFAIK, meaning that, no, you don't personally assign ideologies to pops, their ideologies form based on their exposure to certain ways of thinking.

2. What i would also love to see is some kind of espionage,

I believe that espionage has been confirmed a number of times by the developers here on the forums, a bit later I will try to update this post with links to said posts as citation.

so will there will be a need to keep an escort to our merchant fleet (or other civilian ships) and keeping small garrisons around each planet instead of keeping entire fleet on a border? And if yes is there a possibility to help pirate fleets on enemy territory?

This too is something that has been mentioned previously by the devs elsewhere. Henrik Fahraeus (Doomdark) even made a point in an interview that you should not go sending you civilian science vessels into uncharted territory without first scouting that area, as ambushes by any number of people are more than likely a real threat. Yes, garrisons are going to be necessary, I'm sure - As for helping pirate fleets? I mean, I'm sure there will be the ability to support rebels with funds, or troops akin to EU4 or HOI - Making rebellions a much stronger and much harder thing for your targets to deal with, but this is purely speculation on my behalf, I'm just drawing from what we know from previous games in the PDX Grand Strategy library.

4) I personally feel that the Paradox representation of energy as a representation of both physical labor, and credits for said work is the best way of ensuring the game goes in a direction that is both easily picked up and played, and less about having to piss about micromanaging the whole market side of things. Not too long ago someone even suggested an entire stock market be implemented, because "relizm!" - No... It's a feature that serves to add unneeded complexity to the game. Energy Credits serve the purpose of monetary value, work expended - Minerals cover the materials used to construct things, you then have rarer resources with their own properties, that's fine in my eyes. Complexity for the sake of complexity is the bane of a lot of games and only leads to stupid feature creep, and severe balancing issues in the long run.

5.Every part of galaxy is usable for us. What i mean that our expansion we can settle on every piece of rock in galaxy (but of course it won't be cheap), since there is no economy so we probably won't be doing something like setting mining colony on mars to get rare resources, but i believe we should expect to be able at least build on every piece of rock in Sol system manufactures while other colonies just get us money to keep our non cheap factories in space.

This isn't at all accurate. There are many planets throughout the galaxy that your species that inhabit your empire won't be able to inhabit because of a toxic environment that they can't breath. You can't settle on gas giants, and as previously covered in my point about number 4 - There are absolutely rare resources, and that was covered in Diary #9 (Planets and Resources) - You will come across plenty of planets, asteroids and other, where the resources on that planet will be rare and new, and provide varied benefits, be it improved engine efficiency, the ability to use it in the manufacturing of weapons of mass destruction, etc.

6. Large galaxy - whilst i think i saw on screen max size of galaxy is 1000 stars (not sure) but will there will be way to mod game to be able gets larger galaxies with multiple different races (what i expect is galaxy in eu political style - more than hundred different countries, and it's really hard to keep everything under our rule in most cases we get at most half galaxy).

This was covered in Developer Diary 3, and when discussing the characteristics of the galaxy, size and shape, the following was said.
All of these options are of course moddable, both in regards to looks and available options.
So absolutely, if you want a galaxy of 100,000 stars, I'm sure it's possible if your computer doesn't conk out.
As for the comment on races - Races all start symmetrically, with the exclusion of Fallen Empires, I'm not sure what you mean by what you said, but as you play throughout the game you'll have hundreds of new races springing up to form new Empires, you'll have old empires filling the space, and new ones struggling to make their mark, whether it be because they are a new species, who feel destined to rule the galaxy, or an old species tired of the injustices of their current empire and want to try a new approach.

7. Peacefully gaining planets - i would love to see galaxy empires sometime crumble, sometime joining together in one federation and sometime decide that they need to join my empire, so will be there a way for gaining planets by influence/economy or any other means different from military? So basically we can play entire game without needing to wage a war against other sentient races, and how much developed this aspect will be if it's just a cherry on cake that will be only rare occurrence or it can be our tactic to expand our empire.

While this hasn't been directly addressed in any diaries yet, yes, federations are a thing, Doomdark discussed them in some detail in his interview with polygon. He also expressed in, I believe it was his interview with Giant Bomb, that while in a federation, claims can be made, planets will revolt to change faction, etc. etc. Just as provinces do in other Paradox titles.
Empires can also crumble into nothingness, especially during the cataclysm stage, from what we've been give a peek at so far. You could even, while your rival empire is going through serious civil wars with the destruction of entire sectors of space, swoop in and claim them for yourself when they lose control.

8. Any kind of automatic building on planets (only optional) better than what i see on galciv3 (it's probably the worst i ever see).

Doomdark has stated that no, automation is not something he wants to play a role in Stellaris, and I thank him for it. If you look at a game like Hearts of Iron 3, or Distant Worlds, those games with the amount of automation, can play themselves. At the end of the day, Automation nullifies the work put into certain areas of the game by the developers, why would the developers waste their time on implementing, say, a really complex system of trade, or a really complex system of planetary management only for most players to think, "whatever, this shit is far too complex and I can't be bothered" and just hit automate? Thankfully the PDX team are choosing to create enjoyable mechanics that you don't need a full PhD to understand - As I said earlier, complexity for the sake of complexity is stupid, and for the most part, in my opinion, serves only to stroke the ego of those players that like to brag about how complex and deep their experience is in the game... Like, well done?

Again, I will, when I am back home (need to go to the shops :( ) I will grab and post all sources and citations possible and post them here.
 
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dullman

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4) I personally feel that the Paradox representation of energy as a representation of both physical labor, and credits for said work is the best way of ensuring the game goes in a direction that is both easily picked up and played, and less about having to piss about micromanaging the whole market side of things. Not too long ago someone even suggested an entire stock market be implemented, because "relizm!" - No... It's a feature that serves to add unneeded complexity to the game. Energy Credits serve the purpose of monetary value, work expended - Minerals cover the materials used to construct things, you then have rarer resources with their own properties, that's fine in my eyes. Complexity for the sake of complexity is the bane of a lot of games and only leads to stupid feature creep, and severe balancing issues in the long run.

You see i believe in other way and to be truthful more resources adds more gameplay, meaning if civ has a large deposits of light metal so their fleet will be mainly light, fast but fragile ships while if other has only heavy metals their ships will be also slow but not fragile, so if we would add resources we could get to see many different types of fleets, and to be truthful it also adds tensions between empires to gain resources needed in improving navy, whilst having free resources makes fleets generic, i mean if you play with that always you will use the same combination of ships which proved to be most effective, similar AI (although here more depends on current research than planning)

This isn't at all accurate. There are many planets throughout the galaxy that your species that inhabit your empire won't be able to inhabit because of a toxic environment that they can't breath. You can't settle on gas giants, and as previously covered in my point about number 4 - There are absolutely rare resources, and that was covered in Diary #9 (Planets and Resources) - You will come across plenty of planets, asteroids and other, where the resources on that planet will be rare and new, and provide varied benefits, be it improved engine efficiency, the ability to use it in the manufacturing of weapons of mass destruction, etc.
I don't remember reading about resources, seems i might reread it again, also how it's not accurate ?? I mean look at sky on ISS where people current are living so what stop sentient race from getting habitat on mars, to be truthful if it's second earth than colonizing is simple it's only needs space ships and human can live there without problem, but with mars you need first built habitat (which requires technology) and second maintain it so it's obviously more cost than standard planet so it's easier to just allow to occupy mars by one of race which like mars like planets, but is it really better? What if in the centre of our empire we want stable population which product fleets for our navy, it's better to pay more and keep people in habitats on mars than using potential problematic pops from other race even if it cost more. The similar for others planets or objects in cosmos.

Doomdark has stated that no, automation is not something he wants to play a role in Stellaris, and I thank him for it. If you look at a game like Hearts of Iron 3, or Distant Worlds, those games with the amount of automation, can play themselves. At the end of the day, Automation nullifies the work put into certain areas of the game by the developers, why would the developers waste their time on implementing, say, a really complex system of trade, or a really complex system of planetary management only for most players to think, "whatever, this shit is far too complex and I can't be bothered" and just hit automate? Thankfully the PDX team are choosing to create enjoyable mechanics that you don't need a full PhD to understand - As I said earlier, complexity for the sake of complexity is stupid, and for the most part, in my opinion, serves only to stroke the ego of those players that like to brag about how complex and deep their experience is in the game... Like, well done?

Again, I will, when I am back home (need to go to the shops :( ) I will grab and post all sources and citations possible and post them here.
Whilst i like micromanagement and that i want more resources here i believe that in some cases we need some automation. e.g. in galciv 3 for each planet the first step was the same build manufactures than after that buildings that are useful for planet specialization, and also some wealth building to be planet income at least at zero. I know in galciv 3 it's better to build one type of building on all hexes but to be truthful something like that is heresy for me. So make simpler management of large planets the automation seems to be needed since to be truthful i don't see any reason to specialize every planet since there is no resources (or rather important resources), and to be truthful what lacks for me is ability to create trade routes between our planets to bring resources from factory to other that buy it.
 
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RebelScum88

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You see i believe in other way and to be truthful more resources adds more gameplay, meaning if civ has a large deposits of light metal so their fleet will be mainly light, fast but fragile ships while if other has only heavy metals their ships will be also slow but not fragile, so if we would add resources we could get to see many different types of fleets, and to be truthful it also adds tensions between empires to gain resources needed in improving navy, whilst having free resources makes fleets generic, i mean if you play with that always you will use the same combination of ships which proved to be most effective, similar AI (although here more depends on current research than planning)
We don't know all the different types of rare resources yet, for all we know there could be hundreds of them, but I'm quite confident that at least some of them will be used to improve fleet performance. From the example theyve given well have some strategic choice in how we use those resources. Additionally, technology is affected by ethos and will change depending on it, which should change what types of ships are used and the tactics said ships use. After that there is an intuitive-looking ship designer where you can alter the composition of your ships to fit your preferred style of warfare.
 
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You see i believe in other way and to be truthful more resources adds more gameplay, meaning if civ has a large deposits of light metal so their fleet will be mainly light, fast but fragile ships while if other has only heavy metals their ships will be also slow but not fragile, so if we would add resources we could get to see many different types of fleets, and to be truthful it also adds tensions between empires to gain resources needed in improving navy, whilst having free resources makes fleets generic, i mean if you play with that always you will use the same combination of ships which proved to be most effective, similar AI (although here more depends on current research than planning)

From the DD #10:

A rare resource is any resource showing an abnormal or useful behavior when processed. The uses can range from financial to destructive and some resources offer multiple effects depending on their use. A source of Engos Vapor could either be used to boost the thruster speed of all ships built within the spaceport or be pumped into the local atmosphere to soothe the local populace. Monopolizing a few of these resources offers great potential for a trade empire to flourish, or a warlike one to take whatever else they desire.

I'm sure there will be a lot of tension, fighting and/or trading with these special resources. And aside from rare resources - as RebelScum88 said - no fleet will be the same because of the unique research system.