Hi all,
I am a returning player who came back to Stellaris after a long stop. Playing 2.2 was a huge new experience and I can say I generally like that, however I'd also like to give my feedback for improvement. I hope some Dev may read this and think about it.
-- MINOR IMPROVEMENTS --
**GUI**
These may be low effort modifications which would greatly improve playability.
- Setting: disable edge scrolling (I'm using a mod for that but it breaks Ironman, should be in base game)
- Setting: DARK galaxy core (do that for my eyes, please)
- Mapmodes: "no" mapmode (stars only without empire borders), "federations" mapmode (self-explaining), "ranking mapmode" (similar to diplomacy, it colors other empires in green/yellow/orange based on relative power)
- Sector interface: when a sector has a stockpile of "3K", please tell me how much of that is minerals, energy or other
- Sector stockpile: please allow me to give sectors also strategic resources, for later building upgrades
- Terraforming: please move the button below "decisions" and call it "Terraforming". It is more research to find the button than it is to have your empire learn terraforming itself
- Tech tree: it would be nice if the "researched" button showed the tree instead of a list, higlighting the researched techs, flashing available options and shading unknown ones. The tree should be dynamically generated at game start, to be mod-friendly (I know the information for the vanilla tree is in the wiki. Bringing it in game would just be more convenient)
**Game mechanics**
- Planetary/system capitals should give a slight decrease in empire sprawl relevant to that planet/system districts (cumulative), however sprawl should be much more than a nuisance in late game (everyone is telling me to play wide, as increased production will outreach sprawl penalties).
- FTL tech: increasing hyperdrive tech should decrease sprawl from number of systems
- Lack of resources penalty: instead of a huge flat malus if my empire is producing 99 credits and consuming 100 credits (balance: -1), maybe it would be better to scale it: -1/100 = -1% malus, or -2%?. Maybe give a flat happyness penalty due to poor management, but material effects should still be scaled.
- Jobs priority: I found that, take workers stratum, all technician jobs are filled before miners, then farmers, then clerks. Please allow a by-planet reordering and a "balanced" flag so it goes 1 tech, 1 mine, 1 farm, 1 clerk, then again 1 tech... until jobs are filled. I know I can manually shut down part of some jobs, but the process is very micro and it's easy to forget reallowing jobs, later.
-- MEDIUM AND MAJOR MODIFICATIONS --
**Sectors (huge rework)**
Please bring back the old customized sectors interface, with the possibility of:
- defining which star systems are part of a sector (maybe with a soft or hard cap to avoid one-sector huge empires)
- more detailed policies on what is to be done on each planet (mineral/energy/food/alloys... focus, robots allowance etc)
- sector empire tax (how much is the sector keeping until an internal stockpile is filled, and how much is the sector giving to the empire?), possibly with different settings by resource. More on this below.
- sector allowed races (for those with residence rights or less).
Sectors should be continuous, can be released as vassals but at least I get to choose what to give away.
Starbases should still be managed at empire-level (so shipyards may help in fleets reinforcements etc).
Re. sector tax, self management etc. my idea is as follows and also covers empire sprawl.
1. MICRO: sector tax can be set up to 100%, governors only provide passive bonuses and the player manages everything, full sprawl generation. Small resources sector stockpile (useless, can be built up for later) Good for control-maniacs.
2. GUIDELINES: sector tax can be set up to 75%, governors may upgrade existing buildings but are not allowed to build new ones or districts. Sprawl generated at 90%, happyness/stability +5%. Good to remove day-to-day management. Small resources sector stockpile.
3. AUTONOMOUS: sector tax can be set up to 50%, governors manage building and districts with a generic focus and the player cannot interfere. Sprawl generated at 70%, happiness/stability +10%. Good to colonize and forget. Large resources sector stockpile.
Increasing autonomy is free, reducing it costs influence.
Autonomy reduction instantly increases sprawl and reduces happiness, increasing autonomy slowly decreases sprawl and increases happiness (to avoid gamey tactics of pausing, decreasing, giving order, unpausing).
Sector tax/surplus is transferred to the empire 1:1, while sector shortages are complemented by the empire with a "management" penalty (20% wasted? modified by civics/emperor traits/sector crime). If not a burden on CPU (I'm thingking about you, HoI3 supplies system), transfers may travel on trade routes and be decreased by piracy accordingly (in case of empire compensating shortages, to ensure that the sector receives all its nees, the empire should just send out even more). Of course this won't apply to the "core" sector
**Trade**
- Interdiction: empires should be able to fund piracy in other empires (with credits or outright providing ships), to cripple their economy, and at a risk of being discovered, giving a casus belli from the target and bad relations from other empires.
- System patrol: please allow ships even smaller than corvettes to be built without hyperdrives and without the need of a shipyard module, to act as "system piracy patrols" at a lower cost & maintenance than standard ships, but higher than adding modules to fortresses. These should be near to useless in combat and be balanced to be a valid option (not a no-brainer) in piracy management.
- Galactic market: the galaxy is huge, however I find it weird that market stock is unlimited and market prices only vary based on trade generated by myself. Either all empires in my games are self-sufficient, or some price variation should occur. I should also be able to strangle unbalanced empires by not giving them access to needed resources. I'm not asking for a vic2 world market, however floating prices and actual supply/demand would be nice IMHO (maybe nobody needs my extra minerals, maybe nobody is selling the food I need).
Ok, I'm done with this Wall of Text. Besides my suggestions, which I hope are seen as constructive feedback, all I can say is that this game has evolved A LOT, and for the better, so keep up the good work guys!
I am a returning player who came back to Stellaris after a long stop. Playing 2.2 was a huge new experience and I can say I generally like that, however I'd also like to give my feedback for improvement. I hope some Dev may read this and think about it.
-- MINOR IMPROVEMENTS --
**GUI**
These may be low effort modifications which would greatly improve playability.
- Setting: disable edge scrolling (I'm using a mod for that but it breaks Ironman, should be in base game)
- Setting: DARK galaxy core (do that for my eyes, please)
- Mapmodes: "no" mapmode (stars only without empire borders), "federations" mapmode (self-explaining), "ranking mapmode" (similar to diplomacy, it colors other empires in green/yellow/orange based on relative power)
- Sector interface: when a sector has a stockpile of "3K", please tell me how much of that is minerals, energy or other
- Sector stockpile: please allow me to give sectors also strategic resources, for later building upgrades
- Terraforming: please move the button below "decisions" and call it "Terraforming". It is more research to find the button than it is to have your empire learn terraforming itself
- Tech tree: it would be nice if the "researched" button showed the tree instead of a list, higlighting the researched techs, flashing available options and shading unknown ones. The tree should be dynamically generated at game start, to be mod-friendly (I know the information for the vanilla tree is in the wiki. Bringing it in game would just be more convenient)
**Game mechanics**
- Planetary/system capitals should give a slight decrease in empire sprawl relevant to that planet/system districts (cumulative), however sprawl should be much more than a nuisance in late game (everyone is telling me to play wide, as increased production will outreach sprawl penalties).
- FTL tech: increasing hyperdrive tech should decrease sprawl from number of systems
- Lack of resources penalty: instead of a huge flat malus if my empire is producing 99 credits and consuming 100 credits (balance: -1), maybe it would be better to scale it: -1/100 = -1% malus, or -2%?. Maybe give a flat happyness penalty due to poor management, but material effects should still be scaled.
- Jobs priority: I found that, take workers stratum, all technician jobs are filled before miners, then farmers, then clerks. Please allow a by-planet reordering and a "balanced" flag so it goes 1 tech, 1 mine, 1 farm, 1 clerk, then again 1 tech... until jobs are filled. I know I can manually shut down part of some jobs, but the process is very micro and it's easy to forget reallowing jobs, later.
-- MEDIUM AND MAJOR MODIFICATIONS --
**Sectors (huge rework)**
Please bring back the old customized sectors interface, with the possibility of:
- defining which star systems are part of a sector (maybe with a soft or hard cap to avoid one-sector huge empires)
- more detailed policies on what is to be done on each planet (mineral/energy/food/alloys... focus, robots allowance etc)
- sector empire tax (how much is the sector keeping until an internal stockpile is filled, and how much is the sector giving to the empire?), possibly with different settings by resource. More on this below.
- sector allowed races (for those with residence rights or less).
Sectors should be continuous, can be released as vassals but at least I get to choose what to give away.
Starbases should still be managed at empire-level (so shipyards may help in fleets reinforcements etc).
Re. sector tax, self management etc. my idea is as follows and also covers empire sprawl.
1. MICRO: sector tax can be set up to 100%, governors only provide passive bonuses and the player manages everything, full sprawl generation. Small resources sector stockpile (useless, can be built up for later) Good for control-maniacs.
2. GUIDELINES: sector tax can be set up to 75%, governors may upgrade existing buildings but are not allowed to build new ones or districts. Sprawl generated at 90%, happyness/stability +5%. Good to remove day-to-day management. Small resources sector stockpile.
3. AUTONOMOUS: sector tax can be set up to 50%, governors manage building and districts with a generic focus and the player cannot interfere. Sprawl generated at 70%, happiness/stability +10%. Good to colonize and forget. Large resources sector stockpile.
Increasing autonomy is free, reducing it costs influence.
Autonomy reduction instantly increases sprawl and reduces happiness, increasing autonomy slowly decreases sprawl and increases happiness (to avoid gamey tactics of pausing, decreasing, giving order, unpausing).
Sector tax/surplus is transferred to the empire 1:1, while sector shortages are complemented by the empire with a "management" penalty (20% wasted? modified by civics/emperor traits/sector crime). If not a burden on CPU (I'm thingking about you, HoI3 supplies system), transfers may travel on trade routes and be decreased by piracy accordingly (in case of empire compensating shortages, to ensure that the sector receives all its nees, the empire should just send out even more). Of course this won't apply to the "core" sector
**Trade**
- Interdiction: empires should be able to fund piracy in other empires (with credits or outright providing ships), to cripple their economy, and at a risk of being discovered, giving a casus belli from the target and bad relations from other empires.
- System patrol: please allow ships even smaller than corvettes to be built without hyperdrives and without the need of a shipyard module, to act as "system piracy patrols" at a lower cost & maintenance than standard ships, but higher than adding modules to fortresses. These should be near to useless in combat and be balanced to be a valid option (not a no-brainer) in piracy management.
- Galactic market: the galaxy is huge, however I find it weird that market stock is unlimited and market prices only vary based on trade generated by myself. Either all empires in my games are self-sufficient, or some price variation should occur. I should also be able to strangle unbalanced empires by not giving them access to needed resources. I'm not asking for a vic2 world market, however floating prices and actual supply/demand would be nice IMHO (maybe nobody needs my extra minerals, maybe nobody is selling the food I need).
Ok, I'm done with this Wall of Text. Besides my suggestions, which I hope are seen as constructive feedback, all I can say is that this game has evolved A LOT, and for the better, so keep up the good work guys!