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Grog

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1. Slightly larger more clearly defined text. This is always an issue for me in Paradox games. Especially red on black, it's awful. Not everyone has 20/20 vision you know! (I play on a 24" monitor at 1920x1080)

2. Hold Left mouse or Right mouse button to drag map. Middle mouse (wheel) button is awkward to use for this function.

3. Completely configurable hotkeys within game options.

Chop Chop!
 
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I'm sure if those suggestions don't make it into the game then someone will mod them in, considering how easy those are to implement.
 
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ParagonExile

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I want the ability to completely devastate enemy planets to the point of them becoming unlivable.

No xenophobia-fuelled quest for violence would be complete without omnicidal orbital bombardment.
 
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Garak

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I just want to be able to find a primitive civilization, perhaps Stone Age, and build a Dyson Sphere around their solar system, then watch their society develop under the belief that the universe is the size of a single solar system. Oh, and maybe I could send a ship every so often to make completely random, meaningless shapes in their corn fields and watch them go crazy trying to figure it out. Can we get that, pretty please? Not that I want those things for base humor or anything. It's, um, all for science. Yeah, for science!






...Please say yes.
 
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AKicebear

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  • Stronger integration of the tool tips and wiki in game. I despise having to exit into a browser to check something, I'd rather have a in game wiki. Perhaps it could sync to the official wiki periodically to stay current.
  • Tutorial videos - I bounced off EU4 for 40 hours over 2 years until finally figuring it out - that is quite ridiculous and likely causes PDS many refunds and negative reviews. What did it for me (I'm loving it now) was a quill18 Tutorial LP of Muscovy - it all clicked on the next play. I think making a one hour tutorial video with a few races is more efficient than designing a big interactive tutorial feature in game. It also is perhaps easier to update - you simply record a new hour with the next expansion. YouTube may or may not produce decent ones early on - PDS should at least do a few to get new players started.
 
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dskod1

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god I have long awaited for paradox to support hotkey reconfig in the settings. So many buttons have hotkeys in this game I have no idea why they are set in stone or have to be modded in. Fingers crossed they have decided to include it in this one.
 

Sir Pellew

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Dual
Screen
Support
:)

One can still dream ;)
 
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Aegrim

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2. Hold Left mouse or Right mouse button to drag map. Middle mouse (wheel) button is awkward to use for this function.
!

Or WASD, WASD with zoom on mouse is great. I especially like it where zooming in zooms onto the mouse pointer, but zooming out zooms out from the centre of the screen. You can easily sort of hop across the map like that, although I think I only do this on games that do this but lack WASD.
 
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XRW

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Method to handle nuisance events. V2 I'm looking at you. Say if there's a event that pops up on a per planet basis, and the obvious solution is almost always 1 option just enable a default choice to be set. So for every instance of event X option Y is chosen without intervention.
 
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Wenla

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Once again: meaningfull manual, not just few pdf-pages with lot of pictures and blank space (I don't mean that don't use pictures, use also lot of meaningfull text).
 

Krajzen

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Once again: meaningfull manual, not just few pdf-pages with lot of pictures and blank space (I don't mean that don't use pictures, use also lot of meaningfull text).

The problem is, if Stellaris is going to repeat eu4 ck2 model, it is going to radically change every patch so that manual would very quickly become obscolete or 'not even wrong'.

On the other hand, either that or good tutorial would still be valuable on release.
 

SolarGuy

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I just want to be able to find a primitive civilization, perhaps Stone Age, and build a Dyson Sphere around their solar system, then watch their society develop under the belief that the universe is the size of a single solar system. Oh, and maybe I could send a ship every so often to make completely random, meaningless shapes in their corn fields and watch them go crazy trying to figure it out. Can we get that, pretty please? Not that I want those things for base humor or anything. It's, um, all for science. Yeah, for science!
Why do you have the same ideas that I already had? Okay, I didn't think about corn fields, but about a Dyson Sphere :D And as an addition, I would send one person per continent on that planet and make the inhabitants worship them as gods.
Or what about putting different stone age species on all planets of a Dyson Sphered solar system, so that they will definitely meet eachother some day? It would be an interesting, um, experiment of a very high scientific value... yes!
 
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Grog

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I've thought of another more philosophical issue I have with Paradox games. Paradox tends to tack on additional mechanics with each new expansion as the primary feature. Each of these mechanics taken individually are not very deep or interesting. Together, they tend to add width to gameplay and often intermingle with established rules in a convoluted way creating unnecessary complexity. Real depth can be had without complexity when it is intuitive and logical. I've always wondered what Paradox would be capable of if they focused more on depth rather than width.

1. Imagine a large variety of ship roles combined with a massive variety of researched ship techs and modules. Now imagine having to integrate your created ship designs into a fleet in such a way that the fleet operates like a well oiled machine in combat. Combat can still be automated and play out as beautiful cinematic naval engagements but you are responsible for how that fleet operates tactically. You integrate your ship designs into the fleet using research, ship design, and the Fleet formation tactical layer. You chose your custom formation, you chose where the ships are placed within that formation, how much freedom to break formation each role has, you chose targeting priority, support priority, retreat rules, fighter and bomber roles.. the possibilities are endless.

We have taken a mechanic that is in game and by focusing on it made a deep and engaging concept. Dominions uses a combat system like what I described and while its good for an Independent dev, it lacks the depth that is possible with such a system. To me this is far more desirable than layer upon layer of new mechanics that when viewed in isolation add little to the experience.

So that was a sneak peek of the first expansion for Stellaris. Expansion number two will expand greatly on galactic resources opening up a vast number of new resources. Your civilian economy will desire these new exotic materials. Your scientific and military sectors will crave them. Your friends will request them. Your enemies will demand them, or just take them from you. Stay tuned!
 

gathomas88

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  • Commander: Conquest of the Americas
  • Naval War: Arctic Circle
  • Europa Universalis IV: Call to arms event
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  • Europa Universalis IV: Conquest of Paradise
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  • Warlock: Master of the Arcane
  • Crusader Kings Complete
  • Europa Universalis IV: Mandate of Heaven
  • War of the Roses
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: El Dorado
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
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  • Crusader Kings II: Horse Lords
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  • Stellaris: Nemesis
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  • Victoria 2
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1. At least some of CK2's government and role playing mechanics included for "Feudal" empires. I want to have to worry about keeping the Baron lord of House Totallynotharkonnen happy, otherwise he'll ruin my day. I want to have a council of advisers constantly plotting behind my back.

2. An option to designate, or even create, things like "vassal states," or even just "autonomous regions." If I could have freaking Space Marine Chapters at my disposal for fighting wars, or something like the Jedi Council from Star Wars, that'd be awesome. Hell! Even something akin to the "Papal States in space" would be cool. It'd also make managing large empires a lot easier.

3. Even if we don't get a full-on ship hull editor (I can has DLC, plz? :D ), it'd be nice if we could get a system at least somewhat akin to what Master of Orion 2 had, with multiple different "styles" of fleets, and multiple different models to choose from for each hull size, in each different style.

For example, these are all the options available to the player simply if they choose the "blue" ship style in MoO2.

blue_png


There are red, yellow, green, brown, and white styles to choose from as well.
 

machinekng13

Second Lieutenant
65 Badges
Aug 11, 2013
145
153
  • Steel Division: Normandy 44
  • Europa Universalis IV: Rights of Man
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV
  • Cities in Motion 2
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  • Stellaris - Path to Destruction bundle
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  • Pillars of Eternity
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
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  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Magicka
  • Knights of Pen and Paper +1 Edition
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III: Chronicles
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  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • BATTLETECH
  • Europa Universalis IV: Cradle of Civilization
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  • Shadowrun Returns
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  • Victoria 2
If I could make one request, it would be that the number of open character slots for any given government, planet, or special project is moddable. I think it would be interesting to have a system in which each task was less assigning a single person to the job, but rather gathering multi-person teams, each ideally with their own role. This would open the door greatly to RP and numerous new types of events. For example, you could have an event where two members of your science team are arguing on how to proceed. Siding with one or the other could lead to future events, as research is either slowed, accelerated, or leads to something bizarre. In addition, the decision would affect the team members' traits, which could have repercussions down the line.