Been playing for a while but new to the Forums. Have well past a 1000 hours in game including (shamefully) over 200 for Megacorp. I felt 2.2 was a major improvement but want to kick out a list of things I was surprised to not see come with:
Expanded Traditions - Making a very Unique flavorful Empire is important to me, as well as many others. Feeling like my people/government having a easily role-played purpose makes any game like this better. This game is good in this regard but not great. The biggest area at this stage holding it back from greatness is a Tradition system that ends up every Empire having all the same Traditions and Static buffs. The BEST part of this is the Ascension Perks, as those are very meaningful choices and there are never enough to do everything you want. But there is SO much room for improvement here as shown in this screen shot
You can blow me off and say I already have access to it via the the mod shown, but if we are being objective, modsters rarely put a big enough emphasis on balance, as also shown by these mods allowing you to Unlock all Ascension Perks as a result. There is really so much to do here, those 7 categories, and the sub categories a couple should be shattered into, just can't cover it and give every Empire that Unique setting it deserves. And said bluntly, Competitive Multiplayer should not be this game's main concern. And if that would cause pause to implement this because of balance struggles, that is more then unfortunate.
Galactic Crusaders - Some of the best Empires to play are the Barbarians and Ravenous Swarms, but there is a massive hole that has been created in not allowing for Empires to Prioritize righting the wrongs of the Galaxy. I'd like to see more options like the Robotic Caretakers where you are playing high morale Nations. A "Crusader" type government that can declare war to free slave, beat back Fanatic Purifiers WITHOUT claiming the systems (all special War Declaration where you blow up their stuff versus claiming it), and destabilize sinful governments in general would make for interesting play. Imagine Spawning at 200 at the outer edge and there is a Determined Exterminator you know of purging innocents at 010. Declare the "Crusade" War condition on them, and all their Rivals automatically let you through their space to beat back their territory without having to now govern it. I would play this at the drop of a hat!
More Emphasis on Fighters - This is from giving you more options in that those slots to having different size wings stationed in your territory. I'd like to see the "Holy Trinity" of aircraft established of Fighter, Interceptor, and Bomber and fully utilized. I'd also like to see Starbases auto equipped with a pair of fighters, just like they are with a Missile Launcher, which upgrades to 4/8/12/16 as you building up the base. I don't think this is game breaking, and is mostly absorbed by all the PDS spam, but damn it, I want fighters stationed at all my bases!! (Maybe as part of that nice extended Traditions pool!)
More Meaningful Ground Combat - I would MUCH rather have ground combat entanglements take a year+ versus the current bomb the planet until 100% Devestation because the defender just keeps slipping in defense armies. I'm up for suggestions on this one as much as anyone, but the current system is a bit disappointing. It doesn't have to be full "Battle of Hoth" type raids, but even planetary guns still defending the surface could force more army level engagements at least. Warships being loaded with troops versus the transport ship system would also be a welcome change. I'm sure even the guys at Paradox understand what Marines are
Better PDS placement and more gun/ship art - It'd be nice it the "best" weapon stalls were the ones that the PDS filled. Any one who has up an Insect Corvette knows what I'm talking about. It just looks odd. This is a minor thing, but would make the ships look so much better in the designer. I'd also like to see other weapons then just PDS get their own unique gun art, including Torpedos looking different then missiles and the like.
Let me pick my Weapon Colors - It looks so badass When my "Hornet" Ravenous Swarm Destroyers are firing UV lasers that match their engines trails. So much so, I've held off on upgrading that tech last so they keep the thematic look. Just allow for players to choose their beam colors.
Xenophiles are out of Control - Xenophiles have been the hardest faction to please and the keep under control in 2.2 more then any other group. I've had everything from Robots, to Slave from only a pair of races, to all the right Living Standards, to Decadent pops, to no migration treaties to............you name it. But the Xenophiles still have some ungodly high Ethics pull that it is just too hard to contain realistically. Why are they so much more invasive then any other group? And why are they more particular then almost any other group where they have the most unique and divergent demands that piss off everyone who isn't them? This just seems like they are harsher/get more pull then intended. I don't get that same crazy impact from Xenophobes getting pissed when I allow a couple of residences in my Empire and they are a sub-faction that has started up.
Better Variance from Mild to Extreme Ethics opening up options - I'd really love to play a Reptilian Empire that has no problem eating it's enemies, but still forms Alliances(federates) with other Reptile species. Or set up an Avian Menagerie where they love and want to befriend all Birds, but their Xenophilia only extends to Birds. Spiritualists who allow Robotic workers but not Sapient AI or Mild Militarists that just want to ensure that they are well defended and not particularly taking over other's turf. Essentially mild factions to go with your mild pull would be a welcome twist!
Deeper Federation/Alliance Options - I'll be the one of the first to say, reiterating the idea of meat-eating Reptiles, that 2.3 would be good to concentrate on overhauling the Federation/Defensive Pact/Vassal State Systems of the game. It's probably the weakest, most rigid area at this point that could do so much more. Just the fact that someone has to take a Tradition to start one is a problem in and of itself (which wisely got fixed with Vassals).
Capitol Exclusive Buildings - The last one I'll list is it would be nice to have special buildings that could only be build at your Capitol that you had to have the right Ethics and Civics for. Things that would be similar to the Notre Dame Cathedral, The Statue of Liberty, or the Great Opera House.
Thanks for reading. Love the game and only want to see it continuing to move onward and upward!
A couple more that completely got missed!
Too Many Useless Systems now - It's one thing to find a system with a sun and 3 planets and have it only produce 2 energy. It's a completely different thing to find a Trinary System that is a main thorough fare for your Empire which contains a Neutron star, and is about as big of a space that you can find and the system is worth 2 Energy. Why do stars no longer autogenerate something in binary and trinary systems? With the New Admin Cap, Systems are way too punishing now as is. They don't need the additional nerf of stars punishing your movement, yet no longer giving you the proper research to help eventually overcome that hindrance. All stars should give you something. I feel there should also be opportunities to "re-scan systems" to find over looked resources that have a weighted find rate for weaker systems and systems with a higher percentage of dead weight. One last sub-bullet: Too many Anomalies and finds override the natural resources now. Even if it's 2 trade, I often feel cheated it went away. Systems are just too weak now to lose what few natural resources they provide to an expedition.
No Enough Research Specialization - Simply put, there should be more jobs that provide Engineering and Physics research with the appropriate resource feed. Military Researcher producing Engineering and Society, Flat Engineer specializing in just that and so on. This is not only a Roleplay whole to not allow players to really specialize in something but a game balance issue as it helps make up for what you don't find in space. Society already has a handful of these guys so why should Physics and Engineering be so barred from this?
Expanded Traditions - Making a very Unique flavorful Empire is important to me, as well as many others. Feeling like my people/government having a easily role-played purpose makes any game like this better. This game is good in this regard but not great. The biggest area at this stage holding it back from greatness is a Tradition system that ends up every Empire having all the same Traditions and Static buffs. The BEST part of this is the Ascension Perks, as those are very meaningful choices and there are never enough to do everything you want. But there is SO much room for improvement here as shown in this screen shot
You can blow me off and say I already have access to it via the the mod shown, but if we are being objective, modsters rarely put a big enough emphasis on balance, as also shown by these mods allowing you to Unlock all Ascension Perks as a result. There is really so much to do here, those 7 categories, and the sub categories a couple should be shattered into, just can't cover it and give every Empire that Unique setting it deserves. And said bluntly, Competitive Multiplayer should not be this game's main concern. And if that would cause pause to implement this because of balance struggles, that is more then unfortunate.
Galactic Crusaders - Some of the best Empires to play are the Barbarians and Ravenous Swarms, but there is a massive hole that has been created in not allowing for Empires to Prioritize righting the wrongs of the Galaxy. I'd like to see more options like the Robotic Caretakers where you are playing high morale Nations. A "Crusader" type government that can declare war to free slave, beat back Fanatic Purifiers WITHOUT claiming the systems (all special War Declaration where you blow up their stuff versus claiming it), and destabilize sinful governments in general would make for interesting play. Imagine Spawning at 200 at the outer edge and there is a Determined Exterminator you know of purging innocents at 010. Declare the "Crusade" War condition on them, and all their Rivals automatically let you through their space to beat back their territory without having to now govern it. I would play this at the drop of a hat!
More Emphasis on Fighters - This is from giving you more options in that those slots to having different size wings stationed in your territory. I'd like to see the "Holy Trinity" of aircraft established of Fighter, Interceptor, and Bomber and fully utilized. I'd also like to see Starbases auto equipped with a pair of fighters, just like they are with a Missile Launcher, which upgrades to 4/8/12/16 as you building up the base. I don't think this is game breaking, and is mostly absorbed by all the PDS spam, but damn it, I want fighters stationed at all my bases!! (Maybe as part of that nice extended Traditions pool!)
More Meaningful Ground Combat - I would MUCH rather have ground combat entanglements take a year+ versus the current bomb the planet until 100% Devestation because the defender just keeps slipping in defense armies. I'm up for suggestions on this one as much as anyone, but the current system is a bit disappointing. It doesn't have to be full "Battle of Hoth" type raids, but even planetary guns still defending the surface could force more army level engagements at least. Warships being loaded with troops versus the transport ship system would also be a welcome change. I'm sure even the guys at Paradox understand what Marines are
Better PDS placement and more gun/ship art - It'd be nice it the "best" weapon stalls were the ones that the PDS filled. Any one who has up an Insect Corvette knows what I'm talking about. It just looks odd. This is a minor thing, but would make the ships look so much better in the designer. I'd also like to see other weapons then just PDS get their own unique gun art, including Torpedos looking different then missiles and the like.
Let me pick my Weapon Colors - It looks so badass When my "Hornet" Ravenous Swarm Destroyers are firing UV lasers that match their engines trails. So much so, I've held off on upgrading that tech last so they keep the thematic look. Just allow for players to choose their beam colors.
Xenophiles are out of Control - Xenophiles have been the hardest faction to please and the keep under control in 2.2 more then any other group. I've had everything from Robots, to Slave from only a pair of races, to all the right Living Standards, to Decadent pops, to no migration treaties to............you name it. But the Xenophiles still have some ungodly high Ethics pull that it is just too hard to contain realistically. Why are they so much more invasive then any other group? And why are they more particular then almost any other group where they have the most unique and divergent demands that piss off everyone who isn't them? This just seems like they are harsher/get more pull then intended. I don't get that same crazy impact from Xenophobes getting pissed when I allow a couple of residences in my Empire and they are a sub-faction that has started up.
Better Variance from Mild to Extreme Ethics opening up options - I'd really love to play a Reptilian Empire that has no problem eating it's enemies, but still forms Alliances(federates) with other Reptile species. Or set up an Avian Menagerie where they love and want to befriend all Birds, but their Xenophilia only extends to Birds. Spiritualists who allow Robotic workers but not Sapient AI or Mild Militarists that just want to ensure that they are well defended and not particularly taking over other's turf. Essentially mild factions to go with your mild pull would be a welcome twist!
Deeper Federation/Alliance Options - I'll be the one of the first to say, reiterating the idea of meat-eating Reptiles, that 2.3 would be good to concentrate on overhauling the Federation/Defensive Pact/Vassal State Systems of the game. It's probably the weakest, most rigid area at this point that could do so much more. Just the fact that someone has to take a Tradition to start one is a problem in and of itself (which wisely got fixed with Vassals).
Capitol Exclusive Buildings - The last one I'll list is it would be nice to have special buildings that could only be build at your Capitol that you had to have the right Ethics and Civics for. Things that would be similar to the Notre Dame Cathedral, The Statue of Liberty, or the Great Opera House.
Thanks for reading. Love the game and only want to see it continuing to move onward and upward!
A couple more that completely got missed!
Too Many Useless Systems now - It's one thing to find a system with a sun and 3 planets and have it only produce 2 energy. It's a completely different thing to find a Trinary System that is a main thorough fare for your Empire which contains a Neutron star, and is about as big of a space that you can find and the system is worth 2 Energy. Why do stars no longer autogenerate something in binary and trinary systems? With the New Admin Cap, Systems are way too punishing now as is. They don't need the additional nerf of stars punishing your movement, yet no longer giving you the proper research to help eventually overcome that hindrance. All stars should give you something. I feel there should also be opportunities to "re-scan systems" to find over looked resources that have a weighted find rate for weaker systems and systems with a higher percentage of dead weight. One last sub-bullet: Too many Anomalies and finds override the natural resources now. Even if it's 2 trade, I often feel cheated it went away. Systems are just too weak now to lose what few natural resources they provide to an expedition.
No Enough Research Specialization - Simply put, there should be more jobs that provide Engineering and Physics research with the appropriate resource feed. Military Researcher producing Engineering and Society, Flat Engineer specializing in just that and so on. This is not only a Roleplay whole to not allow players to really specialize in something but a game balance issue as it helps make up for what you don't find in space. Society already has a handful of these guys so why should Physics and Engineering be so barred from this?
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