Some list of suggestions I came up with as of Mar 7 2022

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thurrdurr41421

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Jan 8, 2017
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Mar 7 2022

  • Whenever you’re at any resource cap, there should be a button to convert and donate the overflow automatically to sectors instead of wasting it
  • It is unclear how the total amount of progress required to make a pop is calculated
  • Hitting U when a fleet is selected should tell it to upgrade
  • Hitting U on a starbase on any screen, not just the defenses, should upgrade the defenses
  • Have a scroll speed slider in settings, I play like 6+ hour solo games with 40+ habitats, scrolling takes a good 5+ seconds and I gotta do it like 2+ times a minute for 4+ hours
  • Weights for sectors are still bugged, even if you tell it to make energy+minerals+food, it ALWAYS spams unity as a machine intelligence hivemind
  • Sectors, even when told to build energy+minerals, basically never build energy grids or mineral purification plants, despite that the sector automatically builds reactor districts/astro-mining bays
  • Not even sure what colony automation does, as sectors will automatically build stuff if you give it a sector production goal
  • Give us an option of increasing solar panel efficiency as a starbase module option (the bottom kind, not the solar panel/anchorage section) instead of hydroponics, I basically only play as machines
  • When clicking on a target of Cassus Belli, it should open up the diplomacy screen for said empire, same thing with any diplomacy option
  • Default stance option on ship creation, changeable from within some menu that allows you to change the entire empire’s default stances
  • Sector weights should _always_ build population growth buildings first on an empty habitat/planet, as every district and most buildings requires population
  • Change bio-reactor to provide a base amount and then have a job requirement so that the AI doesn’t just spam them, also maybe have them benefit from energy buffs instead of a dead end building
  • Give us a lazy option/sector weight that automatically upgrades capital buildings, habitats to max level if possible, terraforms planets to machine worlds/gaia worlds/etc., starbases to max level
  • Likewise, an automatic option for doing spycraft would be cool, yes it makes the game play itself, but you’ve already got a starcraft 2 level of micromanagement available, and you could nerf it by making the automatic version cost 25% more or something
  • Stop kicking out fleets automatically if we put them in neutral territory, then declare war on said territory owner - this is completely unrealistic and logically insane.
  • The explanation for Starbase Capacity _says_ that pops count for increasing the cap, but I don’t believe that for one second, as you can have 400 pops or 1100 and it doesn’t change more than 1 or 2. I think it should go up by 1 for around 100 pops.
  • Power Projection from fleet strength is a joke, .23 influence from 90 ships and 11k fleet strength with it’s like .10 influence at 20 ships and 2k fleet strength, clearly it scales nonlinearly, and it doesn’t take into account starbase or defense platform military strength or army strength at all, which makes no sense
  • Odd bug with the default administrator on machine intelligence empires, it usually gets the arrested development trait within like 50 years in most game, even before I get my second sector that would require a second governor
  • Include an option in the ship designer to specify that it should never use parts that require strategic resources - considering that a single ship’s single gun turret can use up a system’s default strategic resource in a single month, in a game where you build hundreds of ships with thousands(?) of gun turrets, ship building for territory expansion becomes incredibly tedious when you _also_ lose domestic production of energy/minerals
  • You can’t buy strategic resources that you can’t currently make yet, this becomes awkward when a sector upgrades a building to use a strategic resource that you then cannot buy from the market. A workaround would be to require that the strategic resource tech ALWAYS unlocks before the building upgrade that requires that tech and resource.
  • Cool concepts that you guys could implement as DLC buildings/something- skyhook (youtube it for the kurzsaget video on it), spaceship launching electromagnetic catapult, inter system ballistic missile launcher - you could program it as similar to the asteroid event, where an object is spawned at a starbase, automatically goes to another starbase, and does guarantee damage, and can’t be blocked/shot down0
  • In the F1 contacts screen, you should be able to see who you are currently spying on/have intel level on (and an increasing/decreasing arrow).
  • Include an option so that if we’re telling a construction ship to build a habitat, it should find the closest system to where the construction ship currently is, where it can also build a habitat, and build one automatically instead of having to search through systems manually.
  • Upgrading starbase defense platforms has an inability to upgrade bug where the buttons say you can upgrade, but if you click/hit U, it won’t begin the upgrade, and I don’t get a shortage of strategic resources issue, but then it resolves itself within the year. Yr 2439 on this save
  • There should be an option to automatically accept diplomatic proposals of guaranteeing your empire’s independence
  • Just like with the ship designer, there should be a build order template for planets and habitats. I only have one kind of habitat and one kind of planet in my machine intelligence hivemind empire.
  • If I click the decisions tab on a planet/habitat, keep it open if I click on another planet, don’t close it.
  • The “create sleeper cells” popup doesn’t say which empire you’ve established it in. You should be able to click on the prompt and immediately go to the diplomacy screen of that empire.
  • The gateway built prompt should have a button to take you immediately to that system.
  • Having a “land this army on the nearest planet” or automatically put defensive armies on the planet that they were created on as options would be massively helpful.
 

Kevix1284\

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Mar 9, 2022
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Another few quality of life improvements would go a long way for players:
  • Army manager - Basically a reskin the fleet manager. Would allow for multiple planets to work on building an army in parallel rather than the extensive clicking & scrolling needed to individually get 10+ planets to create 1 unit then manually merging them. Would also be nice if like the fleet manager, we could reinforce existing armies.

  • Colony Management Touch-up - Had over 150 planets my last game with no way to easily identify which planets were automated. Wish there were an option to make all planets auto-managed (I'll still manually choose their designation/type). Not to be confused with sector management, which... has its own limitations.

  • Mega-structure locations - I lose half-built mega structures often. Is there difficulty in classifying mega structures similar to observation posts? This way we'd have a menu bar which could show what we have, and hopefully an easy way to go to them & an overview of build progress.