Stellaris (Fake) Dev Diary #138 - Donte's Inferno

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Bosparan

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Well, if you have a dev team, I can put you in touch with the BisDev team and they can explain what a good pitch it. :)
Alas, another great opportunity gone bye ;)
Kidding aside, while I'll certainly keep it in mind, with four people so far, our current idea is rather too grand by several magnitudes for what we could possible hope to pursue.
So while I'd be curious, I can't honestly claim a justification to spend their time on it. Not yet.
 

kriminal

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I hope I'm not too late for this to be seen! How about a game set in the same era as the Victoria or Hearts of Iron series, except fully procedural? And I mean -fully- procedural, with randomly generated land masses, nations, borders, cultures, ideologies, the whole works! I've always fantasized about being able to play a game with the mechanics of HoI/Vicky except on a completely unique landscape, especially after playing Stellaris.
 

shandou

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Might be late to the party but I'm going to chip in regardless:

I would like to see a modern politics simulation game in which you control a person in a political group (ie. a party)
preferably with a historical setting starting in 1950, with extremely deep mechanics, mainly focused on politics and diplomacy rather than industry, warfare and whatnot.

Here is my vision:

- You roleplay a person (like in CK2).
- You can start as an appointed party representative of a voting district and you can elbow your way to the top of the party. You are also able to hold public office, from opposition representative to president/prime minister/premier/junta leader whatnot.
- Traits could be similar as in CK2, you have education, background (ie you can already be very wealthy coming into power), personality quirks, etc.
- Your character has his/her own selfish human needs. If your character is greedy you will have to satisfy that greed otherwise bad things happen. for example: if your character is greedy you will have to somehow keep increasing his/her wealth, otherwise an event will pop up eventually that your character has embezzled money anyway leading to a big scandal.
- If your character retires, dies or simply quits politics you will continue to play as his/her successor in the highest-level position he/she held. Much like in CK2 you should be able to engineer your succession.
- If the party's popular support drops below a certain %, it is game over. A party's total political support is the weighted sum total of the political support of its members. In a very democratic state the weight of lower-cadre party members versus its leadership is higher than in totalitarian states (ie. in a democratic country your party can survive having a really bad leader, in a more autocratic one, your party's popular support is much more dependent on its leader)

Levels of leadership:
- Municipality (ie. voting district)
- City (might be a single municipality)
- State government (eg. US states, countries like Wales, Scotland, German Bundesländer, Russian oblasts)
- Independent state government (like Czech Republic)
- Federal state goverment (United States, United Kingdom, Russia etc.)

- Make it brutally hard to be a really good democratic leader. The temptation to become autocratic or corrupt should always be present and if you are a weak leader your opposition within or without the party should go to any lengths to remove you from power, including smear campaigns, engineered scandals or even assassination in extreme cases. But can you be strong and be democratic at the same time?
- Balance between a democratic and a totalitarian regime. The more "soviet-style" your leadership is, the more control you have on the state and economy, but it inevitably leads to inefficiencies which in turn will result in other negative stuff (population unhappiness etc.). In order to become more democratic you will have to voluntarily relinquish power and control which has its own downsides.
- Once your party is governing the state, you need to care not just about your personal, your party but also the state's finances.

- Borders should not change easily. War should be a very extreme measure. War mechanics do not need to be overcomplicated.

I have tons more ideas already formed that I imagine are compatible with the Clausewitz engine, if anyone interested I can elaborate more.
 
Last edited:

captainroot

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Some links to ideas I came up with earlier regarding what a hypothetical Cold War game should feature:

Regarding politics in a Cold War era game:

If Paradox did a Cold War game, what features would you want?

"In my humble opinion any Cold War game would require a system that differentiates thepolitical leanings of the population from those of the government and whether those leanings align to make influencing internal politics more exciting. It would also allow for more subtle tactics and make one's overall success or failure relevant.

For example: country A is communist according to its political pie chart, because communists constitute its majority if not its totality. The population is mostly communist according to its dedicated political pie chart, so there is an alignment between the government and the population and thus no trouble. Neighbouring country B is democratic as depicted by its own set of pie charts. As the decades go by, country B experiences economic growth, while country A experiences economic stagnation and, finally, regress. The political pie chart still indicates that the country is still run by communists and thus is still considered communist, but its population starts resenting its government (because, in their opinion, it does not manage the country properly), yearns for products and services available in the neighbouring democratic country (because the economy can't provide for their everyday needs) and is being influenced by democratic media and news or gossip coming from those who travelled there and came back (which slowly start seeping in as people look for some entertainment and wonder how people live in a different, perhaps even better system, and some of it may be part of a deliberate action taken by country B. Plus, it is hard to consider oneself a citizen of a successful country when children in country B play games on home computers and in your country having a home computer is considered a luxury if not a realm of science-fiction.). Thus, the political chart of the population starts indicating, that the population is drifting politically towards the democratic part of the spectrum, thus depicting its desire for a democratic government. The greater the disparity, the greater the chances that strikes, riots, and eventually, the formation of a political opposition, if not full civil war, will take place in country A.

This system would force the player to be mindful to not upset the population of its own country too much, making him or her make some hard choices (“Should I continue the Vietnam War and risk that my own unemployed citizens will turn against me, or should I end the war and stabilise the economy but allow Vietnam to become communist?”). It would also allow for a choice of strategies when influencing other countries. Feel lucky? Support a coup. The government will change and the population will slowly, but eventually follow the new system. Want to be subtle? Influence the population over a long period of time and make it do all the work of toppling its own government in favour of the one which is more suitable for your taste.

This system would also underline one of the key themes any Cold War must feature: in this war, everything is a weapon, not only the military. The more successful you are in fields of science, art, sports, economy, etc., the more people in the countries on the other side of the Iron Curtain want to live the way you do, because, obviously, your success did not spring out of nowhere. Outclass the oponent and, eventually, the hearts and minds of their citizens will flock to your ideology."

Regarding the mechanic that would prevent most campaigns from ending in a draw:
If Paradox did a Cold War game, what features would you want?

"I have an idea for mechanic which would both fit the game, make it more interesting and prevent too many instances of draw results of a campaign.

The mechanic is called „ROT.”

The name is derived from Soviet accusations in their propaganda, that the West was rotten (i.e. „rotten West”) and sooner or later would inevitably fall due to its imperfections. Ironically, the opposite happened, because the USSR became so „rotten” as to be beyond all hope of repair or reformation.

So how would this work? In essence, „Rot” measures how much you have compromised your ideals in order to gain the upper hand against your ideological rival. Rot would „fuel” actions which are questionable (e.g. supporting the overthrow of other governments), reprehensible (e.g. suppressing your own citizens) or contrary to what your ideology holds dear (e.g. cheating during elections in democratic countries/allowing for disparities and favouritism in communist countries). In the short term it would grant immediate effects, but in the long run it would endanger your future success by accumulating maluses in all aspects of your country, since its excesses would cause your citizens (and those of foreign ones as well) to lose faith in the ideology that you represent and begin drift towards the opponent’s ideology , who may not be ideal, but at least tries more than you do.

Some of you might say, that it would resemble „Corruption” in EU4 too much to be original, but there is one key difference: one would have to use it win the game, otherwise the “clean” player would lose against the one who was not afraid to get his or her hands dirty. This would require the player to use it and, since here or she would not know the Rot value of his or her opponent, the resulting paranoia (fitting taking into account the subject matter) would force the player to make some hard decisions whether to pursue his or her goals or let it rest for a moment and regain some semblance of ideological purity. It would also fit the game thematically since the real Cold War was fought by using tactics which were not always legal or ethical, but were effective and got the job done and thus would convey the “grey morality” of the era. And last, but not least, it would prevent the campaign ending with a draw too many times, since, sooner or later, one side would go too far one the Rot scale and begin its decline, allowing the other to win without resorting to military action and risking World War III."

Why Paradox should try making a Cold War game:
WW1 1914 + Cold War DLC

"Beating someone with an army? Been there, done that, got the T-shirt. Beating someone with your ideology, covert ops and political maneuvering, all the while staring into the eyes of the other big guy with his armies at the ready and a finger on The Button (and vice versa) and, the most important thing, doing it all without turning the world into a radioactive wasteland? Now that's something we would like to try out in a Paradox franchise that doesn't have a number after its title."

An last, but not least, the ULTIMATE argument In favour of Paradox:
A Normal Everyday Forum Login

<crosses fingers for a Cold War game developed by Paradox (because anyone else will fail. Poorly.).>

Thanks in advance for taking the time to read this, @Dnote!
 

Tsavong_

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This may sound REALLY dumb, but I would love a small game that allows me to connect my CK2, EU4, HOI and Stellaris (need a 3 letter acronym for this!) Play through so I can essentially flesh out a human empire based on choices made throughout all of them. Technically infeasable, likely hood of seeing it 0%, awesomeness factor 42.

Just like every other person here, I would also enjoy a strategy game focused on espionage and diplomacy rather than warfare and statesmanship. Perhaps war is a ludicrous idea in the (not so distant) future when everyone has access to tech that could destroy the planet, and you have to manage relationships with other world leaders carefully while also attempting to steal their tech to advance your own, with the eventual goal of developing FTL drives, ala Stellaris.
 

Lord Beyer XVII

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This may sound REALLY dumb, but I would love a small game that allows me to connect my CK2, EU4, HOI and Stellaris (need a 3 letter acronym for this!) Play through so I can essentially flesh out a human empire based on choices made throughout all of them. Technically infeasable, likely hood of seeing it 0%, awesomeness factor 42.
Afaik there are actually savefile converters around to do such megacampaigns
also, you forgot Vicky2
 

gja102

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I think it's nice to see all the love for a sci-fi CK2. Even if I did once start a thread discussing the problems with this:

https://forum.paradoxplaza.com/foru...feudal-setting-–-how-would-this-work.1111562/

In a feudal kingdom, the powerful dukes are essentially mini-realms in their own right. They have their own defined borders, raise their own taxes, can have their own diplomatic relations, and of course have their own private armies. In this kind of game, playing a second-tier vassal isn't qualitatively different from playing the head of state.

In a centralized bureaucracy, the second-tier power bases are not fixed at all, and depend wholly on appointment from the top. Though your family might well have its own private assets to draw on, you won't have access to a formal tax base unless you can get a family member appointed to some kind of Governor position, you won't have a military presence unless you have influence in the army, etc.

This means that playing a second-tier family is going to be an extremely different gameplay experience. A lot of the time, you will only control disparate parts of the machinery of state. Controlling a few cities, but no armies, would be extremely frustrating if you wanted to crush some neighboring tribes and your petitions to the central Government were going unheeded. Conversely, controlling some legions but little else could leave you pretty bored in peacetime.

I would still love a new CK2 style game but I think there are a lot of challenges with transplanting the gameplay.

Maybe one solution to the fact that second-tier characters will be stuck without being able to control the wars, would be to reduce the ability of the actual head of state to micromanage every aspect of the war, so that the difference in gameplay between the two tiers is less pronounced.

Perhaps a character-focused game would benefit from a HOI4-style Battle Plans system, where the head of state and the army chiefs get to draw up a general front line and plan of attack. Then the actual commander characters have to execute their unit movements in line with the plan. This would allow you to be a minor military character, but still have something to do in wartime. You might not be the Emperor of California, but you can still have fun leading your Mech unit in the assault on Neo-Tokyo.

This would also add a degree of challenge that isn't usually present - granting powers of near-omnipotent army control to experienced Paradox players usually results in them running rings around the AI, and war becoming trivial. Whereas including the involvement of minor characters would make wars messier and less predictable. Conflict would nearly always be a gamble, as it should be, with the potential to throw up new and unexpected disasters!

One final separate thing about grand strategy games - the call for pre-scripted scenarios with extensive background lore is all well and good, but personally I find nothing more tiring than loading up a new game as a power that has already blobbed across half the map and having to spend the opening portion of the game getting to grips with, and tidying up, what essentially amounts to someone else's empire (the British Empire in Vicky and HOI is probably the worst example of this, but there are plenty of other instances).

Whereas the standard 4X / Stellaris model, of starting small and building up from there, is much more attractive. It is less overwhelming for a new player, and also means that you have much more of a personal connection to the empire when you have finally painted its name across the map.

This is why I would suggest a version of 'CK2 in space' that starts on a relatively detailed future Earth (maybe in a post-WW3 scenario that allows for some semi-randomization of the setting). FTL would be new, and the discovery of new systems would be meted out carefully. This way, the player could expand at their own pace and create their own lore, rather than being swamped with a galaxy-spanning bureaucracy at the outset.
 

Druplesnubb

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I think a space CK2 could benefit from inreasing the travel time between systems, and maybe even delay the time for orders to be executed if they're sent to a place further away. This would make the central ruler less able to solve things on their own and would shift the responsibility to the vassals/governors to protect the outer parts of the empire.
 

Jamaican Castle

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I also wouldn't mind hearing about where you would like Stellaris to go?
I may have missed the bus here but I had a thought about trade (seeing as it's Megacorp time).

One of my favorite parts of the game is anomalies and projects that you find while exploring. It takes something that's often rather dull in other strategy games and livens it up with little vignettes of the wacky Star Trek-esque adventures that your enterprising captains get up to in space. There's clearly some demand for this part of the game since the Distant Stars pack was all about adding to it.

So why not do something similar with trade, which is (I feel) rather underused? Build or perhaps charter trading vessels and use them to expand your markets, build (and protect) trade routes, raid other empires' trade routes or planets, run guns to the primitives, what have you. Interspersed throughout you'd have plenty of opportunities for your captains to go on wacky Han Solo-esque adventures as well, to tap into another common vein of sci-fi storytelling that isn't especially well-represented in Stellaris.

My other, not entirely unrelated request would be to add more options for interacting with primitives, especially peacefully. Right now there's precious little to do aside from invade or sit on your society points (especially in the common case of another world that I'd like to colonize in the same system, which makes it a huge hassle to uplift them). Perhaps a system to trade and engage with them diplomatically while they remain primitive, or more fleshed-out event chains dealing with primitives?
 

TurtleShroom

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Victoria 3 with Stellaris' population and production chain mechanics.

NO. I want the in-depth, charts in my charts in my charts, each group matters, overly complex Pops in V3. V3 should never be dumbed down or made more accessible. I crave Pops with the kind of depth V2 had. There are plenty of other things in V2 that can be upgraded or changed, such as adding triggers to Event Options, more dynamic religion mechanics, etc. etc. etc., and possibly an economic system that doesn't fall apart.



As for where I want "Stellaris" to go next, I believe the most important, and critical aspect going forward is optimization. Although Stellaris runs on my PC all the way to the start of the late game, each day is a second long and my PC really has to fight to do it well. Watching battles of ships worthing fifty thousand points each slows the game to a crawl unless I zoom out to the entire galaxy.

Furthermore, and more importantly to me, I want more control and buttons determining what graphics look like in "Stellaris". Tweak-GUI is not enough and it has no documentation. I want to fine-tune the graphics settings in order to turn as may of them to the lowest possible settings available. This will help my PC and, because I consider "Stellaris" a HD video game to begin with, the loss in quality is not an issue to me.

I'd also like to see Machine Empires buffed up and given more balance. Right now, they are subpar and aren't as fun or efficient as biological empires in the Vanilla rendition.

Lastly, when I take Synthetic Evolution or build my first Robo, I should be presented with a screen where I define the robotic Traits right then and there. As it stands, you must first get Synthetic Ascension, then turn into a robot, and then modify your robot self to get the appearence and Traits you want. That means you have to spend the massive amount of Engineering twice. That should not be happening!
 
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permeakra

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We have no plans to do a fantasy version of Crusader Kings. This for me is a difficult question, if we did a fantasy GSG, what would be better for Paradox, the development team and the players, taking CK and applying the formula to a fantasy setting, or building something completely free form with a fantasy setting (like Stellaris did with Sci-Fi)? There are advantages and disadvantages to both approaches.

Vanilla CK approach is not applicable to traditional fantasy settings, especially epic heroic fantasy settings like Exalted and Forgotten Realms. These settings often deal with world-ending threats and changes and put great emphasis on murderhobos. There is low-fantasy genre that can be combined with CK2, but with 'mystical' expansions for CK2 it would be redundant. Something with CK2 style could probably be built around gods and pantheons... I personally wouldn't play such game, but that's me.

As an example, consider two iconic generic hi-fantasy settings: Forgotten Realms and Dragonlance.

Forgotten realms is a fractured realm populated by fairly weak people, but plagued with monsters and murderhobos and occasional apocalyptic events. There are several ongoing conflicts, the god of gods keeping wheels turning and one can easily find hundreds upon hundreds of ruins of fallen kingdoms and its vestiges.

Dragonlance is different in that it has clear conflict built into foundation of the setting, a clear dichotomy of pantheons and a very real chance of world ending if "dark lord" wins.

Of course, there are settings better suited for CK2 style approach, but better doesn't mean well. For example, Dark Sun is a setting of city states ruled by god-like figures in a hostile desert world with magic actively harmful to all living beings. Intercity conflicts, however, are extremely rare in the setting...

Anyway, keeping feeling of high fantasy in a strategic game is not an easy task and more likely than not an adjustement of the setting would be required.

I don't think WW settings (like Exalted or any of *WoD lines) are suited for a strategic game as is. However, they do have parts that could be expanded to host a strategy, even if very, very non-traditional one.

For example, Wraith the Oblivion and Geist the Sin Eater both deal with Underworld: the real of the dead, with its own rules and its own rulers and cities. Making a strategy about such city of the dead is a possibility and lore of the settings naturally suggests ways around it. (Whether or not you are up to the task is another matter)

Now, the label "fantasy" is extremely generic and some settings under it might come fairly close to model of, say, Stellaris. Settings consisting of many fairly isolated domains are quite common: the Earthsea cycle, Allods game series, Ravenloft campagn setting... etc etc.

The main benefit of fantasy as a genre is that it can be naturally bent over much more ridiculous world models than sci-fi. So the best way to approach the task of creating a fantasy strategy game is to come with strategy model and then to build (or, at least, to bend) the setting around said model. CK2 model is an option, but I believe, PDX could use a new engine.
 

Vaelrisian93

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I've been thinking about doing after-action reports for Stellaris, but it's difficult to keep track of everything happening in the galaxy and to remember when empires were created or destroyed. I'd like to see a screen that records the history of the galaxy, including start and end dates of wars, who won what systems, notable battles, when empires changed government type and/or name, when new empires were established, when empires were destroyed and by whom, etc.
 

Vaelrisian93

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When you guys DO vicky 3, I want the mechanics to be more clear and less obfuscated than in vicky 2.

As for stuff that would be new...

Perhaps a game loosely based on romance of 3 kingdoms, in a shorter time focus (think like Hearts of Iron) rather than spanning centuries like most pds games.

I also wouldn't say no to a high fantasy game.

Most importantly keep the clear UI coming. Learning what your buttons actually do shouldn't be the battle.

Three Kingdoms period, between Dynasty Warriors, ROTK series, and now Total War Three Kingdoms has enough games for now. I'd rather see them do a game set during the Spring and Autumn and Warring States periods if they do a China-specific game, or just expand CK2 to actually make China playable, perhaps pushing the start date all the way back to the start of the Spring and Autumn period.
 

IceFox27

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I've always wondered what Paradox could do with a Civilization type game. Having a dynamically generated world to explore and conquer/influence sounds fun, and putting that style of game with a clock rather than turn-based is much better in my opinion, especially for multiplayer. It seems like it could reuse or borrow many mechanics from Stellaris.
 

methegrate

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I've always wondered what Paradox could do with a Civilization type game. Having a dynamically generated world to explore and conquer/influence sounds fun, and putting that style of game with a clock rather than turn-based is much better in my opinion, especially for multiplayer. It seems like it could reuse or borrow many mechanics from Stellaris.

Because that's what Stellaris is. ; )

Civilization is what's known as a "4X" game. Arguably it created that entire genre. Traditional Paradox games are what's called "grand strategy." They have a lot of overlap, but the biggest differences tend to be around the map. In a 4X you explore an unclaimed (usually procedural) map, build a society, choose how to use resources, etc.

In a grand strategy game the map is generally set from the beginning, as are empires and economies which you lead through a section of history. Paradox kind of arguably created that genre.

In a 4X game you build a procedurally generated society with Napoleon as its leader, in a GSG you take the helm of France circa 1400. Grand strategy games are also generally more complicated.

Stellaris is Paradox's attempt at mixing the two genres. So if you've always wondered what Paradox could do with a Civ type game, the answer is... you're playing it.
 

Roddo

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Right now my experience with Stellaris is hitting an all time low, mainly because there's just not that much to explore and discover anymore.
I have tons of hours sinked in the game and personally I don't think this is a problem that's related to Paradox inhability, but rather a natural game-progression thing.

So, in the light of this "problem" I'd like this to be considered:

Add a possibility to submit player created anomalies, event chains and the like.
They could be created as mods in the steam workshop and you (Paradox) could hold a voting contest with the users every month to get out "some" of those submits.
After getting the submits list, you (Paradox) get some of your content related devs to check these and adapt/add them to the game, so that when the new version rolls out, we (all the players) get new and fresh things to discover EVERY TIME!

Imagine that, a game that's constantly renewing itself, adding lore here and there, always getting something new, each time you play.

Of couse, you'd need to sit down and talk with the devs about the plausability of this, after all it requires work, and introduces A TON of new content which might need to be fixed/tweeked/optimized/scrapped every time you release a new expansion.... but if we are being truthful here, we can all see you lack the amount of ppl to REALLY check all the content already in the game to be balanced right before a major release, so... a bunch of "new" anomalies and events broken by expansions would not be anything new in our experience as players :p


Would you consider this? pretty please? I think it might make A WHOLE LOT OF DIFFERENCE to my personal gameplay experience in Stellaris, and I'm sure some of the players around here would agree with this as well.
 

IceFox27

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Because that's what Stellaris is. ; )

Civilization is what's known as a "4X" game. Arguably it created that entire genre. Traditional Paradox games are what's called "grand strategy." They have a lot of overlap, but the biggest differences tend to be around the map. In a 4X you explore an unclaimed (usually procedural) map, build a society, choose how to use resources, etc.

In a grand strategy game the map is generally set from the beginning, as are empires and economies which you lead through a section of history. Paradox kind of arguably created that genre.

In a 4X game you build a procedurally generated society with Napoleon as its leader, in a GSG you take the helm of France circa 1400. Grand strategy games are also generally more complicated.

Stellaris is Paradox's attempt at mixing the two genres. So if you've always wondered what Paradox could do with a Civ type game, the answer is... you're playing it.
Fair enough. I suppose I should be more specific in that I'd like to see them take on that timeframe too. That way if I want an interstellar sci-fi flavor I load up Stellaris. If I want to go from cavemen to superpower I load up whatever game they put together. It's a difference in some flavor and mechanics and I imagine I'd really enjoy both.
 

MichaelJanuary

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The games that I would like to see a paradox type title would be .....

- the space race (time period 1950 to 2050)

- a colonisation game. I did have great fun with surviving mars last year but generally this genre is shallow and limited. So much more could be done. See also the old Sierra title Outpost. Different planet and moon types, support from earth, technologies, disasters. (Time period 2030 to 2100)

- A solar system economic exploitation game, with corporations and nations racing to exploit and colonize the solar system from the Moon to Mars, from mercury to the kuiper belt. Build space elevators, moon bases, orbital hotels, solar power arrays. Need to unlock the relevant techs for propulsion, environment, facility management, asteroid mining, space construction, including management of living 'heroes' like engineers, administrators, pilotsa and corporate spies who gain experience and age over the course of the game. (Call it 2050 to 2200)

- The end of the world as we know it. A game based on climate change, overpopulation, and disruptive technologies. Steer your earth bound nation through the challenges of rising sea levels, climate change, failing ecosystems, economic migration, cultural shifts, changing rainfall patterns, shifting biomes, disruptive techs like robotics, automation, designer drugs, modern plagues, and new age religions. (2020 to 2100).
 
Last edited:

games_nix

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For Stellaris:
I would like to see more "tech trees" with different drawbacks and bonuses. Right now whatever "race" you play, the actual play styles favours the same paths and strategy.
if one could change so you get ex. Corvette focus you nerf other aspects as capital ships or stations or whatever. Just force options to be different would lead to more fun imo.

Other games
When do we get Jyhad/VteS online? It could also be mashed witha CK2 style game/layer for vampires/mage/changeling's controlling stuff etc. So many opportunities to create stories with White Wolve´s lore.
 

Greenslade

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Hi Dnote

*cracks knuckles* What do I want to see, you ask?

As you probably don't want to spend ages going through a huge long post or a load of threads, I'm gonna try to consolidate all my suggestions into a couple of easy lines with links to some of the threads where I first posted them.

TL;DR

2.2 has a lot of really, really good ideas in it, and while it definitely needs to be polished to get it working, some of the complaints are ironically because they haven't gone far enough. It seems counter-intuitive that the mechanics need to change more in order to fix it, but I think deep down some of the new things just collide with some of the old things, and that conflict needs to be resolved in the direction of the new, even if that means perhaps upsetting the apple cart of the old.

I understand the whole "we don't want to change something someone has paid for" but to a certain extent the 2.0 and 2.2 changes already did that quite considerably so that horse should, in my opinion, already be considered to have left the stable. However, if it really is a bridge too far, lots of this sort of thing would be nice to see in the inevitable sequel whenever that happens.

Wants for the Future of Stellaris (or for a Stellaris Sequel)
  • Being able to develop systems as well as planets, making planets part of systems etc.
    • Thinking about the "district" system, which I really like, it makes sense that asteroids, stars etc can have certain kinds of mining/energy/research "districts" built on them too.
    • What's the difference between a "mining station" on a mineral rich asteroid and a "mining district" on a planet? How come one needs a pop to operate and the other doesn't?
    • Megastructures aren't "special buildings in space" with this way of thinking, but are more what happens when you hugely develop a system in a particular direction, just as the "Ecumenopolis" is what happens when you hugely develop a planet in a particular direction.
  • A framework that both conceptualises and presents your empire as a tree, where sectors and systems matter more
    • Again, working on the idea that districts are good, a way of creating logical management groups and ways of surfacing information on a broad overview and also "drilling down" into the details.
    • In the patch notes thread one of the dev comments was "we're looking to understand why people want to automate sectors". I would suggest part of the reason is that Stellaris currently has a need for very granular management. You need to do something on every planet, even if you have 100 planets. You can't easily group things or issue mass orders.
    • Rather than getting the AI to make "good" decisions for you (which, even with a "perfect" AI would be a problem if they're not the decisions you want to make), grouping and organisation of things so that you can give orders at different levels, as appropriate, means less "tedious micro" - that huge stellaris complaint.
  • Sector Capitals and Sector-based trade
    • Also in the above thread, how the "tree" layout provides more logical gameplay mechanics.
    • At present, trade and travel and organisation is a messy "web" of criss-crossing lines
    • I propose smoothing and streamlining it all, so that materials, trade, resources etc flow neatly up from outposts to the capital and back down again along paths that make sense. From empire capital to sector capital to core worlds to frontier worlds.
Also, +1 on the suggestions for more ways to "win" without war. Moar diplomacy and economics stuff thanks!