:
External politics:
More federation options
1. Common diplomacy for example instead of proposing a standard research deal he could go to the federation menu select the target nation and put it to vote (vote takes a certain amount of time).
2. Common Policies the player goes to the federation menu and proposes a policy in order to get it accepted he might want to make concessions on other proposals being voted upon.
3. Common defence, this already exists partially however I offer that in a defencive war any member of the federation may build military ships at any allied shipyards.
4. Common research in a similar manner the player must go to the federation menu and propose this option with a variant allowing for civilian technology only this would allow players to build level 2 buildings whether or not they have the required technology without gaining it, 20% speed increase in such research and a better chance of it occurring. In a similar manner a player could once in a while propose a technollogy which if it passes will be reasearched by all members at half efficiency (for example if AI1 has 300 engineering 150 will be wasted.
5. Common trade a player may put to vote a trading agreement which will Be shared by all members of the federation with benefits pondered by distance and relation with the target empire.
A federation may if 3 of the previous are met become a union which umlocks these decisions :
1. Common budget each player will give the equivalent of 15% of their energy output at market price which the federation will use to help the weaker environments and fund union initiatives.
2. Union initiatives, they are common goals to strive for such as survey such as survey such area of space or have a total economic output at market price of such. They will be voted for normally and be funded by the union until it outstretches it’s budget at which point member states will pay for it pondered by economic output at market price.
3. Common defence, all armies and fleets will unite and patrol major trade routes and conflicted border members will have to pay pondered by economic output at market price as well as a 3% of economic output at market price to increase it in peace time, war time increases will be voted on by the federation.
4. Common market, trade routes will be generated between members of the federation granting bonuses to all involved, the union will have to vote on whether slave labor is banned as unfair economic practice.
5. Common ideals, member states will vote to select the union’s ethics allowing it to pass policies and initiatives without vote.
Procedures
1. The voting process, once a proposal is submitted a waiting period will happen allowing empires either to vote or wait and use it as a negotiation tool. Each nation will have 10 delegates plus 2per 10% of federation economic output at market price plus 2per 10% of federation population.
2. The departure process, the nation which wishes to leave will have to pay 30% of all investment into them by the federation minus 10% of their contributions. The departing nation will have a favorable window to negotiate bi or multilateral deals with member states. Depending on the cost of such a procedure the governing faction may suffer a loss of popularity pondered by economic output at market price. A leaving nation will recover 80% of the original fleet they donated plus the amount their contributions allowed to purchase.
Religion :
1. Perks are always either positive or negative aggressive or positive. Ex (trade build) :
• Urban communities (pops of that religion in an urban environment will spread it 1.5*faster and have 1.1*more chances of using a effect perk.
• Trader religion (pops of that religion will generate 1.2*more trade value and it will spread 2% faster for each 5 trade value generated on a planet.)
• Apathic (pops of that religion have 0.8*the chance of using an event perk.)
• Trade routers you will get 10% of all trade value created by pops of that religion.
2. Quirks are highly circumstantial requiring strategic thought by the player ex (same build) :
• Pops of that religion will use unfair trade practices lowering your standing by 20 with other empires but increasing trade value produced by pops of that religion in your empire by 30%.
• Encouraged migration, pops of that religion will go to other worlds and encourage people of the same social strata to come to your empire.
3. Structure this determines how rigid it will be and hiw easy to manipulate ex :
• Direct order of power is more rigid and less progressive but if you convince it of something it will not change it’s mind.
• State means of control: As highly flexible as you want it has half progressian rate in egalitarian empires.
• Direct to god : Highly flexible but it will come back on it’s promises and there is a higher chance of them revolting.
Processes:
• Any religion with a similar structure has ve a chance of between 0.5 and 0.1 % give a perk or quirk to your religion if you have at least 5 pops on a planet where he has at least 10 or if you have a trade deal.
More non-geographic options :
NGO span multiple empires and are managable in a corresponding tab they will fund political campaigns and decide of parties agenda they will also intervene in other areas an egalitarian one might distribute food to people in a starving empire a pacifistic one might organize an antiwar strike... They are funded by pops of the same ethos (the higher the better).
Labor unions are similar to NGOs but mostly stay self contained within an empire and unite workers strike and negotiate better conditions.They will be funded by NGOs.
Corporations.
• They have stock holders mainly NGOs and pops whose wealth will fluctuate depending on how well it fares some might even quit their job.
• They have a hidden agenda it might be make all stockholders ruler strata or it could be overthrow the government. Depending on the level of conviction they will kill leaders buy political parties or/and organize revolts.
• They may provide servises fot the player ex : a media corp reduces war exhaustion by 5% for 500 credits.
The economy.
• The market fee will depend on the surplus of consumer goods and on a scalable system such as this : Year 2200is year 0 every 10 years after that the game looks at the players progression and compares it to the expected amount at such a year if the player is doing well the market fee will drop and the expected amount for all later years will rise. If the amount is lower the fee will rise and expectations shall drop.
• In the current game there is a single currency backed by energy a player can take it’s currency and make it non backed this allows him to print as much as he wants at thecrisk of his currency becoming worthless or outright rejected by other empires.
• A player is allowed to take a loan at starting rates of 30% for the galactic bank 20% for a federation bank and 10% from a union bank with them increasing if the player does not pay back.
• A player may use tarrifs increasing trade value by 10% but reducing consumer goods and amenities by10%.
The different types of rule (democracy, oligarchy, empire, dictatorship)
• Democracy must have active government parties and more ways to interact with them. These parties must vote on policy changes.
• Oligarchy. Oligarchs are visible and each own a massive corporation with no competitors. Each of them vyes for power and if crime is high they will try to kill each other.
• Empire One must see but NOT be the ruler and his dinasty in certain cases power struglles will apply.
• In a dictatorship if the player has a too strong army or navy it might revolt.
Many players agree that War must change however some of the changes go too far making it a game upon itself with boarding actions and pillage... Here is what I believe to be the best option :
• Linked to the general game by for example having NGOs wanting to help Civillians reducing the effectiveness of your army but increasing foreign opinion and influence.
• No more little circle an interesting idea would be taking all the planetary blockera and bonuses and putting them on a tile map where the players armies would have to navigate.
• An option to customize robots for warfare only.
• An option to customize fighters.
An I believe interesting idea for a end game crisis is that while we have lots of warfare ones this one would dwindle ressources and AI aggressiveness until everybody is at war with literally everybody forcing the player to sink all his economic output in the navy as every move is met by massive stations and fleets in the end the source would be tracked down to a planet and the player forced to move fast because the closer he gets to the planet the crazier his
Narration :
• Paradox has in the CK speech on the matter declared it’s interest in emergent narrative I believe it would be interesting to implement it in stellaris.
• Branched narrative campaigns would be interesting.
External politics:
More federation options
1. Common diplomacy for example instead of proposing a standard research deal he could go to the federation menu select the target nation and put it to vote (vote takes a certain amount of time).
2. Common Policies the player goes to the federation menu and proposes a policy in order to get it accepted he might want to make concessions on other proposals being voted upon.
3. Common defence, this already exists partially however I offer that in a defencive war any member of the federation may build military ships at any allied shipyards.
4. Common research in a similar manner the player must go to the federation menu and propose this option with a variant allowing for civilian technology only this would allow players to build level 2 buildings whether or not they have the required technology without gaining it, 20% speed increase in such research and a better chance of it occurring. In a similar manner a player could once in a while propose a technollogy which if it passes will be reasearched by all members at half efficiency (for example if AI1 has 300 engineering 150 will be wasted.
5. Common trade a player may put to vote a trading agreement which will Be shared by all members of the federation with benefits pondered by distance and relation with the target empire.
A federation may if 3 of the previous are met become a union which umlocks these decisions :
1. Common budget each player will give the equivalent of 15% of their energy output at market price which the federation will use to help the weaker environments and fund union initiatives.
2. Union initiatives, they are common goals to strive for such as survey such as survey such area of space or have a total economic output at market price of such. They will be voted for normally and be funded by the union until it outstretches it’s budget at which point member states will pay for it pondered by economic output at market price.
3. Common defence, all armies and fleets will unite and patrol major trade routes and conflicted border members will have to pay pondered by economic output at market price as well as a 3% of economic output at market price to increase it in peace time, war time increases will be voted on by the federation.
4. Common market, trade routes will be generated between members of the federation granting bonuses to all involved, the union will have to vote on whether slave labor is banned as unfair economic practice.
5. Common ideals, member states will vote to select the union’s ethics allowing it to pass policies and initiatives without vote.
Procedures
1. The voting process, once a proposal is submitted a waiting period will happen allowing empires either to vote or wait and use it as a negotiation tool. Each nation will have 10 delegates plus 2per 10% of federation economic output at market price plus 2per 10% of federation population.
2. The departure process, the nation which wishes to leave will have to pay 30% of all investment into them by the federation minus 10% of their contributions. The departing nation will have a favorable window to negotiate bi or multilateral deals with member states. Depending on the cost of such a procedure the governing faction may suffer a loss of popularity pondered by economic output at market price. A leaving nation will recover 80% of the original fleet they donated plus the amount their contributions allowed to purchase.
Religion :
1. Perks are always either positive or negative aggressive or positive. Ex (trade build) :
• Urban communities (pops of that religion in an urban environment will spread it 1.5*faster and have 1.1*more chances of using a effect perk.
• Trader religion (pops of that religion will generate 1.2*more trade value and it will spread 2% faster for each 5 trade value generated on a planet.)
• Apathic (pops of that religion have 0.8*the chance of using an event perk.)
• Trade routers you will get 10% of all trade value created by pops of that religion.
2. Quirks are highly circumstantial requiring strategic thought by the player ex (same build) :
• Pops of that religion will use unfair trade practices lowering your standing by 20 with other empires but increasing trade value produced by pops of that religion in your empire by 30%.
• Encouraged migration, pops of that religion will go to other worlds and encourage people of the same social strata to come to your empire.
3. Structure this determines how rigid it will be and hiw easy to manipulate ex :
• Direct order of power is more rigid and less progressive but if you convince it of something it will not change it’s mind.
• State means of control: As highly flexible as you want it has half progressian rate in egalitarian empires.
• Direct to god : Highly flexible but it will come back on it’s promises and there is a higher chance of them revolting.
Processes:
• Any religion with a similar structure has ve a chance of between 0.5 and 0.1 % give a perk or quirk to your religion if you have at least 5 pops on a planet where he has at least 10 or if you have a trade deal.
More non-geographic options :
NGO span multiple empires and are managable in a corresponding tab they will fund political campaigns and decide of parties agenda they will also intervene in other areas an egalitarian one might distribute food to people in a starving empire a pacifistic one might organize an antiwar strike... They are funded by pops of the same ethos (the higher the better).
Labor unions are similar to NGOs but mostly stay self contained within an empire and unite workers strike and negotiate better conditions.They will be funded by NGOs.
Corporations.
• They have stock holders mainly NGOs and pops whose wealth will fluctuate depending on how well it fares some might even quit their job.
• They have a hidden agenda it might be make all stockholders ruler strata or it could be overthrow the government. Depending on the level of conviction they will kill leaders buy political parties or/and organize revolts.
• They may provide servises fot the player ex : a media corp reduces war exhaustion by 5% for 500 credits.
The economy.
• The market fee will depend on the surplus of consumer goods and on a scalable system such as this : Year 2200is year 0 every 10 years after that the game looks at the players progression and compares it to the expected amount at such a year if the player is doing well the market fee will drop and the expected amount for all later years will rise. If the amount is lower the fee will rise and expectations shall drop.
• In the current game there is a single currency backed by energy a player can take it’s currency and make it non backed this allows him to print as much as he wants at thecrisk of his currency becoming worthless or outright rejected by other empires.
• A player is allowed to take a loan at starting rates of 30% for the galactic bank 20% for a federation bank and 10% from a union bank with them increasing if the player does not pay back.
• A player may use tarrifs increasing trade value by 10% but reducing consumer goods and amenities by10%.
The different types of rule (democracy, oligarchy, empire, dictatorship)
• Democracy must have active government parties and more ways to interact with them. These parties must vote on policy changes.
• Oligarchy. Oligarchs are visible and each own a massive corporation with no competitors. Each of them vyes for power and if crime is high they will try to kill each other.
• Empire One must see but NOT be the ruler and his dinasty in certain cases power struglles will apply.
• In a dictatorship if the player has a too strong army or navy it might revolt.
Many players agree that War must change however some of the changes go too far making it a game upon itself with boarding actions and pillage... Here is what I believe to be the best option :
• Linked to the general game by for example having NGOs wanting to help Civillians reducing the effectiveness of your army but increasing foreign opinion and influence.
• No more little circle an interesting idea would be taking all the planetary blockera and bonuses and putting them on a tile map where the players armies would have to navigate.
• An option to customize robots for warfare only.
• An option to customize fighters.
An I believe interesting idea for a end game crisis is that while we have lots of warfare ones this one would dwindle ressources and AI aggressiveness until everybody is at war with literally everybody forcing the player to sink all his economic output in the navy as every move is met by massive stations and fleets in the end the source would be tracked down to a planet and the player forced to move fast because the closer he gets to the planet the crazier his
Narration :
• Paradox has in the CK speech on the matter declared it’s interest in emergent narrative I believe it would be interesting to implement it in stellaris.
• Branched narrative campaigns would be interesting.