What should be number one priority to improve Stellaris?

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Grosshaus

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My priorities:

Fix event chains and also introduce more events. No gameplay should have same event chains again and again. Scale event rewards based on empire development.

Somehow improve combat. Now it is too numbers-based. A potential small improvement: allow seeing enemy fleet technology before war and massively hinder ship upgrades. Make me think when designing ships.

Message setting customisation.

Something to do inside a federation
 
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For me there is four priorities:

-A complex system of empire management (factions, élections, revolts...)

-More ethos, traditions or exclusive techs for custom your way of playing

-A trade system (trade routes, ressources, slave market, economic wars, planet selling/buying,black market, mercenaries,pirates...)

-A diplomatic system (Council, more work to federations etc...)

I'm tired to play stellaris for now. All ethos play in the same way and your only way of expend or grow up is war... I want to be a master diplomat, trader etc.. For me trade, diplomatie and empire management are the base of all 4x4 and we don't have them in stellaris.

All of this. All of this is exactly what the game needs right now.
 
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Most of what I think needs to be improved is pretty visible in a current multiplayer game I am in. We are three players, all of which were vassalized early on by an advanced AI power. We used our overlord's protection to build up, occasionally helped out his wars but waited for him to grow weak enough to strike.

Here's the problem: there is no way to coordinate that kind of war. If one of the vassals declares on the overlord, all the others join the overlord with no ability to declare an independence war as well until the first one ends. There are no factions or coordinated rebellions like CK2 has, and once the war happens, the overlord roflstomps its former minion by sheer numerical advantage. Since vassals (unlike protectorates - so it might be better not to do any research at all as a protectorate to prevent being "upgraded" to a vassal) cannot colonize (or even ask for permission to colonize), there is hardly any way (other than being lucky and having plenty of pre-FTL civilizations to conquer) to become strong enough in terms of power. There is no way to fight smart against the superior power either, nor is there any way to use covert actions against them. At one point, an outside power declared war to free one of the vassals, and the vassal was forced to fight *against* them.

It's not that this was the default course of action that is the problem - it's that this is the *only* course of action.

There currently is no way to interact with all these factors - they are not rules, they are laws of nature. In other games, seeking independence or subverting your overlord's power as a vassal, or contacting other powers to help you free yourself are something you shouldn't do if you're not prepared to fight; here, they are things you CANNOT do, because that's just how it is.

Add to that bugs in how diplomacy is designed (e.g. if the overlord wins a war and liberates planets in the name of their vassals, those vassals are *forced* to guarantee the new states and cannot retract that guarantee) and there are a number of issues that make it feel like diplomacy is quite simply not finished.
 
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Besides just general bug fixes I'd go with:

1. More complicated economy - Victoria/Distant Worlds style resource system with many more resources available (a lot of these would be locked by tech at the start though). Pops demand various resources the supply of which impacts their growth, happiness, ethics and desire to move to other worlds (or even other Empires). The ability to build tall E.G. on planets being able to build specialized zones on tiles (Industrial, Commercial, Government, Military and Science), These zones would be an area which can store excess pops and will have specific upgrades to them E.G. Science zone by default generates science based on pops working it but you could build a cloning facility which could be set to produce large amounts of food at the cost of energy or grow new pops, Government zones would produce influence but various upgrades would be able to impact ethics, happiness etc. Such a system would naturally lead to trade routes both internal and to other races and make colonization more interesting since you would be looking to acquire specific resources.

2. More complicated combat (both space and land) - I'd like to see a HOI style combat system where range, tactics, quality of leader etc. have an impact on things. I wouldn't mind seeing two experience trees for space and ground combat that unlock tactics (sort of like how in HOI different doctrines unlock delay etc.) and other generic bonus's. As your forces gain experience you'll be able to unlock certain tactics along different paths to emphasize different types of fleets and armies. The goal being to try to allow different play styles for military combat with advantages and disadvantages to each tree. It would also potentially allow smaller but potentially higher quality fleets/armies to compete with larger fleets in some situations. The military zone from above could be tied into this system to provide extra XP and officers.

3. More interesting internal mechanics/politics/characters - The upcoming patch seems to be focusing on this so maybe this isn't necessary but making governments more interesting and different from each other. Having things like government positions, succession planning and more governments options would help with immersion. I'd like to see characters expanded with each character perhaps having a military, government and science stat/skill determining how effective they are at each role and then more specific abilities/traits available for characters. Characters would then have their own ethos, loyalty level and also some sort of needs/desires (A scientist character may want to research a specific technology, military leader may want to become Supreme Commander of all armed forces or something like that). Not filling these goals will reduce loyalty and could lead to situations where they join factions or otherwise take things into their own hands (A biologist might release a virus which only effects certain pops, an engineer might hack robot pops and create his own personal army). Influence could be used in this situation to keep characters happy.

4. Enhancing Diplomacy - I believe the above suggestions will lead to some improvement for diplomacy (trade etc.) but otherwise continuing to improve diplomacy would be nice with the goal of making the mid game feel somewhat like EU4. If possible it would be interesting to see if Victoria 2's crisis system could be implemented in some way as well as some overall galactic council mechanic.

I believe the above 4 would probably make Stellaris the best space strategy game out there. Ultimately it's a matter of merging some of the best functions of other Paradox games into this game and making them work as well as possible.

5. Removal of hard coded limits - Personally I'd also like to see the removal of ship limits, leader limits, planet limits and these mechanics replaced with alternatives. E.G. using my above character system influence would be needed to keep important characters happy so you would ideally want to limit the number of leaders you have based on influence. Planet limits could be replaced by governors. Every planet directly under your control requires a governor while a sector only needs 1 governor. A player wanting to directly control everything can do so but would need to invest more into generating influence.
 
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From my POV:
More victory conditions + late game content

The fact that Stellaris only offers conquest / war oriented victory conditions is pretty sad. As a peaceful player, there isn't really much to do past year ~150 or so. All the planets are maxed out and minerals just pile up since I have no useful way to spend them anymore.
 
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From my POV:
More victory conditions + late game content

The fact that Stellaris only offers conquest / war oriented victory conditions is pretty sad. As a peaceful player, there isn't really much to do past year ~150 or so. All the planets are maxed out and minerals just pile up since I have no useful way to spend them anymore.
Remind me: how many victory conditions does CK2 have?
 
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From my POV:
More victory conditions + late game content

The fact that Stellaris only offers conquest / war oriented victory conditions is pretty sad. As a peaceful player, there isn't really much to do past year ~150 or so. All the planets are maxed out and minerals just pile up since I have no useful way to spend them anymore.
From where I'm standing, victory conditions in Stellaris is a sign that the designers didn't know what the game was supposed to be, a Grand Strategy game or a 4x. Civilization, Alpha Centauri, Galciv and most other 4x's have victory conditions that are clearly linked with certain playstyles and the game design has thus been tailored to service those playstyles. Like diplomatic, technological or cultural victories. The victory conditions in Stellaris seem like an afterthought that is there because the designers decided at the last minute they'd need more 4x staples in their game.
 
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seem like an afterthought that is there because the designers decided at the last minute they'd need more 4x staples in their game.
Exactly this.

To answer my own question from above, CK2 / EUIV don't have victory conditions at all. And in a grand strategy game this is excellent: it encourages you (well, me, at least) to make your own fun objectives and get into the RP a bit, rather than being psychologically railroaded to the magic win screen.

It feels like the devs thought at the last minute that CoD-kiddie regular 4X players' brains would explode because they wouldn't understand how to play a game without win conditions, so they just dropped "Err... err... 40% planets!" in there as a sticking plaster.
 
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My answer to this is a two-parter, because I believe the two issues are intrinsically linked.

The first is that combat is very meh. While I like watching the little battles (they are quite pretty), and there is some element of rock-paper-scissors going on in terms of recognizing that an enemy is using a particular weapon and then attempting to counter it utilizing the ship designer/upgrades... honestly the whole thing pretty much comes down to building lots of ships with a thin veneer of choice laid on top. There's a lot of different ways to tackle this problem, but a few suggestions;

1) Impose an 'efficiency' loss on fleets. Rather than having an empire naval cap, have a cap for individual fleets. That number can change based on technologies and admiral skill level. Fleets that go beyond their cap start to suffer reduced speed/firing speed/dodge, effectively simulating command and control problems as the number of moving parts increases. Fleets above that limit also start to cost more to maintain, as logistical needs swell beyond efficiency. In order to dissuade multiple-fleet stacking, a slightly modified efficiency loss should be imposed.

(As a very loose example, treat the 'combined fleet cap' as 75% of the added-together caps of each present fleet. So if you have a fleets with individual caps of 32,33,and 34, and these fleets fight together, the combined-fleet cap would be 32+33+34(100) * 0.75. So 75. If all three fleets combined have >75 ships, then all fleets suffer both their own individual penalties, as well as the combined-fleet efficiency penalties. Hopefully that made sense.)

2) Allow high-level commands for fleets. Completely losing control of fleets during combat takes some of the fun out of it and is occasionally frustrating. I'd like to be able to set fleets to act offensively (actively close and/or maintain ideal distance, giving chase if necessary), defensively (ships will maintain their current position and only engage when enemy ships are either within weapons range, or are actively being targeted by enemy ships), and withdraw (ships actively move away from the enemy in an attempt to escape weapons range). The default for fleets would be Offensive, though you should be able to change that default. Also, you should only be able to give one order per battle, to avoid rewarding(and thus requiring) micro-intensive strategies. Battle would begin in the fleet's default state, and you could adjust it once and only once.

(Obviously the current weapons were not designed with this in mind and balance could be a problem, I accept that as a flaw. But it's not insurmountable.)



The other thing that needs to change is the economy. I don't even want to get deep into this, but on a player-enjoyment level, I am still not remotely satisfied with Minerals + Energy, nor am I satisfied with a universal bank where all produced minerals/energy are made instantly available. Nor am I satisfied with the lack of industry as a mechanic, where structures, stations, and ships are all basically produced at the same rate regardless of where they are, with the minor exception of modifiers from leaders/modules. But I accept that I'm probably not going to see *major* changes to all of that.

On a mechanics level, though, the lack of industry essentially transforms minerals into industry, and because the current combat system basically translates ship numbers into combat success, who wins a war basically comes down to who is producing more minerals, and mineral production is fairly linearly gated by energy production. So, y'know, all you do is constantly balance your energy with available mineral production, and you have more or less everything you need to win wars.

It's just too simple. It looks simple, it feels simple, and its results are simple. It needs complexity, it needs variables, it needs obstacles.

One humble suggestion that may not actually fix the overall problem as I see it, but might help both inject some life into the economy as well as have an impact on how fleet warfare plays out;

Split minerals into 'metals' and 'rare minerals.' Metals would be fairly common and would be best described as providing the 'structure' of ships. The metal cost of a ship/base is determined first by its hull class, and is adjusted largely by armor based on level and component size. Heavily armored ships, especially large ships, would cost large amounts of metals. Meanwhile, Rare Minerals would be rarer in the galaxy, more expensive in terms of energy cost-per-unit, and are used to construct the components of ships. Different ship components use different amounts of rare minerals, particularly higher level components and larger sizes, would cost quite a bit more rare minerals.

This would separate ship sizes from ship technology level in an important way. It might not be feasible for an empire with access to rare minerals but not a huge amount of metal, to build large, technologically advanced ships, at least not en-masse. It might make more sense to build smaller, better-equipped ships that actually have a chance of competing with bigger, less well-equipped ships produced by an empire with large amounts of metal but not much in the way of rare minerals.

It would provide incentive to continue using older tech, because production and access to materials wouldn't scale so linearly. Currently there is no reason to not use the best tech available.
 
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For now Federations are quite incomplete. There should be some political process inside Federation, like limiting policies for members, real elections instead of rotating president position. Maybe even laws (number of votes for empire: is it proportional to population, number of planets or 1 for each member?)
 
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Qilue

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The ability to cycle through your owned planets.
 

monsterfurby

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I feel like I should expand on my previous rant and add an actual answer to the thread's question.

The single most important thing right now? Fleet formations, tactical variety. There are mods that kinda-sorta implement this, but they have to resort to rather hacky solutions. I'd like to see more reasons to split fleets, the ability to stall enemies longer (my mod reducing weapon damage actually makes the game more fun imho) and the ability to define a formation and more distinct roles for each ship.

Once battles are fun, diplomacy should be the next step.
 
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crazyewok123

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1) Performance! I SHOULD be able to play to end game without lag on largest galaxy settings as advertised.

2) Doomstacks. Make space combat more intresting rather than just basing it on who can throw the most ships at each other.

3) Spice up ground combat.
 
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rcasale

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Honestly, I wouldn't mind seeing all of space combat abstracted into a system similar to what we have in HoI4 for naval combat.

But more realistically, I would like to see performance fixes and more internal empire affairs.
 
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LughC

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For me it's not doomstacks that I would change. Personally for me the biggest thing they could fix is make rebellions a real thing. Rather than just forming a one planet nation let big factions rebel and claim many systems. Let entire sectors rebel at once (or even multiple) if enough of a dissatisfied faction is is present in them. Beyond just being more interesting it could change a game from being almost won to putting you back hundreds of years.

But this could just be me
 
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seePyou

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We have to decide whether we are Emperors or Admirals; I for one like that I'm the Emperor and do not have a direct involvement in combat (but I can still order a retreat becasue hell yes I can call that idiot back if I need to, but I will not tell him how to fight!)
 
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LughC

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I feel like I should expand on my previous rant and add an actual answer to the thread's question.

The single most important thing right now? Fleet formations, tactical variety. There are mods that kinda-sorta implement this, but they have to resort to rather hacky solutions. I'd like to see more reasons to split fleets, the ability to stall enemies longer (my mod reducing weapon damage actually makes the game more fun imho) and the ability to define a formation and more distinct roles for each ship.

Once battles are fun, diplomacy should be the next step.


See I don't see this to be the biggest issue because many people play the game with minimal focus on combat. If anything doomstacks just streamline this style of play so you can get wars over with.

Not saying I don't want it fixed just that I find it hard to say it's "most important"
 
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xMer

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1) Sectors AI/Planet AI - this impact both player sectors and AI quite a lot making AI pretty weak without huge bonuses.
2) Doomstacks - unfortunately devs decided to go in quite opposite way than then should to solve this issue. Before super-starports it was possible to play with distributed fleet, however it was very micro-intensive. now it's not possible because you can't just split fleet to 5-6 parts because you need everything to overcome star-port without major losses. Also first battle between player fleets is usually decisive(especially it's decisive it opponent is AI and doesn't retreat and refit ships)
3) Federations Management - currently it's pretty crude. having multiple levels of integration on multiple areas would be great. Most likely something resembling space HRE:
- full members that have right to vote on stuff
- lesser members that ha nothing to say and have to obey federation decisions, but in exchange they get protection and other integration benefits.
- electable functions that make federation more viable, like diplomatic leader that need to approve any stuff before it's voted, military leader controlling federation fleet.
- federation laws allowing it to vary between:
a) decentralized economic alliance (like EU) or centralized and integrated federation(like USA) or even strong primacy of one empire over others(like USSR and eastern block)
b) small federation fleet and relying on federation members participation or huge federation fleet with centralized command of Military Leader.
c) laws on how things are decided, like what is voted and what decided by Leaders. who can vote on what and if Liberum Veto(one empire voting NO negate proposition) have use.
4. Some options to balance start position / stating leaders. It's mostly MP stuff and difference in initial setup can linger to late game. Also ability to pick starting ruler/leaders in MP games would show clearly which traits/trait combos are too powerful(most likely most ppl picking warlike would finally lead to nerf of this trait)
 
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von Oberstain

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From my POV:
More victory conditions + late game content

The fact that Stellaris only offers conquest / war oriented victory conditions is pretty sad. As a peaceful player, there isn't really much to do past year ~150 or so. All the planets are maxed out and minerals just pile up since I have no useful way to spend them anymore.

Heh, agree completely, I wrote myself about this a number of times - but it seems one needs to be someone's cousin to get post even read here...

Anyway, apart of thinking the same about the game needs, I'd like to add that different victory conditions makes EACH game more interesting, whether player pursues that-other-condition or not - AI can make a try for a non-conquest victory, and player would have to adapt to stop it from happening.

Anyway, alternative victory conditions can be optional - I'm like very old and very experienced in 4x and in most polls 90% players always shout 'CONQUEST' (or domination or whatever) when asked about favourite playstyle - it's OK, but still they have to take certain measures if an AI starts building spaceship (civ) in XV century... Here, 'just mass the death-fleet'...

Sincerely,
von Oberstain

EDIT: Oh, I was noticed - it means so much to me... Wait, no it doesn't.

However, politely disagreeing with semi-official standpoint (dev quote) - perhaps that person should make an argument... more solid?

Like 'more victory conditions and more endgame content are bad, because of' and 'additional victory conditions affects gameplay negatively, because of'...
 
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Almond_Brown

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It is very gamy but you don't need any more justification than the nebulas consist of a fictional matter named X that makes the side that owns the territority gain the bonnus through Y mechanism. Could also be the controlling side can use the nebula consisting of another type of X make Shields inoperable for the opposing side by building a fortress station With "Nebula manipulator module" in the system (though the Space stations should get buffed though, maybe even consist of several destructable buildings adn able to build them a lot closer to each other.

Or a less ambiguous reason. Nebula gases are such that radar tracking systems are heavily affected and as such computer aiming systems are badly affected to the point that without the same Tech advances (hard to get for sure) of those races who live in those Nebulas, your once superior fighting ability is reduced to a mere fraction and to fight inside those Nebula structures in more or less suicide for any fleet you send in there improperly equipped. ;)