What would you want the DLC after Utopia to focus on?

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Wyrm

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Trade and economy. if done right, it will improve warfare as as side effect.
 

Kilmantor

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Deeper economy and trade! Give us a real hunt for rare resources. Make some techs only buildable if you have the right resources.

Espionage and sabotage! Let's see how many advanced techs I can steal from those nasty Fallen Empires, before they wipe out my civilization with their fleet :) Got an inferior fleet? May be, but what if the engines of my enemy fleet don't work?
 

Commodore Shad

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I completely agree for something about economy and trade. But new mechanics wouldn't be enough, we need an economic victory à la Alpha Centaury where you could buy the world market. THAT would be totally terrific :)
 

krogoth21

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Warfare, specifically :

- removing the extremely annoying targetting of structures during combat, maybe add specific options on fleets "do or do not engage civilian structures / do or do not engage military structures"
- addition of combat stances such as "spread fire, focus fire on hard targets, use weapons on their most effective targets, etc..."
- removal of ground combat if can't be massively improved (tediousness-wise)
- Capital ships
- Planetary weapons (from planets to space and vice-versa)
- Area of effect weapons if it can be balanced to counter a bit doomstacks
 

SacremPyrobolum

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Warfare. Most of what I want is more appropriate for a patch but they can add some interesting paid features like new ship classes and equipment and stuff.

Features:
Mostly I want to introduce stacking penalties like in Hearts of Iron 2-3 so that the player and AI actually splits up their fleet and supply lines based off of spaceports so you can't just make a beeline for the enemies home-world and the AI can't take you on a goose-chase all round your Empire to the sound of Benny Hill.

Ability to set fleet behavior like setting how many ships it can loose before automatically retreating or setting at what range they should keep their enemy at based on the weapons/strike craft in the fleet. Makes carrier-centric fleets feasible.

Admirals start as Commodores (1 star admirals) which have the strongest bonuses but suffer from stacking penalties (can command less ships optimally) the most and go up all the way to Fleet Admirals (5 star admirals) which have the weakest bonuses but suffer from stacking penalties the least. [Paid Feature] You can customize the names of these ranks.

The ability to create a chain of command by building ships and planetary buildings with flag bridges/headquarters. Having one in a fleet allows them to link up with either another fleet with a flag bridge or a planet with a flag HQ, with the leader with the higher rank being in command and passing down their bonuses.

For instance, fleet A commanded by commodore A can link up with fleet B commanded by rear admiral B. Rear admiral B would add their bonuses to commodore A's fleet. Fleet C commanded by commodore C could also link up with rear admiral B and receive the same bonus, but not receive any bonus from commodore A. Rear admiral B can take on as many commodores as he likes, but the stacking penalty from fleet A and C are added up and then halved. Since he directly commands fleet B, he suffers it's full stacking penalty. Ships with flag bridges do not contribute to the stacking penalty. Command ships have limited ranges to talk to each-other from, and so if fleet A or C get too far away from fleet B with the commanding rear admiral they loose their boni from him and any other officer higher up the chain. This is called command range and simulates the range which orders from the commanding officer can reach his subordinates in a timely manner.

Meanwhile, rear admiral B can be attached to admiral D who is stationed on a planetary HQ. Admiral D passes down his boni from him, to fleet B, to fleets A and C. He has his stacking penalties from attached fleets cut down to 1/4th from being in a planetary HQ and has a much MUCH longer command range. Admiral D is in turn attached to fleet admiral E who is stationed at your capital's Admiralty HQ and commands everything, passing down his bonuses, though heavily diluted, to everyone. The Admiralty HQ means he suffers only 1/16th of the stacking penalty he normally would from directly commanding all those ships.

Leader caps based off of population would also be good to support having multiple fleets, armies and command chains. Every fleet, planet and sector should have a leader (planetary leaders in sectors are automatically placed, of course)
 

JohnSheridan

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Fix the space battle.

No more doomstack vs. doomstack.

Maybe having stations giving the ship range and once one is destroyed they cannot reach the opponent anymore. that way the smaller fleet could at least go for a neutral outcome.

Also, i´d really like to see a sabotage system by now.

Something to attack opponents ships/fleets while in peace. Cold war.
 

Exarian

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Problems with space battles requiring fix/improvement ASAP:
- useless missiles
- useless fighters/carriers
- useless fortresses
- doomstacks dominated lategame gameplay
- lack of any control over fleets during battle
- lack of even basic fleet formation control
- terrible lategame lag
- ships clipping and stacking on each other
- inability to change jump-drive technology of given units (Aether Drake, Automated Dreadnaught)
 
Last edited:

Cri11e

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Religion and species culture honestly. There's a lot of potential in allowing the creation of specific cultures/religions that start as single-species focused cultures, but gradually grow to be accepted as time goes on by other nearby and friendly empires.
Tbh the ethoses, though loosely, at this moment is basically that; The spread of ideas and beliefs.
 

Cruxador

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Gotta say, Banks is addressing a lot of what I want. I do find the megastructures a bit lacklustre, but oh well.

I suppose I too would like to see leaders turn into something more like characters and less like mobile modifier packs. It'll probably be diplomacy or economy though.
 

Arnovitz

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Diplomacy needs an overhaul. Even with ethics it's quite barren and showcases little in the way of empire personality. There is so much tied up here that remains unexplored: trade, espionage, warfare, or even a galactic council attempting to impose its will. Currently, too much information is immediately shared when you encounter a new empire for the first time, especially regarding military strength. For instance, as a xenophobe, I should be able to keep what's going on in my space a secret, unless infiltrated.

What purge? These are baseless accusations fabricated to smear our empire! You have no proof. Humans are a myth; they never existed!

I'd also really like to see the development of more internal empire mechanics, especially those related to primitives and their integration. Sure, there are a few events that let you tool around with their ethics, but they are tacked on and random. Enlightening (or enslaving) a species from the bronze age should allow us to customize their traits or development in more detail. Modern civilizations, on the other hand, might prove more unwilling to assimilate into a society they abhor. The addition of species rights in the upcoming patch is heading in the right direction.

Lastly, it seems like Stellaris could benefit from "galactic wonders" aside from sheer technological superiority. Maybe a species could be the first to build a universal translator and receive diplomatic or espionage bonuses? The founder of the galactic council receives a permanent seat or an additional vote? Constructing an interstellar stock exchange allows an empire to heavily sanction a rival or corner the energy market? This would give us practical methods of domination other than war and might be useful for a species trying to play tall. How such projects would be unlocked, built, and integrated into the game's interface is open to discussion.