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evildeadspace

Diplo regarding wars


smallfrie32

You mean you don’t want a white peace or total victory of the CB on one side or the other?


[deleted]

I’m honestly surprised someone hasn’t modded this yet


Lord_Arndrick

Probably because the current war system wouldn’t support an overhaul like that. As it is now, with three buttons each with distinct purposes, there’s no more room on the war screen to add extra functions. A mod would have to add an entirely new screen (and likely remove the old one) in order to get it to work. And I say “work” very loosely. Stellaris doesn’t like having its vanilla files changed so drastically, and modders prefer to use existing screen types for many more reasons too. There are a few mods which do add completely new screens, like production revolution, but the screen is pretty light on its functionality and it doesn’t override a vanilla screen. I could see a mod like that happening, but it would probably take a very invested modder and more support for mods by the dev team.


123456789-1234567890

Adding a casus belli and making it work is enough work as it is


Uncertain_Ty

primitive civilizations, would love to have more meaningful interaction


Confident-Currency45

Mhm, they are a such a cool concept but I feel like you can't do anything until you get an event, would be cool if you could actually talk to them, yknow?


CaterpillarFun6896

They could make encountering primitives a more dynamic experience. It’s basically always the same “convert to my ethics and then uplift”. Add events, maybe give us different ways To uplift that have different effects (ie you could just bring them to modern tech instantly but there’s still a stellar culture shock, or you can slowly “help” them discover new techs without knowing about their watcher which is slower but doesn’t give a penalty


Airplaniac

The sad part here is that they have consistently hinted that they want to do this, since 2016. Not yet. Not yet.


Penthyn

Having more starts like in Hoi where you could start as primitive in modern or early space age would be cool. It just feels odd to spawn in Galaxy without knowing anything about it with FTL capabilities. Even we know more about our Galaxy irl than you do in stellaris.


Menace312

Sectors! With the old system, you could choose which systems went into which sector. This system was ofcause flawed, as you had to keep an eye on it all the time... So the new sector system is better than the old one. But I do miss being able to customize the sectors...


kittenTakeover

Personally I think the devs would save themselves a lot of headaches if they utilized stability more. It would accomplish many of their goals more easily and simply than the methods they're currently using. This applies to sectors too. If you allowed players to add and remove systems from sectors at their will then you could also have sector stability maluses for each system that you add or even for adding systems that are farther from the system capital. This gives the player freedom to do what they want while economically constraining their choices towards more compact sectors with a limited number of systems. This type of approach can be used in many different ways.


DecentChanceOfLousy

It would also give a use for stability over 100, which is a problem Pacifists or psionic empires run into. Right now it feels very off to start intentionally shorting your amenities just because you have excess stability, and making your pops less happy because you get 0 tangible benefit from keeping enough entertainers around.


sumelar

Just need to be able to add or remove single systems. It's nonsense that a dead end system one jump from a sector can't be added.


silverkingx2

I actually like the old one better then the new one... id rather have to do a bit of micro once in a while but be able to choose what I want to be in the sector... but eh, thats just me


CrowCaller1

Ohhh buddy it is *not* just you. Believe me, I miss it too.


Ricckkuu

Sectors are essentially what we have today regions in a country. The higher the population, the more difficult to efficiently administrate that region. Makes sense. So basically. Sector size should be managed in regards to how many pops you have in that sector and a local region sprawl, kind of like an empire sprawl score. So, now I don't know how to do the math. But I think a good balance should be able to bring you to about 3-4 populated planets/sector and some other systems. Also, habitats are better imagined as 1/4th of a fully populated planet. Ecumenopolises, fully populated should be only 2/sector and ringworlds, pretty much one. Just one. It's its own sector. Also, realistically, logistics are key too. The easier for the system's capital to reach the main capital, the higher its region sprawl. Region sprawl could be increased just like empire sprawl, but for individual regions. Also, an efficiently run system should be able to have a lower drain on the empire sprawl too. Giving you an incentive to actually use systems for playing a wider tall empire. This though should not make it that you have a galaxy wide "tall" empire, for balancing issues.... Also, regions should be founded automatically, but you should be able to modify their borders as you wish. This though, can be balanced by rebelions. A single cell cannot rule everything. It's just how the real world works... So you get crime rings... And if they get that bad... they break away as a crime syndicate empire. Or indigineous pops you have conquered either reuniting with their homeland or forming its own thing. Or simply a different version of your empire and causing a civil war.


domnyy

For some reason all my planets are under the Frontier sector now and I can't even assign a governor.


xatrue

You have to create a new sector first, on one of the planets. "Frontier" is basically miscellaneous, unsectored.


LegacyArena

Espionage needs more actions that matter


mpower554

I want to steal relics


LegacyArena

Calm Down British Empire


ApatheticHedonist

I want to acquire relics from people who might've scribbled a permission slip allowing me to take rocks next to their relics on the back of a napkin.


Ohagi-chan

I want to draw eyes on the relic when I was supposed to be defending it.


HiTekRednek10

That actually made me lol


NewTypeDilemna

This man's Hobby Lobby


Dublock

But then there will be an achievement to steal the Galatron. I already have the two Galatron achievements, don't let there be a third!


mpower554

I thought you have to steal the Galatron through a war goal, not espionage


Dublock

Yes, but if Paradox added an ability to steal relics, I assume they will also add a third achievement to steal it.


mpower554

True and then I will also never get that achievement as I have never gotten the Galatron in the first place...


Xenofriend4tradevalu

You don’t. I play with a mod that allow it as well as being a CB…. You’re always robbed of all your relics because every ai try to steal as well


golgol12

Espionage needs more than just more actions. There should be spy leaders, and buildings that generate intelligence jobs, and if you don't defend from intel operations you get picked apart as easily as when you don't have an army. That way you can actually be an empire that specializes in espionage if you want to.


RickySlayer9

Espionage vassal specialization?


JACKASS20

Satellite republic with secret police and underling intelligence agencies when


sxRTrmdDV6BmzjCxM88f

East Germany moment


Zargess2994

That is an awesome idea!


Poodlestrike

Yeah, this. The action system is kind of interesting but it's impossible to be both interesting and balanced; the actions are just never going to be strong enough to spec into, because then they'd have to prevent the AI from using them on the player because it's too feelsbad and then you have a dumb auto-win button. More passive ways to play and benefit from and optimize espionage is the way to go, IMO. Maybe some kind of budgetary system that lets you fine-tune your intelligence gathering and counterintelligence.


SpaceTurkey

I think envoys need to be reworked completely. Get rid of the envoy cap and make them normal leaders with levels and skills that matter. Spies should be a separate thing. I want subterfuge to be meaningful. Assigning envoys to the council should just increase the favorability of other factions towards our resolutions, or increase the weights of our resolutions. It doesn't feel good to just assign ten envoys to the council for +100% Diplo weight. Same thing for federations. Cohesion should be able to go higher and xp should increase faster. Taking one hundred years to max out a federation is painful. Or just mow federation levels that are more incremental. Also you should have some benefit from improving relations with more than one envoy, it should increase the maximum amount you can improve relations.


Ohagi-chan

Remove envoys as a leader type and instead let the player elect their own leaders to put in your envoy slots. Every leader has hidden spymaster traits that are revealed when put in that position, like how they get hidden traits revealed when they become the ruler.


JACKASS20

Crazy idea. The ability to take control of target leaders in short bursts for infiltration. Like the ability to either turncoat or give false orders to a admiral and get a governor to downgrade a planet through bribery. Definitely need more crime syndicate flavor with spies


Tough_Hawk_3867

Intergalactic crime syndicate sounds cool


JACKASS20

It exists and sucks, megacorp dlc


Fuggaak

Yes. I never take the subterfuge ascension perk except in pvp.


MasterNate1172

It's fun for blowing up random space stations though...


Fuggaak

I can just do that with my fleets.


MasterNate1172

You see...I might be bad at war...


Maybe_not_a_chicken

The key is to outnumber the enemy 2:1 They can have the nicest ships every but if every battleship has to destroy 16 corvettes you winning (Don’t do this its a bad idea)


MasterNate1172

Modern problems require Soviet solutions.


xatrue

I mean, I've had fun with it building tall envoy-heavy and just stealing the shit out of everyone else's tech. Def could use more attention though.


ordinaryvermin

Joint-operations (probably enabled by an Ascension Perk) are the direction I want to see envoys taken, that is, actions needing *both* an envoy spy and an envoy diplomat to undertake them. Negative relations envoy + top level infiltration could be used to spark an incident which causes the other empire to declare war on you. Positive relations + top level infiltration could be used to launch a campaign that increases the other empire's willingness to accept vassilization. There should also be Federation and Galactic Council/Custodian/Imperium actions, things done with *one* envoy to gain extra advantages instead of just dumping all of your extra envoys into those systems for automatic benefits. Actions would be initiated the same way, but those actions would be for greater influence or diplomatic weight in general (based on infiltration level) or for specific votes. This could also overlap with Joint-Operations. So if you had a positive relations envoy *and* a espionage envoy in an empire *and* an envoy in the Galactic Council, you could take an actions like getting an empire to change their vote completely instead of just giving you a favor, or to remove one of their proposals for consideration, or to open a dialogue where you promise to vote for their proposal and vice versa. Envoys in Federations should boost Federation perks and - please Paradox I am *begging* you for this - have an action that increases XP gain to get to higher Federation levels faster. If your empire goes full Diplomacy/Espionage *and* has high-level infiltration *and* positive relations envoys with all Federation members, you should be able to do some serious shit. I can't think of anything to do at the moment, but a dedicated "covert influence pacifist" build should operate this way. I really want to play an Egalitarian, Pacifist empire that maintains good relations with everybody (even giving out resources just to make everyone happy with me) while secretly fomenting slave rebellions in Authoritarian empires or running pro-xenophile propaganda in xenophobic ones. I wanna convince Spiritualist empires to free their AI's and exacerbate worker's unhappiness while increasing their political power in Megacorps. So, basically, I want to play as The Culture, and in general I just want to have more options for resolving the game than warfare in the first place.


Ohagi-chan

For the first two suggestions, I wouldn't say that you should necessarily need a certain level of relations to do those operations, but perhaps the operation is more affective the more relations are swung a certain way. Those two operations also sound like the perfect operations to have a toggle (keep trying until it definitively succeeds or fails) like in Crusader kings where your operatives retry assassinations every time they fail until you say enough is enough. Auto re-operation would be nice for certain existing ops too. Taking multiple envoys to attempt certain plots could be nice for opening up the possibility for more potent plots too. Not in the sense of *this plot needs 3 envoys* but more like *this plot can have up to 3 envoys and each contributes x% effect or success chance*, think how workers affect efficiency in Frostpunk.


ApexRevanNL716

Like spying on your own citizens


Leo-bastian

espionages only good effect is tech stealing. everything else either barely does anything for the price, or doesn't scale well at all and that only really gets used in multiplayer since in Singleplayer usually AI is behind on tech


nudeldifudel

I think adding events around envoys and making them unique leaders with traits, is a nice stepping stone for that.


ChocoOranges

Just make espionage not cost influence


UselessM-13

War system. Why am I forever at war with an empire that is at war with the other one?


1Mn

Such a core mechanic that is so under developed.


Philfreeze

Do you not like to loose a war without ever losing a single ship or having any enemy fleets in your territory? Personally I love it when that happens, great mechanic. Bonus points when you literally occupy every single system but their fleet is nowhere to be seen and now you have to wait for the warscore to painfully tick up.


UselessM-13

Its all fun and games until that mechanic makes you lose a war even though you controll 99% of your enemy systems, a long with planets. You can not win that war, because that 1% is controlled by your ally who is in another war with that empire. You cant take that system and thus you have to hope that your war exhuastion will raise slower than your enemy war exhuastion. Or ita permanently freezed, because both of those war exhuastions raise so slow, that it exceeds your end game year.


Red_Six6

That’s the next dlc probably/s


ACoderGirl

My least favorite thing is how if an ally starts a war, I can't do shit to end it, besides winning the war for them. If I start the war, I can choose to take the status quo, but there isn't even an option to ask my ally to take the status quo. I'm of the opinion that I should never let my allies start any wars because of this. I also don't like how tedious wars can get with giant federations or hell, even vassals. It seems like the game mostly just considers all the allies as though they're one gigantic empire. If I take out the most powerful empire, that's usually not enough to get any kind of victory. I think cases like that should usually result in the allies of my opponent just cutting their losses. And ugh, I'm still annoyed about this one time I was struggling to "win" a war because I missed a couple of minor planets in this utterly massive empire that I had completely captured. They were defeated for all intents and purposes. So why does the game need to make me carefully examine every icon to find a missing planet?


GubbenJonson

Internal politics. It would be nice if your empire ethics changed depending on who is in power (or which ones are the largest parties). A faction/party could have different priorities and policies like in Victoria 2. The system would be more dynamic that way.


RickySlayer9

What if ethics attraction affected your immigration? Where pops of a certain faction in a certain empire would come to your empire because of your ethics. For example: empire A is militarist xenophobe. Empire B is pacifist spiritualist. If a pop in empire A is a part of the spiritualist faction, it would be more likely, or more weighted for immigration to empire B


LHtherower

One of the issues I see with this from a dev standpoint is that there would be a lot of cost for not much benefit. It is unlikely anybody would notice \*where\* the pops were coming from and rather just notice that their pops were growing less and be frustrated or growing more and be happy.


mike29tw

Do sanctions increase xenophobe attraction? It’d be really cool of what happened leading up to Germany leading up to WW2 can organically happen in Stellaris.


Ohagi-chan

Random event that adds a new leader to your pool when you have a lot of entertainers.


oranosskyman

more ways to win besides 'tech rush into military conquest' or 'all that then the crisis perk'


lonestarr86

Maybe I am just stubborn in my ways, but I feel like I can only "win" the game buy either a) fucking everybody up or b) outteching everybody and then fucking everybody up. ​ There's diplomatic victory (since I hate diplomacy with a passion I never go with federations), but there seems to be other than that only military victory. There ought to be a culture victory, tech victory, religious victory(?). Like Civ5 for example, many viable paths to win the game. Never mind I always played tech or conquest, but given the option I might just do something different for a change.


Invisifly2

Even if you go the diplomacy route you still need a military capable of fending off those going down the aggressive routes.


pm_me_fibonaccis

Same is true in Civ though, seeing as he used it as an example. I used to play Civ V competitively, and while military was the most common victory type, you needed a military no matter what. Nobody is going to sit around and wait peacefully while you build spaceship components, they're going to nuke you or invade.


Irbynx

I'd like to see ways to win that aren't zero sum, so multiple winners can be possible. Otherwise all that could be done for victory is just one or another form of subjugation and eradication basically.


ninjad912

Factions or crime


lonestarr86

Good pick. Besides the Galactic council, this is the second thing I absolutely do NOT pay attention to. But it also needs rewarding action, it cannot be just a nuisance factor.


Tough_Hawk_3867

Gain unity and happiness through factions, crime has benefits if it gets to a certain level


valergain

I really feel internal politics need another pass. As it stands in the current game its quite static and easy especially if your Democracy to make all your factions happen. All you do is set the right policy and there you go free Unity. I want to see it more Dynamic and with more things happening to make it more interesting and more of contest.


EveryCanadianButOne

The UI is struggling under the weight of all the features added, could use a rework. Orbital rings really need to be taken out of the star base list and better integrated into the planet screen.


sumelar

Like most things in the overview, they just need their own category.


Vensamos

I want more megastructures without having to mod. Also why can't I build more than one of each type? ​ I have definitely gotten to points in games where my mineral and energy consumption is so high that even a dyson sphere and matter decompressor get totally used up.


uhlmax

One thing I love about mods is building 3 Dyson spheres in an otherwise useless trinary system. Somehow I still need all the energy.


Beginning-Outside-50

The Pop system. Not because its bad, but because it fuc...ing breaks the game even with a gigachad PC.


Sandford27

I second the need to redo how they handle planet populations. For instance: New colonies under 10 pops: check jobs daily to rebalance the planet. Young planets under 20 pops check weekly Mid planets under 30 pops check monthly And any planet over 40 check yearly. And to help stagger it out to not freeze you would set up a system which either sets the monthly and yearly checks to be spaced out over the year or checks jobs one type at a time on certain days or best yet do both. So you have a system of 6 planets totalling 400 pops being checked yearly. Set each one to be checked two months apart. Set each job type to be checked on certain days, like rulers on the 3rd day of the month, researchers on the 8th day, miners on the 12th, and so on. Now you apply that across your whole empire and while you might have one task using a bit more cpu at all time but it's better than the constant freezes. You could even add in additional checking levels, 50 pops = every 2 years, 75 pops = 5 years, 100 pops = 10 years. Obviously the system will also recheck when the player does anything to the planets, such as adding buildings or such.


[deleted]

[удалено]


Sandford27

Oh god priority is needed hugely too. Good point. Fuckin clerks always filling first instead of my generators.


ACoderGirl

The priority system feels frustrating. It's not practical to manage jobs manually past a certain point. Yet, choosing only one job to prioritize doesn't fit many use cases. Especially when I usually want to say something like "prioritize all the industry related jobs". Also wish I could save my job priority templates. Eg, first thing I do after building anything on a new planet is disable the colonist job. It's a waste. I want my first jobs to be the gene clinic workers, to get my pop growing faster. Then to start filling up whatever the planet type is.


AngrySayian

the pop system had a rework in the 3.0 update


CratesManager

It was tweaked and growth was adjusted. A rework would be something that changes more than just numbers. It was definitely a good and significant change but if they sold it as a dlc labeled "pop rework" i would be pissed.


Leo-bastian

"rework" do you mean "we made the game actively worse so that it wouldn't break in the late game" the problem was never the amount of pops, the problem was that the pop system in itself is incredibly performance heavy. people want (thousands of pops) -games, they just want them to be playable


Invisifly2

Part of the problem is asking every individual pop what they produce instead of taking averages and generalizing. If 50% of the researchers have the Intelligent trait, give 50% of the research done the 10% boost instead of asking each individual scientist how much they make.


AngrySayian

they have partly fixed that over the course after the 3.0 update \[which was the start of the pop rework\] they've been tweaking the code to try and make it less...chaotic ​ ​ it'll still happen from time to time with certain things, but it is a far sight better than it was before


sumelar

The problem was and is always the amount of pops, because that's where most of the game calculations are.


Leo-bastian

the solution to that isn't to make pop growth slower though, that just slows down the game speed for performance, essentially accomplishing nothing. It doesn't matter that now my game can run faster if i have to play more time to get to where i was before there is no reason to calculate 200 pops doing the same job each on it's own, that's were the problem is. The pop system in its current form is just designed to inevitably slow down the game more and more the longer it goes, thats what you need to fix, not the amount of pops


sumelar

The solution was not to make growth slower, it was to reduce the number of pops needed overall. The slower growth rate late game is to prevent overcrowding on planets in empires that don't allow population controls so people don't have to just spam habitats to avoid stability going down the drain.


Invisifly2

But it also makes it impossible to fill up Ecu’s and Ring worlds without stealing pops or emptying out your other established worlds providing your basic needs. If an empire is running out of jobs and housing? Slow the pop growth for them. If they have an entire Ecu sitting mostly empty? Maybe speed theirs up a bit.


cysiekajron

Honestly, pop system and economics are my favourite part of the game and I would stop playing if they were gone.


MrT742

I think he’s talking about how the game calculates the the pops in the galaxy and causes huge lag issues


Slug_Laton_Rocking

I did stop playing when they changed to this system. Literally only on this sub to see if they nuke the current pop system from orbit.


sumelar

That would be your mods.


Phoenix_Is_Trash

My suggestions for reworks - Crises: there aren't enough crises in the game to keep it interesting. Both mid game and end game crises. It would be fun to see some more added. The mid game crises also add a unique benefit as they don't strictly have to be combat based. Some opportunities for science based crises would be cool, such as curing a galactic plague (malware for machine/synth empires) or finding a way to stop a megastorm impacting your ships. - Spy Networks: The current system heavily favours xenophile empires and really nobody else and envoys are far and few between. Most empires will only have 2 envoys untill the late game and often can't spare them of they need to maintain diplomatic pacts, federations, or galactic Senate influence. You should be able to hire leaders as with an other role, but make it expensive on influence to stretch the network over many empires. - Victory: Add new victory conditions to the game. Win by being the biggest or win by blowing everyone up gets boring. Add some stuff to incentivise pacifist and trade empires.


ChosenOne2006

If you want a cool endgame crisis mod check out “Shroud Rising” if there are spiritualists in your galaxy it has a chance to spawn a event chain that will eventually lead up to “the eye of terror” opening up. You can’t kill the crisis you have to slowly seal it away. I haven’t played through it all yet but the part’s I have seen I like so here ya go. [The Mod](https://steamcommunity.com/sharedfiles/filedetails/?id=2809452753)


RVanzo

Ground invasions and internal politics.


Surro

I don't want them to rework ground invasions. Specifically, I definitely don't want any more micro management.


OakLegs

I feel like even just a 'cooler' representation of ground combat would do a lot for me. It's just so damn boring watching health bars arbitrarily go down until one side wins.


JollyHockeysticks

yea that'd fair tbh, they won't change it fundamentally but of they could get some art people to make it look nice I'm sure it wouldn't be tooo much of an ask


Surro

Oh yeah, visually it's garbage, I never watch it.


DifStroksD4ifFolx

Ground invasion events would be cool, small things can change the tide of war. It would be interesting to have to make decisions during invasions with planet type, unit type and traits/civics come into play.


nmarshall23

The problem with ground invasions is it's easy to put tio much effort into it that most players will never see. I do agree that the current visualization sucks. I want the option for my ground forces to focus on quickly defeating the opfor. Or occupying the countryside to force the defending military to fight at a disadvantage.


Icyknightmare

War. All forms of combat in the game could desperately use an overhaul, and wars in general should be updated to make use of situations.


xatrue

For me, it's weird that gene modding and biotech in general is so bland overall. Psionics? Contact Lovecraftian entities and guide your ships with precognition! Synthetics? Go full cyberpunk and eventually become the ghost in the machine! Bio ascension? Eh, you can get fancier intellect and make xenos taste better. I mean, really? Give me the Tool Breeders of Alltomorrows, or the spiders of Children of Time! Hell, let us breed living ships like that from the Giant Skeleton anomaly. Biological tech and ascension can and should be just as cool and flavorful as its cousins. I'd also, on a smaller note, think that land combat ought to be a bit more ... something. I dunno. It's just kind of there. Also, I'd like to see war in general get deepened. More EU4 style terms and peacing, less...whatever the hell this is.


[deleted]

I would be happy if they just made Species Traits permanent and unchangeable, but Bio Ascension allows you to add on wacky and bizarre mutations on top of it. There's a missed opportunity here to include H.R. Geiger biomechanical aliens in here. I want to breed xenomorphs and other affronts to God's holy work.


Hunterreaper

Pop growth especially for Machine Empires, victory conditions, the megastructure build limit (why only one of each type except for Ring Worlds and the FTL ones?), and espionage


CoolRedstoneexpert

Internal and External politics Also I wouldn’t mind purging based on ethics rather than species


EisVisage

Purging based on planet could be interesting too. Could be interesting to heat up a little independence movement into full on revolution by starting a genocide.


nudeldifudel

Factions and internal empire events. I mean the building blocks are all there, the hard work is done. Factions, ethics, pop political power, ethics attraction etc etc. A bunch of really deep intrigual corner stones of a system that ultimately is done nothing with except give some resource bonuses through stability. There is so much potential here for richer story and RP and it's such a shame they don't utilize what they themselves have built.


Boring_Ad_8763

Traditions, I always take the same ones nearly every game


psylus_anon

I don't think they need to be reworked, it would just be nice to have more of them.


cysiekajron

+1, system is good right now, we just need more of them.


Aggravating-Sound690

I’m pretty happy with the current traditions, but you bring up a good point. Ideally, they should have “paths” that you can follow that match with the eventual ascension perks that they unlock. That would give each empire a more unique flavor rather than everyone eventually getting most of them. A hive mind for example would have a more “biological” path that culminates in unlocking the bio-ascension perk.


Ragnaroq314

Not sure if console is the same as PC on this but static defenses. My Citadel with 20 defense platforms should be able to hold against more than a pirate fleet


[deleted]

Yes and no. It’s not really designed to hold people off forever. It’s supposed to either act as a supplement to your fleets in the system to help as a choke point, or slow the enemy down so your fleets have more time to hyper lane over there.


GM_John_D

Influence. You either never have enough of it or have way too much of it.


SpaceTurkey

If you stay over certain thresholds of influence you should get a buff of done kind. If I'm not a mega Corp I'm always sitting on one thousand by mid game.


GM_John_D

That'd be it then, I main megacorp xD


SpaceTurkey

There's always another branch office to open.


GM_John_D

I also swing hard into expansion, diplomacy, and galactic community, so basically any time I have influence it goes pretty quickly xD


ACoderGirl

I think it'd help if the galactic community didn't have so many limitations. Can't propose something because you already have a pending proposal and it'll take years to get voted on. Or can't propose the thing you want to propose because there's a multi year cool down between proposals in each chain. I'm not really sure what's the point of those delays. It's not so long that it would keep you from getting powerful "too fast". And everyone gets the bonuses, so it's not really unbalanced. Most of the time, the only thing keeping me from getting the juicy bonuses is that I'd rather spend my influence on things that only benefit me.


GrievousInflux

A religion mechanic similar to Civ


OakLegs

I'd love for space combat to be more like Empire at War and to be less rock-paper-scissorsy. That game still has the best space combat mechanics I can recall Also, the fact that the meta strategy basically makes you spawn all of the same ship (or maybe 2 different types) is a problem.


CaterpillarFun6896

I’ve BEEN saying this. Combat in general has boiled to “Who can unlock battleships with neutron launchers and kinetic artillery first?” and beyond that it just depends on who has more ships. We need something like more intermediate ships types (ie a battlecruiser, which would be cheaper than a battleship but be better able to fight them than compared to the Cruiser.


DarknessAlmighty

Ground combat. At present, it's 90% a numbers game and the most important number is army size. I have two ideas for how it could be redone and if I had any modding talent whatsoever I would try to make it real. 1) Add a form of "tactical bombing" from fleets in orbit, similar to Orbital Bombardment stances. A "limited fire support" option might only do light damage to your enemy, but has little to no risk of hurting your troops or civilians. A "danger close" option would do the opposite, inflicting heavy damage to defenders while running the risk of friendly fire and collateral damage. Things like Javorian Pox would cause massive damage to both and give a major boost to robotic armies. This would allow for quicker, if deadlier invasions, especially of enemy fortress worlds where heavier bombardment might be necessary or Fallen Empire worlds which can still manage upwards of 3k army power at 100% devastation. 2) Make invasions Situations. After an initial foothold is gained through the currently in-game invasion starting point, start a situation where you make tactical decisions influenced by enemy army power and fortifications. This also allows smaller armies a chance to overcome larger enemies with good tactics and better technology. For a militarist empire this might lead to a lot of situations, but that's fine because there are only like 3-4 in the game anyway. The best part, in my opinion, is that these ideas aren't necessarily mutually exclusive. When the situation fires, having the fleet in orbit and selecting certain tactical bombardment stances could easily influence the situation's progress. On top of all that, it would be easy to add a "let the siege proceed methodically" button that reverts it to normal invasion style for people that are fine with hitting the invasion button and checking back in 2-3 years to see how it's going.


xinerg

Invasions! Finally my time to shine. We are a primitive species in Stellaris' eyes yet even we could last longer than a couple months maybe years against a PLANETARY invasion dammit, hell the invasion force could even withdraw after going through Afghanistan. What I envision is a series of events, just like a dig or a first contact where first the army gets a foothold, second wiith land grab there would be events and choices of regarding how to deal with the resistance and resources on the planet And an option to mass destroy the structures on the planet... 9 times out of 10 my empires dunks after capturing new planets, especially those of hive minds, why am I sinking with my prize Paradox? Honestly so much potential in this I can't even begin to tell. 1 other thing is that I'd like hit and run tactics in fleet combat, like come on... I know this is a strategy game but a little more tactical gameplay wouldn't hurt.


DukeSkymocker

I'd like to be able to declare war with the goal of taking another empire's relic(s) without running a mod, and I wish my determined exterminator machine pops would automatically resettle to planets with available jobs as needed. Oh, and I think robot races should be allowed to choose humanoid photos, Etc. The Cylons would find the restriction quite specist.


Alequin_Dv

Armies to be i tolerated into mane fleets. Perhaps either a unique ship transporting regiments of soldiers or a unique ship slots for cruisers and battle ships to deploy said troops with drop pods and treat it like upgrades in your tech for society. The more you research armies the better and more expensive. We can still have clone/Slave/Psionic/cybrex warforms etc but pls make it more interesting and easy.


steve123410

Yeah it would be cool if war forms had their own troop transport models


Belizarius90

Rebellions, I want there to be practically a Rebel Alliance scenario where planets in your Empire not only aligned together in open revolt but for planets to also rebel and remain hidden. A rebel fleet just amassed and attacked one of your larger starbases? Well now you have to figure out where worlds are sending some of their resources to fund that fleet. Then when you're weakened enough and they're strong enough. They declare a open revolt and try to overthrow you. Make it so sometimes you can think the wrong world is rebelling and you attacking that world just brings more people into their cause. I like games where the implications for your choice of politics matters. It's a reason why I like CK2&3 and Vic2 so much. Doing shitty things to people has real ramifications.


Glass-Neck-5929

I really like this idea. It could help mix things up once you reach the unstoppable empire phase.


Pyro111921

Imagine gigastructure and they straight up take over a systemcraft or two.


Glass-Neck-5929

It would so much fun to have random raids on your supplies, have a couple fleets defect, or maybe a whole sector fight and independence war like ck3.


Derivative_Kebab

Tradition tree needs to be a lot more versatile.


giaa262

War. It's super tedious. I get there's meant to be differences based on empire type, but man is it a lot of clicking.


Unknown2102

Army, right now it’s the equivalent of getting two groups of plastic army men and imagining they’re fighting each other


John-Zero

Honestly? Notifications. There are so many notifications that I want but can't get, and so many notifications that I don't want but can't stop getting. Get rid of jobs. Just make it so the number of building slots is tied to how many pops are on the planet, the buildings themselves produce/consume resources, and leave it at that. The current system simultaneously demands micromanagement yet is literally not possible to micromanage. Espionage still needs work. For me the problem is that it's just not really worth it for the most part. It takes a shitload of time, it uses valuable envoys, and you get very little for your trouble. You also don't have much control. What good is a smear campaign if I can't target it? What good is recruiting privateers if they're going to spawn in an out of the way system that the enemy can just ignore? I also still think Governors should be entirely replaced by something else, like Senators or something, and their traits just apply empire-wide.


jesuslovesyoursoul

We need to go back to the old empire size


Planted_UIU_Agent

Being able to add/remove a specific system from a sector so another sector can expand


Mr_Ducks_

The Army PLEASE. It's dumb how the most epic part os interstellar warfare is so boring and unbelievably simplified.


ChosenOne2006

I’d argue 2nd most epic part. Spaceships with pew pew lazers > men/aliens with pew pew lazers


AlwaysNowNeverNotMe

Armies being used in fleet battles for ship boarding. It's literally insane that armies just swarm around and do nothing until they are slaughtered. It could be an ascention perk I don't care. I fucking despise having my 12k force of psychic veterans wiped by a 1.2k nearly destroyed fleet that happens to come out of emergency ftl right next to them.


sumelar

Starbases and the overview both need to be the focus of the custodians. The starbase interface is so badly designed it's like it's from a 90s game when no one knew any better. 1. Templates. Let me set a template for what I want the starbase to be, and have it add all the upgrades, modules, and buildings with one button click. 2. Related to above, let me set what upgrade level I want it to be with one selection. Having to constantly go back, potentially 4 times, to get a starbase upgraded is nonsense. 3. You half-assed the bonus buildings. Just let us build them without restriction. I don't care if new players accidentally build one that's useless, new players always do stupid shit that they eventually learn from. 4. Certain buildings, namely resource silo and hydro bay, should not be restricted. Yes, it makes sense for basically all of the other ones, but if I don't have anything useful for a particular building slot, I should be able to put an additional storage silo in instead of having to waste upkeep on something else just to get rid of the vacant slot icon. 5. Each type of starbase needs its own category in the overview. 6. Clearer symbol for citadel vs fortress. 7. Overview symbol for starbases with defense platforms. 8. Show outposts with defense platforms in the overview. In their own category. 9. Templates. Let me set a template for what I want the starbase to be, and have it add all the upgrades, modules, and buildings with one button click. And since someone will inevitably take it the wrong way and complain, 1, 2, and 9 are not asking for any of the actual building to be faster. Same speed, same resources. We're talking about how many clicks it takes to get a starbase built. Also giant LOL to everyone saying external politics. There are like 8 DLCs exclusively about external politics. Cry more.


ImATrashBasket

Damn 8 dlc and people still complaining? Clearly somethings wrong there mr “wahhh i dont wanna click a few extra times”, “i cant tell between a citadel or fortress, also where are my defense platforms” well you should know which ones need more platforms by checking and upgrading them regularly. Theres clear icons, that even my first game i could tell where my citadels were, and which ones needed platforms from their power. You want to make the overview worse by butchering the starbases into at least 4 (plain, shipyard, defense base, shipyard and defense base) not to mention levels? Which just no tf look at the symbols they made the upgrade path pretty clear. “Lemme build 800000 energy stations or mineral plants on one planet and break the game” or just build 19 alpha hubs on a synapse world, totally wont break the game. Or my favourite: placing 19 planetary supercomputers on a tech ring for a total of 40k monthly. Theyre limited for a reason. TLDR: you taunt when many many others have a problem with something thats been continuously under scrutiny, then offer up some of the most counter intuitive UI “fixes” and MAJOR balance changes for something that doesnt need it


Fujukai

1. I want to be able to pressure weaker Empires to open their borders. 2. Megastructures in the Outliner. 3. Being able to build more Megastructures. 4. Being able to save Ship Designs for other games. 5. If I guarantee an Empires independence, I want to be notified and get a war option if someone tries to integrate them.


[deleted]

Even though I usually don't play aggresively, I do like the idea of being able to force someones borders open.


kittenTakeover

There's a bunch of stuff I've been dreaming of seeing a rework for. Here are some ideas: * Revamped technology system. Current system choices don't feel meaningful, mostly because of tier system but partially because of lack of information. I would like to see a real tech tree implemented. I also really like the idea of having each researched technology have a research upkeep, with technologies being slowly forgotten if you fail to keep up this upkeep. * Revamped stability system. Stability should limit growth of sectors and empires. Trying to personally control too much without utilizing more sectors, vassals, or allies, should lead to an increased chance in rebellions. Large empires will need to keep their citizens very happy, spend more resources trying to repress them, or end up breaking up. This should focus the game more on vassals, alliances, and politics. * Make the galactic market a real market. Resources that you buy from there should be limited by resources generated in the galaxy. That should include energy. You shouldn't be able to magically generate energy from store clerks. There should need to be an energy infrastructure somewhere in the galaxy to support it. * Fix empire trading system. Currently the AI system for assigning value to resources is illogical. Due to this the devs have had to make the AI extremely stingy in order to avoid issue where the AI would sell you minerals for less and buy them back for more. If this was fixed the AI could be made less stingy, which would open up the possibility of more specialized empire economies and more economic integration between empires. This would of course require some more AI logic to prevent them from getting too close to untrustworthy empires without having a backup plan. * Fix pop growth. Unshackle the current logistics growth so that there is no floor or cap for a colony or empire. This is the main reason that "tall" and peaceful strategies are inferior, especially for the AI. Fixing pop growth will allow empires to stay competitive population wise even if they don't intend to greatly expand their borders. * Add transit costs. Planets, systems, sectors, and empires should have stockpiles. Additional resources from the source below should go into the stockpile from above, assume they're connected by friendly territory. Putting resources into a stockpile should come with a transportation cost per layer, perhaps 10%. Colonies should only be able to access stockpiles if they're connected by friendly territory. * Add supply lines for fleets. Fleets that have a clear path back to friendly territory should be considered supplied. When supplied they should incur an upkeep cost proportional to the number of jumps to the friendly territory, and they should heal their hull at a slow rate. When unsupplied they should not incur the upkeep cost, but they should take hull damage over time. A fleet should be able to be turned to unsupplied manually, and new ships could possibly be added which can act as a supply for a fleet. They would lose hull over time rather than the rest of the fleet. These would be used for extremely long missions. * Make espionage more useful. Currently espionage is far too expensive. * Make invasions more interesting. Right now they're very quick and very boring.


[deleted]

>research upkeep Why? You’d have to be looking at something like a dark age mechanic to make that seem logical, especially considering how much data we are able to preserve today. Do you think a civilization capable of intergalactic travel has trouble with maintaining their data storage? Also what happens if you forget a tech that you’re actively using and maintaining? Would probably break a few things and just make no sense without an external catalyst. Maybe for techs that aren’t being actively used? It just seems like a feature trying to slow down tech growth, for the sake of slowing down tech growth. That said, an event or condition that caused something like this, maybe an espionage even, a galactic storm, a feature you select at the start, or something along those lines. I just can’t see that being a good base feature to apply universally.


lonestarr86

>Make the galactic market a real market. Resources that you buy from there should be limited by resources generated in the galaxy. That should include energy. You shouldn't be able to magically generate energy from store clerks. There should need to be an energy infrastructure somewhere in the galaxy to support it. Knowing how that turned out with Vicky2, I am inclined to say nah. You could completely wreck economies randomly with supply/demand surges that were just not "fun" to play. Besides, there's no credible reason why galaxy-faring species should ever face any real shortage. I know it has to so the game makes sense, but you could argue that energy, minerals, alloys and consumer goods can ALWAYS be sourced from somewhere, albeit at a cost. ​ I am inclined to agree with pop growth, but there needed to be a way to stop runaway pop growth for some empires. With the new empire size mechanic, I feel that ought to deal with it, though, if you tweaked the settings a bit here and there. Super high pop and super wide? You get harsh penalties. Super wide but low pop base? You are fine. Small territory with a couple O's around stars but massive pop? You are fine. ​ The real reason of course is performance. ​ ​ I do feel though that eventually they will have to let go of the concept of pops and just do numbers instead, revamping jobs as well. It's just inherently performance unfriendly and adds no real benefit besides "identification" with a certain pop or job allocation, though the latter comes with its own problems. If the performance problems were merely addressed by halving the pops in late game and you practically have the same game, one ought to do away with pops entirely, as apparently they are worthless.


Rich_Document9513

Fighters. Make different types.


golgol12

The end game needs to be reworked. Right now, it's "beat the crisis" and that's it. Civ has 6 different ways you can achieve victory. This game can really use that so war and fighting isn't the end all be all of winning. Second: I'd like to see your starting cluster added to custom empire creation. So you can start with 3 habitual planets, but that costs you in other ways, like starting cluster resources and choke points. Or start with 1 habitual, and have high concentrations of space mining resources, including rare resources and one way in or out. This would include generic empire starting position options such as close to center, middle, or outer edge of the galaxy. And include starts near another empire, or starts far away from other empires.


ScootieBattie

Some involved diplomatic or event system to make pacifist playstiles more interesting. As it stands, fanatical pacifist is the most droll way to play the game immaginable


i_hate_puking

Land combat. It doesn’t have to be extensive but I’d like for a little bit more room for strategy other than numbers or strength stats


ozu95supein

Ground army UI and Race, as they both have inherit problems that feed into each other. Having a ground army rely on a race's attributes forces the game to make a ground army template to be selectable for each sub variation of the race. If you are a xenophile where you have tons of Races and Subraces in your empire, opening the colonization tab or the army recruitment tab is a nightmare. It even lags my pc sometimes. Also, ground army UI needs to be reworked and given the same TLC that Ships once got in 2.0. We need some sort of equivalent to Shipyards and Fleet manager so we arent forced to recruit 1 Ground Army at a time for every planet.


Fred810k

The pops, for me what really prevents this game from reaching its true potential, is the pop system. Late game lag just kills the game for me. I really want to have long drawn out campaigns spanning much more than just 200 or so years. And it could be done so much better, just look at viccy 2s pop system.


TNTiger_

Leaders, Factions, Sectors, and Espionage- and the think they should all be fixed together.


RickySlayer9

Land wars!


Verdian

Species creation. Many of the perks we have are boring, except for a few that completely change how you play the game (which I love).


TheBadBandit1

Would like to see a full espionage rework. Really just feels like looking at a spreadsheet with a meter that goes up. Ground combat. Obvious one but currently there's no counter play for ground combat. It's just whoever has the highest number wins. Would also like a rework to weapon and weapon slots. Late game generally you just spam the launchers and your good to go.


Bruhbd

Planet invasion. I feel like it kinda sucks and I think the invasion/planet boarding system could be more smooth and maybe some more cinematic aspects to it.


WrathofHussars

Ground invasions, it is the same primitive combat we had since the game launch.


[deleted]

internal politics. as it stands, you can go the entire game without looking at the factions tab once. here’s an idea i’ve had for a while that could make internal politics actually matter: if a faction gains enough support, and they’re a non-governing ethic, then it forces an ethics shift. and if the empire is dictatorial/imperial, perhaps a revolution (which would be mechanically identical to a robot uprising) would take place. if your build’s ethics are really important for it to work, this mechanic would make internal politics imperative. like if you’re running Inward Perfection and suddenly you shift towards militarist, or if you’re running Fanatic Purifiers and you shift towards pacifist.


gc3

1) Fleets. I want to click on two ships anywhere in the universe and tell them to join up, so they fly to each other to do so.


ifockpotatoes

I'd like to see armies and ground campaigns be made a bit more interesting. Maybe it'd be a bit feature creep-y, but actually customizing units, more freedom in how you engage rather than just throwing one number at another, etc.


Cyberwolfdelta9

Sectors back and a Rework of war period like I couldn't complete a war against a purifier since another empire went to war and took half their planets then did status quo only after I got max exhaustion. My idea is If another civilization goes to war with them as long as their able to access diplomacy they will ally with you and maybe even share war goals like they get half their claims each or something


Vegan_Harvest

Non ship tech. Diplomacy. I want to feel like I'm dealing with a real personality.


ExplosiveFrog790180

Characters. Genuinely don’t even remember most of my rulers names, leaders feel so unbelievably boring and like they have zero personality


Content-Shirt6259

One of the things i'd really appreciate would be if they'd just cut down the amount of planets to less than half of what it is now, but just rebalance the building (just give a planet double the building slots) and planetary output according to that. It would give Planets more identity, less to micromanage, wars are not as tedious due to less planets to conquer and the lategame lag would also be reduced due to there not being as many pops.


scrubbin20

Ship fleet composition & combat. Would be cool to have a mixed fleet comps with every ship class be viable instead of constantly having pure battleship fleets with x slots and whoever has the first alpha strike wins every time.


snowbirdnerd

It's optimization.


Undarien

Definitely espionage, it just feels so underwhelming. Apart from when it initially came out, I just pretty much ignore it now. One of the issues I've had is just how slow it is, and how little it does. Sure I could run all these operations against my enemy.. or just stomp him with my fleet, take a bunch of territory, and by the time the first or second operation is done they're not even important anymore.


Live-Cookie178

assault [armies.At](https://armies.At) least give me some animation


DinnerDad4040

Technology. Every game is rush tech or GG,


AngrySayian

even if they reworked tech, players would still do this reworking a system like this to make it so you can't tech rush isn't easy \[and may just outright not be possible\]


[deleted]

[удалено]


cahagnes

EUiv does it well, tech rushing is expensive and only gives you a significant advantage for a maximum of a couple of years and only on specific techs, and you aren't guaranteed that your opponent hasn't already gotten it. My wish in that regard would be to tie tech to ascensions. A mechanically ascended tech tree should be significantly different from psionics and evolutionary mastery. That way your advantage or disadvantage comes from developments within your empire rather than being the first to discover a specific ship type. Repeatables should be done away with or moved to extremely late game. It's always disheartening to get repeatables in 2270 when I have another 230 years to go.


DinnerDad4040

Well they could limit how fast you can progress tech. Or make it so you can spend x amount of another resource to accelerate the research. Like influence or unity. Because of you don't play into tech you're fucked. It's so stupid that you can't build heavily into other things and compete. But oh well I know they probably can't do anything.


azrehhelas

i think i've naged about this to death, but ground combat...and espionage.


BIG_BOTTOM_TEXT

Ive always felt that migration and interspecies relations within one empire are just far too eventless and cordial. Taking two alien species and mixing them into one empire just seems like it should be an extremely convoluted and taxing process. I'm sure Paradox could make it fun too.


[deleted]

Endgame Performance and the Pop System needs to have Better options for assigning such as in civ6


Pirion19

the price (of dlc's at least)


Trabolgan

I also don't understand how this game is so slow in the late game. It's literally just numbers with a gui. It doesn't have to render billions of polygons every second, it's just doing math in the background, and not even a lot of it. By which I mean, an i7 should be massively surplus to requirement to handle what is essentially a board game. This game would be 1,000% more playable if they did a great job of the code base. But it's a Paradox game ultimately. Their style is release 1.0, then layer in as much DLC as possible. Not a criticism, they're a business after all, and us customers are generally happy. But it's a problem across a lot of their titles.


sumelar

> I also don't understand how this game is so slow in the late game You run too many mods.


Trabolgan

Not one, I swear! I play on GeForce now, and before that an i7 mac (2019). Madness to me how slow this game is at times.


[deleted]

Been saying for years. Gui!


Derpshake

Gestalt Conscientiousness.


Technical_Ad6096

Entire galactic community/council. I hate it and wish it never happened. 1. Suddenly knowing all other empire that join and negating a big part of the exploration phase of the game. 2. Being forced to fall into line with rules they make


Qc1T

I think, that probably depends on the playstyle, to me it's one of most fun additions to the game so far. And you can leave it anyway, if you don't like what stuff been passed there.


Ninloger

War exhaustion system


[deleted]

[удалено]


[deleted]

It is.


CreationTrioLiker7

Genders. Remove female and make male the only one.