Alright, There have been a bunch of really lovely responses above and I agree with alot of what has already been said, but I'm going to drop in my own two cents just for posterity's sake.
How important to you are the current systems that use individual Pops and Jobs in the planetary simulation?
None. None at all.
I have been, since months after le guinn(iirc) a strict advocate of seeing pops viciously vaporized in the name of performance, In the current system they effect very little and incur hilarious performance costs that modders and you at PDX have been trying to reel in for years at this point and I say sinking that ship and moving on, -however devastating the sunk cost- is well worth it purely for the lategame performance gains.
Functionally, a demographic system which treats each 'pop' instead as a unit of manpower, with ideologies and migration handled at the planet level would as far as I'm aware, have little to no effect on how 99.99% of players engage with the system from what I know, but while also compressing potentially tens of thousands of pops in a large, lategame scenario into a few dozen calculations ran on a per-planet basis.
Personally with how totally ineffectual 90% of pop traits are without aggressive minmaxing I would not be opposed to the total abolition of such. (Although I'd not recommend it, I'm certainly in the minority in that camp. And I admit that I do love the roleplay potential of traits.)
This pairs neatly with what it seems the community are always yelling about, performance this, performance that. Personally, My biggest ask is to increase multi-threading wherever possible, As of current, even *if* you have an absolutely monstrous CPU, Stellaris suffers from single thread bottlenecking that will leave you(me) at ~10-20% utilization anyway even with extreme amounts of turbo. Which is kind of ridiculous. (Doubly Ironic, given the only reason I have said CPU is to try and get stel lategame to run at a reasonable speed.)
The UI also has various sources of exponential lag that reveal themselves when playing with various mainstay mods like gigastructures and UI overhaul dynamic. Which can bring even midline GPU's and the FPS by extension to their knees and make playing on IGPU even on minimum settings torturous.
Some Actual examples being the following:
-Fleet manager when in possession of large fleets, seems to have something to do with large amounts of bonuses. Ship specific bonuses such as those gained from building out of a specific shipyard as the worst offender. (In my testing a fleet ~200 ships strong each with 2-4 ship specific buffs can tank the framerate to the single digits instantly apon opening the screen, even if the fleet is not in focus within the tab.)
-Leader Tab when you
A) Have too many leaders
B) Have too big a leader Pool
C) Have too many traits on screen
All of these stack. I am a big fan of extremely effectual leaders, so in my specific case, mostly as consequence of mods, these three factors result in about a third of my game time being spent under 10 FPS. Its a very minor issue, but I don't really get how the lag could be so bad to begin with.
While more an annoyance thanks to what stellaris is. It would be lovely to see Qol performance upkeep and jank cleanup continue in full force. As the game continues to grow more complex, Its a wonder that Its survived the technical debt as much as it has. I only hope that PDX can continue to work to improvements as opposed to just holding back the slowdown introduced by the flow of new content.
If we made significant changes to fleets, how much could we alter before it no longer felt like the game you love?
Plenty!
The Fleet reworks as of recent have done wonders for the competitive scene but for everyone I know who plays, even those interested in minmaxxing, Are not playing multiplayer primarily, The power fantasy of fleets has always been in building said fleets and menacing thine foes with the tide, Be you a new player desperately holding up the fort against the swarms of A.I corvettes or a vet in lategame trying to figure out how many BB-Destroyer deathstacks you can afford without cutting into the megastructure budget.
Personally, as a Roleplayer, The system has always mostly been an afterthought. I love military as a topic to write about but the current system just does not create interesting scenarios unless you yourself go out of your way to create them. And strategy will never be as effective as more macro given how readily the A.I will suicide fleets into star forts bristling with buff auras and garrisonned by deathstack fleets.
My no.1 Request in any sort of navy improvements is to be rid of the nothingburger minor events. I don't want an admiral with traits I don't want that I immediately need to fire, or an admiral added to the leader pool that by arcane leader generation reasons does not benefit from the 40 different ways I've increased the trait quality and weeded out negative traits from the rest of my leader pool.
My greatest wishlist for fleets is the chance at hero ships and more involved history, Even something as simple as the history tab of a hoi4 vessel serves as the template for an entire story on its own. And Stellaris has so much potential for fluff with totally inconsequential things such as a log. But also more interesting things, We already have unique vessels and hero ships such as bubbles, the Toxic A.I dig, The Carrier and admiral you get from the galactic doorstep origin. It seems a natural fit that we see the military in a more narrative light in stellaris by now.
Let us build the Normandy, My technologist pacifists joining hands with the experience of the wartorne militarists next door, Spectre this, Council that! Stellaris has so many foundations and entire DLC's built around the characters and the political spaces they inhabit with federations, espionage, and so on. Ships are characters too, through their refits and designs, the people who crew or captain them. and so on.
Turns out, Those technologist pacifists? The tiny ceremonial fleet of crewed vessels they have? Its just a fraction of their full navy. secretly they keep thousands of drone ships concealed in blacksites, even from their own population for the event of war! Think of the fallout when they are revealed to not only the galaxy at large, but the public! There'll be riots in the streets!
That said, While maybe a year ago I'd of said I don't really trust PDX to rebalance fleet combat mechanically, You lot did a wonderful job with the recent changes, And I'm happy to see what you do next with it, regardless of what form it takes.
What aspects are most important in defining your civilization?
Personally, Its always been about the characters that make up a government, and the race they compose of.
Abbak, A species of herd mentality, Predisposed to populism and just exiting a brutal civil war, Lead by a dictator as the popular front, and her cabinet of visionaries. But only after overthrowing a democratic government. Said visionaries, a mix of statespeople, engineers, and a bit of supernatural nonesense, forced to uphold a dictatorship they all know is doomed to fail, all while managing a population enamored with a government that can seemingly do no wrong. Propped up only by a leading council who knows that when they're gone, it will all come crumbling down.
My biggest gripe with just about anything in Stellaris is when the game dictates down to you, When my level 20, 240 year old immortal leader who canonically has a clone backup gets randomly killed by a scripted event because said event says they forgot some basic safety measure, or it assumes that they were standing around the hyper-dangerous anomaly when the empire they're from has had access to wide scale automation and remote technology for well over 400 years as standard practice. I reload. I put a random leader on it, They die. And I move on. I cant even ignore these events because automation will start them anyway and the result will still be a dead leader. Its why I play with rifts disabled and its why I didn't buy storms when it came out.
A core part of the roleplay experience is the ability to chose when and what the drama is. I love when the game spontaneously gets unpredictable and difficult, but in practice its mostly a chore. So many events are designed like a minefield with 1 correct answer. Where the punishment is simply "sorry, that guys dead now." or some malus or whatever. Which just makes me dread the experience, or finds me on the wiki so I can deftly avoid the fact that saying the wrong thing to one random event will kill one of my best leaders (A character I'm likely quite invested in by midgame) 4 irl hours later. Because that was the wrong choice actually.
Contrarily though, I'm happy to set up drama for myself, Things like civil wars, normal wars, internal strife, political maneuvering and intrigue, and the principles of government and morality that drive a government, both its leaders and the society around them. Alot of these are not systems you can really roleplay with but instead systems which are either irrelevant unless your actively playing horribly at a mechanical level, or not really systems you roleplay in so much as you either engage with them optimally, or you just, don't engage with them.
Roleplay wise, there's no reason my obsessively friendly diplomacy of a fanatic pacifist, xenophile dictatorship is not trying to befriend everyone. But if I actually put envoys on all the neighbors, Well now the game is basically over, because none of the A.I can be mean to me anymore. (their relation is too high)
This segways into perhaps my biggest gripe with with the Stellaris experience at the moment. And has been so bad as of recent that I've not had much will to play the game at all.
Which system would you make the central focus of an expansion?
GIVE ME A.I IMPROVEMENTS OR GIVE ME DEATH!!!!!
More seriously, A.I empires are fucking BORING. Plain and simple. I can roleplay all I like, write out my expansive canon and re-use characters between runs and hammer out sci-fi epic after sci-fi epic about the results. But that is all me. Stellaris as a game after a point just has nothing to offer you as a roleplayer or writer which is not easier to do without it.
A.I empires have none of the reactivity, internal politics, motivations, or so on. They offer no depth. Nothing is under the hood for a roleplayers nation to worry about or speculate on that isn't entirely artificial on the part of the writer.
I don't care if the A.I cheats, or if its even playing the same game as me. I don't care if its somehow mining 2/3rds my 20 million mineral income despite not having a single star lifter or whatever. What i do care about is how lifeless and robotic (i know i know) every single run becomes after that monotony kicks in.
When I, as a player, can look at an alien empire. And instantly file away every action it can ever take at any time in the future, mildly alter my game plan. And more or less play like they don't exist. And that said playstyle, while being less work, isn't going to put me behind in any major way, and in many ways also has no effect on my roleplay? That's an awful feeling.
Because the Schizophrenic A.I would rather spend 300 years on the same government and ethics, declaring war on eachother every 50 years for the whole game. Or if they're aligned, form enormous alliances that sit around and do nothing. I cant issue A.I requests, they cant trade territory, they rarely even have any goals or interests other than the same 4 diplomatic events that randomly proc halfway through midgame.
The biggest roleplay potential an empire presents is just going over and colonizing it. But then by lategame i need to integrate them and genocide everyone, because as per the great quote "Racial purity will improve your CPU performance." Not to mention the A.I loves to grow enormous amounts of pops. Which if you want a good economy is necessary, but means
their eco is at the expense of
my simspeed. Which just wont do.
Oh look, a megacorp. That means I need to dismiss a trade pact request every 4 years.
Oh look, other pacifists, that means I need to dismiss a migration treaty request every 4 years.
I want the A.I to cheat. Infact if at all possible, make it play as little of the game as you can, Performance above all else. Planets and such should still matter of course, but abstracted. But I want the resultant activity blob to be more interesting and unpredictable, An A.I which instead of being unable to balance its economy midgame on grand admiral, Is out here playing power politics with me. The upstart power on the block fighting an influence war with the advanced democracy on the other side of the galaxy, taking favors, issuing loans, rigging elections. Fighting proxy wars. Only for the whole game to change when said empires elections roll around and a new face is in office with different ideas.
I want to feel the force of an empires image, both mine and the A.I. If my little fortress in the corner who doesn't seem to do anything is seen as some obscure minor, I want the A.I to act like that, Threaten me for having no visible military! Demand technology! Try and force these weird nobodies to give us what they have.
Or perhaps the locals are a friendly democracy, they want your expertise, and want to offer their resources or defense in return?
If your some enormous, enigmatic hyper-empire, way ahead of everyone else, Do minors look to you to settle disputes with majors, are you feared, respected?
While complex in theory, I can see this all as simple events and weights, things that Stellaris is already chalk full of. In a way, all of this diplomatic stuff is mostly just hard labor from a writers perspective, Writing out edge cases and scenarios and tying them up to rely on the values that assert an A.I's values and their impressions of eachother. The hardest part potentially just being the act of relaying the information of what politics are actually happening where. So that the player can engage with it.
I wholly understand this is way, way to much to ask. But its my genuine sentiment. DLC like nemesis and federations were hugely popular but have been panned in hindsight for this exact reason that, while neat multiplayer mechanics, these systems just.. Don't mean much in singleplayer. There is no live politics to which they effect anything. It becomes a set and forget thing. Usually one with an objectively correct answer.
Megacorp? Trade fed.
Materialists? Science fed.
So on so forth. Roleplay wise there are options. But these sort of systems create friction with roleplay and mechanics, which can be very disruptive when your behind. Do I roleplay, or do I actually want to survive to the end of this game I already poured potentially a week of my life into already? I guess I might as well take that crisis perk...
Things like the crisis itself fall flat for an experienced player in SP because its generally the only thing you have to worry about by then. Theres no reason not to drop everything, maybe declare the crisis in the community, kill it. And go back to waiting for build ques to finish and making numbers go up.
How do you set goals for yourself during gameplay? When do you set them, and how often do they change as you play?
I often Start a run with a pair of goals. A gameplay goal, the mechanical challenge of a run. A few examples below.
-Defeat 50x crisis on small galaxy, but with uncapped megas enabled.
-Defeat the Blokkats on their (second) highest difficulty setting without gratuitous amounts of cheating.
-Find out what the fuck the Aeternium is about.
And the Roleplay goal of a run. Similarly, examples included.
-Transition aforementioned dictatorship into a functional democracy
-Overcome all of the FE and instate peace over the galaxy by force as the custodian.
-Achieve Cosmogenesis as a digitalized machine empire in order to complete the ultimate measure of protection for their creators (As rouge servitors)
I usually take on a few minor ambitions, starting territorial disputes over chokepoints, or screwing with the A.I while I've got nothing better to do. Playing with an AP or civics which aren't great, and similar. But nothing major usually unless one of my original goals turns out to be a bust. The mentioned cosmogenesis run broke horribly for example due to digital pops and the ark not playing nice, thus I took a new goal in just seeing as much of the DLC as I could, given it was my first run. Started stuffing pops into the neural lathe and so on. Massively OOC, but at that point I had already 'achieved' my roleplay goals and was so far ahead that lag was my primary concern into the lategame.
How important is the current Trade system, with routes collecting back to your Capital?
Meh? I cant really comment in all honesty, 90% of my runs play with a performance mod which just deletes the entire mechanic and gives me the trade income strait up. When I did engage with it, it seemed tedious and mostly pointless so I've not missed it in any of my gameplay without it.
Is colonization too easy? Should habitability and planet climate matter more?
Colonization is too centric to economic development. As a Sci-Fi nut my personal peeve has always been the focus on planets, massively expensive to ship to and from, as somesort of economic core to a civilization to which potentially 40% or more of the population would be spacefaring, a demographic you can only really express through absurd habitat spam, which itself creates ridiculous amounts of micromanagement hell and pop spam related lag.
In my personal experimentation with mods, I really love a few, much bigger and more developed worlds I can get invested in and work to specialize as opposed to a wall of data which takes minutes to shift through even as an experienced player. I certainly don't envy the newbie who ends up trying to play "tall" habitats and ends up needing to micro like 20 of the things. 6 planets with ~20 building slots is to me atleast, a much better experience. It takes longer to build up, demands less mental space to keep track of what planet does what game to game, and reduces the variety of micro intensive tasks to each planet. (such as governors, and their traits)
While further complexity would be neat, I can also see it just being an auger for even more micro hell. If we make hot planets too good at mining or energy, then suddenly a races planet preference becomes a metagame choice, Do i want research from cold world, food from temperate? minerals and energy from hot? Do I need to specialize every world in lockstep with their specific spot in the meta because so and so solar farm building makes technicians most effecient only on desert worlds? Mods exist which do this great and I use them regularly, so dont take this as words against the concept, but theres something to be said on the relative simplicity of alot of these core features given how much goes into eco already.
In modded, colonization is trivial. Terraforming and habitability buffs are everywhere and given out peacemeal. But Obviously, thats not an issue for PDX to fix and more a side effect of the Modding balance metagame, where there will always be a few obscure modifiers you can stack to high heaven even in a modest modpack (I'm never forgiving you guys for killing negative ship upkeep and megastructure build costs though, lol)
Are there any Origins that should be Civics, or Civics that should be Origins?
Overtuned, Tree of life, Galactic doorstep, Tombworld, Mechanist, Syncretic Evolution, Life-Seeded, Post-Apocalyptic, Subterranean, Calamitous Birth.
Alot of origins are more fluff than anything, while others are 90% crunch. There have been mods on the workshop that let you stack these together for years at this point and they're surprisingly stable. I play with overtuned ontop of my fluff origin nearly every other game I play and there's rarely even any jank to show for it.
I think all of these lower narrative impact or former civic origins should be civics. Of course such a change will result in all sorts of weird and wonderful cheese. But isn't that the charm of making stellaris such a free and open game?
That said, for multiplayer, I beg thee to add a banlist function. I last played a game with the boys when *nemesis* came out, and as per the meta at the time, around 6 out of 10 of the player empires were ringworld or machine world machines, usually with driven assimilators, as per the meta at the time, (despite the fact we agreed to ban them by agreement.) The ability to just.. Get rid of especially nasty cheese would be a scorched earth solution for sure but its better than nothing.
I also see suggestions of making Eager Explorers an origin? It is definitely one of the best start modifiers in all of stell for both fluff and crunch reasons, But as I play nearly every game with it for exactly those reasons, So I urge against it on personal grounds. It has so much to contribute to the context of an empire, paired with other origins, Post Apocalyptic, Overtuned Eager Explorers is itself the basis for an excellent narrative. And I'll always be for more choice over less choice.
If you could remove one game system, what would it be?
Armies.
It seems like the general consensus. And we know by devlogs and interviews (I've not kept up so correct me if I'm wrong here) That a big army rework is never happening.
But its still a shit system.
Personally, I'd say, Make armies akin to those in ES2, Give us troop and bombardment ships and make it so that instead of building and rebuilding armies, they are summoned from these anti-surface fleets. 1 Aux module of xenomorphs is 1 xenomorph army you can drop during an invasion. I'm pretty sure we've already had mods which work this way infact. Although they come and go.
tbh, stellaris has plenty of systems like armies. I think the main thing that makes armies so disliked is more the tedium of engaging with them. I like big numbers, armies have big numbers. But any joy I derive from a doomstack melting away my foes is counteracted by the simple fact that I had to pre-emptively spend a few thousand resources to start building that doomstack like, 20 ingame years ago, and if I didn't whatever war I'm fighting would be 20 years longer when I realize I forgot and now need to buy a doomstack and wait for it to build.
Is there a feature you want to enjoy, but feel the current implementation doesn’t quite work for you?
I wanted to like astral rifts. But it seems to of unlearned the very things that we learned with normal exploration over the last half a decade. Failure chance this, leader dead there, The same issues which make trudging through exploration content a chore normally are amped up to 11 and I don't want to play anymore. Especially since the variety is so low. You can easily see about 75% of the content in a single game if your aggressive with exploration. (which itself is very important mechanically anyway)
Its also one of the few DLC where it seems like you aren't even expected to want to use it most of the time. Its super specific, and lays on the 'stellaris lore' thick in a way where any roleplay your doing takes a backseat.
This sort of writing mentality is why storms is the first DLC I haven't bought nor have plans to buy, And why I've chosen to wait on the reviews before picking up Grand Archive. Despite it being one of if not my favorite premise for a DLC in years.
As a bit of a vet, Exploration itself has become more and more of a chore for me over the years, and astral rifts came at a time where I was at my wits end with it. The system itself isnt necessarily bad but there is a point where every stellaris player stops seeing exploration as anything more than a series of right and wrong choices, and roleplay or not. They stop even being content once that happens, its just buttons to push to the point I can identify the options of an event just by seeing the associated picture half the time and chose accordingly. It brings me out of the other parts of the game more than anything.
All in all, While I've been pretty negative, I really love Stellaris. And its one of the best games, not just out of PDX, or in the 4x genre, But on the whole of the gaming market these days. And the DLC driven business model, while a bit questionable. Is something I'll happily buy into for the content you guys provide so regularly. With none of the insane gambling or freemium bullshit we see infesting even full priced games these days. Cheers to everyone at PDX, Hoi4 and so on too, Your doing great stuff and I'm happy to be here for it.
Uh, First forum post too? Good evening everyone!