Apologies Paradox, I wanted to answer every question thoroughly, and I have a LOT to say.
I don't really expect a specific response since it's so long, but I will be thrilled if my post is read.
If anything, it's food for discussion.
How does this match what you think Stellaris is, and where it should go? Would you change any of these vision statements?
My breakdown:
"Stellaris is a living game"
I think this point is accurate.
"Every game should be different"
To this end I think Stellaris falls short in terms of Empire build diversity. One example is that several patches ago there was an overhaul to pop jobs and many of them, especially Ruler jobs became homogenized.
However, the procedural generation and emergent gameplay of Stellaris remains a very strong component.
It is certainly true that every game feels different.
"The Galaxy is vast and full of wonders"
I think Stellaris most of Stellaris's failures are in this category. You mentioned one of the goals is "Sandbox" and I think many of the recent systems do NOT support the Sandbox element. This includes irremovable civics, arbitrarily hard capped mechanics, and a move toward playstyle homogenization.
What systems and content are “sacred” to you, which would make Stellaris not Stellaris anymore if we changed them?
If Stellaris decided to remove any indication it takes place in space, I would probably no longer call it Stellaris.
If Stellaris completely rejected the sandbox element of Stellaris, it would also not be Stellaris.
I do not hold specific mechanics as sacred to a game's identity, I hold my experiences as sacred.
If it improves the experience I desire,
any change can be a good one to me.
Some examples to comment on could include:
- How important to you are the current systems that use individual Pops and Jobs in the planetary simulation?
The current system is not important, and I would encourage some changes, but I also would not mind the current order.
A small change I would like is for more fluidity between Stratum. Miners under Mining Guilds I could see being Specialists, as an example. I'd also rework stratum job modifiers so instead of a specific stratum it's a specific category of resource (e.g. "Intellectual, Social, Manufactoring, Extraction"). This way, jobs chhanging stratum based on what civics the empire has doesn't change what modifiers affect job output. It also would reduce confusion around Slave modifiers not applying to certain types of jobs, as Slave modifiers could only affect certain resources categories.
As a modder I am
keenly aware Pops' relation to Jobs and Ethics are a massive impact on performance and to be honest, the job system has felt good to look at but incredibly clunky and unwieldy to micro-manage and optimize or organize as according to your vision.
I would personally design the game such that pops are critical in the early-mid game, and then late game the population of the galaxy actually declines as your economy shifts to being based on automatic buildings and megastructures (Which I do NOT believe should be limited to 1 per empire). This way as the galaxy scales up, the economic focus shifts from individuals to grand empires and their grand machinations. This seems to be the best of keeping the current system while fixing the biggest complaint: end game lag.
I would also enjoy experimentations with what a pop represents. I at one point designed a custom mod where planets usually capped out at 10 pops that grew very slowly and had just a few jobs based on pop count, and buildings primarily increased the output of all pops rather than adding new jobs. I also tried the same 10 pop limit with pops making more resources the more pops on planet there was.
Such radical changes to pops I am entirely fine with trying out, and would be willing to change to if the end result is an improvement.
- If we made significant changes to fleets, how much could we alter before it no longer felt like the game you love?
I personally have no special ties to the current fleet system. I would say the only wrong move to me is reducing the variety of ship builds. I personally would encourage a much larger variety of ship weapons and parts.
- What aspects are most important in defining your civilization?
There are two things that define an empire
Do they Expand or do they develop Inward?
Do they sacrafice for diplomacy or do they focus on their own efforts?
These two questions are the single most identifiable and impactful part of defining a civilization, and often as players we have no idea what we are going to do when staring at the empire creation because we have no clue who our neighbors will be, if any of them exist.
When you encounter another empire, these are by FAR the only two traits you will seriously recognize. They not only define your civilization to yourself, but also to other players.
Additional aspects:
Stellaris is a Grand Strategy game. This means, to me, that on a grand scale, it is a test of our ability to make long-term decisions based on
limited information,
and the ability to change and adapt as new information is revealed.
To me, I believe I should have absolute control over my civilization choices and they should never be based in randomness.
I believe it is CRUCIAL that ALL randomness in "Empire Build" be removed. Stellaris is a game that has you dealing with much randomness in events, neighbors, crisis, and many things well outside your control due to the procedural generation. I think this is good, however, it MUST be complimented by RELIABLE choices.
If neither the procedural generation nor our own choices are consistant, the game just becomes a slot machine.
I win or lose through nothing I can control outside of choosing to "play" or not.
It's also equally important that most choices should be reversable, if troublesome. Stellaris is random, and it should always be possible to "course correct" if a choice you previously made is suddenly an awful choice. If we cannot make changes to our build based on new information, it funnels players into wanting to "play safe" and limits the choices players feel safe picking. Since day one I have criticised Traditions being permenent, and even EU4 (the game they definitely game from) doesn't have them as permenent anymore!
Another detail is that our aspects should feel believable. Not "IS" believable, but feels believable. Huge difference between "scientifically realistic" and "opperates how people would expect it to work". Energy Shields aren't realistic, but most people have an idea of what a believable energy shield is.
To go into slightly more detail, I would say I spend MOST of my time on empire selection bouncing between Ethics/Government, Origins, and Traits.
These are because such choices can have a massive and irreversable impact on an upcoming game, and there will be no opportunity to revise them later if I determine my vision of an empire includes different to my choices. This is where I think the most improvement can be made.
- How do you set goals for yourself during gameplay? When do you set them, and how often do they change as you play?
Usually I set a goal upon empire creation for a vision of an empire I will be going for. The reality is many decisions are not made in empire select (I think this is a GOOD thing), but many decisions in empire select have MASSIVE consequences and are irreversable, so I usually feel like I have to decide what my "Complete OCD friendly build" will be right at empire creation.
Then usually for goals I have certain goals I aim for pretty much every game. Again, due to OCD, anything that I may "miss out on", I usually rush to get it done as fast as possible. Though this isn't really goals I "set for myself" and more "I will stress and not have fun if I fail these".
There is usually a point that I quite enjoy though, where I am deciding what my plan is to achieve dominance over the galaxy. Early game is the build-up, but at a certain point I must decide if I am going to be going for a crisis, galactic imperium, permenent ruler of a max level federation that rules the galaxy, or something equally grand.
I very much enjoy this decision, as it feels like a true natural turning point. No random "you can't pick bothh of these because we said so", of course trying to destroy the galaxy means becoming a galactic pariah, and of course forming a galactic empire means no more internal Federations!
But these are very impactful. If my goal is the Galactic Imperium, I'm not selecting Diplomacy because I'm not going to access Federations, as an example.
From there, usually I divide up the plan forward into smaller goals. If I'm going to fight everyone, I need to focus on whatever nations are most powerful. If it's diplomacy, then each law that I want passed is a small goal toward my big goal.
- How important is the current Trade system, with routes collecting back to your Capital?
Honestly, I want some sort of trade as a concept, and builds centered around trade are some of my favorite, but I actually would prefer a complete overhaul.
In fact I would prefer either ALL resources require Trade routes to the capital or nothing require it. I love the idea of Trade, and I love the idea of the Trade Route, but it gets frustrating when I'm spending the early game micromanaging fleets for piracy suppression while my Gestalt friend has the time to read events without pausing.
- Is colonization too easy? Should habitability and planet climate matter more?
Short awnser, yes and no. I do NOT believe habitability should impact resource output, but I DO believe it should impact upkeep and growth to a very serious degree. I envision that a planet might be settled even at 0% habitability because it provides a crucial resource, such as a major gas deposit, but at 0% habitability the workers need to be imported as they won't grow, and the maintence should definitely be very expensive. The planet should be a burden you only tolerate because something special on planet is worth it.
Habitability should be something that, if you are looking at a planet for growth and versatility, you ignore low habitability options.
If I was in charge, I'd make pop upkeep have special "cutoff" points. For example, below 60% habitability a species may now require more (flat, so even slaves are affected) food upkeep, to represent a certain breaking point where special clothes and treatments are needed for normal function, below 40% may need energy and consumer goods (even slaves) to represent devices and equipment needed to keep the species alive, and below 20% the food upkeep is replaced by an alloy upkeep to represent the fact that the species doesn't even leave their vehicles and buildings at this point and requires special machines to do anything.
- Are there any Origins that should be Civics, or Civics that should be Origins?
I suggest revisiting all Origins and Permenent Civics and split them into the following categories:
1. Homeworld
I believe ALL "Homeworld" origins should be merged into the "Planet Class" screen. Post Apocalyptic, Life Seeded, Ocean Paradise, Remnants, Shattered Ring, Void Dwellers, and any future additions. Having them be origins gravely limits many perfectly reasonable player fantasies, such as a civilization that collapsed under a nuclear war and was lead back from extinction by a highly charismatic leader (Post Apocalyptic+Under One Rule)
Homeworlds are "naturally" exclusive, and as such it makes perfect sense that they are all exclusive with eachother.
It doesn't make sense that I cannot both start on a Habitat and Worship Cybernetic Augmentation.
2. Species Editor
Similarly, I think certain origins and civics belong as mechanics under the Species Editor. Subterranean should not be an Origin, it should be a trait that enables a decision to apply a planet modifier turning a world into "subterranean". It should be an option any empire that gets a world with a majority subterranean species can use. Anglers is similar with the "Aquatic" trait. And no they shouldn't be exclusive either.
Anything that adds "Secondary Species" also I believe belong in their own category, thus removed from the Origin/Civic pools.
This further opens up fairly natural player fantasies that really aren't exclusive with eachother, such as "Syncretic Evolution" and "Here be Dragons", where the two home species used to be bitter enemies until an even bigger fish showed up and they set aside their differences. Or "Mechanist" on "Void Dwellers" (see above) for that idea of a species that designed robots to work in space where they can't breath rather than rely on space suits.
I could even envision secondary species simply being something most empires can do, but purely optional.
3. Heritage
This is where I think most Origin and some Permenant civics belong. Instead of only picking one, each one picked decreases your planet's starting pops and infrastructure and increases tile blockers on the homeworld.
The main difference, as I see it, between Civics and Heritage, is that Civics represent government structure and can be changed to represent changing governments.
Heritage would represent the society outside of government. It would represent things that stay consistent regardless of government, such as the rival world in Fear of the Dark, or the population worshipping Cybernetics in Cybernetic Creed.
I DO think Heritage should be "slightly" maleable in gameplay. A late switch to Cybernetic Creed I think should be possible, based on the game state such as befriending a Cybernetic Creed Empire as a Spiritualist empire yourself. Though perhaps a civic based on the Creed but with fewer mechanics that Cybernetic Creed doesn't need would be a better representation?
But for the most part:
Heritage=Pretty Permenent
Civic=Changable
There are some normal civics I would move into this category, such as Agrarian Idyllic.
4. Other:
I mentioned above I think anyone should be able to get Aquatic and Subterranean bonuses if they get pops with those traits.
Overtuned I think should JUST be a rare technology that anyone can get the tech for under the right circumstances. This has no business being an origin, as any empire that conquers (or gets a migration treaty with) an overtuned empire basically steals pretty much the entire advantage of the origin in addition to whatever origin they picked. Even something like Ocean Paradise isn't this bad because they only steal the one planet, but you can grow overtuned pops to be the majority of your workforce! I would like to see a cyborg style resource upkeep for overtuned traits as well, probably food upkeep.
- If you could remove one game system, what would it be? Which system would you make the central focus of an expansion? Is there a feature you want to enjoy, but feel the current implementation doesn’t quite work for you?
Three different questions:
1. What would I remove if I could pick one thing?
I would remove "Mutual Exclusion" as a core tenant for choices, and replace it with "Opportunity Cost".
Put another way: I believe the idea of "exclusive permenant paths" for empires is unhealthy for the sandbox and should be done away with.
I VASTLY prefer the idea that powerful choices are balanced by powerful costs, including time investment, and natural consequences. I DESPISE balancing on "you only get one and can never change it later". Such balancing violates core tenants of Sandbox, namely in terms of player freedom.
I would prefer all ascension paths be balanced by having serious costs instead of being mutually exclusive. LOADS of sci-fi fantasies envision cybernetics, psionics, and genetics going hand in hand.
Another example, I would prefer if Cybernetic Creed empires could choose to keep all five factions and require balancing them off of eachother.
Normal Cybernetic empires I would prefer if we could switch between Collectivist and Individualist, possibly by turning all of the choices during cyberization that give a permenant modifier into policies, and switching enough policies changes which type of authority set is unlocked.
1.a. What would I remove if I could pick one SMALL thing?
The main mechanic I would just delete entirely is "Divided Patronage". It completely fails at the stated design goal of the mechanic (preventing vassal swarms. They are still possible if you just tax your micro-vassals to hell) and just limits player freedom.
The only other mechanic I'd remove is "War Exhaustion" as a timer. It has forced me to quit the game in frustration, though unlike Divided Patronage which always sucks, war exhaustion is only sometimes an issue.
Sometimes I am surprise attacked, I engage in extremely careful guerilla warfare as I rebuild and regroup withh my allies, I win a MASSIVE battle and the enemy is left with no forces and I begin to liberate my territory...and then I'm arbitrarily forced to peace out and lose 90% of my territory. Literally the enemy fleet is gone, and my fleet is returning to liberate completely unopposed, and the nation capitulates?!? By the time the peace treaty is done, all the people on those planets have been purged or resettled or the enemy has had a decade with all my industry and I have no hope to beat them now.
2. Which system would I make the central focus of an expansion?
There are two I would focus on, and they are not original:
Internal Politics, with special focus on factions and some sort of hybrid between a vassal and core territory. I would personally choose to focus on this.
Espionage. Most missions are not worth doing even if they were free, and the fact they cost influence means I quite literally never touch espionage.
3. What system do I want to enjoy but feel the current implementation doesn't quite work?
Again, there are two I REALLY want to love, but I cannot:
3.a Subjects.
Many mechanics make subjects
incredibly frustrating. Subjects do not benefit from my techhnology, especially repeatable techs, and end up just folding in combat. Subjects make really frustrating choices in planet construction and I do not have the choice to micromanage them. Subjects seem willing to swear allegiance to others at every opportunity so choosing to vassalize or release a vassal currently feels like you are just giving away land to your rivals.
I also find Divided Patronage an awful mechanic. It didn't remove vassal swarms, it forced everyone who vassal swarms to be malevolent and tax the absolute hell out of subjects so they just can't afford to fight you. So all it did was remove a player fantasy of being a benevolent overlord of many small civilizations. It also feels awful even when you aren't going vassal swarm, as it kicks in if you try to (very reasonably) get just one of each specialization. And instead of protecting my new protectorates, I rush to integrate them as fast as possible so I don't have to deal with disloyalty from my big loyal vassal I am keeping for specialization bonuses.
Additionally, the tax system is not nearly flexible enough. The fact I cannot give resources if I am taxing or subsizing them means I just try to never interact with taxes, because I want that option available in case there's an event or war and I need a quick exchange of resources.
I want to love subjects. I love dealing with vassals in Crusader Kings, and so many GOOD ingrediants exist for Stellaris subjects, but I just feel like I am FIGHTING my own subjects and their mecanics than actually enjoying them.
Part of it I think is that current subjects have this vision I would describe as "external subjects", while many of the fantasies I want are some kind of "internal subject". The idea to be some sort of "the country is itself sort of a Federation", where there are many "subjects" that I can choose to grant different levels of autonomy to. Subjects whom consider themselves as a core part of my territory and will remain fiercly loyal even if collectively they utterly overpower me, IF I have policies and grants that keep them happy.
3.b Holdings.
Megacorp Branch Office buildings that produce a flat amount of resources really feels awful, so I end up just building the same 4-5 buildings every game. +5% Diplomatic Weight, +25% Branch Office Value, whatever has the highest crime impact. In general, I'm not tailoring my branch office to the local market, I'm just copy+pasting the same set of buildings.
Overlord holdings are much worse though. It
really feels awful that it doesn't matter if a subject has one colony or one hundred, and we get at most 4 buildings. The buildings at least are what I believe holding buildings should be: with variable impact based on the planet's economy and jobs.
My final thoughts:
I would like to finish by explaining that I used to be a huge Stellaris enthusiast, but I had fallen off largely due to dis-satisfaction with many changes and additions.
I returned due to very much enjoying much of what I saw with Machine Age, but despite all of the very good designs there was also many of the same issues I have.
I still love Stellaris, but it is becoming weaker as more mechanics are added that frustrate me.
I, more than anything, enjoy the freedom to mold games as I desire, changing course entirely if I want to, in order to compliment emergent storytelling.
Many changes and new mechanics have issues that violate this, and prevent me from enjoying them.
I very much dislike not having options and/or control, as well as the inability to change my mind, just because the intended playstyle didn't need or want those options.
I use the example that I should love Cybernetic Creed, but I have no option to keep all five factions and their buildings and traits, nor do I have the ability to switch between which creed is favored, or even change the tithe!
I also use the fact that Cyberization situation may randomly give you amazing permenent modifiers, or zero permenent modifiers, and it's completly outside your control, despite this being one of the biggest empire building choices available. At least the Shroud lets you keep trying forever.
And many decisions are irreversable when they really feel like it should be a policy I can change my mind on later! Why is the choice for athletes in sports not a policy I can change as I deem fit in my own narrative?
I also find it very infuriating when mechanics seem restricted in random ways despite having natural costs and I coming to the decision I am willing to pay that cost. Why are Dysonspheres limited to building one, but I can use however many I capture? Why is the new Vivarium tank capped at 200, when I need to devote naturally limited starbase capacity anyways?
The question on if something should be mutually exclusive to me is "If, ignoring balance and game mechanics, does it make sense that these are mutually exclusive?"
Not realistic, as sci-fi is mostly make believe. Does it make logical sense? I repeat: why can't I worship cybernetics if I evolved on a habitat, or the ruins of a prior empire?
I used to discuss Stellaris on these forums, and I don't really do so anymore, as I feel like often what I enjoy is in the minority, and it feels wrong to even request changes that would make the game less enjoyable for others, as why should my enjoyment come at the cost of everyone else's?
But you have requested to hear my feedback, and I do still love Stellaris. It's easy to point out what I take issues with, but there are so many things I DO love about Stellaris.