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Stellaris Dev Diary #361 - The Vision

Hi everyone!

Now that the Grand Archive Story Pack is out, I want to do something a little different. With 360 Stellaris Dev Diaries complete, I thought it was time to circle right back around to the beginning: what was, will be.

Stellaris Dev Diary #1 was “The Vision”, and so is #361.

What is Stellaris?​

The vision serves as a guiding tool to keep the entire development team aligned. As the game evolves, we work hard to update it regularly to remain accurate and consistent with our core vision.

Here’s how I currently answer “What is Stellaris?”:


The Galaxy is Vast and Full of Wonders​

For over eight years, Stellaris has remained the ultimate exploration-focused space-fantasy strategy sandbox, allowing players to discover the wonders of the galaxy.

From their first steps into the stars to uniting the galaxy under their rule, the players are free to discover and tell their own unique stories.

Every story, trope, or player fantasy in science fiction is within our domain.


Stellaris is a Living Game​

Over time, Stellaris has evolved and grown to meet the desires of the player base.​
  • At launch, Stellaris leaned deep into its 4X roots.​
  • It evolved from that base toward Grand Strategy.​
  • As it continues to mature, we have added deeper Roleplaying aspects.​
All of these remain part of our DNA.

Stellaris is a 4X Grand Strategy game with Roleplaying elements that continues to evolve and redefine itself.


Every Game is Different​

We desire for players to experience a sense of novelty every time they start a game of Stellaris.

They should be able to play the same empire ten times in a row and experience ten different stories.
A player’s experience will differ wildly if their first contact is a friendly MegaCorp looking to prosper together or if they’re pinned between a Fallen Empire and a Devouring Swarm.

Stellaris relies on a combination of prescripted stories (often tied to empire Origins) and randomized mechanical and narrative building blocks that come together to create unplanned, emergent narratives.

A sense of uncertainty and wonder about what could happen next is core to the Stellaris experience.


What is this About?​

Fundamentally, as the players, Stellaris is your game.

Your comments and feedback on The Machine Age heavily influenced our plans for 2025. We work on very long timelines, so we’ve already been working on next year’s releases for some time now. Most of what I’m asking will affect which tasks the team prioritizes and will help direct our direction in 2026 and beyond.

We’re making some changes to how we go about things. Many people have commented that the quarterly release cadence we’ve had since the 3.1 ‘Lem’ update makes it feel like things are changing too quickly and too often, and of course, it disrupts your active games and mods. The short patch cycle between Vela and Circinus was necessary for logistical reasons but really didn’t feel great.

We’re going to slow things down a little bit to let things stabilize. I’ve hinted a couple of times (and said outright last week) that we have the Custodian team working on some big things - the new Game Setup screen was part of this initiative but was completed early enough that we could sneak it into 3.14.1. My current plan is to have an Open Beta with some of the team's larger changes during Q1 of next year, replacing what would have been the slot for a 3.15 release. This will make 2025Q2, around our anniversary in May, a bigger than normal release, giving us the opportunity to catch up on technical debt, polish, and major features.

What is Stellaris to you?​

How does this match what you think Stellaris is, and where it should go? Would you change any of these vision statements?

What systems and content are “sacred” to you, which would make Stellaris not Stellaris anymore if we changed them?

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?
  • If we made significant changes to fleets, how much could we alter before it no longer felt like the game you love?
  • What aspects are most important in defining your civilization?
  • How do you set goals for yourself during gameplay? When do you set them, and how often do they change as you play?
  • How important is the current Trade system, with routes collecting back to your Capital?
  • Is colonization too easy? Should habitability and planet climate matter more?
  • Are there any Origins that should be Civics, or Civics that should be Origins?
  • 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?

To the Future, Together!​

I want to spend most of this year’s remaining dev diaries (at least, the ones that aren’t focused on the Circinus patch cycle) on this topic, talking with you about where our shared galactic journey is heading.

Next week we’ll be talking about the 3.14.159 patch.

But First, a Shoutout to the Chinese Stellaris Community​

Before I sign off, I want to commend the Chinese Stellaris Community for finding the funniest bug of the cycle. I’ve been told that they found that you can capture inappropriate things with Boarding Cables from the Treasure Hunters origin, and have been challenging each other to find the most ridiculous things to capture.

You know, little things like Cetana’s flagship. The Infinity Machine. An entire Enclave.

I’m not going to have the team fix this for 3.14.159, but will likely have them do so for 3.14.1592. I want to give you a chance to complete your collection and catch them all. After all, someone needs to catch The End of the Cycle and an Incoming Asteroid. Post screenshots if you catch anything especially entertaining!

See you next week!


Stellaris: Grand Archive is now available as a standalone purchase or with a discount as part of Stellaris: Season 08!

Edit:
It's come to my attention that an Incoming Asteroid has been captured! Excellent job!
 
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Is there a feature you want to enjoy, but feel the current implementation doesn’t quite work for you?

I've also got an addendum. The AI has come a long ways since the early 2.X days but there are still many areas where it is woefully incompetent in. I'm especially looking at how it handles activities like pop modding or unemployment management. Its always a bit disheartening to see an AI empire with a dozen unemployed pops on its core planets tanking stability and raising crime, or to watch an empire take cybernetic ascension and select literal garbage for traits like wet climate mods and high bandwidth. Not only does it kill immersion to some degree, it also gimps the challenge of the AI in a game where the majority of players play single player to the best of my knowledge.

Now that the Custodian team is a thing, I think its worth taking a look at what the AI is capable of and seeing how to make it even better.
 
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Or at least make a civic/diplo stance or whatever to prevent them rivaling you early on.

One way this could work is to block any "our empire's thoughts on them" modifiers until you or your empire has enough intel on them to know who they are and what they stand for. Or very limited ones (like only have the 'bad/good first contact') ones or 'immediately closed borders' ones.

Like really, why should you get a "Materialist Fools" or "Evil slavers" or "rivaled with friends/enemies" opinion modifier if you don't even know what civics, policies, or diplomatic agreements they have? That shouldn't come until you are aware of them.

This might prevent opinion from dipping too low right away and causing a runaway chain reaction.
 
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I just want to say I want to see some more simple and benign origins. Also some QoL origins.

Qol origins:
Founding member: Make this empire one of the two empires in a common ground origin, if there is a common ground origin empire you will be in their federation if it's valid.
Kowtowed: Same as founding member but the weaker empire in a hegemony.
Bulwark/Scholarium/Prospectorium/Vassal/Tributary/Subsidiary: Start as a vassal of another normal empire, prefer advanced civs.
Pre-FTL: this empire will spawn as a pre-FTL empire that after reaching FTL will become the empire with this origin. If a player plays as them you start off the game as a single system enclave inside an advanced empire.

Benign:
Brutal unification: Start with fewer pops but a full fleet.
Local awareness: Start off with communications with your 3 closest neighbouring empires and listening post techs.
Highway pitstop: Start connected to a hyper relay networking that spans a few systems including your guaranteed worlds and a bonus to researching the technology.
Asteroidspawn: Lithoids get to live on asteroid 'space stations' but instead of building new ones like voidborn, they get to build them out of asteroids.
NGO: Have a parent empire like lost colony but you're on good relations, good at making relations with other empires and strong bonus to your weight in the galactic community but lower base influence so you expand slower.
 
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Would you change any of these vision statements?

I'm ambivalent about "Stellaris is your game". On the one hand, I really like all the stuff you've done to support modding and of course as a player it's nice when the devs give me things I want. On the other hand- art's often best when it sticks to a vision rather than trying to please everyone, right? You'd of course know better than me how Machine Age happened and I could be misreading entirely, but to me it kind of looked like an attempt to give us stuff we'd asked for (and that I'd wanted) that worked out badly because you didn't actually see the point well enough to steer towards it. Still, if you're asking what else I'd like I'm happy to tell you.

Other than that, that vision statement sounds good to me.

***
It's a while since I actually played Stellaris and I've only played a few games, so maybe my opinion isn't the most relevant, but I'll try to summarize the feedback I have based on my memory of playing and what I've seen in dev diaries and game script since then:
  • Without DLC, the game gets kind of boring once you've explored everything.
  • As other people have said, it would be nice if planets felt more distinct, and if species felt more distinct than they currently do.
  • Archaeology was disappointing. Bought a DLC hoping for a new explorationy game system, find sites and at first glance the interface looks like a complicated and interesting system, then once I actually figured out how it worked it amounted to "park a scientist there and wait for events to happen". And then for a while there kept being new explorationy systems announced - first contact, astral rifts - that sounded cool then turned out to work the same as archaeology. Anomalies aren't disappointing, because they're obviously "park a scientist there and wait for events to happen" from the start- they don't promise more than they deliver.
  • IMO, keeping internal order is mostly too easy. I don't think dissident's within my empire have ever caused me any trouble even in games where I conquered places with very different ethics.
  • When we explore the galaxy, we find a whole lot of interesting things- abandoned alien playgrounds, things living in asteroids, etc. But then mostly all those things do is give us research points then vanish. IMO it would be better if they stuck around and kept mattering at least a little.
  • Meeting and gathering intel on other countries is also a way of exploring the galaxy and it would be nice if that included more discovering-weird-things content. Perhaps as we gather intel on other countries we could have events about our envoys and their staff dealing with culture clashes, resolving misunderstandings, and uncovering secrets in bizarre alien societies?
  • You talk about wanting access to different tech to be more reliable. I'm not sure I agree? If part of the point is to capture a variety of different sci-fi scenarios, well, one thing that differs a lot between sci-fi scenarios is which technologies end up being possible and which don't.
  • Obviously it's never going to be possible for the game to include all the cool ideas that exist within sci-fi, and you're doing a pretty good job of fitting in a lot of them. There are a couple of general areas where the game feels a little bit thin to me here, although I'm pretty sure that's because I happen to read a lot of sci fi that focuses on them:
    • Really weird imaginary cultural and political institutions.
    • Stuff about family and childraising. Who raises all the chidren from those clone vats?
  • The entire tradition system seems pretty badly hampered by an issue where all the really unique and interesting traditions are instead represented as civics leaving the "tradition" trees mostly full of stuff that feels either pretty boring or like it's not actually flavored as traditions. Although I don't know what you should do about that, I think I see why you want a lot of those things to be civics rather than traditions mechanically.
How important to you are the current systems that use individual Pops and Jobs in the planetary simulation?

Like everyone else is saying- the population diversity currently represented using pops matters, dividing the population into pop-sized units doesn't particularly.

If we made significant changes to fleets, how much could we alter before it no longer felt like the game you love?

I'd be sad to lose the thing where individual science ships get sent off to explore unexplored systems.

How important is the current Trade system, with routes collecting back to your Capital?

Not important.

Are there any Origins that should be Civics, or Civics that should be Origins?

Cybernetic Creed and Overtuned really seem more like civics than like origins to me. Necrophage very much feels like it should be a species trait rather than an origin. Tree of Life feels like it would make sense as a civic or as a species trait but not as an origin. Other than that- like many other people, I'd like some way to mix-and-match origins.

Which system would you make the central focus of an expansion?

Sol

Like a lot of people, I think an internal politics expansion would be cool.

Internal culture, too; "traditions" just being a thing at the country level that don't connect to individual planets or factions except by costing unity feels kind of boring.

I'd like to see existing anomalies expanded on, for reasons I talked about above.

I'd like to see intel (as distinct from espionage, which already has an expansion) expanded on; I talked above about how the intel system seems like a place that could fit a lot of flavorful events, and I also think there's also room for more gameplay about keeping stuff secret and taking advantage of your enemies' ignorance.

I'd like to see species traits expanded on, to make different species more distinct and have more in the way of interesting identity.

I mentioned above that children and family seem missing in Stellaris. I imagine one place you could address that would be a pop growth focused expansion. Perhaps also with stuff about Imperial royalty (from the children-and-family angle) or migration (from the pop growth angle).

***

I'm sure there are other things I haven't thought of that I could if I put more time into this. And I'm sure there are also good ideas I wouldn't think of even if I did put more time into trying.
 
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  • How important to you are the current systems that use individual Pops and Jobs in the planetary simulation?
    They're just tedious. It's extremely rare that I do anything tactical with them. Mostly I am correcting for the fact that I can't adjust global job weightings i.e. my empires never have a problem with crime/deviancy unless criminal corps are hitting me with branch offices, so I never want enforcers. I rarely want the colonist job on a new colony but it is high priority. I never ever want energy jobs more than miners (sometimes I even want more clerks) but the game can't understand that. On a related note there is almost no rhyme or reason to planet auto-specialization, I never want the world with the exceptional minerals and 4 mining districts to be a "generator world", even if I am losing energy.

  • If we made significant changes to fleets, how much could we alter before it no longer felt like the game you love?
    Hard to say. Fleet management is not that important/fun to me, I like kicking ass and designing ships so as long as I still get to do both those things I'm not that particular about the rest.

  • What aspects are most important in defining your civilization?
    Don't really understand the question. Ethics, origin and starting civics determine playstyle, as does (to a far lesser extent) species traits.

  • How do you set goals for yourself during gameplay? When do you set them, and how often do they change as you play?
    My favorite thing is exploration, so the goal is always, find all the anomalies before anyone else can get any, and try to get the archaeological sites and rifts too. Some anomalies/sites/rifts change your play goals significantly and immediately (specifically those anomalies that grant ships or leaders, or generate a new system, and those archaeological sites with the highest immediate impact once completed).

  • How important is the current Trade system, with routes collecting back to your Capital?
    So it produces a ton of energy and shouldn't be disregarded, and also lovely pirates with fairly early autocannons and other salvageable tech/wrecks. You can always build a station along the way with a bunch of hangars to add trade protection if you are finding you have too big a problem. The starbase cap feels a bit low tho to allow this in a wide empire so you usually have to do some tedious setting up of patrol routes for your antiquated/salvaged corvettes. I also hate, hate, hate how when I integrate a subject I have to manually hook up all their starbases to the capital, all starbases should automatically link up to the capital immediately upon acquisition and until changed (unless of course there is no legal path available).

  • Is colonization too easy? Should habitability and planet climate matter more?
    Not really. It feels fine. You can tweak it with different origins/settings as well if you want it to be harder/easier. One minor issue is that tomb preference lithoids have 100% hab everywhere which feels off, but they are rare and only seem to spawn as pre-sapients, very occasionally with a specific relic, and completely unpredictably with xeno-compatibility (oh, and the Worm can make them, if you are lucky enough to see the Worm and choose the right event path). Maybe lithoids generally are a little too tolerant of foreign worlds, idk.

  • Are there any Origins that should be Civics, or Civics that should be Origins?
    Overtuned should be a Civic that can't be added except at game start or after genetic ascension, and can't be removed ever. Salvagers is a Civic that should be buffed up and reworked into an Origin. In general a rework of all the least popular Civics and Origins would seem to be in order, with some of them swapping types or being cut completely.

  • 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?

    I echo previous comments about the Galactic council deliberating about space whale rights or minor bureaucratic issues while interdimensional invaders are killing everyone. In general the higher tier laws just don't get passed and even very basic stuff like "establish the galactic market, but please no slaves" takes like 20 years it's nuts. Either cut the damn thing/trim it way down, or make it responsive enough to matter on the timeframe of a typical game (beyond just pushing some minor modifiers to pop political power around like they matter). Ditto espionage; early on, it consumes your precious influence, less precious energy, and variable value envoys, for an uncertain and expensive low-value payoff. Later on, it's more attractive, but hardly rewarding; you're liable to get like 30% to a blocker removal tech, unlikely to effectively sabotage an enemy alliance, unable to target a particular kind of asset, unlikely to be able to spawn pirates successfully to begin with and then unlikely they will be more than a minor speedbump anyway, etc. If you could target specific techs then you could at least say target your local beastlord and steal his gravity snare tech, but 9 times out of 10, you just get reactor boosters instead. Stealing ships/fleets or subverting their leaders (operation to say add negative traits to their councilors, or recruit them right off their council into your leader pool) would be interesting but no, you can't get anything tangible at all for yourself out of espionage, with 30% of a random tech being the sole exception.

    Parting suggestions:

    1) Add a new crisis based off genetic ascension, playing off of venerable sci-fi tropes about shapeshifters with impossibly complex DNA, like The Thing, Bodysnatchers, etc. Imagine if all pops' DNA could be merged into a single species of shape-shifting super-pop! Of course other empires might object when you start abducting their pops for extreme experiments, or bomb their worlds with viruses that transform their citizens into shapeshifters loyal to their fellows (well, okay, mostly the viruses kill everyone, but the lucky few survivors will be transformed!) We recommend you begin by abducting pre-FTLs and work your way up to the Sub-Space Viral Emitter. When completed and activated, it infects every sentient being in the galaxy with your mutagenic hyper-DNA, thus turning them into either short-lived nightmare abominations or new citizens for the new galactic regime.

    2) again, take another pass at the old, boring, and/or unused origins and civics. It's fine for some civics/origins to provide a simple, straightforward bonus, but most should be roughly the same power level, and none should be so worthless or bland that nobody would ever take them except when trying for a challenge.

    3) reconsider whether the first anomaly found on a tomb world should always be spontaneous explosions. I mean it just seems silly to have one anomaly always be the first one found on a specific type of stellar body, it's at odds with the "emergent gameplay" idea. Anomalies should be random and the only ways to improve your chances of getting a specific one (besides save scumming) should be to either increase anomaly find %, or survey more worlds (either with increased survey speed/sublight speed or just with more crewed science vessels at an increasing cost).
 
Personally I would love to see more options for customizing the galaxy. To really make it your own.

Galaxy Creation

Maps: We have the "realistic" star burst maps but it would be fun to have some of the more "traditional" 4x maps like continents (3+ massive clusters solely connected by wormholes or a special kind of hyper-lanes that open up early mid game), Islands (10+ smaller clusters) etc. We could even have weird ones where the galaxy loops around like a globe.

Enclave customization: Choosing the portraits would already go a long way, Stellaris is really good at immersion with your own empire but the random enemy empires don't really have a strong faction identity. When empire A is fighting empire B on the other side I don't really care. You can populate the galaxy with your own factions but it would be nice if we could adapt the enclaves to be more in line. (say I populated the universe with Star Trek factions, It would be nice if I could make the traders look like Ferengi)

Fallen Empire/Crisis customisation: In a similar vein as Enclave but much more comprehensive (choosing their origin, strengths, lore and modus operandi)

Modifiers: Age of Wonders 4 offers many modifiers to spice up the map, Stellaris also gives options to enable or adjust things but it would be cool to see special kind of modifiers. (Ranging from enabling wormholes from the start to migrating titans, lost ships coming back like "zombies", ...)
 
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Hello Stellaris Team,

I just finished a new game with friends using the latest DLC Grand Archive. I have been playing from the start and have most DLC's. Mostly I play this game with friends, we love the support and updates this game gets to keep it fresh!

Some takes on your questions:
  • How important to you are the current systems that use individual Pops and Jobs in the planetary simulation?
    • For me it always has been a part of Stellaris and therefor has a special place. I like the management at the start but late ron it is quite a hassle. It doenst its sometimes quite difficult to get the right pops on the right jobs. The only way to do this properly is to limit the jobs and force other roles, as the planet grows I would have to com back and ad a job manually. Maybe a system like master of orion 2 is better, you specifically put pops on jobs.
  • If we made significant changes to fleets, how much could we alter before it no longer felt like the game you love?
    • A lot has been changed to fleets already for the better and that kept it fresh. Building your own ship is fun but I feel like some weapons are NOT really useful. Maybe more strategies or builds would be nice to have. Overall I think the fleet system does not need to change but this question feels like you have something in mind which might work better. I like to try new things and like if strategies change, so I am open to a new system.
  • What aspects are most important in defining your civilization?
    • I like it when empires play different in the way of pop management, resources and possible fleet. So I like empires which have very specific different mechanics which is a challenge to work with and is fun to learn. Now I have played most types and wish there where new ones.
  • How do you set goals for yourself during gameplay? When do you set them, and how often do they change as you play?
    • At the start I would like to be the strongest/best by measuring up against other empires or friends. As the game goes on and things have settled I get goals like getting a specific enemy out of the way or making sure we win a crisis.
  • How important is the current Trade system, with routes collecting back to your Capital?
    • The trade system could be gone, it is a hassle and I bearly notice it. I mean by trade the trade routes.
  • Is colonization too easy? Should habitability and planet climate matter more?
    • This could be harder, I feel that it is quite easy to get a lot of systems in the early stages of the game.
  • Are there any Origins that should be Civics, or Civics that should be Origins?
    • More origins are always welcome, especially if they bring new way to play into the game.
  • 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?
    • The trade route system could be removed. Or can be better implemented maybe. I also feel that managing all the starbases + orbital rings is quite a lot of work expacially late game where there is a lot going on. I also feel that the ethics are also outdated or could use an update.
Besides the questions here are some opinions for feedback:
  • I feel that hivemind and robotics in general are to strong. Also not using assembly plants is basiaclly not an option, it is difficult to go all biological pops.
  • Megacorps are a bit under powered or at least they lose power in the later game from what I feel. A refresher of this empire type would be nice.
  • Maybe not all events or leviathens should occur in the game, I like the randomness of the galaxy. Like L-Gates, I would like there to be an options for it to be random when generating a galaxy and maybe rotate between different types of specific galaxy attributes. Maybe just like the endgame crisis let it rotate between other new fun galaxy quircks.
Thats it for now. If you like clarification about anything I have said, please let me know.

PS: Thanks for an awesome game! I love how you keep updating it and improving mechanics.
 
If you could remove one game system, what would it be?

Planetary economy. No, seriously.
There are many things that I don't like in Stellaris, but objectively speaking, I would still play it from time to time if not post-megacorp economy. I brought Stellaris slightly after Utopia, I believe, and at that times planets were source of resources that player use to do funny things, like monumental projects or war of aggression. With Megacorp-accompanying patch, planetary micromanagement became expected The Funny Thing To Do TM, with amount of attention and time it sinks.

Other grand strategy games I can think of - some total wars, some Paradox - have much simpler province economy. In case of CK2, it is mostly about building things when tech level is high enough. So with EU4. Total War: Rome 2 make it into regional minigame of maximizing output while balancing unhappiness - sounds similar, but note that there is only one output, one form of productivity tax (unhappiness), and game is still turn-based. Even Victoria 3 - game which is basically about building more building sectors to build more buildings - is less attention-burdening, as you at least do not have to time each and every building with pop growth.

I wanted to compare it to Civilization VI city management, but I think that is invalid comparison. As far as I see, Civ VI management is about big city projects, having big impact on city capacities. Stellaris is about tens or hundreds of gradual improvements, mostly the same, limited mostly by timing with pop grow.

And to be blunt, for being so massive part of game time, Stellaris planetary management is not even that funny. So we have to maximize output, while balancing housing and amenities, while also timing it all with POP growth. Where actually is fun expected to be in this system? In imagining that this planet is made of nothing but farms, while the other one is made of nothing but ironworks?

For the amount of flavor texts, it is also shockingly flavorless when looking at big picture. There are planets that produce raw resources, and planets that make them into five end products (science, alloys and three types of magical space substances). I canot help but note that Surviving Mars was way more daring, by using polymers, electronics and machine parts as final products. Actual final products, result of production chain, not raw resources just happening in natural environment.
 
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Аnd finally...
7) Are there any Origins that should be Civics, or Civics that should be Origins?

• Lately, I've always been playing with Prosperous Unification because I'm interested in learning how the base game feels right now (I even turned off the dlc). And I want to say that there should always be 1 origin and 2-3 civics that do not make changes to the game. I have identified 9 interesting civics with mechanics from 27 basic civics (Agrarian Idyll, Aristocratic Elite, Environmentalist, Exalted Priesthood, Feudal Society, Slave Guilds, Technocracy, Warrior Culture, Inward Perfection). The remaining basic civics can be reduced by 2-3 times. Please, add sorting by DLC to the selection of civics. It's always a problem for me to add a third civic that I need. Cutthroat Politics, Efficient Bureaucracy, Functional Architecture, Mining Guilds are just those basic civics that fit everything, since there are no requirements. I believe that more than 3 civics are not needed for one civilization (I support the current number).

8.1) If you could remove one game system, what would it be?

• Remove the ships' experience system. Even playing without DLC, I don't remember about it. And I absolutely do not use it in any way. I'm sure most of the commentators didn't remember about it either. Leave the ground battles as they are. Stellaris has never been about this. But they are needed otherwise logic will suffer. I only ask you to add the ability to hire 40 units without 40 clicks.

8.2) 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?

• Primarily. The species traits (biological/mechanical properties) need to be rework. Remove the traits for a direct bonus to resources. It's tedious to reassign a Pop with the right attribute to the right job. (I know about the auto-modding feature for an additional cost). But along with the rework of the habitability of planets and colonization, many traits can be added that open up additional possibilities. Gills for terrestrial species, something with heating for cold-blooded, exoskeleton for small ones, chitinous cover for protection from fauna and others. More differences for the species, not just the preferred world. The colonization program may eventually include mutations and implants, the use of medicines (a planetary solution for the species). Each pop goes through a period of adaptation (modification) during resettlement. We also need diseases, the ability to infect this particular species.
• Secondly. Another major topic for several DLCs is domestic politics. Factions can be against modifications, against rights for other species, against slavery for their own species (by the way, why can't I ban slavery only for a select species?), against resettlement, against wars, or the opposite. But the impact on the happiness of settlements is not interactive (not enough), although it is logical. Political action is needed, especially for democracy. The adoption of laws, for example, direct democracy through a virtual interface or psionic communication, which is not profitable for the criminal syndicate, but for the player it means that the community votes on all laws and we see support for each. But the same is only possible for one species in the empire (the rest are without voting rights).
• Other DLC suggestions are a trading system (in another question), crime (now with smuggling, after the new trading system), ecology and medicine, go'ulds from the Stargate (parasitic life forms, after the addition of medicine).

I have read a lot of comments and do not understand the players who ask to decrease the total number of ships (performance is understandable, delete the game to make it faster). Why do you play up to 20-th, 30-th repetitive technologies? Of course then you will have a huge fleet. It may be worth increasing the cost of technology. The custodian team has recently done this work, use the setting. Sorry for my objections.
No active abilities for ships. This is a grand strategy. Ships must be able to shoot themselves and use all systems, they have an admiral. I want to enjoy the results of preparation and see how the fight unfolds.
 
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Trade doesn't feel that important to me right now, but I would like it to feel more important. It would be really interesting and dynamic if the trade system that applies right now in your current empire extended to empires that you have a trade deal with. Such that, marauders or war enemies etc could block trade and actually make an impact on interstellar trade in a more direct way.
 
This is another addendum but I'd love to see an "Age of the Galaxy" setting where we can choose to spawn in a young galaxy (less archeology, more pre-FTLs/pre-saepients), or an old galaxy (already pre-established empires, maybe even gal-com established, but you gain a bonus to tech speed/anomaly discovery chance to "catch up"), etc. Just more options to make the early game (arguably the most unique part of Stellaris, since empires have a tendency to homogenize the later the game gets) different from game to game.
 
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I would consider myself a Stellaris veteran and have played this for several years. My 2cts:

Please stop making Stellaris gameplay more wide. Every new DLC and most mechanics in the game feel "bolted on". There are tons of mechanics that exist "in parallel" and it is easy (and usually of no big consequence or feedback about those) to simply forget about one aspect. For example I often totally forget about piracy or the Edicts or my factions...when one should really check that every month....

The thing I hate the most is the "goodie huts" anomalies, researching them feels repetitive and there is really no gameplay choices...you analyze them, get something nice. Boring.

The trade (and keeping the pirates in check) is tedious at best.

Ship design is inconsequential, or at least you can´t see if you are doing good or bad - battles are just chaos and mayhem and one watches the numbers tick down without any feedback (or chance to do anything except for clicking the "retreat" button) on what is really happening. I can´t even tell who is shooting at whom, if and how much damage shots do, and so on... The "frigates hack" to make torpedoes do "more damage to big ships" was a HUGE fall from grace and is the second worse departure from "reality" (after the arbitrary "influence" mechanic that keeps people from expanding too fast). WHY would a torpedo that hits a small ship do less damage than hitting a big ship? PLEASE!!

Ground combat is still a mystery to me - no idea what is happening and why one side is winning over the other side.

Space combat is "whack a mole" with the only goal being to shepherd your fleets to meet the other fleet with a numerical advantage, chasing each other and fleeing each other from system to system.

The spy system is a mystery to me.

Reminder to all devs: Complex is NOT equal to good.
 
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Galaxy Creation

Maps: We have the "realistic" star burst maps but it would be fun to have some of the more "traditional" 4x maps like continents (3+ massive clusters solely connected by wormholes or a special kind of hyper-lanes that open up early mid game), Islands (10+ smaller clusters) etc. We could even have weird ones where the galaxy loops around like a globe.

A golden example here is AoW4, I would love to see a similar amount of possibilities for creating a world/galaxy in Stellaris. Probably way too ambitious for a DLC but I would love something like that in a sequel.

What I would still like to see is "space terrain" or other space phenomena affecting gameplay. Nebulaes impossible to colonize, acting as space seas or Unstable hyperlanes damaging ships that serve as excellent choke points.
 
How important to you are the current systems that use individual Pops and Jobs in the planetary simulation?
The current abstraction of pops and jobs, while not particularly immersive when compared to systems like Victoria’s, is incredibly versatile and helps to keep things in like terms for empires which operate in vastly different ways. In the current system gestalts, anarchist communes, and fascist regimes all operate very similarly at the pops and jobs level. While that reduces variety in play style it allows the game to be more intuitive and approachable and gives all playstyles a similar amount of depth.

If we made significant changes to fleets, how much could we alter before it no longer felt like the game you love?
The fleet system is rather barebones, the rock paper scissors type fleet design system feels lackluster and not particularly useful. There is very little sunk cost in changing the weapon systems of your fleet to deal with different enemies making the choice of what to research and what to equip have no real weight or consequence. I usually go mostly with lasers just because I enjoy the aesthetics. Adding some sort of system by which your nation specializes in a particular weapons type or fleet doctrine would add significantly to the role playing flavor that the game already excels at. In short, you could alter the fleet system substantially without ruining any of the things I personally value about the game.

What aspects are most important in defining your civilization?
Species traits, government type, technological progress.

How do you set goals for yourself during gameplay? When do you set them, and how often do they change as you play?
I tend to set goals at the outset of the game, my civilizations origin, starting civics, and starting traits are all integral to playstyle with the selection of traditions, technologies, and ascendancy perks being more of secondary characteristics. This balance makes pivoting mid game feel kinda awkward and jarring but honestly I feel fine with that current balance.

How important is the current Trade system, with routes collecting back to your Capital?
I think that there are cool ways to iterate and improve on that system without completely replacing it but if that was on the table I wouldn’t be too fussed.

Is colonization too easy?
Yes, however I have played with mods to make it more complex and it ends up making a part of the game I ultimately don't find that interesting, overly tedious to the detriment of the rest of my experience.


Should habitability and planet climate matter more?
Perhaps? However I think that runs the risk of making an already RNG heavy title more RNG heavy, honestly maybe it should even matter less.

Are there any Origins that should be Civics, or Civics that should be Origins?
The three robo gestalt traits, Driven Assimilators, Determined Exterminators, and Rouge Servitors, should all probably be origins.

If you could remove one game system, what would it be?
Influence, it's a very strange abstraction and I believe that early game expanding your space into contested territory should have more to do with fleet based power projection and diplomacy than who generates more mana and builds a station first.

Which system would you make the central focus of an expansion?
Fleets, I think I would like to see some sort of fuel resource that represents fissile materials and hydrocarbons that the player can exploit to feed their power plants and fleets. Fleets should refuel at space ports and then have their fuel tick down as they travel and fight, this adds a layer of strategy and logistics to the game while keeping the system simple and easy to understand.

Is there a feature you want to enjoy, but feel the current implementation doesn’t quite work for you?
Energy credits as an abstraction in general. They represent both literal power and the galactic medium of exchange which at a surface level feels ok, but then you get into the weird situation of playing a mega corp and before even meeting anyone you’re generating all of your energy from trade? Literally powering ships off of commerce. Similarly the fact that when you make power on one planet it is transmitted anywhere across your empire to power anything including ships and mega structures. Split it into three resources, credits, energy, and fuel. Credits are a medium of exchange that need to be implemented by the galactic community in order to be traded between players and before that are only used to purchase goods on the internal market. Power is a planetary local resource created by power plants through inputs of fuel and labor that maintains your infrastructure. Fuel is consumed by fleets and power plants and is a resource like minerals that you find in space and on planets.
 
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First of all, I think the mission statements of this diary are great. I stand behind them all.

To me the most important part of Stellaris is open-ended interstellar civilization. That encompasses allowing a wide variety of civilizations that will adopt policy options that serve their needs, that society and culture pushes policy in ways we should expect, that we travel across space to discover and explore hidden wonders, that there are other varied civilizations, that we can have fun projecting authority over, and still play a compelling game when they dominate us.

What would make Stellaris no longer Stellaris anymore, would be divorcing society and culture from projections of power across the galaxy. A player's decisions on the galaxy stage should be informed by the player's decisions on the society's organization and values. I think the game does a fine job of this, through Origins, certain Civic restrictions, and of course the Ethics. Cutting back on societal variability would also make the game worse. Obviously game-breaking stuff needs to be kept in check, but the wider the options the better, as long as they make sense.

If I could have just one thing about the game changed, flags while playing a game. A stellar nation doesn't always remain the same over the years. The flag needs to be able to change with it. The forced Galactic Empire flag is also problematic. It should be among recommended choices, not the only one.

My longer-reaching desire is societal decay. I realize playing out the whole decay of a civilization wouldn't work for how Stellaris is set up, but it's the key to closing the loop in the simulation. Fallen empires and precursors exist to hint at societal decay, but those would just bake in automatically by running the simulation long enough.

Some other specifics:
  • Pops and Jobs - I don't mind the current method since it allows unlimited scalability, but at the same time that lack of limits sometimes feels arbitrary. They can lose meaning and make me feel lost in the numbers.
  • Habitability and Planet Size - My understanding of planet size has changed over time from the physical mass and volume of the whole planet to how much of the planet is habitable. The difference between planet size and habitability has gotten muddy. I think it might actually work to lean into this and rework habitability into how much of a planet can be inhabited.
  • Trade Routes - As they currently stand, I like their simple representation of something vastly more complex. I like how taking control of them properly in the face of piracy tends toward centralized development, rather than building stations only at borders and chokepoints. I would say they look arcane for newcomers. They need better presentation or a brief explanation or tutorial. Trade routes aren't sacred to me though, if something does the job better I would rather have that.
 
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Stellaris is a Living Game

This is absolutely still true, and it is why I still play this game after so many years. I seem to clock at least a few hours every week, as it is often my relaxing afterwork game.

Every Game is Different
We desire for players to experience a sense of novelty every time they start a game of Stellaris.

A sense of uncertainty and wonder about what could happen next is core to the Stellaris experience.

... Eh? I mean, there is uncertainty in terms of who your neighbors are, but you can almost design Empire builds around triggering certain events like Alien Box for the traits or saving a Dyson Swarm for Pulsating Stars as you are going to get either a huge energy or physics research result.

While the expansions have added a lot of events and mechanics, the base game events have gotten pretty repetitive and stale and could stand to see a block of additions added to get that feel of novelty back (I know every expansion adds more, but they tend to be limited in scope to just the expansion contents not the "this could happen anywhere" sort of base game ones). It'd be worth my money to see another Distant Stars or Ancient Relics style DLC (as this feels beyond the scope of a Custodian team update) that was just a block of events and stories to help make the pool the game draws from a little bigger.

Also, the weighting on their appearances could be changed (is this something that could be tagged to the map seed and further randomized?) so you don't see the same handful every game. I can't remember the last time that I saw the Brain Slug events or the Worm (years on the Worm, not since before MegaCorp so... years ago) while I also can't remember the last game in which I didn't find the Rubricator (I literally plan around using that Relic world as a Research & Refinery site during most games now).

What is Stellaris to you?
How does this match what you think Stellaris is, and where it should go? Would you change any of these vision statements?

I think the game still matches the vision statement, but also is still in that odd "neither fair nor foul" phase where it has its three feet (you weird three-legged xeno of a game) in the 4X, Grand Strategy, and RPG-Sim sectors and is awkwardly balancing between them. If I had to classify it as any of them I'd probably still call it a 4x game as that is where it feels the game systems are most rooted. It has the scale and scope of a Grand Strategy and some of the customization and narrative you'd expect more in an RPG-Sim, but it still feels like is draws lightly from those genres in ways that almost hurt the core experience more than add to it as it gives a taste of how it could lean heavier into those genres but not enough to feel like it really commits to the ideas.

How important to you are the current systems that use individual Pops and Jobs in the planetary simulation?

I like the current system more than the previous planetary tiles as those felt unnecessarily fiddly without adding any useful mechanical gameplay. Since this is ultimately a space-fantasy sim and not a colonial-government sim. I don't have any suggestions for an overhaul of it, though I would like a view to see how the empire factions are represented within the planetary population - one of the bits of a Faction overhaul suggestion I'll talk more on later.

(Though that could be an interesting Stellaris spin-off, a Stellaris (Sim) Colony where you are a colonial governor of some species and try to manage and improve your planet while the empire at large is off doing galactic-who-knows-what and you are charged with hitting production or output thresholds in your colony while readying it for invasion / worm attack / etc. Maybe even something as simple as a "Reigns" style colony sim maybe, where you swipe cards to enact your factions proposals... )

If we made significant changes to fleets, how much could we alter before it no longer felt like the game you love?

Probably alter it pretty heavily before it felt like a different game. In fact, I'd say that fleet composition and building probably matter less to me in play than the ability to move and command fleets around the map. A change to how fleets are organized feels needed in that a single ship is significant to your fleet in early game, but in later game it feels like anything less than a squadron level of reinforcement is pointless during a war (and tiny reinforcement fleets are easily picked off for annoying War Exhaustion hits), but you still have tasks that using an entire doomstack fleet feels overkill for (like when it comes to mopping up leftover starbases).

I'd like a more granular way to divvy ships up, more then just fleet management but also to other tasks in the empire. I.E. to assign a wing of ships to permanent tasks without them cluttering the fleet UI (like a couple of squadrons attached to a Trade hub that are permanently then on anti-pirate operations, or a border patrol fleet on a Bastion station that could be both defensive and on anti-cloaking assignments). It'd also double as a way to sort of mothball older designs without having to upgrade them or destroy them (or try flying them across the galaxy to a Scrappers enclave), just assign them to a less active as a reserve that is still providing a benefit but maybe isn't eating into Naval Capacity or cluttering the Outliner.

What aspects are most important in defining your civilization?

That's a question with two answers: mechanically in play, and ideally in design.

Design-wise, it is usually the starting Civics that most heavily influence my idea in defining my civilization. Especially some of the "can't be removed after game start" ones as those most radically affect how I'll be able to play the game. Some Origins have a comparable play effect, but the balance between them has me feeling like the Civics matter more as they get used by me more often than the more dramatic Origin starts do. (Plus, I play Ocean Paradise way too much so.. Yeah, Civics.)

Mechanically, especially early game, it is often feels like whatever skills my starting leaders spawned with have the greatest effect. A governor with a starting Unity %bonus means I might have my first Tradition a year or two earlier than one without, and without needing to build another building to force it. Or a Fertility Preacher means I'll have more pop growth early on which can scale things faster. A starting scientist with a +Research trait is a good bonus all game, but a starting scientist with a bonus to Anomaly Discover Chance might produce more science from those anomalies that my empire would otherwise be generating. All of these shake out eventually as tech and traditions build up, but it can feel mechanically significant and shape a lot of my early game experience and how I see my empire in early game.

How do you set goals for yourself during gameplay? When do you set them, and how often do they change as you play?

Usually in the Empire design stage. I'll often design an empire around trying to achieve a specific goal, like some of the Achievements I have yet to attain. This also usually includes an idea of which Ascension path I might head towards, and that is also usually the first thing that changes during play once I run into whatever Precursor or nearby Enclaves I have for that game.

After game start, the goals are usually smaller scope and more actionable: the Mycelium archeology site is way over there so lets expand that way, this neighbor is threatening so let's fortify this side of the empire and get ready for war, etc.

The goals I have trouble with still are tech rush ones as I can never quite remember the requirements for some of the higher tier techs and I don't usually want to bother looking those up during play to sort it out (I swear I'll correctly remember the requirements for Mega-Engineering one of these days...)

How important is the current Trade system, with routes collecting back to your Capital?

When I am playing my Aquatic Trawling Operation/Pharma State (+Naval Contractors) MegaCorp then the Trade System is vitally important. When playing a Hive Mind or Machine Intelligence then it is in no way whatsoever important. This is the problem with Trade as it stands: it feels like you either go all-in or avoid it entirely.

I'd like to see it overhauled into a Logistics system of which civilian Trade would be a component. You shouldn't be able to have a Forge world disconnected from the rest of your empire and still be spending the Alloys it generates without a secure logistics route back to your shipyards. Piracy should still exist for Hive Minds, not as rogue drones but as people stealing shipments of Minerals and Food coming from colonies further out.

The current trade route modifiers could be applied to all planetary production (that is the production that is in excess of the planet's consumption of it's own output) in that you are shipping those resources off-world to a Logistics Hub and then from that Hub back to the Capital. That would open up opportunities and added impact for economic warfare - being able to disrupt trade/logistics and actually give it some bite as it would affect more than just most players tiny bits of energy income (if their empire even uses Trade at all).

The system isn't a bad idea, just is too narrowly focused to matter in most games. Expanding it to cover all colonial production means there is the possibility of adding piracy and privateering mechanics for the players. Being able to have a Mercenary enclave and maybe pay them not to hire their fleet but to pay them to go privateering along a neighbors Logistic route would be an interesting trade-off.

Is colonization too easy? Should habitability and planet climate matter more?

I think it is more boring than easy. This is one of those places where I think the newer Situation mechanics would make all the difference.

Colonizing a planet shouldn't just be "I flung a ship at it and walked away to suddenly have a pop or two a few years later" but a narrative moment - an ongoing situation - where choices and events occur during the colonization rather than just a single pop-up at the end asking you if maybe you want to stop the planet from spinning or not. It should be a story, especially the first couple of colonies, where your people are learning how to do this right (represent this mechanically with a Colony skill modifier like the First Contact skill modifier maybe?) and events can occur where maybe you'll need to throw some more resources at the colony to help them overcome unexpected events or otherwise accept a slight delay to colony completion.

Also, running it as a situation means you could have colonization stances where you invest a bunch of additional income to speed up the colony construction to make it less tedious late game to start colonies (if your empire can blow planets up and wrap buildings around stars, it can probably drop an entire pre-fab city and make colonization a trivial challenge) or spend more time on the process of setting up a colony to increase your chance of those bonus Amenity / Immigration events (take the time to build an aesthetic colony instead of a quickly thrown together one). Again, a place where a Colonization skill modifier (replacing those Colony %speed techs with a bonus to Colonization skill) that ticks away at the Situation timer would make this something that could scale from the start of game to the end of game.

Are there any Origins that should be Civics, or Civics that should be Origins?

Yes, though I have a longer answer to that below as I think the entire Origin system needs a rework.

If you could remove one game system, what would it be?

Probably Ground Combat. It just isn't interesting. A planetary siege mechanic (again, maybe as a situation or something where both sides chose a stance and can change it between rolls, and events and choices fire as it progresses, with the actual speed still being decided by the inequality between forces, etc.). Just needs to be something other and better than "I drop a bunch of icons and they share a UI with enemy icons and health meters deplete and whoever has more icons wins" is... blegh :mad:.

I understand the need for simplicity and speed in it, as it draws away from the Space-Fantasy bits of the game and would be even more of a drag in multiplayer, but there have to be better options than the current system. It's to the point where I am more willing to apocalypse bombard worlds until all the pops are dead than bother hauling armies around some games. Especially in longer or multi-front wars.

Which system would you make the central focus of an expansion?

Factions, the Council, and Internal Politics.

This plays a little into how I'd like to see Ethics, Authorities, Civics, and Origins (and empire creation in general) re-worked but Factions and Internal Politics could use an overhaul. I'd like to see Factions be more significant and the Council better reflect your Empire's values and government.

As part of Empire creation I'd like to have you select the Factions that are part of your government, and represented by your ruling Council, by selecting them from a pool generated by the combination of your Ethics, Authority, and Civics.

Each Faction would provide one of the starting Council jobs of your empire (or in the case of Gestalts, be represented by one of the Nodes) and factions that overlapped would default to you choosing one of their secondary Council seats at game start. (i.e. If you make two Research based Faction choices (like Technocrats (from Technocracy) and Explorers Guild (from Eager Explorers), you'd then have the Minister of Research seat and a choice at the game start between one of the two Faction secondary seats - like Senior Science Director & Minister of Exploration.)

Factions then would have something they were attached to (either an Ethic, an Authority, or a Civic) and have an agenda and values (Ethics) they aspire towards. So from the example above of two different research-based Factions I'd argue that the Technocrats would lean towards Authoritarian and Materialist Ethics and have an agenda towards an increasing number of research jobs / research pacts but the Explorers Guild could provide the same Minister of Research seat but instead lean towards Xenophile & Pacifism and an agenda towards having a number of active science ships and open borders agreements with neighbors. Two factions provide the same Council benefit but encourage different goals during gameplay.

With this you'd have to eliminate the penalty for not having some of the default ones so if you don't choose a Faction with Minister of Defense as an option that should be a valid play choice without penalties but also without the benefits that the Council seat would offer. You'd still be able to use the "Expand Council Seats" agenda to add in the factions secondary seats, or any unused standard Empire seats (like the mentioned Minister of Defense if none of the factions would provide that seat), but it'd be a choice and represent how your government has adapted to galactic life versus something forced on you at game start regardless of which groups are part of your empires foundation. This would result in a Council that feels more representative of your empires actual governing Factions. Letting you choose starting Factions that actually feel like they fit your intent for the empire.

Moving from Factions to Internal Politics, these factions would all then have agendas, similar to the way that Democracy used to have goals (maybe still does, been a long time since I played it as I usually use Oligarchy these days) that the elected leader would have to achieve. Factions should have similar agendas that they want the nation to accomplish alongside something similar to the current policy likes & dislikes.

Unhappy factions should be a bigger influence on population unhappiness and planetary unhappiness. If you have a Faction representing the Marine Industries (i.e. Anglers or Trawling Operations) and a planet that is almost entirely filled with jobs / population that would be represented by / part of that factions then that planetary populations happiness should be affected more by that Factions opinion of your sitting government.

Growing and appeasing factions then could/should have an influence reflected upon your Empires ethics. If you have a Faction that is attached to the idea of Xenophile ethics and you keep appeasing it and it keeps growing in influence it would then follow that your Empire would be seeing a shift in ethics. This could result in event chains where protests and political discussion occur, a Situation where the issue has become so prevalent it has to be addressed and may result in a shift in Ethics and potentially active Council seats, etc.

With this Leaders would also have a visible Faction membership so Factions would want a Leader not just of their Ethic but of their Faction occupying their related Council seat (this would be a hidden drag on Empires that choose to have related Factions that share a Seat at start, like the Minister of Research example above, in that the seat occupant at any time would be a member of one of the two factions that make the seat available but couldn't be part of both so one faction will never be entirely happy about the seats occupant).

This could also involve events where the Factions force an early election with a vote of no confidence in a democratic or oligarchic leader (or even the occupant of a Council seat), or give a much more organic idea of why a rebellion would occur when a faction in your government isn't represented by leaders or has their agendas repeatedly ignored / overlooked. Events and agendas then could represent ways in which the Factions conflict, similar to the Cybernetic Church origin with the different factions conflicting but representing the Factions historical conflicts and current conflicts over how the government assigns and spends resources.

This could also make the Council more dynamic over the course of a game. A Council seat that promotes and provides a benefit to Science Ship exploration is a great thing in the start of a game, but late game where you are running out of things to explore you'd have to look at the Faction and your Council and choose if your government really still wants that faction around. Actions like the current Promote or Suppress Faction actions would be a way to alter your empires Faction & Council make up to support changes in game goals as your empire adapts to the changes in the galactic status quo.

This also could extend Faction mechanics towards the Gestalt empires that currently don't have any sort of internal faction mechanics. This could be represented as the differing nodes of the consciousness having competing drives and impulses. This also adds the idea that not every Gestalt would necessarily have identical nodes. A Devouring Swarm might have a Node that is just "Appetite" and adds some bonuses to things like purging or consuming xenos. A Terravore gestalt might similarly have a node that is weighted towards mineral production and the Consume Planet situation. Changing how Gestalt nodes work to reflect factions would both more variety to Gestalts but also open up the idea of events for Deviancy based more around what a node was doing and the idea that maybe an entire node could go deviant and rebel as a colonial split off faction, etc. This would be something to add more gameplay and events to a slice of empires that feel divorced from a lot of the other game mechanics by adding in the player balancing between the agendas of the nodes programmed priorities/biological urges.

Is there a feature you want to enjoy, but feel the current implementation doesn’t quite work for you?

Empire creation.

I mentioned above how I'd like to see the starting Council changed as part of empire creation, along with making your nations starting Factions part of empire creation. With that I'd like to see a rework on how Civics & Origins are divided up and how Ethics works.

Ethics are the simplest in that I'd like to see opposed Ethics balance as opposed to completely nullify each other. So if you put one pip into Spiritualist, you were limited to one less possible pips into the opposing Materialist (so you couldn't be Fanatic in oppositional elements but could dip your toes into each). So you could have an empire then that was 1 Spiritualist, 1 Materialist, 1 anything else but not 1 spiritualist & 2 fanatic materialist. This would open up the idea of having empires with opposing factions and Ethics within their government. (Which, I'd argue, is pretty representative of national politics today.) Since the strongest benefits are at the Fanatic level currently, this locks those out but could allow for a nation that has internal that sort of oppositional political conflict cooked right into it from game start.

In terms of Civics and Origins the changes I'd like to see are a bit more complicated. I'd like to see Origins split up into three parts:
a) Homeworld Style - What sort of place was it that the empire arose
b) Species Background - How the empire lived as they came to be
c) Agenda (or "Why go to the stars")

Homeworld Style is the simplest:
- Planet
- Habitat
- Ringworld
(- also Mothership, but I'll talk about that below)

This is the starting setup and would see your initial population/district/building values as balanced. Simply being on a Habitat or a Ringworld is a big deal, but it feels less interesting than why your people are on there and having it be the entire Origin always felt limiting in how things could play out in the game. I'll provide some examples below.

Species Background is about how your species came to be the dominant one on the planet. Why is your species the ruling species. For example:
- Prosperous Unification (we all just got along)
- Syncretic Evolution (we are in charge, but look at these cute sidekicks)
- Mechanist (we are in charge and we built robots to make sure we are)
- Lost Colony (we didn't start here but are here now)
- From the Ashes (we used to be great, but are rebuilding from the ruins)
- Subterranean (we built underground to outlast threats)
- Ocean Paradise (all beaches and great waves, all the time)
- Natural Design (we genemodded ourselves into being dominant)
- etc.

And then finally Agenda which is why your species is heading out into space, these are the ones more likely to be limited by the previous choices and are a bit more recognizable.
- any background - Fear of the Dark
- any background - Slingshot to the Stars
- any background -Teachers of the Shroud
- any background - Eager Explorers (this feels like it should be part of your origin and not a political choice)
- any background - Fanatic Purifiers
- any background - Inward Perfection
- any background - Armageddon
- P.U./S.E./M/S/O.P. - Under One Rule (we are number one with the number one boss person!)
- Lost Colony - Finding our Home (traditional lost colony start)
- Lost Colony - Payback (crashed slave ship now seeking payback against the slavers)
- Lost Colony - Broken Shackles (crashed slave ship now seeking emancipation for all)
- From the Ashes - Relic World
- From the Ashes - On the Shoulders of Giants
- etc.

This isn't a complete list but more of an idea of how they could synergize. It isn't a perfect list either (still not sure about where a few of them should be in the list) but I like this idea because it opens Origins up for things like:

Ringworld - From the Ashes - Fear of the Dark
- You have a ringworld start with a species that is climbing back out of a technological dark age and your species has fragmented with you ruling one ringworld segment and the other half ruling another segment and acting out of fear of whatever shattered the ring in the distant past.

Habitat - Lost Colony - Payback
- You start in a habitat with a disabled slave ship in orbit around it as the habitat was originally a slave processing station. Now you seek to learn the technology of the people who grabbed all of you and pay them back from ripping you from your homeworlds.

Planetary - Subterranean - Inward Perfection
- We are quite happy underground by ourselves. Please go away now.

Habitat - Mechanist - Armageddon
- Your species went to space and moved into orbital habitats, which are now falling apart and you lack the tech to repair them. Thankfully your robot servants are pretty sturdy and can help colonize a new home for you in the few years left before your final habitat breaks apart.

Personally I feel that any Civic that is permanent should be something other than a Civic. Either part of the Origin as an Agenda or Background (as above as part of Empire creation) or maybe as an Ascension Perk, but Civics have always felt to me like things that should all be able to be changed during the game as your empires politics adapt to the reality of the universe.


Other Things I'd Like to See:

Espionage needs love badly.
As a simple fix I'd like to see all of the Espionage actions swapped over to being Situations and allow you to run more than one at a time against the same empire. You could handicap it with each additional action against the Empire increasing the difficulty for all active situations taking place that targets them.

Right now only being able to do one espionage action at a time, and some of them taking years to complete, feels very limiting and something I entirely forget I have going most of the time. Putting them into the Outliner as a Situation would make it more visible and again allow for the Situation mechanics to have players make decisions about how the situations are progressing, show progress towards completion, and fire off events at certain thresholds of completion.

Similarly I'd like to see Espionage actions be able to target specific fleets and shipyards for sabotage if you have visibility on them. This would make cloaked fleets more useful as you'd be able to send them into enemy territory to get visibility on enemy targets instead of the current situation of starting a Sabotage espionage act and having it hit a random target somewhere in the empire and never quite being sure where. Plus, requiring visibility allows you to defend against it with anti-cloaking starbases and encryption technologies to reduce enemy vision of your territory. It adds weight to all of those systems and would make it a strategic choice instead of just an influence dump.

Seeing espionage work with more recent DLCs would also be nice. Being able to steal gene data or collection bits from Galactic Archives or have starting a Cosmic Storm be an expensive espionage action instead of something with a science ship (why does every new bit of content seem to be built around science ships?).


Also, a Mothership style starting world / Origin.
Having your species start the game with a Titan-scale mobile habitat that is the ark your species built to leave it's homeworld alongside a pair of science ships and a construction ship. No starting fleet. Starting system would have a Wormhole, or some other anomalous means by which the Mothership arrived in that part of the galaxy far distant from the species original homeworld.

This would start out like a habitat with some pre-built districts (hydroponics for food, recycling to turn minerals into alloys & consumer goods) that would gain additional output by orbiting deposits that it would be able to exploit while it remained in orbit. Give it a single shipyard so it could build colony ships to settle planets but the only weapons the Mothership while be equipped with would be Point Defense weapons.

It'd be a big slow lump of a ship useful in the early game, but since you can't build a second one and it houses your population you wouldn't want to use it offensively (also, slow as molasses).

Again this could be paired with Origin Agendas (see above) like "Armageddon" could have the ship on a timer to breakdown. When the timer ran down it would turn into a broken megastructure site (that you could then later turn into a Science Nexus or Mega-Art Installation or similar after you get Mega-Engineering as you repurpose the mothership framework and skip the initial stage). Similarly, this would happen if it was destroyed or after 100 years for non-Armageddon starts as your technology base moves away from what built the mothership and it just isn't repairable anymore.

Or a Payback start where the mothership was instead used for bulk slave transportation but the slaves took it over, etc.

Or a Clone Army start where it was originally the mobile barracks / training platform for a war they never managed to arrive at.

It'd be another interesting variety to start options, a DLC idea on par with a Species pack sized DLC with art elements for the Mothership ship design and writing and design elements for how it would have unique starting setups and events and situations based upon the ship and its history.
 
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So this is the first time I post here after over 1500h of playing.

I want to say, that I did really enjoy the last couple or triple DLCs. I dont really mind changing individual systems within the game - thats how it always has been.

I want to add a couple of things though:
I love the randomness of the game and the galaxy but sometimes I have an issue with the precursors: We now have 8 or 9 where we used to have 4 or 5 and the impact these have on the game are pretty major because of the unique techs and artifacts. Sometimes I have something pretty specific in mind like Catalytic Processing where I really want the Grunur or a Machine empire where I really dont want the Grunur.

Now with 9 precursors I sometimes see myself restarting over 20ish times to get a game going and that takes time and is annoying. My suggestion is a sort of pick and ban system. It could be turned of in mulitplayer if the host wants to buth otherwise you should be able to ban some or pick a couple of precursors you want to see. If the player is so inclined they could just leave all on too.


And the other thing I want to say is that I love random events in the game and I think more are straight up better. There are a lot of systems that have few events/anomalies that could use some - species traits and espionage come to mind. But thats not really it. Back in the day we used to have events with outcomes that depend on your ethics and Id love to see events and anomalies be more crosspolinating.

You get the Ore Vains event and are a Lithoid that produces Crystals - get some more crystals. You species trait is +25% minerals - get something for it. Thats just the minor studf but there could also be events that only pop up if certain conditions have been met (those exist I know) but lets say you get events i you are militaristic or strong or are the Knights if the Toxic God when the Khan awakens and so on and so on.


Our empires are so customized and thats cool but that mostly impacts the way we handle the economy but rarely does it feel like the role we play actually changes the way we interact with the galaxy or how we react to what happens on the galactic stage. We get events if another empire starts going psionic but thats but a notification. For most empires thats fine but spirtistualist empires should be amazed and br spurred on while other should be enraged maybe gaining a casus belli.


If you are a guardian matrix and the readirf shield gets passed you should somehow react to that.


I dont need any of these events or rewards to be extreme or major but some interaction between these many many systems would be awesome in my mind.
 
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I want to add another voice behind calling attention to the bad gamefeel of mechanics spread. Astral actions are a good example - I really love the actual rifts and the individual actions range from fine to awesome, but in a game with edicts, policies, traditions, relics, research, council agendas, alien artefact actions and a half dozen other button pressing screens did we really need another UI window exclusive to astral actions instead of leveraging the existing mechanics and UI? The most glaring is lateral artefacting which absolutely should be just a button on the relics UI itself.

I'd love to see a few patch cycles of consolidation and integration. Purely "content" DLC alongside free updates focused on stripping mechanics bloat and better integrating the systems with each other.

And it's been 8 years - just make your lives easier and make habitats core already. Move all the megacorp megastructures to utopia, add a trade megastructure + some new base civics to megacorp, and add an option to turn off random criminal megacorps and I promise you people will be far too happy at the increased coherency to get upset over a pair of 7+ years old DLCs getting reconfigured a bit.

Heck, rename Utopia to "Hivemind", add some more civics, and shove all the generic empire stuff from utopia/megacorp to core. Really give yourselves a solid foundation to build on!
 
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  • How important to you are the current systems that use individual Pops and Jobs in the planetary simulation?
    • It's good as is, no need to change
  • If we made significant changes to fleets, how much could we alter before it no longer felt like the game you love?
    • Happy to see whatever happens, but really want more terrain or map based obstacles in the game to increase tactical depth. You remember where your battles happen in Civ because the terrain is memorable.
  • What aspects are most important in defining your civilization?
    • Everything : D! Civics, traits, graphics, event texts! Every little thing matters to create the immersion and roleplay! Also maybe give us 3 civics instead of 2? Makes your civilization more unique and more interesting combinations.
  • How do you set goals for yourself during gameplay? When do you set them, and how often do they change as you play?
    • When I first create the empire and then I don't change. I pick the empire based on what I want to do.
  • How important is the current Trade system, with routes collecting back to your Capital?
    • Want more unique mechanisms and interaction for trade with other empires. Stellaris started off focusing too frequently on numbers and not enough on interesting mechanics (check out Cosmic Encounters the boardgame for interesting mechanics)
  • Is colonization too easy? Should habitability and planet climate matter more?
    • Feels just about right, but maybe just less planets and more space between planets to make it feel more like space?
  • Are there any Origins that should be Civics, or Civics that should be Origins?
    • Too many weak civics that should just be combined together for more meaningful civics (think byzantine bureaucracy and efficient bureaucracy)
  • 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?
    • Don't remove! More systems, more depth! Fix ground combat and espionage. Eliminate death stacking and force people to spread their navy over wider areas like in real life. Revisit how megacorps interact with each other? Allow 2 or more megacorps on a planet and have them economically fight for market share of planets?
 
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