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Stellaris Dev Diary #362 - Overwhelming Forum Power

Hi everyone!

Today we’re going over the release notes from Tuesday, talking about the further plans for the Circinus cycle, and exploring the reaction to last week’s dev diary, The Vision.

3.14.159 Release Notes​

We released the 3.14.159 patch on Tuesday, and these were the release notes:

Improvements​

  • By popular request, greatly expanded the basement storage of the Grand Archive. You now have 18 slots of overflow instead of 4.
  • Replaced the Mysterious Labyrinth event image
  • The Metalheads AI personality can be gained by Individualist Machines or Organic empires that are Very Strong (instead of just Strong)

Balance​

  • The Treasure Hunter Origin now starts leaders with level 3 of Adventurous Spirit, meaning it should no longer constantly be offered as an upgrade.

Bugfixes​

  • Add Beastport, Hatchery and Vivarium Tank to orbital rings, and add Shipyard exclusion rules
  • Added a hyphen to the X-Ray Eye Beam mutation
  • Added the missing loc to Sapient Specimen species rights
  • Added the missing space in the credits' title
  • Added the missing word "Food" to the Arboreal World planet modifier
  • Adjusted perfected genes concept tooltip to align with reality
  • Cyber Democracies no longer get leaders without upkeep
  • Fallback to Weapon ranges if strike craft is used but there's no strike craft component range
  • Fix a bug where, under certain circumstances, a Grand Archive was still considered destroyed after being rebuilt
  • Fix a crash where an AI could capture fauna even if they shouldn't be able to.
  • Fix Captain Ness not being legendary
  • Fix Large Shard Accelerator tags
  • Fix livestock modifier for Wrangler jobs
  • Fix Mutations' Strike Crafts behaviour
  • Fix Mysterious Chart event chain that could get blocked
  • Fix Primal Leaders not being renowned
  • Fix scores for Grand Archive Relics
  • Fix Space Amoebas being hostile to Beastmasters bespite Amoeboid Pacification
  • Fixed some Black Needle ships not displaying their bow section
  • Fixed 2 cosmic storms projects not requiring scientists
  • Gravity Snares can now only re-target to fleets they can capture
  • Gravity Storms no longer cause Obsessed Gestalts to crave consumer goods for their drones
  • Habitat Orbitals should no longer attempt to evade enemy fleets
  • Habitat System Control now provide a Roboticist job for Individual Machines.
  • It is now possible to use Space Fauna as the federation's fleets
  • Reanimated space fauna uses half ship size of their living counterpart
  • Removed tooltip for GOG and MS store achievements to require login to paradox account since this is not the case.
  • Rogue Servitors are now also on energy duty during Gravity Storms
  • Ships modifiers are correctly updated with their new fleet's modifiers before fleet's values calculation
  • Space Fauna uses every components to calculate range
  • Specimens acquired from trades now don't trigger Galactic Curators' unity bonus
  • The Alien Box Event no longer has a nonsensical tooltip for gestalt empires.
  • The Tachyon Beam mutations have found their way to the Tachyon Lance technology.
  • Told the Artillery combat computers to stay at max range
  • Voidworms shouldn't attack empires with Voidworm Immunity before crisis

Stability​

  • Defensive check for nullobj when dealing with auto exploration orders
  • Fix crash when Voidworms try to act on empty fleets
  • Fixed issue with diplomatic distances differences after hotjoin/resync leading to OOS
  • Fixing potential crash when trying to create a ship from a scripted design that contains unusable components for the creator
  • Fixed potential CTD when using FromFromFrom scope in "on_planets_zero_pops" on action
  • Fixes CTD on espionage operation phase tooltip
  • Fixes CTD when ship is killed by missile

Please keep posting any bugs and Out of Syncs you encounter in the bug report forum. Saves able to reproduce the bugs make the fixing go much more smoothly.

If all goes according to plan, we currently expect to have another patch, 3.14.1592, a couple of weeks from now.

The Vision, Continued​

Last week we posted a dev diary on The Vision of Stellaris, and the response has been absolutely overwhelming. As of writing this dev diary, we’re up to around a thousand detailed responses split across various platforms, and we’re reading all of them. I’ve been reading and taking notes since the dev diary was posted, and it’ll take us a little while to get through all of it.

I’m absolutely thrilled with the amount of feedback and the high quality, constructive nature of pretty much every single post. Thank you, everyone.

As a quick initial summary, there seems to be a general consensus with the vision statements, and a high level of support for future changes that improve the game, even if they change existing systems. There seemed to be a pretty strong agreement for exploring alternative systems - especially when it comes to warfare resolution and fleets. There were more diverse feelings around the current pops and job systems, but a large number of you want a more performant system as long as it still captures the general fantasies of the current one. Many of you appear to strongly dislike the current trade system or are at best ambivalent towards it.

The Stellaris community also appears to be much more willing to embrace change than many others - not too surprising considering the number of major changes we’ve made since launch.

Next Week​

Next week we’ll review the changes that Stellaris has undergone over the years, go into more detail about more of the conclusions I’ve reached based on the feedback you’ve given, and might have some preliminary release notes for 3.14.1592.

See you then!

 
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major changes we’ve made since launch
I think the only system left intact from launch is the tech cards.
 
This might not be the place for it, but I have two personal ideas for how I envision a "better" Stellaris regarding its current systems, and mainly just want to share them:

1.) I would be interested in a pop rework that reduces the overall numeric value (possibly related to planet size?) in exchange for greater resource buffs. Although, population weight would also need to be adjusted...

2.) Personally, I believe that the introduction of ship roles could allow for a simplified small-medium-large vessel layout (as opposed to corvettes and frigates, cruisers and battleships). Maybe this could also allow for a triangular combat relationship?

Whatever the case, I'm excited for what's in store for Stellaris this year!
 
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2.) Personally, I believe that the introduction of ship roles could allow for a simplified small-medium-large vessel layout (as opposed to corvettes and frigates, cruisers and battleships). Maybe this could also allow for a triangular combat relationship?
I just beg and pray they don't turn it into HOI or EU's combat system like people keep suggesting.

The war exhaustion system and politics behind resolving wars is one thing but for the love of god I do not want the other warfare systems somehow ported to Stellars.
 
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I just beg and pray they don't turn it into HOI or EU's combat system like people keep suggesting.

The war exhaustion system and politics behind resolving wars is one thing but for the love of god I do not want the other warfare systems somehow ported to Stellars.

Stellaris does need a better war resolution system.

- I don't want my whole Federation dragged into a member's revolt / uprising / vassal betrayal.

- I don't want to be stuck in a forever war because my Federation each captured 1/3 of the target so the target thinks it is 2/3 alive, when it is not.

- Vassal negotiations need to show existing defense treaties & unusual CBs available on the vassal (e.g. FE CB for settling a Holy World), and if there's a Vassal Contract created, it should usually end the existing defense treaties -- creating a truce for 10 years on the part of the Overlord, who assumes responsibility for the treaty as part of the subjugation.

Basically, instead of creating annoying pre-WW1 webs of conflicting space treaties, remove potentially conflicting treaties early (and fairly).

========

I'm not sure if Overlords should be able to have a Federation with both Vassals and non-Vassals. A bunch of complexity seems to result from those cases, and they can have some conflicting flavor, but also I do love the idea of a MegaCorp with a forced-vassal Trade League ("Welcome to the Free Market! No, you can never leave.") and there are probably other use-cases for Vassals in a Federation.

So I think those should get a long, hard look too. Disentangling the more complex and potentially conflicting forced-war cases, especially the ones where the player isn't war leader.

========

On the subject of War Leader role, I kinda hate that the role exists (when it's not me).

War should end with a trade negotiation between all relevant parties, using warscore and prior claims to "buy" occupied systems and force resource reparations.

Empires should also be allowed to exit a war early (at some cost, perhaps diplomatic, or perhaps just a penalty multiplier on warscore to enforce claims).

If an empire is at 100% WE, perhaps that's also a penalty multiplier on warscore -- so ending a war earlier can be more beneficial.

========

Overall, the game has increased in complexity, and the war resolution system needs to catch up.

With Federations and Overlords now adding structure to empire relations, the war resolution mechanics need to handle those structures better.
 
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I agree about performance, a game can be wonderful, but if it bricks a player's computer and forces to left a game unfinished, it's better a good game that runs fluidly to it's end.
Of course, if it can be both wonderful and fast, it's even better.
 
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The way wars work politically has been a mess since forever, especially in how restrictive it is. One example is being stuck as a vassal forever because you can't declare an independence war against your overlord because they keep getting into unrelated wars followed by truces. Another is the abruptness of forced status quo peace.

The actual fighting doesn't need a rework though, only bugfixes to ship behaviour. I'm very worried about big reworks to systems that are conceptually sound already, because of how badly things went for years after the big 2.2 economy change. That's why I also really hope they don't change the pops and jobs system again. It works now, please don't break it.
 
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I see a lot of different mechanics fighting for the limited player attention span, to the point we constantly forget of things like placing modules on an upgraded starbase, forgetting to buy a reliquary, anomalies that you forget and skip, space fauna study projects piling up, vivarium constantly screaming for management (auto cull is a disaster), minor artifact decision no longer on cooldown, flash forge hyper relay notification screaming (and it is terrible), and so much more; multiplied by eleven during a total war where you have so many new planets and starbases to manage (like colonies with a hodge podge of 1-2 of every single district type).

image0-3.gif
 
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  • The Metalheads AI personality can be gained by Individualist Machines or Organic empires that are Very Strong (instead of just Strong)


Does this mean they must be very strong or that very strong and strong work? I use more than one metalhead race as fun NPC in all my games
 
I'm very worried about big reworks to systems that are conceptually sound already, because of how badly things went for years after the big 2.2 economy change. That's why I also really hope they don't change the pops and jobs system again. It works now, please don't break it.
Yeah seeing that the feedback is that large changes are welcomed by this community seems at odds with the receptions to all the large changes we have actually had: FTL in 2.1, Planets and Pops in 2.2, Pop Growth in 3.0(mitigated by Sliders), Leaders in Paragon(very polarized).

I certainly don't mind the objectives most of these set out to accomplish, only the way that they were implemented, were simply tacked on, or were outright gamey solutions to prior massive changes(3.0 solving the Pop lag introduced in 2.2). I am seeing a lot of posts lately though that propose change for it's own sake, either because something hasn't been changed lately(without any reasoning why it's currently an issue or any suggestions for improvement), or because the users have become burned out on that one aspect of the game they personally disengage from after seeing it too many times.

I would highlight three things most of the big sweeping reworks have failed in:
  • Transferring the functionality of the old system
    • 2.1 FTL changes, well that was sort of the point
    • 2.2 Planets and Pops lost quite a bit of focus in exchange for expanded scope; it reduced quality of life for multi-Species Growth and Empires in my opinion, relegated Species Pack Portraits to the second page of the Planet Window, Job interactions in drop down lists, and Resettlement to a sub-window.
    • 3.8 removed most opportunities to prepare replacement Leaders for all the RNG deaths they encounter
  • Did not integrate well with other systems
    • 3.0 Growth changes had negative effects on Resettlement for some time
    • 3.4 Overlord let you ignore 3.0s changes, while your opponents suffered all the penalties to Growth
    • 3.7 affected Caravaneers for the worse by leaving your territory before the situation is resolved, and upended Influence gains from Contacts by adding an RNG time race element or removed it entirely by having your enemies trade Communications
    • 3.8 Paragons left empty silhouettes on most Fleets and Planets
  • Broke things
    • 2.2 broke the economy, the AI, Growth, Megastructures, performance, and these forums
I agree that the Devs have been making progress, particularly since the introduction of the Curator team, and feel a lot of Systems simply need more work and attention rather than complete remodels.
 
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In singleplayer games I usually don't even bother trading resources with AI and I buy or sell them on the market instead. I'm a super fan of Fallen empires so I hope they'll have a rework as well. Cheers to the Stellaris team, Fortune favors the bold! :)

I find it occasionally useful to trade with other Empires instead of just using the market. If the market price is too high for a resource(usually minerals) I want, I can sometimes get it cheaper by trading another resource I've got in abundance.

I actually like the trade system, my only issue is that linking stations is pointless busy work that feels like it should happen automatically, and that the map mode doesn’t adequately communicate volume or collection ranges at a glance.
But I am happy to see some alternatives!

I'd be happy with the current Trade system if the amount gained from a TV deposit wasn't so insignificantly small. When I can have a Trade-focused planet generating hundreds or thousands of TV, a deposit of 2-7 TV isn't really adding much. Even non trade-focused planets generate a couple of hundred of TV.
 
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Since it wasn't a topic originally conversation, I'd like to bring up some thoughts that weren't covered. But if I have all of them in one post it'll get way too big for one day so I'll cover individual topics in separate posts.

Today's thoughts: Starbases, Titans, Jugs, and Weapons


On starbases:

Let's face it, starbases suck currently. Every single starbase you build is the same with very little variation because there is no reason to do so otherwise. Every starbase is pretty much:
6x Anchorage
1x Naval Logistics Office
1x Hydroponics Bays
1x Resource Silo
1x This Space for Rent

Mostly because of a few niche cases (shipyards which you only need 1 or 2 of) there is no reason to use anything else. So here are my thoughts on starbase components and proposed overhaul of them.

Defensive Modules/Buildings and Customization:
Defensive buildings have one single problem:

They're worthless. No, less than worthless. No one uses gun batteries or missile (torpedo) buildings. Part of the problem is lack of starbase customizability (though that's another thought later down the line). What good is adding more medium slots to the starbase when it's just going to fill them with stupid garbage?
The other problem is that they they don't scale with the starbase in question.

The only two defense modules even worth a darn are the Hangar and the Ancient Rampart. And even those are questionable. When it comes right down to it, I'd say it's better to just fill them with anchorages than to use any of them, so you can have a bigger fleet for defense than try to stuff 6/12 more defense platforms in.

One mod (that I indirectly used as a part of NSC when I still used that mod. I haven't in years so I don't know if that's still the case) was Starbases Expanded. Its solution was to give you more starbase slots and more defensive items. I don't think the former is necessary as I have a much more elegant solution for it:

Starbase Module/Building Scaling
Basically it works like this: The bigger you make your starbase, the more of an effect the starbase modules have. FOr example, the gun battery at the start only gives you 1 M slot. However, once you upgrade it to a starhold, they give 2. Then 4 when a star fort, then when upgraded to a citadel, it gives 8. Its bonuses to shields and armor increase as well, but not as dramatically. This would help starbases stay ahead of the curb without requiring you to use unyielding as a crutch or stack it full of defense platforms to make it able to take on even a modest fleet.

Which is another problem with starbases, their lack of alt options, over-reliance on defense platforms for the bulk of their defense (and again, there's only one or two real options there) and flexibility. I'll come back to that later.


First off, defensive modules. I'd propose the following:

  • Starbase weapon modules no longer grant bonuses to armor or hull. That gets put on a different building that adds a lump sum.
  • Also ditch trade protection addage because that system is both outdated and dumb. how does a gun on a starbase add trade protection a few systems over? That makes no sense.
  • They don't add defensive platforms either since I propose a building that does that.
  • For orbital rings, all defensive weapon sections are multiplied by 2x. Otherwise they're just less effective versions of existing starbase items.

Modules:
  • Small Battery: Adds 2/4/8/16 small slots to starbase
  • Point Defense Battery: adds 2/4/8/16 point defense slots to starbase
  • Medium Battery: Gun Battery should get renamed for clarification. Adds 1/2/4/8 medium slots.
  • Hanagar Bay: Adds 1/2/4/8 H slots.
  • Torpedo Launcher: Non-Energy Torpedo gains +100% range (doesn't stack) to make them not useless. Energy torpedo gains +25% fire rate. adds 1/2/3/4 torpedo slots.
  • Large Battery: Requires starhold or better. Adds 1/2/3 large slots.
  • X slot: Requires starfort or better. Adds 1/2 X slots.
Buildings:
  • T Slot Battery: Adds a Single T slot weapon. Requires Citadel.
  • Defense Platform Hangar: Adds 5/10/15/20 defense platform slots.
  • Defense Reinforcement: Adds 3/6/9/12 aux slots and increases shields, armor,and hull by 5/10/15/20%
  • Utility Additions: Adds 1/2/3/4 Utility Slots
  • Disruption Field Generator: Reduces enemy Ship Shielding by 5/10/15/20%
  • Nanite Drone Swarm: Friendly Ships gain +1/2/3/5% hull and armor repair when in system. Enemy ships have regen blocked by that amount.

Customization:

I realize that Starbase customization would not be feasible. So here's my compromise: A bunch of buttons and a slider on the starbase that lets you adjust some things. Namely the favored loadout and shield/armor ratio:
AD_4nXdfRBH7ndgX9WjBHYLgMv0ONuLIDBfGANbNLaEVCfQBWCYxAVqGkbq_aQkAd7i_5rSHoqJK7hPZCXhLAj38xYurjp6fJVL5ta30KdycbIi4kUm3ypMilrGK2lzYCO80GxFwqC4DcauT8fZM0ZVT9fXr4I6Y


(Yes I know my paint skills are crap. Bear with me here. It's just a rough idea.)

Basically the buttons on the upper right would tell it what weapons to favor. X would be default: Use anything it feels like. Laser would tell it to favor non-bypass energy weapons (lasers, plasma cannons, etc). The Gun battery would tell it to favor kinetics: autocannons, kinetic artillery, or kinetic guns. The missile would tell it to try to use missiles wherever possible. The disruptors icon would tell it to use disruptors, arc emitters, or cloud lightning.

The slider on the upper right would tell it what ratio to fill its shield and armor slots. Sliding it all the way right would tell it to it to equip only armor. Sliding it all the way left would tell it to forgo them in exchange for shields. Handy if you're focusing on shields or if the starbase is in a pulsar system.
Economic modules/buildings

Unfortunately they aren't balanced here either. As I said, the only thing useful on starbases right now are anchorages (and shipyards obviously though you only need one or two bases full of those. And once you have the Megashipyard you don't even need those anymore.) Barring some niche cases, every starbase runs the same config because there's simply no reason to run anything else.

I'll give my thoughts on existing items first. And how to change them.

Trade Hub: Let's face it, no one builds these anymore. Why? Because 1st off space trade deposits are so minuscule that it's not worth collecting. And also it makes no sense. Why is there 'trade' on some random asteroid out in space? What, is there a single clerk sitting at desk on some lonely asteroid or a gas station sitting all by its lonesome on a toxic world or something? What is going on there?

It also does not help matters that trade itself is an all-or-nothing thing. You either go all in on it or you simply ignore it in leu of normal energy income methods. And the niche builds that do the former also tend to be very tall (IE: Trade Ring.)

Jokes aside, my proposed change here is no more trade deposits cause that makes no sense and is bothersome. So instead, trade modules would simply increase trade in the system by +1$/+1.25%/+1.5%/+2% each.

Also no more starting with a trade hub in your home system because again, there's no reason to keep that and everyone just deletes the trade hub in favor for another shipyard.

Solar Array Network:
Aka "Trade Hub but actually useful." Too bad they're kinda static. And not worth using over anchorages (especially midgame). And only available to Gestalts, for some odd reason.
1st proposition change is obviously is cut out the 'gestalt only' nonsense. Everyone should get them now.
Second and bigger one is that rather than the simple starbase scaling I proposed thusfar, instead it scales with environment. Namely, the star(s) its orbiting. Brighter stars produce more, dimmer ones produce less.

  • Pulsar: 12 Energy
  • Class A/Neutron: 10
  • Class B: 6
  • Class F: 4
  • Glass G: 3
  • Class K: 2
  • Class M: 1
  • Brown star/black hole: Too dim
If in a binary or trinary system also takes into account the stars nearby. If they're clustered together, it simply adds all their value together. If they're separate, the starbase takes the closest one, then the other's value is divided in half and then added.

This would make solar arrays more strategic, not something you'd want to just put down willy nilly.


Hydroponics Bay:
Problem right now is that it's too much of a brainless take as a building. Not to mention it invalidates farmers for a good chunk of the game. Everyone takes this as a building slot because... well... why wouldn't you? There's no reason not to. You can just have your anchorages and plop a hydro bay into a building slot. No choices or thought process put into it.

My proposition is to bump up hydroponics bay into a module, while reducing the food given by it to 2/3/4/5, making it so you can't just brainlessly slap it onto every starbase anymore, or run your whole food economy on starbases alone unless you dedicate a whole bunch of them to it. Also increases food output from food deposits by 5/10/15/20%.

Nebula Refinery
Proposition is that it scales with starbase size now. Starts at default value but scales up by 2/3/4x as starbase increases.

Anchorage:

As mentioned, it's too much of a brainless take to just plop these on every starbase to build anything else, just because it's that useful and because nothing else is. Not to mention that more ships = more lag. My proposition is to reduce this to a building. It now adds 3/6/9/12 naval capacity. The Naval Logistics office goes the way of the doto and its tech just adds +1/2/3/4 to the building.

New Modules

Okay so I went over the existing ones, now for ideas on new ones.
Mining Hub:

Yes I know it already technically exists but right now it's just a civic specific upgrade to the solar array. This version would be its own thing. It inceases mineral and strategic resources from mining stations in the system by +2/4/8/12% each.

(x)Research Station Datahub:
Increases Research from research stations by 5/10/15/20%. One for each type to prevent them from becoming the catch all.

Alloy Hub:
Increases alloy output of mining stations by 5/10/15/20%.
Also replaces 4/3/2/1 minerals of any mineral deposits with 1 alloy. Does not stack with the above.

I'm sure someone can think of more but that's all I got for Starbase. Onto the next subject...


On Ships:

More specifically, Titans and Juggernauts. I'll start with the former first.

The problem with the titan is that it was clearly made back in the pre-3.6 days when 'Bigger Ship = Automatically better'. When Neutron Launchers were king and ships were based purely around how many of them you could stack on a ship. However, those days are long gone, and the "All L artillery battleship" (which the Titan was just a bigger version of) has fallen off in usefulness, and titans have not been adjusted to the post-3.6 reality of combat.

As it stands, the only really useful thing about titans is the Auras (the perdition beam would be useful if it didn't waste time targeting corvettes with it and instead prioritized bigger ships out of the gate). And even then, only two are: Nanites and the FTL blocker. The other auras are just dogpoo, to the point I forgot they even existed.

Instead, I propose that the FTL dampener thing just be standard on the titan, and instead of the Auras, we get 'specializations'. These 'Specializations' increase a particular kind of weapon in the fleet (and only that fleet, not on all ships in the system) at the expense of all others.

  • Kinetic Specialization: Increases kinetic weapon firing range and damage, gives +5% kinetic armor penetration. While reducing energy weapon range/damage, missile projectile speed, and explosive damage.
  • Energy Weapon Specialization: Increases energy weapon range and damage, giving +5% energy weapon shield pen. While reducing kinetic weapon fire rate+damage, missile projectile speed, and explosive damage.
  • Explosive specialization: Increases explosive weapon fire rate and range (the latter especially for non-energy torpedos) at the cost of kinetic weapon fire rate/damage and energy weapon fire rate/range
  • Strike Craft Specialization: Gives H slot weapons more strike craft and strike craft regen. Gives strike craft +10% ship multiplier damage, and greatly increases PD slot weapons damage and range. This comes at the cost of range, fire rate, and damage on all other damage.

And then there's the hulls. They're static and as I said, were made for a bygone era. Not flexible in the slightest. So I propose the following:

Bow:
  • Titan: 1x T slot
  • Assault: 3x X
  • Artillery: 6x L
  • Gunship: 12x M
  • Torpedo: 6x G, 6x M
  • Carrier: 4xH, 6x PD
Core:

  • Artillery: 6x L
  • Gunship: 12x M
  • Torpedo: 6x, 6M
  • Carrier: 4H, 4PD
Stern:
  • Artillery: 2x L
  • Broadside: 4x M
  • Torpedo: 2x G, 2x M
  • Carrier: 1x H, 2x P

And now the Juggernaut. Again, no real customization, just a sort of 'kitchen sink' trying to be everything at once but failing to be anything useful. The auras here are... a bit more useful than on the titan, so I won't go over them here. All in all though the Juggernaut is more than a bit of a letdown especially since you only get one of them.

So my proposition here is again more hull choices. But this time, single hull segments instead of a mix of a bunch. Also a new concept to ad is 'hull effects'. Hulls have their own effects in addition to the weapon loadouts and number of shipyards.


Mixed Hull:
  • 2x X slot
  • 6x H slot
  • 5x M slot
  • 5x S slot
  • 6x PD slot
Hull Effect: Auras have twice their effect.
Shipyards: 2

The current one but with some more small and PD slots thrown in to make it marginally more combat effective especially at closer range.

Super Titan Hull:
  • 2x T slot
  • 8x X slot
Hull Effect: +25% weapon damage and range. 4x devastation from orbital bombardment.
Shipyards: 0. No repair ability.

Turns the juggernaut into a massive titan but sacrifices any utility.

Torpedo Boat Hull:

  • 18x G Slot
  • 6x M slot
  • 6x S slot
  • 4x PD slot
  • 2x H slot
Hull Effect: +50% ship speed
Shipyards: 1

Turns the juggernaut into a massive torpedo cruiser.

Gunboat Hull:
  • 15x M slot
  • 15x S slot
  • 2x H slot
  • 8x PD slot
Hull Effect: +25% explosive damage. +50% range on non explosive weapons with <50 base range. +25% fire rate on non-explosive weapons with >49 base range. 3x Orbital bombardment damage to ground armies.
Shipyards: 0 (instead it gains the ability to produce ground armies.)

For those who prefer smaller weapons (missiles, autocannons, or disruptors) or want a ground army crusher but don't want to resort to a colossus.

Mega Carrier Hull:
  • 12x H slot
  • 4x M slot
  • 12x PD slot
Hull Effect: +25% Strike Fighter capacity and regen rate.
Shipyards: 4

Super carrier for crushing corvette/frigate swarms.

Mobile Shipyard Hull:
  • 2x H slot
  • 1x M slot
  • 2x S slot
  • 10x PD slot
Hull Effect: 2x Ship repair speed. Combat stance must be evasive or passive! 0.10x bombardment damage.
Shipyards: 8

Goes all in on the utility at the expense of combat capability.


On Weapons:


Missiles:

Missiles are in kind of a weird spot. One day they're useless. One day they're awesome. One day they suck. One day they're Meta. Right now they're overwhelmingly the latter.

To keep them from being the go-to weapons for everything, I propose a new mechanic for missiles (note: missiles, not torpedoes). Salvo

In short, instead of firing a steady stream of missiles constantly, it instead fires a certain amount of missiles quite fast. Each missle type has a certain amount of Salvo. They fire these missiles off at their fire rate (which would be a lot faster than their current rate is now). However, once their salvo has run dry, they need time to reload.

Basically, think how missiles work in battle tech. Instead of mechs firing constant streams of missiles one at a time constantly, they fire bursts of them off in a single salvo then need time to reload them.

As mentioned, Torpedoes wouldn't be affected by this.



Unique/Critter/Archeotech weapons

Let's face it: the space fauna weapons just suck. There's no reason to use any of them at all and they're F or C tier at best for a reason. And it has the side effect of making space fauna itself little more than a very early game speed bump which players quickly roll over.

I'm also counting Archeotech weapons here too since you can count the number of good archeotech weapons and items on one hand.


So starting with the space fauna and unique weapons. I propose to give each of them a little 'gimmick' to make them... not just joke weapons.


Cutting laser: Instead of the way it is now, it instead would act like an 'energy autocannon', and just like the autocannon, it'd have an S, M, and L equivalent. A weapon with garbage range but very high DPS with bonuses against armor and hull but being very ineffective against shields. However, that's not the gimmick. The gimmick is this: Concentration: Every unshielded shot on a single enemy increases the damage by +1%, up to 50% max. Shooting at another enemy resets this back down to default damage.

Cloud Lightning: I'd recommend this stays as it is currently , but its current uselessness would get mitigated by a new gimmick: Chain Lightning: Every time this strikes an enemy, it has a diminishing chance to jump to another enemy within range. It cannot hit the same target twice.

Energy Siphon: Give it an M slot but not an L slot. The gimmick is Shield Stealer: Any time this weapon deals damage to shields, it heals your own by 75% of that amount.

Null Void Beam: Probably the most disappointing of the unique weapons. It's only good for killing shields (and not very good at that. Autocannons and event eh Energy Siphon both do a much better job of it) so let's give this unloved weapon a fitting gimmick after the shields come down: Entropy: Unshielded enemies struck by this weapon are affected by entropy. Ships under entropy have shield/armor/hull regen negated. Every unshielded shot reduces sublight speed and fire rate by 1%, up to 50%. This effect goes away after 10 days outside of combat.

Dragon Scale Armor: It isn't bad. Quite the contrary. But I think we can do a little better than simply 'Better Neutronium'. Instead: Hardened Scales: This armor protects less than neutronium, but comes with 15% armor hardening. This makes it the armor counterpart of Ancient Suspension Fields.

Speaking of which, that's a good segue into Archeotech weapons. The Ruination Gaze, Ancience Nano Missile Cloud Launcher, and Driller Drones are all fine as they are. And the aformentioend Ancient Suspension Fields and pulse armor is fine too. So Instead, I'll concentrate on three of the worst ones.

Ancient Captivation Collapser: The 50% armor pen is... fine. But since it does heavy damage to against armor anyway it's not that useful. Instead, let's reduce that down to 25% and give it 15% shield penetration to make it a semi-disruptor.
Also why is this tier 3 level power? Yes I know that the Archeotech AP is a thing but that's still not an excuse. It needs to be T4 at the very least. Though ideally it should be Tier 5 for the costs needed.

Ancient Macro Batteries: This thing is just sad. The S and M versions are virtually identical to their normal counterparts and thus completely pointless, and the L slot's big advantage.... is that there's no medium range? Really? So to fix this one, I'm going to have to do a very long, very complicated, very indepth fix that will require a whole page worth of explaining. So grab a snack and get ready to read a page or two of how to fix the AMBs...

...Just kidding. All we really need to do here is reduce the cooldown by half.

Why? Well, it's depicted as being two gauss cannons next to each other in a rapid fire config, so it should reflect that. This would make the AMB a longer ranged, yet slower firing autocannon. A hybrid between the normal gauss cannon and the autocannon, if you will.

That, and again, it should be tier 5.

Ancient Defensive Web Slinger: Instead of just being 'Guardian Point Defense but better', make it a mix of both flak and PD, dealing only 150% damage against shields and armor, but ignoring +50% of both.
 
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- I don't want my whole Federation dragged into a member's revolt / uprising / vassal betrayal.

- I don't want to be stuck in a forever war because my Federation each captured 1/3 of the target so the target thinks it is 2/3 alive, when it is not.
I think a federation law around warfare, and a rethinking of when you join wars and why is much needed. Ontop of reworking how war leaders work, separate treaties, either reworking or removing war exhaustion from the mix and some basic usability beyond that based around how diplomacy is effected *outside* of war, like being able to vassalize when your fed is at war and the like.
 
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I'm not sure if Overlords should be able to have a Federation with both Vassals and non-Vassals. A bunch of complexity seems to result from those cases, and they can have some conflicting flavor, but also I do love the idea of a MegaCorp with a forced-vassal Trade League ("Welcome to the Free Market! No, you can never leave.") and there are probably other use-cases for Vassals in a Federation.

So I think those should get a long, hard look too. Disentangling the more complex and potentially conflicting forced-war cases, especially the ones where the player isn't war leader.

Agreed. I have a bunch of issues with how these systems interact.

1) Vassals in federations overrides their contracts when it comes to war. You can put the offence and defence contract to "none" gaining you free loyalty. But the vassal will be drawn into a defensive war as part of the Federation and will be forced into offensive wars if the federation votes for one/the president decides (depending on policies).

2) Federations cease to be a group of states negotiating and voting on topics when you can just stack them with vassals who are forced to vote alongside you. There's a world where this could be some sort of clever, machiavellian play but it simply isn't with current mechanics. It's trivial to get the AI to agree to let vassals in even when those vassals will be forced to vote alongside their overlord, stacking any majority vote.

3) In terms of theme and UI the two are conflated on the map which undercuts a lot of the sci-fi roleplay. A federation of states is not at all the same as a bunch of states who have lost their sovereignty, yet they're treated as the same.
 
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The openness and willingness to have a dialogue with the players, and listen to feedback, is the essence of why Stellaris is a success.
Other game developers have much to learn from you in the Stellaris team.

Yeah even when Stellaris was a bit rubbish (2.2 - 3.0) I stuck with it and bought the DLC because I at least knew the devs knew the game was a bit rubbish.

I like to compare it with Elite Dangerous: that's also a game that's under continuous development, that has a lot of problems with pointless grinding to unlock grinds amongst other failings but in their limited communications they never acknowledged there was a problem or any plans to fix the problems so I just gave up playing it.
 
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I'm open to major changes but I will always judge them against the effort that could have been given to existing systems that are in dire need of balance and/or depth. Pop ideology, crime, warfare, espionage, revolutions, laws. These all need a combination of balance and depth added that would require quite a bit of work.

Except Trade*, which is so simple and inconsequential that I actually believe it is the one thing in Stellaris that must be ripped out and redone. So if Trade becomes the last major change and that the team then devotes its efforts to the topics I mentioned above, that would give Stellaris about 18 to 24 months of Custodian updates and put Stellaris in a good spot before the team moves on to Stellaris 2.

*(not active trading with empires, I consider that more in the realm of diplomacy, I mean here the auto generated Trade Value and Trade networks)
 
I'm not sure I want the game to be more complex, but also I just have misgivings about so much feedback from players. Players are great at spotting weak points, not so much at fixing it.
 
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