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Stellaris Dev Diary #364 - Sights Unseen

Hello again, Stellaris Community!

Last week we looked back at where we’ve been, and today we’re going to look at possible themes I think we might explore in the future. Like the past few dev diaries, this is one where we’re actively soliciting your thoughts.

If you haven’t had a chance to add your bit of feedback to The Vision, you still have a couple of days left - it’s going to stay active until the end of November.

Today is the 3.14.1592 release day, so before we get to the main diary I’ll start with the final release notes.

3.14.1592 Release Notes​

The 3.14.1592 patch addressed the following issues - I’ve bolded new additions (all under Bugfixes) since last week’s diary:

Balance​

  • Add energy activation cost to Propagandosphere
  • Cloaking strength on Camouflage mutations are now consistent throughout sizes
  • Give -15% cloning cost and -10% fauna upkeep to Beastmasters civics
  • Reduce Space Fauna cloning cost by 10%
  • Reduce Space Fauna energy upkeep by 25%
  • Remove minor artifacts production from Decentralized Research edict
  • Rework Mutated Voidworms fleets content and scaling, aligning them similar to Prethoryn Brood Queen fleets

Bugfix​

  • Clone Soldier Ascendants can now cyberize
  • Fix to AI machine empires spawning as Despicable Neutrals without The Machine Age
  • Necrophages no longer create an endless series of replacement pops when purging on the Synaptic Lathe
  • Accelerate juveniles animation speed
  • Added Insider Trading and Trade Focus traits to each other's opposites block to stop them appearing together since they almost cancel each other out.
  • Added Orbital Ring variants for Beastport/Hatchery/Vivarium descriptions in all supported languages
  • Civics added in Grand Archive can now be swapped from the regular to corporate version and vice versa
  • Clarified the texts of the Cultivated Worldscaping decision and planet modifier
  • Deleting a design now keeps you in current designer type
  • Enclaves and Marauders satisfy Xenoist Contact Demand
  • Extreme Contortionist DNA now gives rare crystals instead of motes to be more consistent with the event that gives it
  • Fix an issue where Cognitive Node should be selected by the Leader Infected event
  • Fix blocked Tiyanki Graveyard event chain when capturing them
  • Fix Boarding Cables capturing literally anything - thanks for the fun screenshots
  • Fix Breeding Status displayed in view that was not always correct
  • Fix Fossilized Endoskeleton specimen localization
  • Fix Mercenary Enclave Stations unable to build ships
  • Fix Cloaked Patternwalker missing string
  • Fix scoped localizations for Memorial For Bubbles specimen
  • Fixed an unlocalized string showing up when you tried to return starbases at times. Also added linebreaks to the same tooltip.
  • Fixed recommended DLC tooltips in multiplayer
  • Fixes a bug with too wide portrait on Empire Design Selection View
  • FX for ship auras are now displayed
  • Improve Cordyceptic Drones fauna damage modifier text in tooltip to make it clearer what it exactly affects
  • Life Tree Protectors now don't move away from their system
  • Lost colony parents using Sol as their system will no longer spawn two Siriuses if the guaranteed habitable worlds slider is set to 1.
  • Mutated Voidworms fleets now don't use naval capacity
  • Mutated Voidworms now don't show they can upgrade anymore
  • Orbital Assembly Complex holding now correctly boost Beastport and Hatchery on Orbital Ring
  • Precursors can no longer be discovered on Astral Scars
  • Prevent duplicate specimens from being found in the same empire
  • Removed the unused h_dna string
  • Stop showing upkeep part of message when leader upkeep is zero in hire leader confirmation dialog
  • The Diplomacy Tradition Finisher now properly refers to Officials and not Envoys.
  • Voidworms now stop bombarding if the Immunity technology is researched (before crisis)
  • Worm-Riddled Gate is now correctly accessible if Voidworms are captured instead of killed

AI​

  • AI won't build infinite science ships when trying to build frigates anymore
  • Fix AI that was not willing to build Shipyards

Stability​

  • Fix a crash when a tooltip references the concept of a tradition that doesn't exist
  • Fix crash when Voidworms try to act on empty fleets
  • Fix OOS when riftworld station is built
  • Fix saves affected by the crash when an AI without a Grand Archive tries to capture a Space Fauna
  • Fix Voidworms CTD
  • Fixed issue with resolving the user home dir on linux that leads to CTD

Unless critical bugs in need of a hotfix arise, this will be the last planned Stellaris release of 2024. I want to avoid potentially destabilizing the game just before the winter holidays.

Now, on to the main dev diary.

Infinite Frontiers​

Over the past few weeks we’ve looked at the basic vision of Stellaris and discussed how Stellaris has changed over the years.

This week I want to talk about things we potentially might want to explore in the future.

This is not intended to read as a timeline or a list of promises, but an open discussion about things I consider possibilities and why.

Biological and Psionic Ascension
First things first, I strongly believe that remastering the remaining Ascension Paths is a top priority. The Machine Age dramatically improved Cybernetic and Synthetic Ascensions, and gave machine empires proper ascension choices, but left the others behind. Biological Ascension isn’t in a good state right now mechanically or as an overall experience. Psionic Ascension is better off as it is affected tangentially by most content releases, but is a bit too reliant on random events and luck. Both of these Ascension Paths will be revamped, though since they are very distinct from one another, I intend on having them focused on in two separate releases.

Warfare and War Resolution
At some point in the future, I’d like to see us revisit war and war resolution, and enable more of the scenarios that occur in the “Stellaris Cinematic Universe” of our trailers. When the Gamma Aliens attacked the UNE colony of Europa VII, the Commonwealth of Man did not wait patiently for an invitation to war before summoning the Apocalypse. Humanity was threatened, and they acted. More fluid rules around joining and leaving wars are needed, and betrayal is not supported to my satisfaction. (Secret Fealty exists, but I don’t find it enough in its current state - other mechanics currently prevent them from seizing the chance for freedom at what would be the most opportune moments.)

Biological Ships
While rearing and mutating space fauna was added to Stellaris in the Grand Archive story pack, I feel that it’s not the same fantasy as true bioships. These are vessels that your people grow and fly around in, or that have more symbiotic relationships with their pilots. I think those systems would probably pair nicely alongside Biological Ascension.

Factions and Politics
Governments in Stellaris may hold a grudge against you for centuries for your atrocities but pops and factions are very quick to forgive and forget. There are no revanchist or irredentist factions that make trouble when borders change, nor variety within the factions themselves. I’d also like to see factions have their own tenets and goals and different ways that you can deal with them. There have been a lot of calls for an “internal politics” expansion, but I think that it would really be politics and culture in general, affecting both your empires and those around you.

If we were to do something along those lines, I’d also want to add some variant of factions to Gestalt empires - maybe Instincts for Hives that grow more dominant based on your behavior or Directives that compete for priority in Machine Intelligences. They’d have to feel different from individualistic factions, however. Among individualistic factions, I could see the tenets of an Egalitarian faction from a Shared Burdens empire being very different from the Egalitarian faction in a non-Worker Coop MegaCorp, and these tenets might also be used to define the beliefs of your Spiritualist factions. I’d certainly want to explore spreading my factions into other empires.

Espionage
Espionage is a related system that isn’t satisfying its promise currently, as Mr. Cosmogone reminds me during every design meeting.

It’s difficult to keep track of spy networks, is generally of low impact, and has no real counterplay. But he’s got schemes.

Playable Nomads
Finding different ways of playing the game can be popular - landless adventuring in Crusader Kings III, for example, makes me wonder what we could do with nomadic fleets in Stellaris. The key questions there end up being “why are they nomadic”, and “how do they interact with more standard empires”. Origins could also be opportunities to “table flip” the normal economic or political models of Stellaris.

Pirates and Crime
Space Piracy is a popular fantasy - we touched on it a bit with the Treasure Hunters origin in Grand Archive, but they could mesh well with the Nomads idea mentioned earlier or even a factional political expansion. Crime and Deviancy aren’t terribly engaging systems at the moment either, and might benefit from wider examination.

Species Packs
When it comes to species, I could see us examining what kinds of life could arise on molten or frozen worlds, much like we did with Toxoids. Like Toxoids, they’d likely need some restrictions on what they can do with those worlds (as they’re 10x more abundant than normal habitable worlds), but they’d be interesting to explore. Players often ask for gaseous or energy creatures - the first are already represented to an extent by the Dathnak and the latter by the Unbidden. I feel that energy beings may go too far into fantasy “elementals”, so I’d like to stay away from them if possible. Expanding the existing species phenotypes could also potentially be interesting - Plantoids II, for example.

Scenarios
“Scenarios” are another proposal that I’ve seen a number of times over the years - would it be interesting to have scripted game modes with custom rules, and events already in motion?

They could lean hard into already established universes with asymmetric starts. Perhaps the game starts off with communications from a Xenophile empire that tells you, Pre-FTL Earth:

Example of a possible Scenario

Hacked together example. Not anything real.

A system like this could allow for challenges or narratives that can be completed in a relatively short play session compared to a standard Stellaris campaign, or could otherwise completely change the pace or nature of the game. It could also be used to craft competitive experiences - at past PDXCons we’ve featured mods like Survival: Necroid Invasion or Ark of Ascension - I could see things like that fitting into the system.

Alternate game modes tend to be fairly binary though - they’re either not used very much, or they’re incredibly popular - not much in between. What kinds of things would you want to see in these sorts of game modes, if anything?

So What Did I Miss?​

This was a bit of a stream of consciousness dev diary, so I’m sure I’ve only scratched the surface of possibilities.

What do you think I missed? Are any of these especially attractive or repellent? Where do you want us to go?

Next Week​

Next week we’ll be reacting to your responses to this one.

The days are getting shorter and the snows are starting here in Stockholm, so I expect I’ll keep this one pinned for the next two weeks.

See you next week!

 
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Scenarios
“Scenarios” are another proposal that I’ve seen a number of times over the years - would it be interesting to have scripted game modes with custom rules, and events already in motion?

I think this would be cool providing there's still a lot of flexibility and freedom with how the game goes.

A scenario I've often wanted to play is one in which the galaxy is all one race, with the lore being that some ancient galactic empire fell and now you're all rebuilding. So you can see if you can reunify your race peacefully, diplomatically, or go with a galaxy of different nations with different destinies.
 
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I feel like different sub ascension paths would be cool, like in the stellaris evolved mod. Like for bio ascension differenciate between the Tyranid and the Primarch routes, and for the psyonic ascension separate the jedi route from the warp embracer (heretic) route. Maybe have event chains during ascension to steer you in different directions. Or have mutually exclusive branches of a tradition tree (like eu4 branching missions).
 
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Still waiting for technocracy (both as a government feat and a game style) for megacorps. I feel like technology traders or ruthless corporate scientists will make materialist megacorps a lot more fun to play both from mechanical and roleplay perspectives!
 
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English is not my native language, but I decided to use a translator to write a comment. So I apologise in advance for any mistakes.
I like almost all the ideas from this diary, but have a couple of thoughts on some of the issues.

Spiritualist factions
Instead of simple spiritualist factions, you can introduce a new mechanic that many people are waiting for - religion. It could be released in one DLC with psionic ascension. I don't have an idea how to specifically implement religion mechanics in the game, but I have some ideas about creating new religions in the empire editor and an empire origin with unique religion interaction mechanics and a unique psionic ascension path (in short, a ‘living gods’ origin, partially inspired by Goa'uld from Stargate). I'll post more details in the Suggestions section of the forum.

Gestalt factions
I find this idea very questionable, gestalt empires should be very different from regular empires.

Internal politics and governments
In Stellaris, governments are not different at all in terms of gameplay, for example democracy or dictatorship are the same. I've recently played Crusader Kings 2 and Europa Universalis: Rome and I had some ideas about governments. For example, for Democracies and Oligarchies, we could make senate and voting mechanics. That is, the factions are organised as a senate (parliament) and vote on some issues (declaration of war, commercial treaties and the like) and some laws. In democracies, voting is similar to voting in the Galactic Community (factions have different voting weight, which depends on the number of seats in the Senate), and in oligarchies, voting is similar to voting in Federations (voting members of the ruler's council and an additional vote of the Senate, which counts as one). In Senate faction votes, you can legally campaign to vote in favour of your proposal, or you can illegally bribe. In Dictatorships and Empires there are no votes, except for some civic models (e.g. the civic model ‘Aristocratic Elites’ creates special factions of noble families who have estates in the ‘estates’ tab of your planets and can vote on laws in a limited way).

Civil Wars
Civil wars are a common theme in many works of space fiction. In addition to internal politics, the mechanics of civil wars should be introduced. The most important thing I would like is the ability to switch and play for the rebel empire (this is already realised in Machine Rebellion and in the origin ‘under one rule’). Also additionally such mechanics can be realised:
different types of civil wars - separatists, nationalist uprisings, egalitarian revolution in authoritarian empires, military coups, heritage wars in empires, religious uprisings and the like;
the mechanics of recognising independence for separatists( they cannot freely conduct diplomacy or join the Galactic Community);
a new government for the rebels - a provisional government.
 
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Also, the ability to use different assentions or hybrid assentions (say, you are weak psychic but gain some advancement in genetic modification) is not easy to balance, but in theory, will create huge diversity of civilizations, and will make players choose whethere they are going to focus on one path of assention, or try and combine them!
 
A scenario I've often wanted to play is one in which the galaxy is all one race, with the lore being that some ancient galactic empire fell and now you're all rebuilding. So you can see if you can reunify your race peacefully, diplomatically, or go with a galaxy of different nations with different destinies.
Something like a big "overlord" with many subjects ?
 
A lot of potential provided players don't feel the base game is neglected because of scenario development. There are many benefits:
  • Standardised examples for bug reproduction and tutorials
    • I believe it was the Tinkerpop graph database querying language that went out of its way to make stock-standard datasets you'd invoke to play around with. They were valuable for communication and learning.
  • Marketing teasers for DLCs
    • A new player with no DLCs can try out a specific DLC's highlight features in a tiny sandbox
    • Veteran players can quickly experiment to learn the grizzly numeric details of new features without committing a whole campaign for this knowledge
Heck, make scenarios to beta test DLC features. Let the players chew on a scenario to test out a new feature and give feedback before release on whether the numbers feel right. Gauge the market's reaction early to gain insights like "these space storms are wimpy, crank them up" and "wait these space fauna scale how into endgame?"
 
Warfare and War Resolution
At some point in the future, I’d like to see us revisit war and war resolution, and enable more of the scenarios that occur in the “Stellaris Cinematic Universe” of our trailers. When the Gamma Aliens attacked the UNE colony of Europa VII, the Commonwealth of Man did not wait patiently for an invitation to war before summoning the Apocalypse. Humanity was threatened, and they acted. More fluid rules around joining and leaving wars are needed, and betrayal is not supported to my satisfaction. (Secret Fealty exists, but I don’t find it enough in its current state - other mechanics currently prevent them from seizing the chance for freedom at what would be the most opportune moments.)

This is the change I'd want to see bumped up to the top of the pile, the current system feels like someone half-implemented it and gave up to do something else. Everything else is in the "nice to have" column for me.
 
I hope you can choose your shroud patron in the new psyonic dlc.i always get the one that i dont want
You can do that now. Don't choose to Commune with the Ineffable, and then the next time you go into the Shroud, you can spend Zro and Energy to pick your Patron. Wiki link.
 
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You can do that now. Don't choose to Commune with the Ineffable, and then the next time you go into the Shroud, you can spend Zro and Energy to pick your Patron. Wiki link.
That's...a poor implementation to say the least. When you want to pick a patron and step 1 in that process is "don't select the option that let's you pick a patron" someone's dropped the ball. Especially since AFAIK none of that is conveyed in-game and you need to go onto an external resource to find out.
 
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This is a great Dev Diary. One of the best since the ones in the lead up to Machine Age. I'm thrilled to see you addressing the big issues, and aspiring towards things I would really like to see in the game. Very exciting!
 
Biological and Psionic Ascension
First things first, I strongly believe that remastering the remaining Ascension Paths is a top priority. The Machine Age dramatically improved Cybernetic and Synthetic Ascensions, and gave machine empires proper ascension choices, but left the others behind. Biological Ascension isn’t in a good state right now mechanically or as an overall experience.
The biggest issue with genetic ascension is how much hassle applying new templates is. If you go ahead with V3 style pops then you should be able to also allow for partial pops (1,500 milliPoPs working 1.5 jobs). If you can have partial pops you can have multiple pops groups on a planet growing and declining at once. If you can have multiple pop groups growing and declining at once you can remove the special project part of genetic engineering - if there's a better template that a particular pop group could be using the game could put the old pop group(s) into decline and spin up a new pop group using the new template with a growth bonus equal to the growth being taken from the other group(s), until the old pop group has declined way into nothing.

This means genetic ascension players would only have to do the fun part (making new templates) and the game would handle the tedious application bit automatically over time.

You could use the same system for machine templating snd ascension assimilation, but also proper pop group emigration (decline in a pop group on unsuitable planet A directly feeding into growth of a matching pop group on more suitable planet B) and possibly more subtle changes like faction and ethic shifts.

Psionic Ascension is better off as it is affected tangentially by most content releases, but is a bit too reliant on random events and luck. Both of these Ascension Paths will be revamped, though since they are very distinct from one another, I intend on having them focused on in two separate releases.
You can keep the shroud random while changing the style of randomness. There's a lot of ways to have random, variable results beyond heads get free stuff tails get wrecked. Check out TTRPGs that aren't D&D to see a whole host of alternate random result generation options.
Biological Ships
While rearing and mutating space fauna was added to Stellaris in the Grand Archive story pack, I feel that it’s not the same fantasy as true bioships. These are vessels that your people grow and fly around in, or that have more symbiotic relationships with their pilots. I think those systems would probably pair nicely alongside Biological Ascension.
Oh go yes please. I'd also love to see a "living ecosystem" hivemind civic or origin option, with organic buildings and organic ships. Escape the confines of standard_economy_module = {}!
Espionage
Espionage is a related system that isn’t satisfying its promise currently, as Mr. Cosmogone reminds me during every design meeting.

It’s difficult to keep track of spy networks, is generally of low impact, and has no real counterplay. But he’s got schemes.
I like the cut of Mr Cosmogone's jib.
Pirates and Crime
Space Piracy is a popular fantasy - we touched on it a bit with the Treasure Hunters origin in Grand Archive, but they could mesh well with the Nomads idea mentioned earlier or even a factional political expansion. Crime and Deviancy aren’t terribly engaging systems at the moment either, and might benefit from wider examination.
It would be good if pirates and crime were piratesandcrime, as opposed to being two completely unrelated systems with nothing to do with each other.
Species Packs
When it comes to species, I could see us examining what kinds of life could arise on molten or frozen worlds, much like we did with Toxoids. Like Toxoids, they’d likely need some restrictions on what they can do with those worlds (as they’re 10x more abundant than normal habitable worlds), but they’d be interesting to explore. Players often ask for gaseous or energy creatures - the first are already represented to an extent by the Dathnak and the latter by the Unbidden. I feel that energy beings may go too far into fantasy “elementals”, so I’d like to stay away from them if possible. Expanding the existing species phenotypes could also potentially be interesting - Plantoids II, for example.
Toxoids don't really live on toxic planets though. Detox terraforms terraforming candidate toxic worlds into basically regular habitable planets, similar to how regular terraforming can terraform some barren planets into regular habitable planets. We don't say that regular empires live on barren planets.

What I would like out of a Refrigeroids or Gasoids pack is to expand that barren/habitable comparison. Same as some goldilocks zone planets are barren and some are habitable there's a bunch of deep cold ice planets that are "habitable" and some that are not (working out to about one habitable ice planet for every 6 - 9 "regular" habitable planets). Even the "habitable" ones are not somewhere a human or blorg could ever think of living, and nobody who lives on a frozen planet would even consider attempting to live on one of our molten hellworlds. Well... unless they, say, wrapped that inconveniently bright star in metal first...

You could even add a bit of a glow up to toxoids with the same logic, with a "toxic" habitability category replacing a percentage of true toxic worlds, a smaller percentage of true toxic worlds gaining the terraformable traits, and Detox allowing you to terraform these into toxic habitable class worlds but also terraform toxic habitable class worlds into more "traditionally" habitable living space.

Same for gasoids - yeah there's a thousand gas giants per galaxy but that doesn't mean there's a thousand "habitable" gas giants. The crossover habitability between these and regular worlds is so unlikely you could get even weirder with these worlds than the other two, with completely different basic building sets, alternate economies - the only limit is your imagination. And available design time. And art budget. And coding capacity. But y'know, other than those.
 
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Stellaris spiritualism is a religion right now. But please, with religion and/or culture overhaul/DLC, make a distinction.
Make religion being religion, and spiritualism being a general belief of another, non-materialist universe/universes, and allow spiritualists to be or not to be religious of any kind, but connected to non-material world's. And allow materialists being religious over non-spiritual world.
 
Factions and Politics!!!!

My enslaving totalitarian monarchy needs to deal with 90% of my population that are either enslaved or unhappy :D
 
If I had to give my opinion I would say, and know that the order I present them is not important here, everything is important:

Pop rework ala Victoria 3-ish

I think this will be a fresh new way of spicing the game up and making it more interesting and complex, giving not only new and more engaging mechanics but also a great way to enhance storytelling by having a more tangible way of visualizing the crowding of a planet.

Faction rework ala Victoria 3-ish

Having factions interacting with the government, having agendas, influencing pops and the empire they are in, and even asking their empire of residency to act in a certain way with X or Y neighbor, or even interacting with factions from other empires to boost them or sabotage them, would bring the internal politics we so desperately crave. Your "Factions and politics" section here is just what I would love to see in the game, culture, politics, and personal ambitions, just as you present it, would be amazing (tweaked and refined for the final cut obviously).

War and war resolution

This is a must, having conflicts that are so static as they currently are is a killer of potential and involving storytelling. Having rigid rules of war diplomatic state feels artificial to the extreme:

1) An empire can only take part in a conflict at the start, and this is only if they are invited by the attacker, are part of a federation, are in a defensive pact, or are the vassals of one of the beligerent parts.

2) Not being able to intervene in the favor of one of the belligerents mid-conflict or go at them to impose a white peace in both belligerents.

3) Not being able to fight non-allied fleets/armies when they are occupying or going through a system/planet you also have a claim on, or not being able to rescue the main target's planets/systems from another empire when you go using a "change ideology/vassalization" CB.

All of this feels like a mood killer, the empires in the galactic stage feel like passive observers whenever a war breaks out. And it feels it is not the intent of the game and it is not in its best interest, especially when you have the AI empires guaranteeing the independence of empires already in a conflict that they are losing, it feels like an afterthought that they do when an empire hits a certain lack of fleet power and not a political maneuver that was done in advance of a conflict that could strengthen a rival or ideologically opposed empire.

Pirates and Crime

I take this as a part of the internal politics and it is needed, because crime riddled is part of the grand narratives of every sci-fi story, along with pirate rings.

Housing rework (my personal two cents)

A rework on housing to make it more scarce would be amazing, I haven't had the need to use "pop controls" or "Expell population" after pops were able to migrate on their own, there is no need whatsoever to use these mechanics when you can have multiple planets growing at the same time and letting the pops move on their own where needed so easily and fast. Plus, in later stages of the game, one can find that the worst planet has 20 jobs and 50 housing still free for occupation, by whom I don't know because rarely does one have housing in the red or a pop growth that will fill the available housing before year 30K. Also, the traits that make pops take less space are also useless and they should have more consequences, so far having pop growth is all that matters and the are no drawbacks from having all the modifiers as possible.

Habitability

I just want to say that we need habitability to have more impact on pops, so terraforming or having other species becomes more important.

Espionage

Along with factions and pops, this one I find to be extra important, the current system is inconsequential and I feel the AI doesn't use it ever. Why do I want to pick enigmatic engineering if the AI never tries to steal my tech, not only that, but having played a lot I feel that these features are for human players only (I know the AI uses the diplo incident from time to time, but favors, tech, privateers, starbase sabotage, smear campaign? Never, and suffering the current diplo opinion malus is a joke both for the player and the AI. Smear campaign makes an empire lose 100 opinion of another empire, oh yes, let me counter that with gal com member +50, def pact +20, or fed member +50, a free envoy casually sent to improve relations that could potentially give+150 opinion for free and lasting almost forever, and the trust built through pacts that gives a pseudo permanent +100 opinion on top of all the rest already said. If I'm honest, a smear campaign, just to say one operations of all available, should nullify trust gain completely and deplete the one already earned to near, or directly to, cero, and also null all opinion gained through envoys until that moment, so one can feel the weight of an invisible hand creating chaos and prompting one to research tech and use edicts that would increase the defenses of your empire against spies, having this effects the SC would really have an impact and leave empires thinking "should I keep this def pact/commercial pact/research agreement/non-aggression/federation member or should we go our separate ways", even if we find out the one doing this was a crisis empire that earns points by planting the seeds of chaos).

Involving oneself in espionage feels like a nothing sandwich, you are not a mastermind affecting the grand galactic diplomatic stage, you feel like a no-bite dog just using the excess influence and energy you have around, making "chaos" that everyone always ignores because not a single time I have seen a federation splitting or a defensive pact being broken because of anyone's machinations, and stealing tech is a joke because you never get discovered after or during the act, no one is ever mad no matter the operation done against them, and empires don't even think less of you for forcing them to own you favors when it is obvious who did that operation if you think about it. It needs a rework ASAP.

Bio and Psionics AP deep rework (bio ships)

I like this a lot, but having said all the previous points I feel we can wait this one out until we have the previous reforms in place to add depth (I'm not complaining if they come along one or multiple of the previews points tho).

Playable Nomads/Species Packs/Scenarios

I would not complain if it's done but I feel the rest is more important to make the game a giant among all the rest currently in the market.


This is my take on this, hope you had a good read!!! :D
 
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Idk why the devs are so reluctant to commit to a full internal politics overhaul, adding unique governing systems to each authority. Parliments / congresses / citizen councils for democracies of various types, royal / imperial courts for monarchies, inner circles for dictatorships, etc, along with governors having more agency. Imperial / feudal systems should treat governors with heredetary titles and feifs far differently then a democracy with elected officials who can be removed for corruption / disloyalty. right now both feel pretty much the same, with feudal system only being slighly different. governors, generals and admerals should have more active political interests, and have agency with things like internal strife and civil war, which should be a far more common threat then it is right now. monarchies should have pretender factions, claimants to the throne, a scheming nobility, etc. of course these internal aspects should have an external one as well, like other nations being able to take pretenders as exiles and press their claims, or harbour traitors from other democracies, directly support factions in civil wars with expectations of future favors / alliances, etc. similarly, private enterprises / companies need to be a thing as well, investing in a private economy that can create massive amounts of wealth, and has its own political influence, along with governments potentially nationalizing those industries by force, in turn leading to forceful intervention by outside powers. this could also work in tandem with a trade rework as well.
 
Something I'd really like to roleplay as is 'The Terran' from Chrysalis on r/hfy. It's sort of a mix between voidborn and a nomadic empire. Lots of mining stations and outposts, but very few, if any, 'habitats', at least in the beginning.