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Stellaris Dev Diary #380 - Defenders in the Stars

Hi, it’s Alfray once again and I’d like to introduce you to our latest megastructure, the Deep Space Citadel. This three stage mid-game megastructure is a powerful defensive bastion and converts into a starbase upon completion, much like an orbital ring.

Multi-stage defenses

The three stages of the Deep Space Citadel

Unlike orbital rings and regular starbases, Deep Space Citadels can be placed far more freely within a system, provided they aren’t too close to a gravity well (or each other).

The Deep Space Citadel technology is a Tier 3 Military Theory technology which unlocks all three stages of the megastructure and an initial limit of one per system.

Technology!



This system limit can be further increased by the Mega-Engineering, the Starlit Citadel origin and the Eternal Vigilance ascension perks.

1744871578769.png

Choosing to build a DSC opens another menu allowing you to select the design.


Once a DSC design has been selected, you’ll be able to choose where in the system it can be placed, provided it’s within the system’s main gravity well. This allows you to choose if you want to defend a choke point or a critical planet.


Nope, that's too close

No, build an Arc Furnace on the molten world, not the DSC!

We will defend our home!

Defending the Sol-Alpha Centauri hyperlane breach point sounds like a good idea.

As the Deep Space Citadel is upgraded from one stage to the next, it gains successively more L-slot turrets, hangar bays and defensive utilities. The final stage of the DSC also gains access to both a single XL-slot turret and an aura slot capable of equipping auras from both titans and juggernauts. Additionally, to compensate for the lack of module slots on the DSC, it has a special module slot in the ship designer capable of equipping most starbase auras and a few unique DSC auras.

Shoot me!

Think of it as a giant “SHOOT ME!” sign.


Custom components

Defensive countermeasures tailored to your enemy

DSC I Design


DSC I Details


DSC II Design


DSC II Details


DSC III Design



DSC III Details


As shown, each stage on the Deep Space Citadel is individually designable and saved as its own ship design. When building, upgrading or downgrading a Deep Space Citadel, you’ll be prompted to select the design the DSC should become.

The Art of the Deep Space Citadel

Hi! I'm Lloyd and I'm a concept artist on Biogenesis. I'm here to give you a look at how I designed the look of the deep space citadel and how the art team brought it to life.

I was very excited to tackle this station. After working on bioships for a while, it was refreshing to have a chance to get back into some hard-surface design. I began by discussing with the team what we wanted the station to feel like, and what it should represent to our players. I came away with a simple mission - make Helm’s Deep in space. Here are my first sketches of the station. You can see I'm focusing a lot on fortress-like structures as well as shield shapes. Both of these are to enforce the idea that this station is a defensive bastion, a place of safety, protection, and strength.

Concept art. Credit: Lloyd Drake-Brockman

Initial sketches of the deep space citadel. Artist: Lloyd Drake-Brockman


We decided to go with something like option B. This design became more refined as I worked on it, and as it was fleshed out into a three-stage structure. Here you can see an early look at the 3D blockout for the concept art.

Early 3D Concept. Credit: Lloyd Drake-Brockman

Early stages of the 3D concept. Artist: Lloyd Drake-Brockman

Here, I had the idea to bring the shield motif back in the later stages, surrounding the station with shield-like arms that start as round shields in stage 2, but expand to be tower shields in stage 3.

With the design locked in, I polished up the details into the final concept sheets. These sheets inform the rest of the art team how to make the asset. Our philosophy is that a concept should solve as many problems as possible, instead of leaving them for the 3D, texturing, and animation stages.

Stage 1 final concept. Credit: Lloyd Drake-Brockman

Stage 1 final concept art. Artist: Lloyd Drake-Brockman
Stage 2 final concept. Credit: Lloyd Drake-Brockman

Stage 2 final concept art. Artist: Lloyd Drake-Brockman

Stage 3 final concept. Credit: Lloyd Drake-Brockman

Stage 3 final concept art. Artist: Lloyd Drake-Brockman

Turrets final concept. Credit: Lloyd Drake-Brockman

Turrets final concept art. Artist: Lloyd Drake-Brockman

You can also see the added details of the internal gravity torus, which would allow inhabitants to live comfortably even with a failure of artificial gravity systems, a massive reactor for power, and complex shielding systems. All of this is added to paint the picture of a steadfast, independent station, able to withstand punishing sieges.

With the concepts done, the task moves on to the 3D team who model and texture the station.

WIP model. Credit: Emma Quer

Work in progress on the 3D model of the Deep Space Citadel. Artist: Emma Quer

The last stage of the DSC is animation. Some of the parts of the station were designed to move, and it's always so exciting for me to see an asset come to life in the game.


Animated DSC Stage 1. Credit: Mia Svensson
Animated DSC Stage 2. Credit: Mia Svensson
Animated DSC Stage 3. Credit: Mia Svensson

Animation of the Deep Space Citadel Artist: Mia Svensson


That's it! That's how we brought the Deep Space Citadel to life for Biogenesis. Personally I thought this was one of the most fun assets to work on, and I hope you enjoy what we’ve made. We really poured our hearts into it!


New Origin: STARLIT CITADEL

Some empires are born into prosperity. Others arise under siege.

CGInglis here, reporting from far beyond the walls to bring you a closer look at the Starlit Citadel Origin, our latest offering for those who prefer their games with a little bit of defiance and a whole lot of fortification!

How many secrets are in this image?

Nothing says 'welcome to the neighborhood' like a massive orbital fortress.

Long before their species turned its eyes to the stars, a mysterious wormhole lingered on the edge of their home system. From its depths came wave upon wave of aggressors in biological ships. Entire cities were flattened before the invaders were defeated. Then they returned. Again, and again.

Faced with extinction, these beleaguered people placed their hope in the Deep Space Citadel, a towering bulwark bristling with defensive armaments, constructed not at the heart of their system, but precisely where the invaders emerge.

Please do not resist, you are being defended

Hi there! I’ll be your turret-encrusted server today. May I recommend the Mass Driver, served with a large side of Point-Defense Flak?

Empires with this Origin begin the game with a fully operational Stage I Deep Space Citadel positioned at the breach. Their homeworld also features a unique building, the Citadel Uplink, which coordinates the empire’s defensive efforts.

This Building supports a rare specialist role, the Skywatchers. Linked to the Citadel through advanced communication arrays and strategic uplinks, the Skywatchers provide a potent array of bonuses: increased planetary stability, bonus naval capacity across the empire, and spawning additional defense armies. Perhaps most significantly, their efforts amplify the effectiveness of all Deep Space Citadels, starbases, and defensive stations within the system.

Skywatcher-1 to DSC Uplink, do you copy?

All-seeing, ever-watchful, mildly overworked.
Your homeworld, though (probably) rich in history, bears the scars of conflict. Marring the surface are the blasted remains of the last wave of invading bioships:

DO NOT EAT

“And I thought they smelled bad on the outside!”
This Origin also introduces a unique dynamic for multiplayer campaigns. If several players choose to be a Starlit Citadel empire, each will begin with their own perilous portal and their own Deep Space Citadel. As the campaign unfolds, these enigmatic wormholes are revealed to be more than isolated anomalies. Like spokes on a terrible wheel, they all lead to a single, central hub:

Wormholes, they're perfectly safe!

Who are these guys, and why are they so deeply unchill?

The Starlit Citadel Origin invites players not only to withstand these threats, but also to uncover their source. Whichever empire reaches the hub system first will face the full force of the invaders. If you prevail, you’ll have the chance to fortify this keystone system and reshape the balance of power.

Choose this origin if you enjoy a playstyle centered on defense, a narrative-driven mystery, and just a hint of betrayal among friends!

Next Week

Next week @PDS_Iggy will be introducing us to the Fallen Hive Mind Empire, the Fallen Hive Mind Empire, the Fallen Hive Mind Empire, and the Wilderness origin.
 
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To reduce my rambling to a minimum — this is basically the only complete solution to the problem.
  • Adding system caps (soft or not) with penalties for overstacking would require players to spread fleets across more locations.
  • Stacking anyway should be a costly solution, de-emphasized by exposing other parts of the war front.
  • Dispersion of force — like a realistic, believable star empire would do — should be the go-to.
  • A complete, solid deployment and automation system for fleets would be a must-have to avoid excessive micromanagement.
Following this military rework, a redesign of the gameplay loop and economy is necessary, as you will eventually reach a point where additional fleets are no longer needed.
So additional game goals — beyond growth and endless militarization — must be introduced.
Different power mechanics like politics, utopian society systems, espionage, technology, and other avenues must be designed.

I’m just repeating myself — and what’s written in my signature here on the forum — but an adaptation of the Hearts of Iron IV land army and combat system for Stellaris would be my ideal solution.

Deep Space Citadels — and defenses in general — should have an extensive role in providing border protection, and the game should be balanced around that.
You're not repeating yourself. There's a pretty big difference between saying that static defenses having caps means fleets should have caps vs saying that the entire game needs to be scrapped and started from scratch except for keeping some of the names the same. The latter is new information, and is not so much a magic bullet as it is a magic supernova.

I'm going to back up a bit to what seems to be our core disagreement. I want people to not send all their ships to attack one thing. So do you. Therefore I want "send all my ships to attack one smaller thing" to be less effective (e: and more expensive, alongside other mitigations already in the game) . So do you. I consider penalising out-of-combat fleet intersections to be undesirable in its own right, for reasons I've already articulated, and unnecessary. You disagree.

If you consider penalising out-of-combat fleet intersections to be desirable or necessary, what, exactly, is the balance or gameplay issue with fleets docking at the same berth in peacetime, or travelling together in peacetime, or docking together or temporarily interacting en-route to different targets during wartime? Why does this need to be prevented out of combat?

If you consider it simply unimportant, and my concerns unfounded, what is the con of limiting any new mechanical penalties to in-combat that outweighs the cons of having to rebuild everything else about the game up to and including the entire map system?
 
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You're not repeating yourself. There's a pretty big difference between saying that static defenses having caps means fleets should have caps vs saying that the entire game needs to be scrapped and started from scratch except for keeping some of the names the same. The latter is new information, and is not so much a magic bullet as it is a magic supernova.

I'm going to back up a bit to what seems to be our core disagreement. I want people to not send all their ships to attack one thing. So do you. Therefore I want "send all my ships to attack one smaller thing" to be less effective (e: and more expensive, alongside other mitigations already in the game) . So do you. I consider penalising out-of-combat fleet intersections to be undesirable in its own right, for reasons I've already articulated, and unnecessary. You disagree.

If you consider penalising out-of-combat fleet intersections to be desirable or necessary, what, exactly, is the balance or gameplay issue with fleets docking at the same berth in peacetime, or travelling together in peacetime, or docking together or temporarily interacting en-route to different targets during wartime? Why does this need to be prevented out of combat?

If you consider it simply unimportant, and my concerns unfounded, what is the con of limiting any new mechanical penalties to in-combat that outweighs the cons of having to rebuild everything else about the game up to and including the entire map system?
I’m not calling for a full reset of the game — just a focused rework of the military system, which I think is the root cause of the problem. That’s not a supernova, it’s a targeted overhaul — like others we've seen before.

Yes, we agree on the goal: doomstacking should be gone. I just believe that relying on isolated tweaks within the current system (like only penalizing in-combat) won’t achieve that. The incentives baked into the game still lead to stacking.

Out-of-combat penalties aren't the solution, just one example of how force concentration could be discouraged. Whether fleets dock in peace or pass each other in wartime isn't the real issue — it's that none of it meaningfully impacts strategy right now.

If deeper changes aren’t on the table, then sure — in-combat only tweaks are the least disruptive. But I think they won’t shift the gameplay loop enough to matter. That’s the tradeoff I’m pointing at.
 
I’m not calling for a full reset of the game — just a focused rework of the military system, which I think is the root cause of the problem. That’s not a supernova, it’s a targeted overhaul — like others we've seen before.

Yes, we agree on the goal: doomstacking should be gone. I just believe that relying on isolated tweaks within the current system (like only penalizing in-combat) won’t achieve that. The incentives baked into the game still lead to stacking.

Out-of-combat penalties aren't the solution, just one example of how force concentration could be discouraged. Whether fleets dock in peace or pass each other in wartime isn't the real issue — it's that none of it meaningfully impacts strategy right now.

If deeper changes aren’t on the table, then sure — in-combat only tweaks are the least disruptive. But I think they won’t shift the gameplay loop enough to matter. That’s the tradeoff I’m pointing at.
I think what you're missing is that the changes you're describing would require significantly altering the way the galaxy map itself functions. It's a sparsely connected node network and a bunch of current game concepts are built off that setup. If you own fleet A and fleet B, and your decisions on where to berth fleet A or what route you send it to location X impact what routes are available for fleet B to get to location Y - that would be so irritating to play in the node system Stellaris uses. Never mind trying to get the AI to not end up accidentally blockading its own fleets into its own territory.

You could maybe get it to work by going full 3D space map and switching from hyperlanes to warp so friendly fleet movements have minimal impact on the routing of other friendly fleet movements, and I think you'd find a lot of people who would be in favour of this for many reasons, but that's going to impact combat in ways far beyond preventing doomstacks, as well as requiring a redesign of most other aspects of the game.
 
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Am I understanding correctly that there's only one asset for the DSC? It seems like there should be one for each ship type. (Yes, I know that's a lot more work. Sorry!)
 
I think what you're missing is that the changes you're describing would require significantly altering the way the galaxy map itself functions. It's a sparsely connected node network and a bunch of current game concepts are built off that setup. If you own fleet A and fleet B, and your decisions on where to berth fleet A or what route you send it to location X impact what routes are available for fleet B to get to location Y - that would be so irritating to play in the node system Stellaris uses. Never mind trying to get the AI to not end up accidentally blockading its own fleets into its own territory.

You could maybe get it to work by going full 3D space map and switching from hyperlanes to warp so friendly fleet movements have minimal impact on the routing of other friendly fleet movements, and I think you'd find a lot of people who would be in favour of this for many reasons, but that's going to impact combat in ways far beyond preventing doomstacks, as well as requiring a redesign of most other aspects of the game.

You can already get a glimpse of such a rework: just ramp up the hyperlane density in the generation settings, and the "sparsely connected node network" becomes a fully connected node network.

Again, whether fleets in transition count toward system limits is just a detail.
 
You can already get a glimpse of such a rework: just ramp up the hyperlane density in the generation settings, and the "sparsely connected node network" becomes a fully connected node network.

Again, whether fleets in transition count toward system limits is just a detail.
The game is absolutely not designed for that though

Starbase capacity is way too limited to defend such wide borders and citadels are too expensive in construction cost and upkeep to put them in several dozen systems

It would however again encourage players to flank like crazy and abandon doomstacks
 
citadels are too expensive in construction cost and upkeep to put them in several dozen systems
So you put them in high-value systems, instead.
 
You can already get a glimpse of such a rework: just ramp up the hyperlane density in the generation settings, and the "sparsely connected node network" becomes a fully connected node network.
No it doesn't, a fully connected node network is where all nodes connect to all other nodes, not just all local nodes.

Even if we go with a locally fully connected node network you get things like:
Code:
  A---1---2
 / \ / \ / \
B---4---5---Y
 \ / \ / \ /
  7---8---X
A and B are fleets. X and Y are targets. If I send A to X and B to Y then they will intersect. How do you robustly tell an AI that A-Y B-X is the "superior" attack plan?

Let's say A-X B-Y is a better fleet match up than A-Y B-X. How do you robustly develop a pathfinding system that gets them there efficiently without intersecting? Or am I supposed to micro them both individually?

Let's assume it's only a soft cap:
Code:
  A---1---2
 / \ / \ / \
3---4---5---Z
 \ / \ / \ /
  B---8---9
I want A and B to converge and doomstack Y. I go A12Z and B45Z. They both arrive and murder everything. If something targets one of the split stacks the other can trivially jump in to assist. The out of combat doomstack penalty does not apply mechanically, it's just annoying to work around. So why bother?
Again, whether fleets in transition count toward system limits is just a detail.
It's not just a detail, it fundamentally changes the entire concept.

Can you not intercept or redirect traveling fleets (not reinforcements)? If you can't, you've removed a fundamental game conceit. If you can:
Code:
  A---1---2
 / \ / \ / \
B---4---5---Y
 \ / \ / \ /
  7---8---X
A45X + B45Y, or A45Y + B45X. An enemy fleet jumps from 2 to 5. If it's a hard cap what happens to your "extra" ships? If it's a soft cap then you're just describing "doomstack penalties only apply during combat" but with more steps and also limiting where you can station your ships during peacetime.
 
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Honestly, just keep the doomstack system around and teach players the advantages of flanking, ambushing and other silly tactics that encourage them to use catapults, jump drives or, at the very least, more than one ship design (so that their artillery X slot ships don't get rofl-stomped by torpedo defense platforms directly at the hyperlane)
 
Honestly, just keep the doomstack system around and teach players the advantages of flanking, ambushing and other silly tactics that encourage them to use catapults, jump drives or, at the very least, more than one ship design (so that their artillery X slot ships don't get rofl-stomped by torpedo defense platforms directly at the hyperlane)
That's one of the reasons I'm hopeful for doomstack combat trade penalties (e: as one component, not a magic bullet cure all). Seeing your trade plummet every time you over commit to a fight is very visible reminder to maybe try out something trickier and the higher ship attrition from not doomstacking will feel less harsh when you're sitting on a pile of filthy lucre.
 
No it doesn't, a fully connected node network is where all nodes connect to all other nodes, not just all local nodes.

Even if we go with a locally fully connected node network you get things like:
Code:
  A---1---2
 / \ / \ / \
B---4---5---Y
 \ / \ / \ /
  7---8---X
A and B are fleets. X and Y are targets. If I send A to X and B to Y then they will intersect. How do you robustly tell an AI that A-Y B-X is the "superior" attack plan?

Let's say A-X B-Y is a better fleet match up than A-Y B-X. How do you robustly develop a pathfinding system that gets them there efficiently without intersecting? Or am I supposed to micro them both individually?

Let's assume it's only a soft cap:
Code:
  A---1---2
 / \ / \ / \
3---4---5---Z
 \ / \ / \ /
  B---8---9
I want A and B to converge and doomstack Y. I go A12Z and B45Z. They both arrive and murder everything. If something targets one of the split stacks the other can trivially jump in to assist. The out of combat doomstack penalty does not apply mechanically, it's just annoying to work around. So why bother?

It's not just a detail, it fundamentally changes the entire concept.

Can you not intercept or redirect traveling fleets (not reinforcements)? If you can't, you've removed a fundamental game conceit. If you can:
Code:
  A---1---2
 / \ / \ / \
B---4---5---Y
 \ / \ / \ /
  7---8---X
A45X + B45Y, or A45Y + B45X. An enemy fleet jumps from 2 to 5. If it's a hard cap what happens to your "extra" ships? If it's a soft cap then you're just describing "doomstack penalties only apply during combat" but with more steps and also limiting where you can station your ships during peacetime.

I already stated that I don’t see the point of the discussion about what happens in transition or not. That’s a detail that needs to be tested and balanced by game designers.

If you’re still curious how this could work, just take a look at Hearts of Iron IV — it’s basically the same system, and units still suffer penalties if they exceed local supply even in transtions or just idling around.

It’s just a matter of numbers and tuning — and the AI handles the systems in HoI IV pretty well. At least well enough to provide a fun gameplay experience, where major mistakes aren’t the norm.
 
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In my opinion there are 2 issues in the combat system that need to be solved before even looking at doomstacks.

1. Fleets can kinda be everywhere at the same time (at least be anywhere fast enough to defend and attack at the same time).
We could solve this simply making the combats longer, and sublight travel slower (for military vessels only).


2. Temporary losing control of systems doesn't cost anything, you just take it back and that's it.
So when you are invaded while you are invading, the correct answer 90% of the time is to ignore it, finish your own invasions, and only then take care of defending.

If a fleet in combat is "stuck" and can't do anything else for longer, and you can't just ignore the enemies roaming in your systems, you are forced to split fleets do defend multiple fronts.

That will not help when there is only a single front, but then doomstacking should be the correct response to that kind of war (imo, maybe not everyone will agree).

Any solution that try to make doomstacking costly or whatever doesn't solve the issue, because then the answer is not to avoid doomstacking, but to improve the economy until doomstacking is affordable.
 
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In my opinion there are 2 issues in the combat system that need to be solved before even looking at doomstacks.

1. Fleets can kinda be everywhere at the same time (at least be anywhere fast enough to defend and attack at the same time).
We could solve this simply making the combats longer, and sublight travel slower (for military vessels only).


2. Temporary losing control of systems doesn't cost anything, you just take it back and that's it.
So when you are invaded while you are invading, the correct answer 90% of the time is to ignore it, finish your own invasions, and only then take care of defending.

If a fleet in combat is "stuck" and can't do anything else for longer, and you can't just ignore the enemies roaming in your systems, you are forced to split fleets do defend multiple fronts.

That will not help when there is only a single front, but then doomstacking should be the correct response to that kind of war (imo, maybe not everyone will agree).

Any solution that try to make doomstacking costly or whatever doesn't solve the issue, because then the answer is not to avoid doomstacking, but to improve the economy until doomstacking is affordable.
Any system or planet that is conquered is removed from your economy though (until the war ends or you reclaim it)

Also fleets absolutely can not be everywhere at once, it can take literal years to travel through your empire

That's why we have hyper relays and star gates to make it slightly faster - but even those tools have their limits
 
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Any system or planet that is conquered is removed from your economy though (until the war ends or you reclaim it)

Also fleets absolutely can not be everywhere at once, it can take literal years to travel through your empire

That's why we have hyper relays and star gates to make it slightly faster - but even those tools have their limits
And on a side note, we already had this problem — and they "fixed" it by introducing hyper relays, and a bit further down the line, by making jump gateways buildable.
So the issue of doomstacking was indirectly acknowledged: players were encountering the problem of their stacked fleets being immobile, and the solution was to put them on a train — allowing them to be nearly everywhere at once.
So going back to this now is just reintroducing the same complaint without fixing the cause.
 
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I already stated that I don’t see the point of the discussion about what happens in transition or not. That’s a detail that needs to be tested and balanced by game designers.

If you’re still curious how this could work, just take a look at Hearts of Iron IV — it’s basically the same system, and units still suffer penalties if they exceed local supply even in transtions or just idling around.

It’s just a matter of numbers and tuning — and the AI handles the systems in HoI IV pretty well. At least well enough to provide a fun gameplay experience, where major mistakes aren’t the norm.
You can't say that you "wouldn’t recommend splitting a supply system into states, but rather applying it universally — to make it easier for players, automation, and the AI" as an argument in one post and then say that whether or not the supply system is split into states is irrelevant in another.

You can't argue that what happens in transition is pointless when the point is that either answer is flawed.

You can't port in systems from completely different games with completely different maps and completely different gameplay loops and then call it just a combat rework - HoI 4 doesn't even have an exploration mechanic.

I mean, you absolutely can do all those things, I'm not your mum, but it's not how discussing stuff works. A discussion is two or more people actively engaging with each other's points. Yeah it's absolutely fine to dismiss stuff like individual civics or specific origins as "that's up to the devs to work out", but when people are discussing the actual core mechanics of your concept, the actual part you think will solve all the problems and things cannot be solved without, then for it to count as a discussion you have to actually read, parse, internalise, and engage with those arguments even if they bring you to conclusions you don't like (assuming the other person is actually engaging, there's no point in putting the effort into arguing in good faith with someone who's not (not a dig at you right now, just putting that important qualifier in there on general principles)).

So yeah, I've pointed out numerous, very detailed issues with applying persistent system ship limits to Stellaris without ripping out the game map and associated concepts and completely starting over with everything those chain down to. If you want to argue against them, fire away. If you want to argue it would still be worth doing to avoid the nightmare scenario of only applying combat limits in combat, sure. Lord knows I'm more favourable than most to large scale sweeping changes, but you're awful optimistic about player acceptance of such a thing, and vastly underestimating how much of the game it would impact. More importantly if we were starting from scratch anyway then there's potentially solutions other than hard, persistent system limits (SotS SotS SotS) and describing starting completely over like that as adding system limits to Stellaris is like describing a stew as adding boiled potatoes to a sandwich.
 
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You can't say that you "wouldn’t recommend splitting a supply system into states, but rather applying it universally — to make it easier for players, automation, and the AI" as an argument in one post and then say that whether or not the supply system is split into states is irrelevant in another.

You can't argue that what happens in transition is pointless when the point is that either answer is flawed.

You can't port in systems from completely different games with completely different maps and completely different gameplay loops and then call it just a combat rework - HoI 4 doesn't even have an exploration mechanic.

I mean, you absolutely can do all those things, I'm not your mum, but it's not how discussing stuff works. A discussion is two or more people actively engaging with each other's points. Yeah it's absolutely fine to dismiss stuff like individual civics or specific origins as "that's up to the devs to work out", but when people are discussing the actual core mechanics of your concept, the actual part you think will solve all the problems and things cannot be solved without, then for it to count as a discussion you have to actually read, parse, internalise, and engage with those arguments even if they bring you to conclusions you don't like (assuming the other person is actually engaging, there's no point in putting the effort into arguing in good faith with someone who's not (not a dig at you right now, just putting that important qualifier in there on general principles)).

So yeah, I've pointed out numerous, very detailed issues with applying persistent system ship limits to Stellaris without ripping out the game map and associated concepts and completely starting over with everything those chain down to. If you want to argue against them, fire away. If you want to argue it would still be worth doing to avoid the nightmare scenario of only applying combat limits in combat, sure. Lord knows I'm more favourable than most to large scale sweeping changes, but you're awful optimistic about player acceptance of such a thing, and vastly underestimating how much of the game it would impact. More importantly if we were starting from scratch anyway then there's potentially solutions other than hard, persistent system limits (SotS SotS SotS) and describing starting completely over like that as adding system limits to Stellaris is like describing a stew as adding boiled potatoes to a sandwich.

You see, I haven’t quite found the right words for it yet, but it’s starting to look like we both have completely different perspectives on what it means to implement or rework systems — what’s needed and what’s feasible for Stellaris overall.

I understand the point that reworking combat and fleet progression would be a major overhaul, since the whole game truly revolves around it. There isn’t really a clear metric for progress beyond seeing increasing fleet power over the span of the game. So yes, if you touch doomstacks, you’re forced to rewrite big parts of the game — but that says more about the issue than about the feasibility.

So maybe there isn’t any argument left — because I think the game is really starting to overstay its welcome with flavor DLCs for over two years now, while the fundamentals remain the same boring loop. Either the game changes, or it burns out — and we truly need to set our hopes (and money) on a successor.

I get the point that the changes I see as necessary are big ones — but I believe they’re needed to reach a place where all these new flavors actually make sense, and aren’t just smoke and mirrors.
 
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