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Some things i really like to see:

- Better random npc weapons, mining lasers etc. make them 50% stronger than comparable tier weapons but limit use to one per ship.
- Have an option to customize how many and how strong random npc fleets are in the map creation screen.
- let us build starports and attachments from the planet and sectors screen
- a window listing all not yet researched anomalies
- notifications when i can contact an eclave/the shroud again/my buff runs out
- clicking on an expired trade deal should bring up the trade window with the exact deal pre-selected so i can easily adjust and renew
- let me add transport fleets to regular fleets so they can't be attacked as long as i have an escort of armed ships with them

probably some more things i'm not thinking of right now
 
Buildable Titans and dreadnaughts?! superweapons and planet killers?! YEEESSS! finally, the galaxy will know the full power of the Timarian Empire!
 
Cheers for the DD Wiz :). Roadmap looks good. Have to say, Utopia is a great step forward for Stellaris - having a blast with it. Played two games in a row, and had to force m'self not to play a third as I didn't want to neglect HoI4 and EU4 - my kind of first world problems :).

As for Adams, I hope we get an event with highly intelligent dolphins or particularly bad alien poetry in amongst the mix :cool:.
 
More internal politics ftw!
External.also interesting
 
Guys, I know there are alot of mods out there to megastructures.. yet we have barely scratched the surface. Let us transcend our present concepts of a dyson sphere and ring world sitting all on their own. Its time megastructures become a viable early game route for turtler, pacivist civs.

For example, why the heck would I stop at a ring world when I can dyson sphere that star with panels every second 45 degrees and put a second/third ring normally or diagonally orientated. Then how about an entire ring world system that can jump drive elsewhere utilizing the star it has harnessed. Also, what about stellar devourer tech allowing you to steal or extract enemy stars into similar portable fusion stars ... to support a mini ring world or a nomadic fleet... I havent seen anything done with the galactic wanderers yet.

We could also get intergalatic mechanics for instance... like invading/exploring a new galaxy or persuing the unbidden to their realm.. perhaps to achieve intergalatic mechanics we have to create some super structure requiring possession of a special star system.... and we just leave behind that galaxy with the current level of tech and enter an entirely more advanced realm that starts at ,for example, engimatic fortress specs.

Also, for synthetics.. I don't perceive robots.. that is one branch to go.. a crude one.. what if instead you simply mimic your organics with superior synthetic materials... hence you can spiritually retain your "essence" and still evolve but with better base materials... like you change from carbon based to a silicon based "organism" that can naturally evolve, is self sustaining once created from the carbon cauldron, evades all the carbon realm of wild west genetics mutations of viruses etc.. since it is parallel and isolated ecosystem or just civ pops.
 
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Please rebalance and optimize fleet size! Running around with a 1000 ship fleet does not add to enjoyment of the game, makes space battle not fun to watch (crazy mess of colors), and destroys CPU fps.
 
This list makes me terribly excited. Especially the deepening of Federations. Whilst I will agree some additional work needs to be done on the newly added stuff like factions, as Wiz said, I feel they are satisfactory....for the moment. There is one gaping hole in that list that I would love to see added (even if it takes a year to materialise it will make me happy to know it's coming...eventually), and that is Trade, Economy & Intergalactic Companies. Trade in it's current form is more like bartering. Whilst by no means do I expect a full fledged economy simulator, some form of intergalactic economy would be nice.
 
More potential for empire customization, ability to build competitive 'tall' empires.
I
think you excludedthat way too fast.

I agree & Disagree. Wiz said that if it's been crossed off, it's because it's been developed to a satisfactory level. Whilst I agree with the fact that it is by no means finished, it is at an acceptable level for the moment. Remember, other updates, or DLC's that work on other areas of the game (such as deepening on federations, or dare-I-say-it Trade) will have a resounding impact on one's ability to play taller). The reason as to why I imagine that it's been removed is because they've now built a solid foundation on which to grow on, based on our ongoing demands and play styles.
 
Does that system allow you to go from STRONG to VERY STRONG at a reduced cost? Do you have to pay once to remove the base trait and then have to add the improved trait at it's normal cost? If so I'd say that's uncool and would deserve a second look.
With biological ascension you can remove STRONG and get the trait point back and can then pick VERY STRONG for 3 trait points.

Tie fleet size to the skill of the admiral.

The "better" the admiral, the more ships they can field in their specific fleet. This would introduce fleet capacity alongside ship capacity. Once you stack ships into an admiral's fleet beyond what they're capable of fielding, progressive penalties begin to set in to limit travel distance, fire rate, speed, etc. This would virtually necessitate breaking your total ship supply into a smaller fleets (under admirals you carefully nurse and strategically commit to certain encounters) or suffer the penalty of overburdening your fleets.
The problem is either you have huge fleet size per admiral level and thus hardly a change to the system or you need a way higher leader capacity.

Am I the only one that misses the old purge mechanics or at least wish we got some additional tools available seeing as now we can't purge individuals?

For example it would be nice if you have a slave race on planet X to say "no more growth for you" while on planet Y you allow the slave race to keep growing and populating more tiles. If not that then perhaps allowing us to instantly purge [abort?] a unit that is "growing" so a different species would be able to grow into that tile may be useful. Perhaps a setting indicating that slaves can only "grow" on food or mineral tiles may be an option to keep growth regulated & automated.

For those with Police States or similar being able to set rights of certain factions would be useful. I assume that some sort of costly Crackdown Edict would be required to properly identify faction members. Once they've been identified [a costly and perhaps long process] then they could be purged, bribed, slandered, enslaved, suppressed, etc. as a whole.

Any other ideas for easily managing some of the above would be welcome additions.
As authoritarian i am fine without individual purges, sending egalitarians and xenophiles to the mines just solve the problems.
But for a slave race it would be very nice to have a planet-specific growth option, so they don´t grow beyond the number of mines/farms on the planet.
That would reduce unnecessary micro-managing by moving them to appropriate tiles/planets.
May be as a general growth right options with check boxes for every tile type (food/farms, minerals/mines+mineral processing plants, energy/power plants + , science and special buildings not related to four (slave processing plant, unity buildings,...)
I would love that.

Any chance we'll see a fix to the Ground Invasion aspect? Right now its pretty...bad.
If you refer to the fact that ground combat is pretty simply atm, i guess that will take a long time as it would need a complete overhaul of ground combat.
 
Ship appearance that differs for each empire, so no two empires' ships look exactly the same.

Sorry Wiz, but I wouldn´t scratch that point.

A little color variation doesn´t do the trick, at least for me. (Why do the endings of Mass Effect 3 come to my mind?:rolleyes:)

If there is anything cosmetic I would pay for, than it would be new shipsets.
 
@Wiz, are changes being brought to bear against Livestock? As of now, other than in regards to energy savings, Livestock is kinda useless.

I'd view the facilities they are standing on simply as 'slaughtering houses' rather than farms, if that is the reason 'they can't work buildings', lol.
 
are changes being brought to bear against Livestock? As of now, other than in regards to energy savings, Livestock is kinda useless.

I'd view the facilities they are standing on simply as 'slaughtering houses' rather than farms, if that is the reason 'they can't work buildings', lol.

The thing is they should add some event/planet factors that modify the food prod on a planet. Like "It's winter on X planet so you produce less food" or "There was a flood on X planet so Y farms won't produce for Z months". But I think that has to do with the lack of event, because there are way too much good event and almost no early/mid game bad events besides the Asteroid one.
 
The thing is they should add some event/planet factors that modify the food prod on a planet. Like "It's winter on X planet so you produce less food" or "There was a flood on X planet so Y farms won't produce for Z months".
Let's look at what the Tier 1 food building is called: "Hydroponic Farm I".

Winter? You give exactly zero damns about winter, because your food is grown indoors in shiny high-tech facilities that are probably equipped with supplementary artificial lighting (remember, they work on bloody Tomb Worlds). If your architects and civil engineers are remotely competent, you probably also give zero damns about floods, because your hydroponic farming facilities will not be built in the flood plain of a river.
 
The war demands window needs to be redesigned. Typing the name of each planet you want isn't exactly user friendly.

I'm also against superweapons and planet killers, or buildable dreadnoughts and titans.
 
Let's look at what the Tier 1 food building is called: "Hydroponic Farm I".

Winter? You give exactly zero damns about winter, because your food is grown indoors in shiny high-tech facilities that are probably equipped with supplementary artificial lighting (remember, they work on bloody Tomb Worlds). If your architects and civil engineers are remotely competent, you probably also give zero damns about floods, because your hydroponic farming facilities will not be built in the flood plain of a river.

Yeah, I just realized that when I restarted the game. But what I meant was that food isn't a problem since the Bank update and besides selling it to CPU Empires, it's kinda useless.