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How about adding the following changes.
1. Changing the places of your planets in the list so you can for example have all the planets in a single solar system in a row. Because as you expand your empire and get new tech you can terraform planets and you can colonise planets in solar systems you already have planets in, i prefer creating fleets in systems wich i have many planets in so i can focus my fleet academy on those select planets.

I agree making them free sortable would be nice. Autosort by solar system would be a solution too.
 
I gave my spaceports massive shields after level 3 (more hp per level). That way their defensive power scales a bit better (with +%shield hp repeatable techs). It's not ideal and they still die fast but at least it's a bit more of a buffer. Same for shield regen, they regen in combat too so it adds up.
 
- I do not see the usefulness of having titans AND dreadnought, if it is only a matter of slott number.On the other hand, if it is to bring special bonuses like on fortresses, this would be interesting. An aura shield capacitor, better targeting and others. It would be enough to allow diversifiers rather defensive or rather offensive. (And remove bonus on smaller ships but keep afterburner.)I will see the Titan as a structure capable of killing planets if it is the goal (personally, I am not interested more than that) but also able to embark a large fleet. as the ship like in independance day 2. And which would provide a supply point to the attached fleet.
- And please, do something with the rules of engagement. More freedom, and adjustable.
- More diplomacy there will be, more interesting will be the game
 
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The idea of making diplomacy more involved is great. Ideally, what I think would be rad is if there were events that were specific to you being in a Federation. Like how Babylon 5 had their odd "monster/villain/diplomatic shenanigans of the week" episodes. Something to make being in a Federation feel more interesting.

Story events are always good. I love anomalies and quest chains. Probably my favorite part of Stellaris overall.
 
These are some elaborate goals, good luck, but how about reorderable build queues for planets/spaceports, or the ability to add an order for a ship at the top of the queue etc?
I still almost hate it when my ships find a skeleton, or I get a new priority building, as I know I'll have to reissue commands for my ships/planets accordingly...
 
These are some elaborate goals, good luck, but how about reorderable build queues for planets/spaceports,
Oh god yes please.
or the ability to add an order for a ship at the top of the queue etc?
For future reference, holding down Shift and Control simultaneously when issuing an order puts it in at the top of the queue.

This fact is not well documented.

EDIT: OH, wait. I may have slightly misread what you were referring to and took "an order for a ship" to mean "tell a ship to do something before doing the thing it is currently ordered to do" rather than "put an order for a ship to be built before everything else currently in the spaceport queue". My apologies.
 
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Under your proposed scheme, even trading them to your allies probably doesn't make sense.
Sometimes, it definitely won't. If you're a huge empire with massive fleets, you probably don't want to trade away garanthium. But on top of the fact that each damage type has its own strategic resource, diminishing returns would make it simply pointless to hoard them after a certain point.

But that's assuming your allies are human. Trading them to the AI would be lame because they can't properly leverage resources yet.
 
Would be cool to have more strategic combat options that suit my pacifist technocracy. My tech lords still can't launch cyber attacks, infiltrate post-FTL empires, or build 'deterrent' planet destroyers. Combat short of full-on war is also absent; I just want to skirmish in an unclaimed system to stop another empire expanding into it. Would also be cool to have the element of surprise in an attack. So a logical combat addition is conflict outside of 'war'.

Many will disagree, but I think an espionage update/DLC could work well in the future. My agents could steal another empire's tech research / or ship designs(!), tell me whether enemies are preparing for war, where they plan to colonise etc.

'Deeper Federations' is an excellent idea: if certain conditions are met, all empires in a federation can merge with the player's empire while changing the government type/ethics, like the US. A galactic UN will be toothless, just likeEarth's UN, but so much fun to mess with.

Only thing I don't like is how few humanoid portraits there are relative to avian, molluscoid etc. Call me anthropocentric, but I only play humanoids.

Love the work you guys keep putting in, there's no better space genocide simulator than Stellaris!
 
Sometimes, it definitely won't. If you're a huge empire with massive fleets, you probably don't want to trade away garanthium. But on top of the fact that each damage type has its own strategic resource, diminishing returns would make it simply pointless to hoard them after a certain point.
Each damage type has its own strategic resource... but in a 600 star galaxy, by the time you're big enough to reliably own sources of all three, you're already big enough that your only viable opponent is a Federation, an AE, or another human player - which means you're probably big enough to need all the Kinetic and Energy SR sources to keep your fleet adequately supplied with the bonus under your scheme.
 
These are some elaborate goals, good luck, but how about reorderable build queues for planets/spaceports, or the ability to add an order for a ship at the top of the queue etc?
I still almost hate it when my ships find a skeleton, or I get a new priority building, as I know I'll have to reissue commands for my ships/planets accordingly...

ctrl-shift-click does this for ships.

No clue why it doesn't work for spaceports, no reason that it doesn't. Needs a fix.
 
This! Crushing "space UN" with superweapons and planet killers will give a certain sense of satisfaction.

Or defending it of would-be conquerors! ;)
 
Wouldn't this be fixed with the small change of star charts giving you only Medium level of intel? You'd learn what planets and space monsters are in the system, but no survey data. That could be added as its own diplomatic option.

That is a great idea. My technology in a Federation game was set back, when I realized I was getting all the survey data from my now five different Federation Allies (Sorry Planetary Survey Corps).

Are Federations supposed to automatically share survey data? Sucks hard.
 
I would really love to see the diverse synth portraits, I would love for every one to get their own unique portrait styles instead of the humanoid robo design (also to see cute robo-moths :p )

I wonder when or if they will address the performance issues, especially in late game.

Isn't a lot of that have to do with your processor and other stuff? Because every Paradox game gets a lot of issues in late game (I can barely play EU4 once the 1700s hit)
 
The scaling on Spaceports really is horrible. They're a massive block to offensive wars early in the game but generally irrelevant later on.

I did have one mid-game war, though, that was basically one by an individual station... Level 6, enemy fleet was rushing to get back home and ran into it. Spaceport ALMOST died, but took out the whole fleet by itself.
 
i am really interested in federation and faction mecanics. As a pacifist kind of player in Stellaris, i would like to see political intrigues in the game. Also could we have more base variant of cruiser and battleships (even through technology), because it makes a huge difference in battle and before finding out i believe i lost a lot of hours
 
The Adams Update
With Utopia and Banks now out, the next thing we have planned for you is the 1.6 'Adams' update. This update, named after Douglas Adams, is going to focus completely on bug fixing and quality of life changes
A bug that you might want to fix is the issue occuring in this youtube video at 2:21:25
Makes no sense that star lords are percieved as a threat by their vassals.
 
Hello everyone and welcome to another Stellaris development diary. Today's dev diary is going to briefly cover our plans for future Stellaris updates, and what you can expect from us going forward.

The Adams Update
With Utopia and Banks now out, the next thing we have planned for you is the 1.6 'Adams' update. This update, named after Douglas Adams, is going to focus completely on bug fixing and quality of life changes, with no major feature additions and no accompanying paid DLC. Work on 1.6 actually started almost immediately after Banks/Utopia went into code freeze, and it already contains hundreds of bug fixes and usability/UI additions and tweaks. A particular focus of Adams has been to work on our backlog of old issues, taking care of many of the smaller issues and annoyances that have been present in the game since release. We've also made time for some of the things that were originally planned for Banks, but had to be cut due to time constraints. While I can't give you an exact release date for Adams yet, I can say that you shouldn't have to wait too long.

Beyond Utopia
Back in Dev Diary #50, I listed a number of priorities for us going forward from Heinlein/Leviathans. A number of these things have since been added to the game, so I'm going to go ahead and list it again to give you an idea of where our focus will lie in future updates, expansions and story packs, with the items that are already completed noted with a strikethrough. The list is NOT in order of priority, and something being crossed out does NOT mean we aren't going to continue to improve on it in future updates, just that we consider it to be at a satisfactory level.

As before, THIS IS NOT AN EXHAUSTIVE OR FINAL LIST, AND NOTHING BELOW IS CERTAIN TO HAPPEN (unless it already did)!
  • Ship appearance that differs for each empire, so no two empires' ships look exactly the same.
  • More potential for empire customization, ability to build competitive 'tall' empires.
  • Global food that can be shared between planets.
  • Ability to construct space habitats and ringworlds.
  • Factions that are proper interest groups with specific likes and dislikes and the potential to be a benefit to an empire instead of just being rebels.
  • Ability to set rights and obligations for particular species in your empire.
  • Deeper Federations that start out as loose alliances and can eventually be turned into single states through diplomatic manuevering.
  • Superweapons and planet killers.
  • More story events and reactive narratives that give a sense of an unfolding story as you play.
  • More interesting mechanics for pre-FTL civilizations.
  • A 'galactic community' with interstellar politics and a 'space UN'.
  • Buildable Dreadnoughts and Titans.
  • Reworking the endgame crises to be more balanced against each other and the size/state of the galaxy.
  • Reworks to war to address the 'doomstacks' issue and make the strategic and tactical layers of warfare more interesting and less micro-intensive.
  • Deeper mechanics and unique portraits for synthetics.

With Utopia and Banks, we decided that rather than divide our focus, it was better to have the update and expansion focus almost exclusively on empire customization and internal politics, and this is the policy we intend to continue with for future expansions. As always, I can't tell you specifically what the next expansion, update or story pack is going to be about, but the above list should at least give you some ideas of where you can expect Stellaris to go in the future.

That's all for today! Next week we'll start going into specifics of the 1.6 'Adams' update so until then, I leave you with this picture of some of the free graphical content coming in Adams:
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