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How about finally fixing Missiles? I love them but it is just a handicap to play with them.
Except for the swarm-type missiles. Those are great, particularly if mixed with carrier ops. Want to reliably wipe out corvettes and destroyers while providing a lot of distracting targets for enemy PD, Flak, and fighters that they just can't hit: Whirlwind missiles are your friends.

But yes, an overhaul of missiles and carrier ops in general. Some time would be neat some time in future.
 
Deepening diplomatic and adding economic elements would be extremely welcome in my opinion because I play as some sort of pacifist.

I've posted about this idea on other feeds, but adding a fluid empire stability modifier (changes stability each month a little depending on the ethics, factions, races, policies, etc. in your empire based on how you're managing things) that's linked to unity could add significantly to the complexity of governing throughout the game. If you have high stability, you produce more unity and perhaps get boosts to influence, happiness, etc. If you have low stability, your unity points (and other various governing aspects such as happiness, unrest, the appearance of deviant factions, separatists, etc.) take a hit.

The goal of this idea is to make unity something more than a clock wound by building certain buildings that tells you when to pick a perk, and to add deeper levels of internal governance.
 
Stability sounds like "let's make Egalitarian Spiritualist Xenophiles even easier to play"...
 
Thought it was interesting watching the Twitch stream. @Wiz clearly described the Domination tradition as a niche tradition only really relevant to certain play-styles. They then moved on and never really dug any deeper on that topic. This to me highlights the biggest problem with Traditions i.e. that players are currently forced to go down trees which aren't really relevant to the game they are playing. This leads to selecting traditions becoming boring. You are selecting uninteresting buffs simply because you have to to get access to the Perks. I really do hope Traditions receive some attention very soon i.e. ideas like 10 traditions per tree, 2 perks possible per tree, no need to bottom out all trees, no need to even start some trees etc. At the moment it becomes a chore after getting the traditions which are interesting/relevant to your game.
 
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Thought it was interesting watching the Twitch stream. @Wiz clearly described the Domination tradition as a niche tradition only really relevant to certain play-styles. They then moved on and never really dug any deeper on that topic. This to me highlights the biggest problem with Traditions i.e. that players are currently forced to go down trees which aren't really relevant to the game they are playing. This leads to selecting traditions becoming boring. You are selecting uninteresting buffs simply because you have to to get access to the Perks. I really do hope Traditions receive some attention very soon i.e. ideas like 10 traditions per tree, 2 perks possible per tree, no need to bottom out all trees, no need to even adopt some traditions etc. At the moment it becomes a chore after getting the trees which are interesting/relevant to your game.

Yea I agree. Since Utopia I've struggeled to find good reasons to why not go for the opening of the Prosperity branch in almost every game. It is like half of the traditions aren't even interesting openers and I tend to go for a few only which is pretty dull tbh.
 
Reviewed the OP, been reading all the responses and watched the stream... Wiz, my humble opinion is that you guys are going the right direction with the next update. We all seem to agree that Stellaris has so much potential, and trying to tackle everything at once is like trying to "defend everything at once" ... you end up losing everything. Stay focused on one major area at a time, and I think empire customization and internal politics is a great area to prioritize. Maybe economy and trade after that.
 
Stability sounds like "let's make Egalitarian Spiritualist Xenophiles even easier to play"...
Actually I was thinking by having the state of your empire erode or increase stability over time would actually make Xenophiles more difficult to play by increasing stability erosion as different species enter your empire (no mater how much you may be a xenophile, there's going to be some inter-species conflict when completely different species with often competing values start living together.)
Having a multi-species empire could then make you have to spend your influence on programs to help integrate communities and resolve their differences. Xenophiles would have to build and spend a lot of influence to keep up their unity in that sense if different minded, repulsive, or just extremely different species began moving into their empire.
 
I would love something like this to be added

  • the ability to become a fallen empire/accepted into the category of a fallen empire there for adding the ability to build their buildings (antimatter plant) and their ships (battlecruisers and titains)
obsessively this would be extremely difficult and might even require a major story line to be completed