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Apologies if some of this is disjointed, I'm currently a little loopy since I'm sick. (Cue Alfray telling me to stop working, but I'm in bed dude, chill.)
I was also under the weather yesterday, get well soon!

Thanks for the transparency!

I still hope the "something big" is a rework of a fundamental mechanic, like the military overall and the uncapped rampage of fleet power since 2016. This would also indirectly help with performance if done in a certain way.

And my 2 cents about performance: I don't have real issues in the late game, even in multiplayer with 3 additional people. Sure, it slows down a bit but not noticeably, and I have enough management to do to run the game at normal speed. But the real dealbreaker is when fleet number comparisons fail, and I know I've lost based solely on the fact that my doomstack is smaller than the others, or if I know i won because my doomstack is unreachable for others. So the game ends in one of those ways, not due to performance issues. (Before anybody asks, I run the game on an 8-year-old rig with 32GB DDR2 and an AMD Ryzen 5 1600X Six-Core Processor flawlessly)
 
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Apologies if some of this is disjointed, I'm currently a little loopy since I'm sick. (Cue Alfray telling me to stop working, but I'm in bed dude, chill.)

We have seen allegations that Stellaris devs are allergic to internal politics.

Now the lead dev for Stellaris is feeling sick.

Does this mean ... !?!?!?
 
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On Cosmic storms being an optional DLC, isn't that pretty much the case with most of them? In general I'd say there's only a couple that are must haves even at this point. Biggest being Utopia. So I don't think that is a real criticism of this latest DLC. I didn't get any of the species packs until they got achievements linked to them, only missed out on cosmetics at the time and even now the civics aren't needed, although the increased range of cosmetics for other species is useful for long play it still has a bad habit of doubling up :rolleyes:

Apologies if some of this is disjointed, I'm currently a little loopy since I'm sick. (Cue Alfray telling me to stop working, but I'm in bed dude, chill.)
Hope you feel better soon!
 
I agree that this is one of the biggest problems facing Stellaris right now.
I sincerely hope that something will finally be done about the performance issues then. And I don't mean bad band-aids like artificial limits to population growth, which I absolutely disliked as an approach and immediately looked for ways to disable, but something that actually helps Stellaris perform properly within its design parameters. Even better, something that could even make heavily modded games properly playable in the medium-term and long-term.
 
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It's because alot of the big concept stuff has been done already like megastructures, ancient life-forms & civilizations or they refuse to do it (internal politics lol), so we're left with middeling stuff like the primatives DLC which is rubbish, astral planes which is just relics in a new hat, storms which are just random modifiers or devastation and the upcoming library thing, which is probably just going to be relics but worse somehow.

It's been pretty obvious for awhile now which DLCs are good and which ones are just filler.
 
Not for 3.15.

But I do have them working on something big. We'll start talking about that after Grand Archive releases, and after I have some more data from the Custodians.
Best news ever! I thought that there would not be any major Stellaris revisions after the smol Vela update (Custodian updates are life!).
 
I sincerely hope that something will finally be done about the performance issues then. And I don't mean bad band-aids like artificial limits to population growth, which I absolutely disliked as an approach and immediately looked for ways to disable, but something that actually helps Stellaris perform properly within its design parameters. Even better, something that could even make heavily modded games properly playable in the medium-term and long-term.
That's actually exactly the problem though - Stellaris' design parameters ARE hardcapped growth, that's how the tile system worked.

It's just one of the reasons I wish they'd fixed the problems the tile system had rather than throwing it out for what was effectively a beta version of a pop system that shouldn't have gone live when it did and still has major issues in need of fixing. Every major difference from the tile system has had to be reined in because the game's design doesn't support the current system, which means a polished version of the tile system would most likely be better than the one we have now, years later.

I'm open to them fixing the outstanding problems with the new system, but if they can't they should throw it out and make a new one. They probably should have done that years ago.
 
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But I do have them working on something big. We'll start talking about that after Grand Archive releases, and after I have some more data from the Custodians.
That has me really looking forward to Grand Archive now, not just for new story events but for finding out what will come next.

Picked up the season pass because I know myself well enough to know I'd likely have bought all of them at launch anyways, so getting a discount and not needing to remind myself to budget closer to release dates has been nice.

More on the general topic of the thread...

I think there is a lot that could still be done with the game even within the current tech base and setup. While tech debt is a real thing, and kind of why the Custodian team exists to poke at and combat, there seems to be a lot of things that could be done even within the existing tech base.

I'd like to see planet colonization have actual stories attached to what should be a pretty epic event. Right now you throw a colony ship at a world, get a pop-up when the ship lands and a notification when the process is complete and that is it. Running planet colonization as a situation where you could potentially devote more resources to it (throw extra food or mineral upkeep at it) to maybe speed the process up or start with another citizen or have possible events to alter the colony startup setup (pay a few minerals overtime during colony setup and get a district pre-built, or a blocker cleared, or a planetary anomaly of some sort, etc.). Something to make it more of an event taking place vs throw-a-ship-at-a-world-and-forget.

Factions having actual agendas or missions attached to them. They get those little lists of things they'd like to see your government do that come in different color of dots but having them actually say, "Hey, make a migration treaty with someone in the next 1000 days or we'll be angry" feels more like actual power politics in action. Complete the quest for a happiness / stability bump based upon how much of that faction make up your population. Would make sense too for revolts to happen after a faction has had their request missions failed, would feel more justified and actually related to your actions as a player. Mission frequency could be based upon how much of your population belongs to that faction, how happy they already are (happy faction doesn't need you to do things to keep them happy, angry faction throws missions to demand appeasement), etc.

Frigates. Just... Something needs to be done with them. Feels like they should be a fast, evasive ship type that has a poor weapon setup (maybe weighted to Point Defense) to match their historical precedent as a scouting / escort ship class. Give them a bonus Aux slot that can only hold either a cloaking device or a sensor platform to give them better anti-cloak scans or sensor range. And they should have the best Piracy Suppression stat. Something to give them an actual use and the kit to do that job better than the other classes.

More pie-in-the-sky, and less supported by the games current tech, would be to see economic piracy and interstellar trade as a soft-power system where the amount of trade that occurs between you and another nation would have an effect upon things like War Exhaustion. If declaring war with someone suddenly cuts you off from direct trade with a neighbor that was your empires biggest market, you'd think it'd have a greater effect upon the populace in terms of their level of discontent. Basically the "Foundation" idea that economic power is a weapon as much as military power is, represented in game via that Trade mechanics and system.

Being able to fund Privateers in the same way that you can found Mercenary groups. Basically having a small personal pirate army that could do economic warfare for you. Something smaller scale than the Marauder AI empires but that might work well with the Espionage system and existing piracy systems.

Anyways, while I think they have mined a lot of the more generic sci-fi tropes pretty well already I think the game mechanically has a lot it could still do without needing to jump to a Stellaris 2 in a different engine.
 
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My biggest gripes:

Combat: to me, it seems mostly throwing a doomstack around. If the doomstack gets defeated, it's not quite as bad as in Master of Orion multiplayer, where two fleets meet, one annihilates the other without much change of predicting who will be the winner and it is game over for the looser, because rebuilding it takes too long, but I gave up on a game because it was just getting tedious, not even rebuilding the fleet, that is handled beautifully IMHO, but retaking all the systems I would loose in the meantime (it was a crisis).

Colony management: too much micro for my taste, worse, pointless micro. What I mean is, it feels a lot like busywork, just build the mining/generator/agriculture district, which one being dictated by a variety off usually quite obvious circumstances. And the districts are just generic. I wonder if it might be more fun if the colonies exploit the planets automatically (that is, no need for you building districts), but instead you building special buildings with trade-offs, like forced-labor camps (extra resource output at the cost of stability), automated facilities (more output at the price of extra upkeep) etc.

Species: I dread the uplifting, no wait, I dread the species screen in general, it just gets so horribly clogged. When someone in a sci-fi show speaks about numerous species, that is a nice background thing, but when countless species are instead shoved in front of you as data to interact with, nice isn't the word coming to my mind. I wonder if it wouldn't be better to ditch the sub-species and what not and instead just improve that one over time.
 
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