Stellaris

Stellaris

Space Exploitation
kunstreich 31 May, 2021 @ 2:35am
Feedback
My man, first, I have to shower you with a bit of praise here, because this thing you built is absolutely exactly what I was looking for!

I am an avid Stellaris Player, having racked up some 2000h of this gem of a game. But what always bugged me a bit is how irrelevant the actual diversity of the star systems seem to be while playing. It all boils down to "loads of energy/minerals and a bit strategic resources?" You never actually look at your systems once they are surveyed. Allt he different types of suns and bodies don't matter at all. What a wasted potential. You changed that!

Now comes the Feedback:

1. As you may well know, the "colonize this celestial body action" is quite satisfying and the only feedback is, that it might be a bit too cheap to do so. But the following interactions are a bit confusing.

2. Colonization exposes additional resources for your construction ships to capture, so far, so satisfying. But the upgrade interactions are confusing (and maybe buggy). It's a bit intransparent to me, what body can get which upgrade and if these upgrades are exclusive (e.g. can asteroids get an alloy foundry and/or mining upgrades??)

3. I think I ran into bugs with Automation and Exotic Gases. Playing in Sol and I wanted to get some gases out of Saturn and, I think clicked "Build all gases stations" a bit overexcited. Result a bit later: Saturn produced no gases whatsoever. But Jupiter produced something like 29. Well, nice. But broken of course.

4. Automation in general: I don't know if it's intended or not, but I continually lose alloys and stuff, and I guess it is because some script upgrades and subtracts the costs. But I think this is bad for two reasons: it does so with automation explicitly turned off, and it feels totally intransparent. I suggest you turn this behavior off until it's more fleshed out. Judging by me, I guess most players do not want to automate at all, because doing it manually, developing their star systems, is what the fun is all about!

Some general suggestions: I think to balance the exploitation the idea to make it costs lots of food is brilliant. First, because right now food feels irrelevant and cheap, but honestly complex organics would be much much much more valuable than minerals or maybe even alloys in reality. I suggest to even increase the costs of food for colonization to balance.

Great mod, really great! I am really willing to help you developing this, if I can, e.g. if you have wonky betas to test out ideas, let me know, I will play test!

Great work, please keep it up!
Last edited by kunstreich; 31 May, 2021 @ 2:37am