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Stellaris Dev Diary #30 - Late Game Crises

Hi folks!

We’re getting close to release and there is not much left to talk about that we haven’t already covered. The only remaining major feature is, I believe, the “Late Game Crises” events, and I really don’t want to spoil them, so bear with me if I’m being slightly vague this time…

stellaris_dev_diary_30_02_20160418_message.jpg


Now, last week I talked about how large empires will have to worry about keeping all manner of political Factions in check. This is one of the ways we try to keep the game interesting and challenging past that crucial point when you often tend to lose interest in most strategy games and feel that you’ve already won. It’s not much fun to spend hours of your life mopping up the final resistance just so you’ll get to see that sweet acknowledgement saying “Victory!”. Another way to keep a game interesting is through random occurrences that can upset your plans even at a very late stage. This is where dangerous technologies and late game crises enter the picture.

stellaris_dev_diary_30_01_20160418_dangerous_tech.jpg


Some technologies are clearly marked as being “risky”, for example Robot Workers. Now, you might not always risk having your victory snatched out of your grasp, but in this case at least, you really are gambling with the fate of the galaxy. Just researching such a technology is safe; it’s the actual use of it that carries the danger. For example, the more sentient Robot Pops there are in the galaxy, the higher the risk is that they will come to deem organic life unfit to exist and rise up in a well-planned revolt. Unless crushed quickly and with overwhelming force, such a Machine Empire will quickly get out of hand and threaten all the remaining empires in the galaxy. Sentient robots will out-research and outproduce everyone. If the revolt is centered in a powerful rival empire, you’ll need to think carefully about when you want to intervene; a savvy player might time it just right and be able to mop up both the robots and the remnants of the rival empire. Leave it too long, however, and the robots will overwhelm you.

stellaris_dev_diary_30_02_20160418_diplomacy.jpg


The idea is that you will usually see one of the possible late game crises every time you play, but the chances increase the longer it takes you to win. However, it’s very rare to see more than one in the same game. The different threats vary in nature and behaviour, and can offer opportunities as well as posing an enormous danger to your survival. For example, it might be possible to reverse engineer some really unique technologies from these galactic threats, but the geography of the galaxy might also change in your favor…

That’s it for now my friends! Next week, we’ll change tack completely, and do a two-part, in-depth guide for modders.
 
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I just hope it isnt going to be predictable and annoying. Oh boy, im arriving at late game, will it be robots again? I liked in other strategy games how there are medium size random events and small ones too as well as potentially game ending ones.
You mean like EUIV and castille ALWAYS getting spain and poland ALWAYS getting it's union etc?

Well mostly always, that bugs the shit out of me.
 
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Yeah thought so too, it makes the decision far too easy to not research it.

There is more than one AI tech to research, and i've seen more than one of them give things like "+5% research speed" so i'd say it's a gamble, the more of them you research the more powerful the bonus is, but the more you research the riskier it gets.
 
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Is it possible to turn off end game crisis at game setup?

Because I probably would like to play a game of galactic conquest without those
extragalactic ai robot lategame party breakers appearing.
 
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Is it possible to turn off end game crisis at game setup?

Because I probably would like to play a game of galactic conquest without those
extragalactic ai robot lategame party breakers appearing.

I doubt it, but you could always disable them via mods
 
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Hold on, why does the sentient AI robots turn super productive and super smart, AFTER they rebel? The whole point of researching them is so you can take advantage of their super productivity and super intelligence (I assume that 5% research speed isn't all that researching them is giving you). Surely they should be just as super productive and super smart when they are your loyal servants? Or are they, and I just misunderstood what was communicated? I really hope that sentient AI aren't just 'good' when they are pacific and turn 'über' once they rebel...
 
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Yeah thought so too, it makes the decision far too easy to not research it.

It might be a prerequisite for more powerful but increasingly dangerous tech though. Do you want to pass up free power with no* consequences? What sort of empire are you?

* Possibly no.
 
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You mean like EUIV and castille ALWAYS getting spain and poland ALWAYS getting it's union etc?

Well mostly always, that bugs the shit out of me.

I kind of feel like that's just sort of the name of the game in Paradox historical titles; ideally, without player interference, things play out exactly like they did in history, but the non-event systems can only go so far, so they nudge it occasionally.

But here, so long as there's enough variety, it should be pretty easily prevented, since there is no history to try and replicate!
 

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I feel there is more in terms of benefits to the Sentient AI tech than just "5% more research" that we see.
 
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Is it possible to turn off end game crisis at game setup?

Because I probably would like to play a game of galactic conquest without those
extragalactic ai robot lategame party breakers appearing.

That would be nice, even if just for practicing the game.

I know on this forum there is a lot of "game is too easy" and "make more than one end-game-crisis" criers, but I never really painted the map in paradox grand strategy games like other people seem to do. I'm quite happy if my dynasty survives CKII, so I will be happy if my star empire survives a game without getting into some game-breaking armageddon like the aztecs invading and making everyone sick for example.
 

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I'm sort of disappointed that there will generally be only one (most of the time) late game crises as I think that limits their potential to upset the status quo. I appreciate there needs to be a cap to avoid the late game being a stream of annoying rather than terrifying disasters (looking at you After the End), but I think the system needs to be more flexible.

I'd separate the Late Game Crises into different groups, principally Control and Uncontrolled. Control Crises are caused by player or AI actions, e.g., irresponsible research and/or technological usage and/or social/foreign policy leads to robot uprisings, slave revolts, rips being generated into the fabric of reality. It should be possible for the player and the AI factions to minimize the risk of these happening through edicts, diplomatic pressure etc... [If there is a late-game UN like organization, then that could also be a means of stopping these disasters.] Uncontrolled crises are ones that happen essentially randomly - extra-galactic or extra-dimensional invasions are the main one but there could be weirder ones like a Type III civilization built dyson sphere (so really massive) ploughing through the galaxy without noticing the *primitives*, a Foundation-esque stagnation [basically after the galaxy fills up, it starts to become possible that the entire galactic civilization will stagnate and internal factions will become more aggressive and powerful, potentially leading to a galactic dark age. This particular event could be very likely to strike empires which rule a disproportionate chunk of the galaxy.] or a massive outbreak of plague. It would be great if the game was weighted so that generally one controlled disaster happens [but they can sometimes be averted if the player is pro-active enough, although this isn't guaranteed to work] and one uncontrolled disaster [these happen completely randomly and cannot be averted] and they will usually happen close to one another. For instance, you can be just fighting down a nasty bout of plague or robot uprising when an extra-galactic invasion starts up.

Edit:

Finally, I hope there is a good range of robotic rebels and extra-galactic invasions. While fighting off a swarm of space locusts or reapers is going to be fun, it would also be nice if you also could get normal but very advanced galactic invaders that will eventually integrate if they are halted and robotic rebels that don't automatically try to kill everyone. [So the crisis they cause is more the social and economic disruption, plus nobody should be initially aware of what their intentions are.]

talt
 
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Can we deliberately unleash the robot apocalypse in the direction of the interdimensional apocalypse and hope they just cancel each other out?

Ahn, the Stargate SG-1 tactics. Let's destroy the Ori by unleashing the replicators against them. Well, replicators destroyed the Ancients one time, why not another?
 
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