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Which ethos's crisis start would you like to play first?

  • Collectivists

  • Individualists

  • Materialists

  • Militarists

  • Pacifists

  • Spiritualists

  • Xenophiles

  • Xenophobes


Results are only viewable after voting.

xeroprotagonist

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Stellaris currently starts all players in a relatively secure position on their homeworlds - a small fleet of ships, positive economic growth, no immediate threats. Some of the best experiences I've had with other Paradox titles involved playing as countries that faced serious problems (and had interesting opportunities) almost immediately at the beginning of the game, though. I think it could be more challenging and exciting if the player could take the helm in the middle of a serious crisis threatening their entire species's existence. And it could define the character of their societies better if this crisis is what forged their ethos - for example, if you're playing fanatical xenophobes, what if you started the game in the middle of a revolution against the alien overlords who took over your planet before it had discovered FTL travel? It'd explain why your people hate aliens so much if all they've known from them is slavery and oppression for centuries, and it'd give you the opportunity to turn the tables right at the start (or fail, and be reduced to a vassal of an alien empire...)

What I'd like to do is script several series of game events to play out different crisis starts based on the player's ethos, that would provide exciting, differentiated beginnings to each game. However, I've never modded a Paradox game before - I'm confident I can pick it up given some time, but if there are experienced modders who has some passion for this idea who want to work with me on it (or just take the idea and run with it themselves, there could be ten different mods like this and they could all be good additions to the Steam Workshop) then I'd be happy to work with them. Or anyone really; we can all learn together. I'd also like to hear some ideas and incorporate them into the mod - there are a lot of obvious classic sci fi tropes to run with, here, but I think it'd be amazing to create some good original stories this way as well.

Some of the scenarios I'm thinking of are:

Xenophobes - think the War of the Worlds, three centuries later. Ideally I could get a random alien empire to spawn on a world in or near the player's starting system and a state of war would exist from day one - the player would have conquering them as a goal and they would have vassalizing the player as a goal. Perhaps some additional events that could result in destroying their spaceport? And a further event chain with additional consequences for each possible outcome of the war - win, lose, white peace.

Individualists - think the classic 'space colony rebels against tyrannical home planet government' American Revolution allegory. Again, you'd start at war with another empire, but this one would be of the same race as you in another system, and you'd have the goal of liberating them while they'd seek to vassalize you. They'd be a little more powerful to start with, though, so forcing them to accept white peace would be the more realistic goal.

Xenophiles - here I'm thinking something kind of like (the first part of) Childhood's End, beneficent aliens once arrived to help you in your time of need, and now that your home planet is again suffering from a crisis you must seek help once more from friends among the stars. I'm not sure exactly what I want to do with this one but I want the crisis to solved somehow by taking in xeno migrants. Or maybe their former benefactors lost their homeworld and you have to find space for their (tile blocker) refugee camps until they integrate by event and spawn as pops? The antagonists would be the xenophobic elements of your own people.

Collectivists - here I'm thinking that the planet's biosphere has been driven to the brink of exhaustion by corrupt megacorporations and as the game begins you've just overthrown them (and they fled into FTL..), but your homeworld is badly damaged by centuries of mismanagement and life is cheap. You've been given 1984 levels of absolute power to deal with the crisis but you have political rivals who are eager to stab you in the back.

Materialists - your people's former deities were recently revealed to be Sufficiently Advanced alien observers in disguise, engaging in unethical sociological and biological research. Your once quite religious species is still having a mass existential crisis over it, while various other ongoing crises that were once met with only prayer demand special research projects.

Militarists - Most planets are united under a single superstate at your level of development, but yours is not, and your empire still has significant opposition from a coalition of regional powers and rogue states on your homeworld. The cold war you're engaged in involves a variety of proxy wars, covert operations, and a high tech arms race.

Pacifists - Like the militarists, your homeworld is not fully unified, but your empire is an international coalition effort held together by diplomacy rather than a single state. Rather than solving the problem through combat, you need to bring your world back from the brink of total war. Making alliances with powerful alien races to help you enforce the peace at home is also important.

Spiritualists - For centuries your church has been simultaneous with state on your homeworld, but true faith now eludes most of the population, and a multitude of heresies are flourishing, causing wild changes in the ethics of your pops. There are several points of contention in the doctrine that can be resolved through discovering and researching projects among the stars.

It's going to take a lot of work to flesh everything out and balance it all properly. I was thinking of trying to put together a single scenario to start with, so I'm adding a poll for which one people want to see first. I'd also really appreciate if anyone could tell me if I mentioned wanting to put in anything that's currently impossible for mods. Thanks for reading!
 
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SceiccoNero

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Amazing!
I especially Like the idea of bringing internal homeworld policy to life. Ok, maybe I am a powerful empire exploring Space, but my home planet is not all under my control. It reminds me of European colonization, where every nation was an imperial power oversea but had to defend from rivals and enemies back in Europe.
i wish you good luck for your mod, and I hope you will realize it!
 

Ventessel

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This sounds awesome, and I would love to help with some of these scenarios. I'm new to modding Paradox games myself, however I am a quick study when it comes to writing up code.

I currently have my hands full with three semi-sorta related mods I am cooking up, but towards the end of the month I should have those mostly wrapped up and could potentially jump on this.

Of particular interest to me are the "Individualist" and "Spiritualist" crises. Although the "Materialist" one sounds like it would have strong elements of Shadowrun-esque megacorps. Which could always be fun.
 

xeroprotagonist

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Hey thanks, Ellrelion, that's a very encouraging first piece of feedback.

Ventessel, there's no rush, like I said I'm starting from scratch as well and I doubt I'll actually do anything but read tutorials and brainstorm until the Clarke update at least. I'll leave those scenarios for when you're available and we can work on them, those aren't the ones I had the most solid plans for so your ideas and interest are very much appreciated.

Well, I've looked into the mod files a bit and I wasn't sure if I could mess around with starting systems to quite the extent I wanted, but it seems like not only can I do all of that, but I can initialize neighboring systems however I want as well. I'm very happy with how the system initializer is set up, it's like it's tailor-made for half of those scenarios. Thank you Paradox for going out of your way to make this easy.

The Militarist option is currently leading the poll and fortunately I think that'll be one of the easiest to do and it'll make a fun first crisis option. Let me elaborate a bit on my ideas for it.

First, I want your starting planet rival nations to each begin as special unclearable tile blockers, just so you'll, y'know, really hate them. Their existence won't be totally crippling to start when you're not using all your tiles anyway, but as the game goes on, finishing the event chain will get more and more urgent. Securing their surrender will free up the tiles again and provide some additional benefits. I'm trying to make these scenarios high risk high reward, by the way - if you mess up you should find yourself at a major disadvantage, but doing everything right should more than make up for the trouble.

My concept is that I want your rivals to play into the Militarist ethos's strengths and weaknesses and force you to embrace the ethos to defeat them. I want one of the powers to be a treacherous scheming "ally" who only stops trying to stab you in the back when you find bigger threats among the stars. In essence, they will spawn various painful events until you go seek out and rival other empires like a proper Militarist and they're convinced to unite under your banner against the alien threat (giving you a long-lasting Influence bonus), and if you ALLY with anyone while they exist they'll decide you've sold out the species and try to destroy you. Maybe by assassinating your ruler and some of your leaders? Fallen Empires do it, I know it can be done in the game engine, and oh man, that would hurt early on.

I want another one to be a rogue state led by a corrupt dictator with a large army. You'll engage in several proxy conflicts with his regime (a bunch of rebel armies will spawn, you're going to need a lot of soldiers right away) leading up to all-out war and a nuclear showdown (you'll have some opportunities to slow down the armageddon clock with black ops special projects along the way, but it could be costly). If you have the proper techs, you can shoot down his missiles, but if not, your homeworld will become a Tomb World. Oops. After the dictator is defeated, you gain access to his hidden lab that has a nearly complete prototype doomsday weapon (90% progress on a random advanced military tech).

Last but not least, there are your hated ancestral enemies, the filthy Pacifist nation. They dare to spread their doctrines of love and tolerance among your people (having your pops flip to the opposite ethos is really painful for militarists). I'm not sure what the best way to deal with them is - does anyone have any suggestions for how you should defeat them and what benefit you should get from it? Or what horrible consequences should befall you if you completely fail to deal with them?

Also, if all of them are defeated properly, I'd like to have a little epilogue event pop up and explain how the planet is finally united through your superior firepower and military preparations, and give the player's homeworld a small bonus modifier for the rest of the game as a kind of achievement for turning the crisis around. Not enough to unbalance the rest of the game which I'm going to really try to avoid, but something that'll serve as a nice trophy for winning.

I think this can all be done almost entirely through event scripting, so that's what I'm going to focus on learning - if anyone has some resources specifically for that, links would be awesome. And if anyone with a little artistic talent wants to contribute, I think creating custom pictures for the rival nations' tile blockers would be really cool.

Thanks everyone for the votes as well. I think the next scenario I'll post more about is the Xenophobe crisis - everybody loves alien invasion stories, and if I can make this mod do what I want it's going to result in quite an...exciting beginning to the game :)