Endgame Technologies (Less boring and more satisfying)

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

El Caballero Negro

Private
16 Badges
Nov 28, 2017
20
11
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
Endgame research is currently only based on +5% of anything to infinity. We could create some kind of system where some kind of goal or threshold is achieved where these technologies suddenly have an effect greater than +5%-

For example: Performing 10 researches of '+5%' will unlock a more powerful research that would grant '+25%'. They might have a slightly different icon and color, as if it were rare technologies or something like that.

I would also like new technologies and endgame buildings that allow other strategic resources to be synthetically created such as living metal, zro and nanobots without the need for special events or deposits. These would be readjusted in some way to enhance their use or increase their efficiency. Although I don't know if that can already be done because stellaris has too many variables.

Some examples here:

Nanobot Factory: Create nanobots from rare crystals and alloys.

Living Metal Factories: Create living metal from nanobots and alloys.

Zro Factories: Create Zro from exotic gases and a colossal investment of energy.
 
Last edited:
  • 1
Reactions:

nightraven1901

Major
50 Badges
Dec 15, 2018
611
299
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Crusader Kings II: Reapers Due
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Battle for Bosporus
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Cities: Skylines
  • For the Motherland
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Cities: Skylines Deluxe Edition
  • Semper Fi
  • Leviathan: Warships
  • Hearts of Iron III Collection
  • Crusader Kings II
Endgame research is currently only based on +5% of anything to infinity. We could create some kind of system where some kind of goal or threshold is achieved where these technologies suddenly have an effect greater than +5%-

For example: Performing 10 researches of '+5%' will unlock a more powerful research that would grant '+25%'. They might have a slightly different icon and color, as if it were rare technologies or something like that. .

I presented a whole list of endgame techs years ago for unlocking after multitudinous repeatable unlocks, and a means of unlocking the FE ship models and other goodies to represent your empire being that advanced. It wasn't implemented.
 

nightraven1901

Major
50 Badges
Dec 15, 2018
611
299
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Crusader Kings II: Reapers Due
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Battle for Bosporus
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Cities: Skylines
  • For the Motherland
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Cities: Skylines Deluxe Edition
  • Semper Fi
  • Leviathan: Warships
  • Hearts of Iron III Collection
  • Crusader Kings II
I would like you to share your proposal.​

Welp, I just swept through my old files, looking to see if I could just link the old one, but it was so long ago it was on the old forums. It was literally years ago, half a decade maybe.

The summary is as above; this was before Ancient Relics and Archaeoengineering (which I feel is a better place to put unlocking the Fallen Empire buildings for continuous construction through paying in artifacts) but I suggested that they all be available after say ten levels in every repeatable, one by one. Same for ancient ship hulls; unlock them the same way we unlock our own and integrate them into our fleets at our own discretion. What is missing is the inclusion of "super-modules" for each type of equipment...

A super-laser after five levels in energy weapon attack speed and damage,
A super-cannon in five levels of attack speed and damage
(In fact, four of each of these- a set of three normal-sized weapons and an x-slot.)

And with five levels in thermodynamic yield control and miniaturized pre-igniters, a set of super-missiles and torpedoes.

Upgrade chains to run the Fallen Empire buildings at their full capacity at the appropriate repeatable for each- so that aegis complex would finally be within reach. The ability to develop your existing buildings into those Fallen Empire buildings, through several different means; maybe select a world for "ascending" and leave it to slowly replace its buildings at tremendous cost, or just plain research the schematics and build them normally, or have an event fire off after reaching the "five of all repeatables" threshold that allows the upgrading of one building every given timeframe... Possibilities there are endless.

I also remember suggesting a bunch of delightfully macabre weapons technologies, many of which are from my own tabletop roleplaying games. But at this point I could really use a good reason to keep giving free ideas to a company with no gratitude for hours spent doing bugsquashing work for them... My life's on fire; I kinda need some help myself. I've given them a lot but they're exactly rushing over with a bucket of water...

 

nat.hol

Trade Enthusiast
51 Badges
May 6, 2016
120
153
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Tyranny: Archon Edition
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall Sign Up
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Crusader Kings III
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
Maybe when reaching some threshold in a type of tech repeatables, it starts a situation? Here are 2 examples which should be easy enough to transpose to other fields:

(Energy repeatables)
Endless Energy?
1. We can do better... -> Slowly cancels the situation and gives unity, the situation will trigger again at a later threshold
2. A dream come true! -> Unlocks the "Endless Energy" edict, giving +50% energy and -15% physics research speed. Decreases energy tech repeatable's weights.

(Kinetic Damage repeatables)
Perfect Kinetics?
1. We can do better... -> Slowly cancels the situation and gives unity, the situation will trigger again at a later threshold
2. A dream come true! -> Unlocks the "Perfect Kinetics" edict, giving +50% kinetic damage and -15% engineering research speed. Decreases kinetic damage tech repeatable's weights.
 
  • 2Like
Reactions:

GhostDanny

Colonel
27 Badges
Mar 1, 2021
1.124
776
  • Cities: Skylines - Green Cities
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Prison Architect
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Mount & Blade: Warband
  • Cities: Skylines Deluxe Edition
I definitely think you should be able to make Nanites some how, they're too rare sometimes.
And living metal is sometimes never present at all any where in the galaxy, so a way to make that would be nice.
Zro is these days plenty enough supply, atleast in the Shroudwalker enclave systems.

Though making Zro seems a bit silly as it's apparently the dusty remains of the Zroni.
Maybe any Psionic pops on death produce an absolute tiny amount of it? Like 0,1 Zro?
 
  • 1Like
Reactions:

nightraven1901

Major
50 Badges
Dec 15, 2018
611
299
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Crusader Kings II: Reapers Due
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Battle for Bosporus
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Cities: Skylines
  • For the Motherland
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Cities: Skylines Deluxe Edition
  • Semper Fi
  • Leviathan: Warships
  • Hearts of Iron III Collection
  • Crusader Kings II
I definitely think you should be able to make Nanites some how, they're too rare sometimes.
And living metal is sometimes never present at all any where in the galaxy, so a way to make that would be nice.
Zro is these days plenty enough supply, atleast in the Shroudwalker enclave systems.

Though making Zro seems a bit silly as it's apparently the dusty remains of the Zroni.
Maybe any Psionic pops on death produce an absolute tiny amount of it? Like 0,1 Zro?

Nannite production has been suggested by multiple people. I see no harm in it; just have it be heinously expensive in alloys and produce say 0.1 units per month per building slot. Then you'd really need to invest to make it pay off...

Maybe when reaching some threshold in a type of tech repeatables, it starts a situation? Here are 2 examples which should be easy enough to transpose to other fields:

(Energy repeatables)
Endless Energy?
1. We can do better... -> Slowly cancels the situation and gives unity, the situation will trigger again at a later threshold
2. A dream come true! -> Unlocks the "Endless Energy" edict, giving +50% energy and -15% physics research speed. Decreases energy tech repeatable's weights.

(Kinetic Damage repeatables)
Perfect Kinetics?
1. We can do better... -> Slowly cancels the situation and gives unity, the situation will trigger again at a later threshold
2. A dream come true! -> Unlocks the "Perfect Kinetics" edict, giving +50% kinetic damage and -15% engineering research speed. Decreases kinetic damage tech repeatable's weights.

I can see some merit in that; trading research for damage. I'd prefer some awesome late-game things staggered through the repeatables curve; terrifying weaponry that really cements your position as a technological powerhouse. At the minimum, the FE weapons and hulls could be placed in there as they're already fully-realized assets; making new techs that are by design only going to be rarely seens was rebutted once on an earlier attempt at suggesting such things as not time-efficient for the devs. But the assets we already have are certainly worth including,
 

GhostDanny

Colonel
27 Badges
Mar 1, 2021
1.124
776
  • Cities: Skylines - Green Cities
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Prison Architect
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Mount & Blade: Warband
  • Cities: Skylines Deluxe Edition
Nannite production has been suggested by multiple people. I see no harm in it; just have it be heinously expensive in alloys and produce say 0.1 units per month per building slot. Then you'd really need to invest to make it pay off...

Yeah, they can be very expensive for a small amount sure.
Just so that you're not fully dependent on that one resource node somewhere in the L-cluster or Scrapperbot system...
Maybe 0.5 Living metal + 1 Dark Matter + 1 Zro = 0.1 Nanites per month? From a planet unique building.
With the additional supplement of Dark Matter and Zro, living metal can be made more intelligent in the form of small Nanites.

Maybe also able to make Living metal for 10 alloys + 20 energy + 1 Zro = 0.5 Living metal.
Could be with special process you're able use Zro to animate special alloys to be a somewhat alive.
 
  • 1Like
Reactions:

nightraven1901

Major
50 Badges
Dec 15, 2018
611
299
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Crusader Kings II: Reapers Due
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Battle for Bosporus
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Cities: Skylines
  • For the Motherland
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Cities: Skylines Deluxe Edition
  • Semper Fi
  • Leviathan: Warships
  • Hearts of Iron III Collection
  • Crusader Kings II
Yeah, they can be very expensive for a small amount sure.
Just so that you're not fully dependent on that one resource node somewhere in the L-cluster or Scrapperbot system...
Maybe 0.5 Living metal + 1 Dark Matter + 1 Zro = 0.1 Nanites per month? From a planet unique building.
With the additional supplement of Dark Matter and Zro, living metal can be made more intelligent in the form of small Nanites.

Maybe also able to make Living metal for 10 alloys + 20 energy + 1 Zro = 0.5 Living metal.
Could be with special process you're able use Zro to animate special alloys to be a somewhat alive.

No need for it to be planet unique; I was planning on stacking them. And I was going to pay massed alloys, but the cost is largely irrelevant.
 
  • 1
Reactions: