Kind of spit-balling a bit, but could adding more tech-based quests based off your research make for a more robust mid-game?
What if more of the mid-, and late-game technologies opened up the possibility of kicking off one or more threads for your empire. A mix of potentially good and potentially bad, ideally, to make it worth the risk of getting a bad outcome.
Maybe genetic engineering leads uncovers a secret locked in your species' genome, or psionics leads to a splinter faction who want to create an independent psychic nation. Maybe your scientists dig too deep into hyperspace and make contact with an cosmic horror. Or they discover a new element and need to figure out how they can use it.
Essentially, it would make the early game about exploration and studying anomalies, the mid game would turn more toward diplomacy, war and research, and the end-game would add in the crises.
What if more of the mid-, and late-game technologies opened up the possibility of kicking off one or more threads for your empire. A mix of potentially good and potentially bad, ideally, to make it worth the risk of getting a bad outcome.
Maybe genetic engineering leads uncovers a secret locked in your species' genome, or psionics leads to a splinter faction who want to create an independent psychic nation. Maybe your scientists dig too deep into hyperspace and make contact with an cosmic horror. Or they discover a new element and need to figure out how they can use it.
Essentially, it would make the early game about exploration and studying anomalies, the mid game would turn more toward diplomacy, war and research, and the end-game would add in the crises.
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