• 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.

Archinorf

Captain
19 Badges
Mar 26, 2014
301
493
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • 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
  • Crusader Kings II
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Reapers Due
  • Stellaris Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
I feel that the current end game crises are not completely worthy of a grand strategy game. They are all doomstacks and military threats.

What crises could be added to explore new kind of danger and galaxy disruptions? Here are a few random ideas:

-The discovery of a planet destroying super weapon.

-An electromagnetic perturbation that greatly multiplies all energy costs.

-A parasitic species that slowly infect and transform pops, and that can travel with fleets.

-A perturbation that intermittently prevents FTL movement and communication.

-An imminent collision with an other galaxy, requiring a great common research effort.

-An underground intergalactic organisation revealing all its dormant agents (rebel pops) in all empires and creating chaos in order to create its own powerful empire.

Any other ideas?
 
Upvote 0