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Gamzrok24

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Hey Paradox! First of all, let me just say that Stellaris is one of my most favorite games right now. To me, it's a space version of Civilization 6, that allows fairly simple modding, and even more things to micromanage.

After playing through a few games, I have noticed that it takes a while to achieve victory (which is good!) but you can only do so through really only one way: Domination. All of the victories involve controlling the most planets.

The thing I've noticed from this, is that it really limits gameplay. Wanna play space-hitler? Sure! Wanna play a religious fanatic? Sure! Wanna play a peaceful hippie? Sure!
But, want to win by dominating the economy? Want to win through diplomatic pursuits? Want to win by research technology the quickest?

Point is, it begins to feel a little dry after a while, and unfortunately you guys didn't open the code to allow modders to make more victory conditions.


So my request is this: Would you mind opening up that code for us to go through and change, so do you mind adding more conditions?

Thanks :)
-Gamz
 
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nanoboy

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Yeah, that's a problem that needs rectification. I think that spreading ideology or some sort of culture across the galaxy could be a fun way to win. Perhaps engaging in a megaproject to launch a special colony ship to another galaxy might be neat, though colonizing Alpha Centauri in Civ (various versions) was often anticlimactic.
 

Emraldis

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Would be nice to see some research/construction/ascension/population spread victories. Though who knows, maybe that's what the ascension traits coming in the next patch are?
 
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mentaur

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Personally, I'd like to see the victory conditions replaced by a system where you're given a score based on how well you did in various areas: systems controlled, number of colonies, total population, number and size of subject empires, size of economy, total research, etc, plus whether you did certain things like defeat endgame crises, enlighten primitives, uplift pre-sentients, genetically engineer species, terraform planets, etc. This would put a more satisfying ending on campaigns that aren't centered on conquering the galaxy, and I also think it would better fit the game's themes. The way you're always finding ancient relics, traces of lost precursor races, and Fallen Empires creates a theme that empires inevitably rise and fall over time and there's no such thing as absolute, permanent victory.
 
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Gamzrok24

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Yeah, that's a problem that needs rectification. I think that spreading ideology or some sort of culture across the galaxy could be a fun way to win. Perhaps engaging in a megaproject to launch a special colony ship to another galaxy might be neat, though colonizing Alpha Centauri in Civ (various versions) was often anticlimactic.

I agree that that type of project could be one way of achieving this, but I also have to agree that yeah, it was fairly boring!
 

Gamzrok24

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Personally, I'd like to see the victory conditions replaced by a system where you're given a score based on how well you did in various areas: systems controlled, number of colonies, total population, number and size of subject empires, size of economy, total research, etc, plus whether you did certain things like defeat endgame crises, enlighten primitives, uplift pre-sentients, genetically engineer species, terraform planets, etc. This would put a more satisfying ending on campaigns that aren't centered on conquering the galaxy, and I also think it would better fit the game's themes. The way you're always finding ancient relics, traces of lost precursor races, and Fallen Empires creates a theme that empires inevitably rise and fall over time and there's no such thing as absolute, permanent victory.

I absolutely agree! That would be really cool! Though to be fair, I think it would be nice if you could switch between the two. And again, I think having other possible options would be good to.

But yeah I agree, it would really fit the theme with the idea that all species die eventually, and I think it would really set a nice tone for the "victory" to be focused around leaving your mark in the universe.
 

GamerSteve

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I am playing fanatic spiritualists and I definitely feel the lack of a spiritual victory in my current game. It seems like if a fanatical religious group could spread its religion across, say 75% of the galaxy or something, that would be a victory for them. My spiritualists would probably consider that to be more important than conquering territory. Holding worlds is something *materialists* should care about, but not necessarily spiritualists.
 

nanoboy

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How about something like this:
  • You score points for accomplishments large and small.
  • Some things will score you a few points (colonize a planet, be the first to research some technology, etc.)
  • Other things will score a lot of points (eliminate an empire, handle a crisis, etc.)
  • Your empire ethos will affect how many points you earn for certain actions. For example:
    • A pacifistic empire earns more points for arranging treaties.
    • A materialist empire earns more points for researching technologies.
    • An individualist empire earns more points for liberating worlds.
  • The player sets the total point goal at the beginning of the game. In this way, the player could determine the length of the game. Alternatively, the player sets a time limit, and the empires are ranked at the at time.
 
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Gamzrok24

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How about something like this:
  • You score points for accomplishments large and small.
  • Some things will score you a few points (colonize a planet, be the first to research some technology, etc.)
  • Other things will score a lot of points (eliminate an empire, handle a crisis, etc.)
  • Your empire ethos will affect how many points you earn for certain actions. For example:
    • A pacifistic empire earns more points for arranging treaties.
    • A materialist empire earns more points for researching technologies.
    • An individualist empire earns more points for liberating worlds.
  • The player sets the total point goal at the beginning of the game. In this way, the player could determine the length of the game. Alternatively, the player sets a time limit, and the empires are ranked at the at time.

That sounds incredible! And perfect too! I hope paradox is taking notes ;)
 

Emraldis

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I would still like large blatant events that allow you to win the game instantly if you complete them, and a method to win by score as described above otherwise. Something akin to the way victory works in civ V or endless space/legends currently.