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Polarisan

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In most paradox games we have a defined timeline. EUIV 1444-1821ish, VII 1836-1936 Etc, etc.

I've been thinking that Stellaris, if it lacks a defined period of time, could potentially last as long as it wanted, with something like a "star wars universe" fenomenon where a single republic dominates most of the map, and the game could turn into something like trying to avoid coup d'etats or something.

I wanted to hear if any of you guys have thought about what the end-game would be and what ways to make it a memorable endgame and not something like CK2 where you are steamrolling everyone and it's just a matter of who you want to pick on.

I mean I'm sure that once a political order is established above all else, some new doors should open rather than close, making it an enjoyable experience rather than the "oh, time to start a new game"

Thoughts?
 

aitaituo

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There are a lot of subtle ways to accomplish this kind of thing. A xenophobic militarist theocracy might be super stable and as easy to manage as a TW empire, but Federations will have the advantages of much higher populations and much higher tech development coming much, much sooner. So you're Imperium of Man has a much harder and longer road to WC, but your Federation will have the problems of juggling many species and ethics at both the political and individual level.
 

RoboticManiac

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I like the idea of the game never truly ending-

You conquered the galaxy as a super republic (See Star Wars)? Good luck staving off independence movements and coups!

Giant galactic theocracy? Have fun dealing with heretics who worship the false gods!

1984 in space? Best to make sure you keep an iron grip, less the wave turn into a tsunami!

'Winning' a game, and then 'starting' all over again sounds like it would be really fun. Think of Isaac Asimov's foundation series- you're the empire and staving off decay gets more and more difficult until you collapse and a whole new dark age begins! You're forced to claw your way back up from the depths while your former colonies and states are now your equals. All the while you have the likes of MULE plunging everyone even further into darkness.
 
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DeveronMagi

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in that spirit. I would really be fun that when you 'won' a game you can choose to introduce a end game catastrophe like a galatic civil war via the option menu. to keep the game going.

i remember with Civ2: when i had 80% of the map conquered and all the techs researched i would use the cheat menu to switch a a weak player, spam a lot of units next to my original player capital and capture it. this would kick of the civil war mechanic in CIV2 splitting the large empire in 2 factions. then i would switch over again to the rebels and live out my battle against the evil empire fantasy.

This way i maybe could maybe 'win' 2-4 time on the same runthrough.
 
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Oktobermensch

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I think it would be a good idea, with all of the mentioned "new game" that starts as you reach total galactic domination, with rebelions, natural disasters (FTL travel collapses for example or a giant supernova obliterates some stars) or external, extra-galactic threats. The options are endless, and if Paradox are honest about the "fallen empires" the game looks at a lot of replayability.

I suppose one of the challenges will be to keep one's race united, see them morph into different sub-races depending on their worlds of origin and then dealing with someone wh is theoretically like you but for all intents and purposes is an alien - one of potential reasons for rebellion. I think this mechanic and others should be a strong feature of the late game, to give the "Imperiums" some grief and trouble maintaining total power, while federations will have a host of their problems, as aforementioned.

One thing I hope that will also be a part of the game is the potential for revolutions and change in political systems - monarchies can be overthrown, republics usurped, democracies radicalized and theocracies dismantled. Players should be encouraged to fight those, but also should be given some incentives to overthrow old governments - I hate when games relegate political change to a mere click of a button - with POPs included ,it should be more interactive, so to speak.
 
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Teleros

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I've been thinking that Stellaris, if it lacks a defined period of time, could potentially last as long as it wanted, with something like a "star wars universe" fenomenon where a single republic dominates most of the map, and the game could turn into something like trying to avoid coup d'etats or something.
Hearts of Iron 3 has those victory conditions, so what if they were used in Stellaris?

"Congratulations, you've achieved 10/10 victory conditions! Would you like to end the game?"
> Yes please
> Just one more turn

Also, if the AI is good enough, you might find yourself in a Clone Wars situation, with very little R&D to be done, but one or two massive powers dominating the map, rather than just the one. I don't know about you, but I wouldn't want the game to just end at that point :D .
 

Velorian

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Hearts of Iron 3 has those victory conditions, so what if they were used in Stellaris?

"Congratulations, you've achieved 10/10 victory conditions! Would you like to end the game?"
> Yes please
> Just one more turn

Also, if the AI is good enough, you might find yourself in a Clone Wars situation, with very little R&D to be done, but one or two massive powers dominating the map, rather than just the one. I don't know about you, but I wouldn't want the game to just end at that point :D .
Aye, if I tolerate victory conditions they should allow you to continue. Also if you lose, unless you lost every colony at least.

I usually prefer sandbox modes where you get to decide your goals and judge when you've "won" yourself. Trying to fulfil victory conditions just leads me to spend hours trying to grind down the last few places the enemy controls, even though I didn't really want those areas in the first place and I've already proven I can keep defeating them.

Perhaps the end-game catastrophes can shake things up sometimes but I still prefer to be my own judge regarding when it's over. When I don't play to win mechanically I also feel better about leaving AI civilizations alone sometimes, which increases immersion a bit. ;)
 

Polarisan

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I'm not talking about end.game catastrophes, I'm talking about a system where the inside of your nation might as well be a game on its own. So even after dealing with external strife permanently (or as much as possible to not be concerned about it) the game should find ways to make it so that your inner strife becomes the most dangerous aspect, if only to have independence movements that will populate the place again, or something like that.
 

Velorian

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I think that's the point of the factions. I imagine the bigger you get the more diverse they'll get and the more risk of internal unrest, rebellions and revolutions.