Sins of the Forefathers DLC

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Kharrus

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A DLC (or mod) idea centered around new crises that spawn depending on what precursor you rolled at the beginning, and lock in if the player has a precursor event chain completed by the start of the endgame year. Normal crises can spawn if you haven't completed it.
(EDIT: To clarify, you can still select specific crises on the galaxy generation window like before. It only gets locked in IF you select random and IF you complete a precursor chain)

-Irassian Concordat: Galactic plague event after a sample of the Javoran Pox you picked up breaches containment, and spreads to every biological species in the galaxy. Lithoids and robots are immune. All pop modifiers immediately flip to declining, decreasing 5% faster for every 10 pops on a planet (ecumenopoli and ringworlds are screwed, hobbling more players and more well developed AI empires). The two ways of overcoming it are researching a cure by a certain year, or passing the Forced Synthetic Ascension Act in the galactic senate, which forces all biological pops in the galactic community to undergo synthetic ascension or die from the plague. If neither the cure or the resolution happen if you're a biological empire, your pops die off until you have just lithoids and bots left, and all the vulnerabilities that come with that. If you don't have those, then you'll be ravaged by it until you die.

-First League: A "War in Hell" crisis where all remaining fallen empires meet and unify under a new order, and are replaced by a new Fanatic Authoritarian awakened empire that declares war on every "young upstart" empire in the game to bring them under a Hegemony federation. Similar rules as the War in Heaven, except all Pacifist empires (including the player) have an event where they either abandon their ethic or submit to the awakened alliance without a fight.

You have the option of joining the Awakened Fanatic Authoritarians in a hegemony as you can in the War in Heaven, but good luck trying to overcome or overthrow them. They will not suffer the Decadence debuff in the same way the other awakened empires do; rather their cooperation will be shaky, so they'll have to be overcome militarily or be overthrown as rulers in the hegemony with diplomatic weight or espionage, sabotaging their relationship to make the alliance break down.

-Vultaum Star Assembly: A relic event pops up on a planet within your borders, where after completing it you discover irrefutable proof that reality is a simulation run by an intelligent operator (someone ELSE playing mega-stellaris). If you are a member of the galactic community, this is brought to light in the next senate session which starts the crisis

All non-gestalt and non-fallen empires that accept the evidence in order to stay a member of the galactic community immediately undergo a social upheaval, forcing them to either adopt Fanatic Spiritualist Militarist ethics where they believe the intelligent operator is benevolent, or Fanatic Xenophobe Materialist ethics where they believe the operator is hostile (empires with any of those 4 snap into them, with others flipping to one randomly). Both camps get Purge policies enabled, and immediately go to war with each other, having to *completely* wipe out the pops of the other faction to win. After this genocide happens, there's a 5-year reconstruction period before the next stage begins.

If the Fanatic Spiritualist Militarist faction wins, they commit to piercing the shroud to ascend beyond their corporeal form and seek answers on higher planes of reality. Each empire gets a hefty Society research event they have to complete first to win the game to achieve this.

If the Fanatic Xenophobe Materialist faction wins the fight, they build a project in a new system in the center of the galaxy called Sagittarius A with the supermassive black hole of the galaxy's core in it. A two-stage event starts, with the first being a Physics research event to figure out how to pierce the veil of the black hole and use it to connect to another universe to escape to, as no other galaxy would be safe for them. If any of the survivors have completed the Infinity Machine chain, this stage is ignored.

The second stage of this would be the construction of the actual gateway as an engineering research event, where the first empire to complete it wins the game as they lead the exodus.

EDIT: After reading the feedback, having a forced ethics change *is* a bit too harsh and limiting. Having the option to join with the non-aligned gestalts to hold out against the fanatics on both sides like you would in a WiH event should be an option at the expense of not being a member of the galactic community.

-Yuht Empire: The Hunters described by the Prethoryn Swarm invade the galaxy, pouring out from the Sagittarius A system in the galactic core from their own distant galaxy. All are equipped with jump drives, and are comparable to the Fallen Spiritualist empire ships, with psionic shields, and unique weapons and a Singularity reactor core, which has a higher output than the Dark Matter reactor. All are equipped with tier 4 disruptor-type weapons, doing more damage than cloud lightning or phase disruptors. Victory is achieved by destroying all four War Foundry stations in Sagittarius A, which act similarly to the nanite factory in the L-Cluster, but with 8 Hunter fleets guarding the system. A long physics research project goes on at the start of the invasion after they declare war on the galaxy, where you research how to collapse the gateway the black hole has been turned into. If 20% of the galaxy falls to the invaders, the Fanatic Xenophile or Xenophobe empire will awaken and declare war on the extragalactic invaders. At 40% the rest of them awaken and try to save what's left.

-Cybrex: This begins similarly to The contingency with a signal being broadcasted throughout the galaxy. Seemingly inscrutable and harmless, unless the plot is discovered via infiltration of a Machine gestalt empire, every empire that has Droids or better with machine pops will undergo a Machine Uprising crisis at the same time. All of these rebels will be vassals of the hostile Cybrex, who pop up in the Cybrex Beta system, isolated from the rest of the galaxy. Each system the Cybrex themselves take will spawn a gateway that leads to the home system of one of the rebel machine empires or the now hostile Machine gestalts. The Fallen Machine empire undergoes the same roll it does with The Contingency, either awakening to aid the galaxy or falling under the influence of the Cybrex, who take over their home system and name it Cybrex Delta. The Cybrex will simultaneously try to reconstruct the ringworlds of Beta Refuge, Gamma Refuge, and Delta refuge. If they are not wiped out by the time they do this, they will start relocating machine pops from the rebel factions to these ringworlds to populate them and bolster their economy, and begin constructing larger Cybrex warships, including titans, a colossus, and a Juggernaut if left unchecked. All machine-occupied worlds must be reclaimed with the pops wiped out to beat this crisis.

This crisis will not spawn if the player is a Machine Gestalt.

(Edit: After reading some responses and some consideration, the addition of gaurenteed gateways for the cybrex would be a bit too overpowered I think. Just having to fight the machine rebels and the cybrex would be enough; thematically the Cybrex being as overwhelmingly powerful as they were described is still what I'm going for, since you likely would not have a united galaxy to fight them with.)

-Baol: The Gaia's Revenge event starts. At the start of the endgame year, if there are any inhabited Ecumenopoli, Machine Worlds, or Relic Worlds in the galaxy at this time, an 'incident' occurs on one of these worlds, where structures begin to crumble into sinkholes in the ground that pop up. Several months in, massive, toxic plants erupt from these holes, and the planet begins tearing its own surface apart, eating artificial structures with toxic jungles replacing it, spewing out ammonia and carbon monoxide that eventually blankets the planet, turning it into a Toxic world. Regardless of whether the empire this happens in decides to ask for outside help or conceal it, it will continue across every one of these worlds until they are all used up. If two or more of the empires this happens to petition the galactic community for help, a society research event kicks off where everyone tries to figure out what the hell is going on. As more worlds go under and the research event finally completes, it is revealed that every habitable planet in the galaxy has a mantle-dwelling superorganism living inside of it that has reacted negatively to intelligent life inhabiting the surface of its world.

It is determined that only by terraforming an inhabited world into a Gaia planet this can be avoided.

With this revelation, the galactic community can vote on either developing a means to destroy this organism, or open up the ability to terraform habitable planets and tomb worlds into Gaia planets. If the peaceful option is chosen, normal inhabitable planets begin to succumb to what becomes called Planetblight at increasing rates, with the rate depending on the Habitable Planets modifier chosen during galaxy generation. The crisis ends when every planet in the galaxy is converted to a gaia world, with survivors either being relocated to safe worlds or habitats and ringworlds.

If the hostile option is chosen, then the first world where the organism is attacked inside the mantle explodes unexpectedly. Then, a month later as everyone is trying to figure out what's going on, the first planet that turned into a toxic world at the start of the event...hatches. A wandering Voidspawn will emerge, and every month each of these worlds will hatch into new voidspawn. When the first one is killed, a random gas giant in the galaxy will spawn a Voidqueen entity, which addresses the galaxy via a powerful psionic broadcast that the slaughter of her children and her kin will not continue unpunished. She continues, claiming her kind is the eldest life in the universe, and all life, on every habitable world in the universe, comes from the eggs her kind plant in those worlds, which normally awaken when their star goes nova.

The number of these high-powered leviathans that spawn in the galaxy is determined by the number of AI civilizations, plus the player, and their strength is affected by the crisis strength modifier chosen at the beginning of the game. They are stronger than any of the living leviathans, and weaker than the Scrapbot and Enigmatic Fortress in terms of BASE fleet power, before crisis modifiers are applied. The crisis ends when all of these creatures are slain, with every habitable world that is not converted into a gaia planet either being destroyed before it hatches or with the Voidspawn from it killed. From the hostile option, you can still try to risk aborting the voidspawn before it hatches, after figuring out what went wrong the first time to prevent your world from exploding, but you have to do that *before* the indicator of the voidspawn beginning to wake comes up. Ideally there should be some consequence to this, like a small stacking modifier to the Voidqueens getting more enraged or something. To survive, empires must have gaia worlds, habitats, or ringworlds to settle their refugees that don't flee their borders.

EDIT: fixed a bit I neglected to put in about the benefit of the hostile option allowing you to try aborting the voidspawn before it hatches. Ideally I'd like to have a small chance of it failing and blowing up again, but that would still be cruel and poor gameplay.

-Zroni: The Crusade of the Dead event starts. In a random (non-necrophage) materialist empire, an incident will occur on their homeworld where their dead begin to rise up and attack them. Diverging from popular zombie tropes, word of the incident reaches outside of this empire's borders within a month even if they try to contain news of it happening. This begins to happen to other non-materialist empires, with spiritualist empires not having outbreaks of the dead rising.

After a research event is completed, it is revealed that a group of entities in the shroud called Reapers have been collecting the consciousness of the dead they manage to preserve. Societies that do not venerate their dead in any way are targeted by the Reapers, sending the furious souls of the dead back into the mortal realm to possess corpses to fight the living. A vote goes up in the galactic community to convert all yes-voting members to fanatic spiritualist empires under a common religion, or to adopt the universal practice of cremating the dead. The third option to refuse to do either is given with the penalty of being ejected from the galactic senate, and have an Undead Uprising civil war event, functioning identically to a machine uprising but with Necroid rebel empires instead.

If the Conversion measure is passed, the Spiritualist Fallen empire awakens to aid the galaxy in putting down the undead menace after civil wars in the other 3 fallen empires with their dead erupt. Undead admirals have the Fury of the Dead trait, giving them +15% fire rate and +%15% sublight speed bonuses.

The crisis ends when all rebel factions have been defeated, with or without the help of the galactic community. Planets conquered by the undead undergo assimilation, becoming the species of the invading undead and falling fully under their control.

EDIT: Someone brought up a good point about Memorialist civic; people should have the option to adopt that civic to avoid the civil war ahead of time. Ideally if you get the Zroni you're playing or leaning towards Spiritualist anyway with psionics, so if you want to be psychic without having the spiritualist ethic memorialist should be a third option for people wanting to complete the event chain.
---

Please let me know your thoughts and ideas about this below. I've been working on fleshing this out for awhile, and am excited on any insights people might have on how to make this a reality or constructive criticism to make them more realistic and feasible.
 
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Zagreb 887

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It would make a very nice mod, but I'm not sure its really balanced for Vanilla. The plague that force the galaxy into synths? What about spiritualist empires and Gestalt who can't even research the robot tech?
I like the Baol one more, bcs its not hard punushing a specific type of empire
 
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Kharrus

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It would make a very nice mod, but I'm not sure its really balanced for Vanilla. The plague that force the galaxy into synths? What about spiritualist empires and Gestalt who can't even research the robot tech?
I like the Baol one more, bcs its not hard punushing a specific type of empire
Synths OR a cure. The window for a cure is reasonably long, and can be done by anyone who doesn't crash their economy like the AI does. The idea behind this is that there are crises where you don't fight a specific "bad guy" with ships, but with clear consequences for poor gameplay leading up to it. Something like this would still reshape the galaxy's political landscape as any of the other crises or a War in Heaven would.

Factoring in the Crisis Strength modifier might be difficult, though. It could just ignore it since there aren't any ships spawned by it.
 
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Really cool ideas, but I think the devs have basically confirmed at this point that they aren't going to add a new crisis. I can't remember exactly what they said, but essentially I remember it being a very large amount of work for not a whole lot of payoff.
 

Kharrus

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Something I was very careful to do with this was to keep existing vanilla game restrictions and scripts in mind. This is supposed to be feasible for a mod, or as a committed DLC from the dev team if they decide to go with something similar with expanding existing game content.
 
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Really cool ideas, but I think the devs have basically confirmed at this point that they aren't going to add a new crisis. I can't remember exactly what they said, but essentially I remember it being a very large amount of work for not a whole lot of payoff.
well I'd respectfully disagree with their assessment. People get very excited for DLC with depth to it, as we've seen for many different game expansions. Content with good writing and heft to it retains people's interest over a longer period of time. It's simply a matter of whether they're prioritizing designing new graphical content like species packs or story content like Horizon Signal.

We all have different opinions about which ships looks best, but we ALL love The Worm, and The Worm loves us. <3
 
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pdx, would you please hire op?
Ideas are a dime a dozen, and most of these are neither new nor good. Forcing random changes just to create a pre-intended state of the galaxy, adding more bland wars and adding quick time events are horrible ideas.
Synths OR a cure. The window for a cure is reasonably long, and can be done by anyone who doesn't crash their economy like the AI does. The idea behind this is that there are crises where you don't fight a specific "bad guy" with ships, but with clear consequences for poor gameplay leading up to it. Something like this would still reshape the galaxy's political landscape as any of the other crises or a War in Heaven would.

Factoring in the Crisis Strength modifier might be difficult, though. It could just ignore it since there aren't any ships spawned by it.
Horrible ideas. Hey, you like this genetically ascended empire you made. Too bad the RNG decided that you now need to synth ascend. What do you mean your game? It's RNG's game now.

I would never want to play past or even through any of these crises. It's better to just start a new game tan to see everything the player build ruined for the sake of "reshaping the landscape".

well I'd respectfully disagree with their assessment. People get very excited for DLC with depth to it, as we've seen for many different game expansions. Content with good writing and heft to it retains people's interest over a longer period of time. It's simply a matter of whether they're prioritizing designing new graphical content like species packs or story content like Horizon Signal.

We all have different opinions about which ships looks best, but we ALL love The Worm, and The Worm loves us. <3
Good writing still gives zero replay value. Which is why the worm was a free add-on. Everyone (except some maniacs) likes to go through it once and maybe one-two more times to check the other option. Past that noone even reads the text any more.

Stellaris needs good designers, adequate writing is enough.
 
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They talked about the Custodians fleshing out the original precursors to more closely match how the Zroni, Grunur, etc work (with archaeology). Cannot wait for this to happen and have them updated.

(HEY PDX, give Irassians "always on" Jovian Pox bombard and give them a bonus to pop growth speed as the active power.
 
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I don't think the Irassian one would work very well. Considering you can use the thing in bombs, if it were that much of a threat, we'd all be dead by 2300.

For the First League one... Usually the Crisis happens a bit after the WiH pops, so either it's a Hegemony trying to fight the crisis-prepared player (and failing), or a WiH except you can't rely on the AEs fighting each other, AND they don't get decadence, AND we still have to compete with Ancient Caches of Technology? And you expect us to out-DW them when they're literally Overwhelming until just before the WiH as just FEs? Just have the Caravansary contact my empire in 2200.01.01 to personally hand-deliver my L beforehand so my time isn't wasted and I can move on to a new game.

The Vultaum... Not only would it be extremely annoying to have all your ethics shuffled, since there are impactful bonuses and modifiers you get from them, but the second half is just Civilization: Beyond Earth. Stellaris always seemed to me like it would not benefit at all from unique win conditions.

The Yuht one is cool, but the Hunters should probably just be their own thing instead of being leashed to a precursor.

I like the idea of hostile Cybrex, but the gateway thing has got to go. Crisis fleets are annoying enough without having them teleport to your borders, and the last thing a crisis needs is to be able to steal your pops and mass produce ringworlds.

Simiarly to the First League, if for the Baol I just had to sit around and watch all my hard work in the form of Ecus and Machine Worlds be eaten up and turned uninhabitable without being able to do anything, just hand me my L in 2200.01.01 so I can reroll a different crisis. As long as we can combat it before it kills our hundreds of arcology pops, then sure, it sounds cool.

The Zroni one could be cool, but... it doesn't feel right lore-wise.
 
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I suspect when they redo them they will also retcon a theme in. Remember that Zro has been in the game since 1.0 but we didn't find out what it was or what its secrets were until the Zroni precursor.

So what is the Jovian pox can be easily innoculated by pitharan dust? The text and icons still exist for them.
Who cares if the Yuht get an entirely new story. Retcons for the win!
 
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I suspect when they redo them they will also retcon a theme in. Remember that Zro has been in the game since 1.0 but we didn't find out what it was or what its secrets were until the Zroni precursor.

The Zroni made sense in the context of the game. In Stellaris' setting, I can believe that a bunch of dudes got exploded by psychic energy and were turned into dust; similar things can happen to your empire depending on your choices. I can believe that a civilization was on the verge of living as gods within the Shroud; similar things can happen to your empire depending on your choices. Not only does this 'Reaper' all but confirm the existence of sapients having souls (despite there being no evidence of such, not even in the Shroud), completely nullifying all of Materialism, but these psychic zombies have absolutely nothing to work off of, except for Reanimators which they keep purposefully vague, for a good reason.

So what is the Jovian pox can be easily innoculated by pitharan dust? The text and icons still exist for them.

If it's easily being neutralized, what's the point of the Pox Bombardment? In fact, why have the crisis at all if it can easily be neutralized?

If the Precursor is being finished around 2225, and the crisis happens around 2400, you mean that in over 150 years of research they haven't found this magic drug that neutralizes the disease that brought down an ancient ascendancy, but they happen to magically do so 5 years after it breaches containment, which is lucky because this hasn't been a problem even after plague-bombing a local Fanatical Purifier more than Wrathgate?

...Also, didn't Pitharan just end up being Zro?

Who cares if the Yuht get an entirely new story. Retcons for the win!

Nobody likes Retcons for stuff that doesn't need them. The Hunters have been getting lore and hype since their first mention, so leashing them to something as uninspiring as the Yuht would be a disappointment.
 
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They talked about the Custodians fleshing out the original precursors to more closely match how the Zroni, Grunur, etc work (with archaeology). Cannot wait for this to happen and have them updated.

(HEY PDX, give Irassians "always on" Jovian Pox bombard and give them a bonus to pop growth speed as the active power.

Can not wait for all the bugs with digsites spawning to far away, in other empires or next to fallen empires. This will be great.
 
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I really like the ideas and although there may not be much of a revenue justification, I think its perfect for a custodian initiative and if I was asked the question if I would pay for a DLC that added 6 new Crisis types and situations, then I totally would. ^^
 
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Kharrus

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"Ideas are a dime a dozen, and most of these are neither new nor good. Forcing random changes just to create a pre-intended state of the galaxy, adding more bland wars and adding quick time events are horrible ideas."

Can you outline *what* about these doesn't make them good? Nonlinear end-game content where you're not forced into fighting a specific enemy in a specific way with the same meta scripts to follow seems good to me and others, even if it's not necessarily appealing to your sensibilities.

"Horrible ideas. Hey, you like this genetically ascended empire you made. Too bad the RNG decided that you now need to synth ascend. What do you mean your game? It's RNG's game now."

As stated, you have multiple options for addressing that particular crisis. Nobody's *forcing* you to synth ascend if you have the research to clear the cure, just as nobody's *forcing* you to build up your economy and tech to have a military that can fight a crisis in the mid to late game that you can just get wiped out by if you're playing poorly.
Part of how any CURRENT endgame crisis (minus becoming one) works is that it's representing a trial by fire for the player's choices in the game up until that point, challenging them to overcome a military threat to the galaxy that, 9 times out of 10, the terrible AI empires can't handle or even work together to contain. Expanding choice and variety with endgame crisis content is a good solution to stale meta solutions to every problem.

"Good writing still gives zero replay value. Which is why the worm was a free add-on. Everyone (except some maniacs) likes to go through it once and maybe one-two more times to check the other option. Past that noone even reads the text any more."
Your experience with not enjoying or understanding good writing enough for it to have replay value not unique, but it certainly is *not* the majority of what people feel constitutes replay value or even what we like about the game and look for in it. Avoid blanket statements in analysis.
 
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I don't think the Irassian one would work very well. Considering you can use the thing in bombs, if it were that much of a threat, we'd all be dead by 2300.
Part of the theme for these particular crises is that you're challenged to "do better" than the precursors you studied that failed to overcome what led to their downfall after studying them extensively. There's a better framework for a cure since your empire has full hindsight of what the Irassians did and didn't do right at the time of the present outbreak.

For the First League one... Usually the Crisis happens a bit after the WiH pops, so either it's a Hegemony trying to fight the crisis-prepared player (and failing), or a WiH except you can't rely on the AEs fighting each other, AND they don't get decadence, AND we still have to compete with Ancient Caches of Technology? And you expect us to out-DW them when they're literally Overwhelming until just before the WiH as just FEs? Just have the Caravansary contact my empire in 2200.01.01 to personally hand-deliver my L beforehand so my time isn't wasted and I can move on to a new game.
That's a good point; i didn't exactly make the timeline for it clear on how it relates to a WiH or if it cancels it out. Ideally it'd happen around when the endgame year starts. A lack of decadence mechanic would make it terrible to have to overcome in any case, so I think this idea could definitely use a bit more work on my end with making overcoming it more feasible. Possibly internal sabotage through your spy network, fabricating evidence of one of the former factions doing dirty? There's multiple ways to go about this without addressing it head-on militarily, especially if you're playing unmodded. I had a large map in mind for most of this, though.

The Vultaum... Not only would it be extremely annoying to have all your ethics shuffled, since there are impactful bonuses and modifiers you get from them, but the second half is just Civilization: Beyond Earth. Stellaris always seemed to me like it would not benefit at all from unique win conditions.
This is also why I didn't want this to pop if you got the Vultaum as a gestalt; it's possible as well that it could go similarly to the Crusade of the Dead where if you refuse to accept the evidence you could just opt out of being forced into a faction. Thematically it's supposed to be divisive, so having it go like being in the League of Non-Aligned Worlds where you're technically at war with the two extremists would be a route to go.

The Yuht one is cool, but the Hunters should probably just be their own thing instead of being leashed to a precursor.
I'm not sure if I made it as clear as I could at the beginning, but all of the new ones would be selectable in the Crisis section of galaxy generation at the beginning that lets you choose whether you play against a specific crisis or a random one. These would ONLY lock in if you picked random, AND got the Yuht AND completed the precursor chain for them.

I like the idea of hostile Cybrex, but the gateway thing has got to go. Crisis fleets are annoying enough without having them teleport to your borders, and the last thing a crisis needs is to be able to steal your pops and mass produce ringworlds.
After reading some feedback the point with the gateways is well taken, so I think i'll revise that. To clarify, the Cybrex wouldn't be stealing anyone's pops, they'd be killing them. They'd be relocating pops from their machine vassal pops to populate the ringworlds quickly. And those would be building at unbonused speed for megastructures.

Simiarly to the First League, if for the Baol I just had to sit around and watch all my hard work in the form of Ecus and Machine Worlds be eaten up and turned uninhabitable without being able to do anything, just hand me my L in 2200.01.01 so I can reroll a different crisis. As long as we can combat it before it kills our hundreds of arcology pops, then sure, it sounds cool.
It's not *your* ecu or machine worlds, it's *a* ecu, machine, or relic world that starts the chain, and get eaten first. The hostile option DOES let you stop it from happening on your world if you dump energy credits to abort the Voidspawn early; reading back I neglected to put that in.

The Zroni one could be cool, but... it doesn't feel right lore-wise.
This one is more focused on being a necroids-themed crisis than anything else. Each of these are related to the precursor chain you did in some way, but aren't necessarily tied to them specifically.
 
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These are interesting ideas for exxxtreme turbo crisises but they all randomly screw over one or more ethics. I think trying to narrowly define what an X Ethic type society is like is going to annoy people, because their imaginations are very flexible.

For example, imagine some Materialists are also galactic Memorialists and preserve records of their own dead and the galaxy at large. Then the "civil war with the dead starts" and says actually that was all fake, their dead hate their government so much because they weren't cremated (???). The other crisis suggestions have similar problems.
 

Kharrus

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To provide a bit of context as well, Endgame crises ARE the endgame content for this game, so it's always been my opinion that there should be more variety of crises to fight against. The point's been brought up repeatedly that the best way to deal with most of the existing ones is to spawn camp the entry point, with the Cybrex one being different enough to actually pose a threat.

I like the idea of tying these to the precursor chains because it presents the player with the challenge of doing better than these civilizations who were tested with an existential threat and failed. The Cybrex chain talks about a united galaxy against the Cybrex, but in your game you can *still* regularly fail to have a current crisis addressed in the Galactic Senate to form a unified front against it. Opening up the variety for the kind of challenges you face with a crisis tests HOW you've built your society fundementally, and rushing tech to build a huge unstoppable fleet shouldn't be the ONLY path to victory in every case shouldn't be the case in my opinion. That's why I put all this together; there should be more than one way to win a game this diverse.
 
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These are interesting ideas for exxxtreme turbo crisises but they all randomly screw over one or more ethics. I think trying to narrowly define what an X Ethic type society is like is going to annoy people, because their imaginations are very flexible.

For example, imagine some Materialists are also galactic Memorialists and preserve records of their own dead and the galaxy at large. Then the "civil war with the dead starts" and says actually that was all fake, their dead hate their government so much because they weren't cremated (???). The other crisis suggestions have similar problems.
The dead attack non-spiritualists in this instance because they're being manipulated by the Reapers in their campaign, and cremation of the dead is a way to deal WITH the dead rising, rather than the reason why they're upset. Memorialist civics should also be an option that excludes this happening within the empire; good catch.