Tier 2 civilization (double the playtime of the game)

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The_Meme_Man

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In stellaris, you start out just at the brink of becoming a tier 1 civilization, which requires that the civilization pretty much have total control of the resources of the home planet. You pretty much never progress from there to tier 2, who require to totally control the resources of their star. You can mine stars, even black holes, but I dont think that is still equivilant to total access to the entire star's resources.

Fallen Empires, i think, can be classed tier 2. The player can become more powerful than a fallen empire, but they cannot truly become tier 2. While tier 2 is as simple as controlling a star's energy, a tier 2 civilization is obviously powerful enough to do some really cool things.

Im thinking, expand the tech tree and introduce new mechanics to make a REAL late game, a transition into tier 2 as important to a space empire as the industrial revolution was to humans. The ability to build Dyson spheres, give life to barren planets, destroy solar systems, new politics involving new identities and values, completely RE-EXPLORABLE galaxy with new anomolies and discoveries no tier 1 civilization could even concieve to be able to discover previously. Of course, AI can get to this point to, resulting in a game of diplomacy between practical gods. Fallen Empires could awaken (we are no longer errant children, Enigmatic Observers, we are grownups). New economy that develops, where matter is created through nuclear reactions en masse, along with appropriate political upheavals.

TL'DR list
-"colonizing" stars with Dyson spheres, really expensive and advanced.
-new resources tapped.
-Nuclear production, where the use of controlled nuclear fusion and nanotechnology revolutionizes industry through what is vaguely "making goods from thin air".
-Smaller (perceptively) Galaxy. Distance is no excuse for ignorance.
-Create ring worlds, artificial planets, and life on barren planets (REALLY advanced)
-Creating life on planets grants resources, possible military units, pre sentients, colonizable planets with random bonuses or penalties (can control these when you become REALLY advanced), and influence.
-Radicalism. New Hyper-fanatic ethoses, along with rebellious movements in complement. Hyperindividualism could demand total anarchy, Hyperxenophobia demand extermination of all alien life (not just sentient, and slavery doesnt cut it), etc.
-Reaction movements that seek to remove ethoses for more harmonious balances, at real odds against radicals.
-New, bigger, more badass and godly crisis', ones solved through combined militaristic, scientific, and political efforts instead of just militaristic.
-Warfare changes, with more teleportation, bigger ships, longer rsnge weapons, planet and star destruction (super advanced).
-cool and badass visuals. Ships and cities look more enigmatic, ethereal, geometric, or just overall more divine-looking

Other distant-future things. This would basically make the post-crisis era more like "its only beginning" rather than late game house keeping, forever stuck a tier 1 civ.

Your thoughts? Forgive unclear or even bad ideas, my childish excitements most likely exceeded me.
 
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Ventessel

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I wholeheartedly agree.

The only issue I see is that it might be difficult to balance the "tipping point" technologies with the technology system. Someone might beeline Dyson spheres, etc. in order to access exponentially more energy than other players.

Definitely the kind of stuff I would like to see/mod into the game, I'm just not sure how I would begin to balance it.
 
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Darkspysrival

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You kinda just skip to Type III in Stellaris.
 

Darkspysrival

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Type 3 requires the harnessing of the entire galaxy for energy. I think end game is just a glorified tier 1 civilization.
So I'm the only heartless monster that bombards pre-space age civilizations to nothing like in that video? Anybody?