War score, vassalization and integration: Late Game.

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Solicitius

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Let’s not mince words: the warscore system (especially the cap to 100) is one of the biggest obstacles to enjoy Stellaris late game.
To the point that for me, finishing a game becomes a hassle, especially on larger maps (when you have 1000 stars, by the in game year 2500 you know you will win with mathematical precision, but the objective could drag itself for at least a millennium in real time). Don’t misunderstand: I find Stellaris a very good game (it was since SOASE that I didn’t grabbed a space RPG, and I’m damn glad I pre order it).
And I even understand (‘till a certain point) why a similar system has been hard coded in Stellaris: to protect and preserve a faction, so that no empire can glob down another with a single war. Realist or not, I care little to discuss it here, but without a doubt the system it’s too in place to save our collective necks should things go south, and the same should be valid for IA controlled factions.
In short, it’s add a bonus and a malus to the game mechanics at the same time: no reason to change it at all cost.
Still, I think it should be possible to tweaks some aspects to make everything a little more… enjoyable.


Warscore: let’s say the 100 cap stay.
But, with the next patch incoming, I hope we can have new victory conditions to alleviate the late game bleakness.
Idea from the top of my hat: let’s scatter 12 McGguffin in every map (or a proportional X number based on the number of stars, 12 to 1000, 9 to 800 and so on).
- They must be found, researched (you need a maxed out scientist to do so) and be inside your borders to count (not a vassal: your own, otherwise, is the vassal who “owns” it).
- After researching a McGuffing, you must defeat a monstrous guardian of some kind (or the McGuffing itself): I’m thinking something that has Leviathans like dogs have fleas, with no particular weakness to weapon types. So, it would require a big investment in naval fleets.
- If you fail to defeat a guardian in a single battle, you have to research the McGuffin again (it goes back in “sleep mode”, instead of “armed”).
- Once armed, the position of the McGuffin is notified to all factions in the galaxy, while the owner is informed by its own of the nearest McGuffin to find (so you must choose between defending the one you already have or rush to the next one).
- If you control at the same time all the McGuffin, you win.
And if you want to do things with style you could put stick them together with the precursors lore of the game. It wouldn’t be an “easiest” way to win, but I think it would be more fun and enjoyable.
Feel free to suggest ideas for alternative victory conditions.


Vassalization:
I would like to see this system tweaked a little: it’s strange, after all, to see a smaller empire to own another twice its size, all in the name of victory. So, vassalization, imho, should be possible only between two empires with the same number of inhabited planets (or less for the soon to be vassal). The bigger you are, the bigger your reach should be: which brings me to the last point.


Integration:
Personally, I feel like the game is peeing in my ear without the common courtesy of calling it rain, when I see >200 years of estimated time of integration. Or 500. Or 2000.
I mean, why bother at this point?
One way to make things better, (I hope), could be the following: let’s make integration a diplomatic only option.
- It would mean you have to show you care about your subject before they even consider it (so a positive relationship bonus is mandatory.)
- The better relationship you have with your vassal, the fastest it should be completed (multiplicative bonus, not additive: if two empires are in good relationships, and the subservient acknowledge the superiority of the other, they should be happy to join, not angry: even so, unity of borders doesn’t mean cultural “flattening”, so splinter groups should remain a possibility).
- If you are a xenophile empire, you should receive a bonus to the time needed to complete it, and a malus if you are xenophobe (let’s forget about war philosophies and ethos here, otherwise it becomes overcomplicated to balance: a simple evaluation based on net reputation value).
- Same as above if you have completed the research: xeno integration, or at least, showing the soon to be citizens of your empire you grant them the same rights of the others, should grant a positive bonus to the Estimated Time of Integration.
- To make Integration a viable possibility, I think the time needed should be lowered. A lot. Not the cost, which I’m good with, but the ETI should be calculated on planets. Not pops (certainly not single POP: tens at the same time, rounded to the nearest highest full number, maybe?).
In the end, the ETI should be calculated somehow like that:
ETI in years= (Tens of Pops)/ (Net Reputation Value + Xenophile – Xenophobe)
Rounded to the next round number.
This, imo, would make a lot more sense and integration a viable option late game.



Thank you for reading and sorry for the wall of text.
 
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CiderMuffin

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One thing I want them to fix is "protectorates won't become vassals until they have half of your tech level" because that just feels weird. I think it should be timed and end up with an agree of vassalization from the would-be vassal. Like you're the overlord of another space empire, in 20-30 years you have the option to ask them if they want to be turned into a vassal and if agreed they're now a vassal. Sure it's going to take longer to integrate them into your empire but it's also more realistic.

Edit: Typo
 
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Naelar

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Vassalization:
I would like to see this system tweaked a little: it’s strange, after all, to see a smaller empire to own another twice its size, all in the name of victory. So, vassalization, imho, should be possible only between two empires with the same number of inhabited planets (or less for the soon to be vassal). The bigger you are, the bigger your reach should be: which brings me to the last point.

A small empire that is straight up better is in full capability to vassalize bigger empires. Name of Victory is the name of the game when it comes to war, it's forcing an empire into a condition, especially when the vassalization warscore frequently is above 100 and cannot be used when an empire gets so big.

One way to make things better, (I hope), could be the following: let’s make integration a diplomatic only option.
- It would mean you have to show you care about your subject before they even consider it (so a positive relationship bonus is mandatory.)

If you ever use the abandon planet option, your idea goes down the drain for an easy 50 - 1000 years.
 
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Oscot

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To the point that for me, finishing a game becomes a hassle
...
And if you want to do things with style you could put stick them together with the precursors lore of the game. It wouldn’t be an “easiest” way to win, but I think it would be more fun and enjoyable.
...
Feel free to suggest ideas for alternative victory conditions.
Victory conditions are the worst thing to happen to Stellaris, precisely because it prompts thinking like this.
In CK2 and EUIV, it is obvious (indeed, inescapable) that you play until the fun runs out and then you start again. You either set your own targets, or just settle down for the comfy Zerg creep of an empire-building game.
But the moment you put in "Victory" - even the limp, watery "Victory" of Stellaris where you just get a popup saying A WINNAR IS YOU - then because of an unfortunate frailty of human psychology, people are compelled to pursue that limp, watery "Victory" to the point where it burns out their enjoyment of the game. Case in point above.

Please, PLEASE take the victory conditions out. All of them. It's such a little thing that shouldn't have any effect, but we're human beans with poorly-programmed goal-oriented brains, so it has a massive effect.
 
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TheShah

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I honestly don't care about victory conditions. MAYBE if I am specifically aiming for a min/max warmonger playthrough but only then. The new Federation victory I may try ONCE. Otherwise, the point of each of my Stellaris playthroughs is to RP.

I understand that the balanced starts and random/custom empires limit the potential variety of ironman achievements but even then that's almost never a top priority for my playthroughs, which are almost always substantially modded to reach the most satisfying experience.

Really the only thing I care about in EU4 or especially CK2 is prestige. I wanna be top dog but never in a gamey manner. I wouldn't mind the devs eventually adding a prestige/power projection system of sorts that could accompany the addition of a legit ledger.
 
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grandad1982

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Some inspiration from EU 4 could be used here.

Look at how new CBs and administrative efficiency speed up conquest as the game goes on, allowing you to take and deal with more land for the same 100 warscore.

Also look to the more complex vassals with liberty desire and tools to curb it or get more use from them.
 
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Oscot

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Integration:
Personally, I feel like the game is peeing in my ear without the common courtesy of calling it rain, when I see >200 years of estimated time of integration. Or 500. Or 2000.
I mean, why bother at this point?
I was so blinded by my dispathy at victory conditions that I didn't even notice this part.
Which I should have noticed, because I'm playing a Liberation Wars Only game where vassal integration is my single biggest problem.
Yes, there should certainly be some sort of way to speed this up. The prospect of having to lose "5 influence a month for 165 months" for every 5-planet chunk I carve off a 100-planet foe is sufficiently depressing that I'm intentionally letting the Unbidden eat half the galaxy, just because clearing out Void Stations and resettling is faster than waiting for people who view me as a glorious liberator to accept the authority of my glorious transcendent republic.
 
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Solicitius

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A small empire that is straight up better is in full capability to vassalize bigger empires. Name of Victory is the name of the game when it comes to war, it's forcing an empire into a condition, especially when the vassalization warscore frequently is above 100 and cannot be used when an empire gets so big.



If you ever use the abandon planet option, your idea goes down the drain for an easy 50 - 1000 years.

I don't agree with using the abuse of a mechanich in multiplayer games as a reference to tweak Stellaris single player game.
Also this is integration: so you've been already vassalized. With the tweaks I'm suggesting, if you abandon planets, sell them to IA and so on, you're reducing your total population, so the integration time is shortened.
Awful strategy if you're already becoming part of another empire.
 

Solicitius

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I was so blinded by my dispathy at victory conditions that I didn't even notice this part.
Which I should have noticed, because I'm playing a Liberation Wars Only game where vassal integration is my single biggest problem.
Yes, there should certainly be some sort of way to speed this up. The prospect of having to lose "5 influence a month for 165 months" for every 5-planet chunk I carve off a 100-planet foe is sufficiently depressing that I'm intentionally letting the Unbidden eat half the galaxy, just because clearing out Void Stations and resettling is faster than waiting for people who view me as a glorious liberator to accept the authority of my glorious transcendent republic.

Done the same in my last game with the Scourge: still, erasing 250 (circa) colonizable planets from the pool did almost nothing to alleviate the late game.
 

Naelar

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I don't agree with using the abuse of a mechanich in multiplayer games as a reference to tweak Stellaris single player game.
Also this is integration: so you've been already vassalized. With the tweaks I'm suggesting, if you abandon planets, sell them to IA and so on, you're reducing your total population, so the integration time is shortened.
Awful strategy if you're already becoming part of another empire.

Abuse? What abuse? There is none. Those are mechanics against you. Empires so big cannot be vassalized until shrunk. When you use the abandon option, you get marked as Genocidal, with the victim specie typically having a -1000 penalty against you typically, while others vary depending on ethos (base 50).
 

Carlo01

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There doesn't seem to be a real point under the current military/conqueror-only victory conditions to actually play long enough to achieve a victory. The late game becomes a long, inevitable grind without any significant events happening if you are ahead of everyone else after defeating the crisis spawn. Perhaps the new federation rules will be of some help, otherwise some additional types of victory conditions would be welcome. I enjoy playing the game, but in its current state I've abandoned it when reaching the point where victory is certain but would require many more hours of biting off enemy empires 4 planets at a time.