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Stellaris Dev Diary #30 - Late Game Crises

Hi folks!

We’re getting close to release and there is not much left to talk about that we haven’t already covered. The only remaining major feature is, I believe, the “Late Game Crises” events, and I really don’t want to spoil them, so bear with me if I’m being slightly vague this time…

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Now, last week I talked about how large empires will have to worry about keeping all manner of political Factions in check. This is one of the ways we try to keep the game interesting and challenging past that crucial point when you often tend to lose interest in most strategy games and feel that you’ve already won. It’s not much fun to spend hours of your life mopping up the final resistance just so you’ll get to see that sweet acknowledgement saying “Victory!”. Another way to keep a game interesting is through random occurrences that can upset your plans even at a very late stage. This is where dangerous technologies and late game crises enter the picture.

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Some technologies are clearly marked as being “risky”, for example Robot Workers. Now, you might not always risk having your victory snatched out of your grasp, but in this case at least, you really are gambling with the fate of the galaxy. Just researching such a technology is safe; it’s the actual use of it that carries the danger. For example, the more sentient Robot Pops there are in the galaxy, the higher the risk is that they will come to deem organic life unfit to exist and rise up in a well-planned revolt. Unless crushed quickly and with overwhelming force, such a Machine Empire will quickly get out of hand and threaten all the remaining empires in the galaxy. Sentient robots will out-research and outproduce everyone. If the revolt is centered in a powerful rival empire, you’ll need to think carefully about when you want to intervene; a savvy player might time it just right and be able to mop up both the robots and the remnants of the rival empire. Leave it too long, however, and the robots will overwhelm you.

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The idea is that you will usually see one of the possible late game crises every time you play, but the chances increase the longer it takes you to win. However, it’s very rare to see more than one in the same game. The different threats vary in nature and behaviour, and can offer opportunities as well as posing an enormous danger to your survival. For example, it might be possible to reverse engineer some really unique technologies from these galactic threats, but the geography of the galaxy might also change in your favor…

That’s it for now my friends! Next week, we’ll change tack completely, and do a two-part, in-depth guide for modders.
 
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The hype for this game is getting overwhelming. How many types of late-game crises are there?

Whelp, my hype has reached a point where I've decided the only recourse is an elaborate heist of the game from Paradox HQ. I'm going to need a loner hacker with nothing to lose, an elite cat burglar or gymnast, a charismatic con artist, and a safe cracker with a mysterious past. Who's in?
Lol, this had me rolling man.
 
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I suppose, on reflection, the reason all three of the known late game crises are military in nature is that every successful empire in Stellaris has to be theoretically capable of mustering a military response to survive to the endgame. Otherwise, they'll have fallen to the blades of Honorbound Warriors who regard pacifism as morally repugnant.

Honorbound Warriors value honor and martial prowess above all other things. They will seek out worthy foes to fight and have little respect for weaklings and pacifists.

So for a competent "Pacifist" empire, the endgame hordes are just another bloodthirsty threat that can't be reasoned with. Not the first and likely not the last, just the largest. So they'll use the same tools they used to get where they are, just on a greater scale
 
So for a competent "Pacifist" empire, the endgame hordes are just another bloodthirsty threat that can't be reasoned with. Not the first and likely not the last, just the largest. So they'll use the same tools they used to get where they are, just on a greater scale

Pacifism will only ever get you so far. Try surrendering to a hungry tiger and see how far you get.
 
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Since a wild animal and a space-faring hostile empire are comparable.

In the case of the extradimensional horrors you could actually say that they are.
 
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Pacifism will only ever get you so far. Try surrendering to a hungry tiger and see how far you get.

...that was my point. By "the same tools," I mean taking advantage of their industrial capacity, not eroded by the unnecessary war and conflict warmongers partake in, and web of alliances to prepare a military response with which to stuff the aliens' prattle about the glory of war down their throats. (General Sherman, suffice it to say, is a personal hero of mine.)
 
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<i>Whelp, my hype has reached a point where I've decided the only recourse is an elaborate heist of the game from Paradox HQ. I'm going to need a loner hacker with nothing to lose, an elite cat burglar or gymnast, a charismatic con artist, and a safe cracker with a mysterious past. Who's in?</i>

Yup _ I think that we can put it together and hit them by June.

Oh, wait...
 
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Sentient AI: the first Paradoxian AI that is a legitimate threat to the player.
 
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I would like to know if a crisis will be able to in theory happen multiple times, say for example after finally defeating the AI rebellion some empire somewhere in the galaxy goes "Well sure it went wrong for you guys, but we're sure WE can keep our sentient AI in check." and x amount of years later the second AI empire is once again threatening the galaxy.
 
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Everyone's opinion that a +5% research speed is not worth the risk is bothering me. First there is no indication of how much risk is present from this particular research card, by its self it may only increase the chance of an uprising by less that 1% which would make it a no brainer. Secondly from looking at the screenshot and the other tech cards present the sentient AI card seems to be a relatively early tech card (potentially) which means that the compounded effects of 5% faster research across ALL THREE tech fields/branches(?). By late game this is actually a huge effect due to gaining other tech bonuses faster across the board. Lastly there is likely a multitude of benefits associated with using synthetic pops that are not possible without that research as well as likely more advanced research down the AI path that grants larger bonuses.

General Sherman, suffice it to say, is a personal hero of mine

Then I'm sure you will understand when I carve a bloody path through your empire, reducing every planet of yours that I come upon to a smoldering ruin devoid of life or utility. All in the name of ending our conflict rapidly and preventing further death and destruction
 
OI, DEM CLANKY BOYZ AND DEM UVVA GALA... GALAK... UVVA PLACE BOYZ GOT IT COMIN'! WE PORKZ AN' THE REST O' YOU LADZ IS GONNA KRUMP 'EM REAL GOOD!

WAAAAAAAGH!

(Can't wait to see what different endgame events there are, like plagues, extradimensional invaders, ancient races, the AI, and all kinds of nifty stuff can occur.)
 
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