Midgame crisis idea: Intergalactic Debris Field.

The game was created to increase the amount of exploration in-game by providing players with an incentive. The more you explore, the better chance your ship has at survival.

The “stellaris shielded world event” is an idea for a new Stellaris event. It would involve the player’s empire being attacked by debris fields from space. The debris fields would come in two forms: normal debris, which are harmless but block vision and cause ships to take damage, and shield-breaking debris, which can be destroyed with weapons fire.

The Galaxy would come across a large, billion-lightyear debris field left behind from a long-ago cosmic conflict as it wanders through the universe, and this would be the foundation of the dilemma (all galaxies move, the Andromeda and Milky Way for instance are moving towards one another). The galaxy moves through this area, picking up junk, unexploded ammo, wrecks, and other debris with its stars and gravity.

Circuits printed on boards of solidified and topologically inverted dark matter, using cosmic strings and micro-wormholes as wires and photonically printed calabi-yau manifolds as 10-way transistors – the technology used in this war was so advanced that your empire can’t even make heads or tails of the simplest components. Take, for example, the definition of clarketech. It isn’t designed to be a chance to get science or uncommon technology.

The crisis has a probability of affecting every system, and depending on whether it does or does not, it leaves trash in that system. There should be a diverse range of debris, including

  • Subspace mines that haven’t detonated. They explode when a ship comes too near, killing both the ship and the hyperlanes that link to that system.

  • Debris from temporal flux A field of trash intertwined with the ship it once was, locked in a condition of temporal flux. Sublight speed is greatly slowed in the system it is in, and it may be cleared up by a construction ship. When you clean it up, there’s a possibility the flux may revert to its original state, creating a leviathan-sized ship that will go wild.

  • Vacuum bombs that aren’t real. Their presence in a system causes ticks of damage to all of the system’s spacecraft and planets, which may be cleared up using a scientific ship. This might result in an explosion, destroying the local higgs field and erasing all planets in the system, as well as any hyperlanes that link them. Cannot spawn in systems with the capital of an empire.

  • Malfunctioning Psi Wreckage is a psi wreckage game. An gigantic hulk of a shattered spacecraft holding sophisticated psionic-based weaponry. Damaged relays and emitters send out psi energy blasts across the system and its neighbors, inflicting pain on any organic organisms that happen to be nearby. Mechanical civilizations are unaffected by psionically advanced empires’ research into a specific project to inoculate their populace. Everyone else has to detonate the bombs. Any impacted systems are avoided by extradimensional invaders and the Pretoryn.

  • A bioreactor that is leaking. A biotechnology-based sophisticated generator has been blasted away from the spacecraft that formerly carried it. It melted down in orbit, and the bacteria within it have transformed into a deadly epidemic that infects passing ships (it affects random planets in the empire it exists within). A cure must be discovered via a unique initiative, but physiologically ascendant civilizations get a significant speed boost.

  • Signal Jammer Beacons are a kind of signal jammer. These beacons, which were planted during the struggle to jam subspace coms, flood subspace with energy and junk data, generating a subspace storm in the system in which they reside. As FTL communications become unfeasible and spacecraft can hardly exit the system, each colony in this system contributes 300 percent to empire sprawl.

  • Wormhole Generators that have been broken. An sophisticated station that creates wormholes throughout the cosmos at random. It might be beneficial to open a passage to an enemy, or it can be very detrimental to create a path into the space of a xenophobic fallen empire.

All of them should be able to be cleaned up in some way, whether by a special project or fleet action, but they would introduce some threats to a galaxy that was already rather safe.

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For the game Stellaris, post “Midgame Crisis Idea: Intergalactic Debris Field.”

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The “stellaris shielded world time loop” is a game idea that I had. It’s the idea of an intergalactic debris field. The player starts in one corner of the map, and must go around to each corner to find resources before they can start building up their empire.

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