It bears saying that part of the reason a lot of people stall out in the endgame is that attacking the AI Homeworlds is a very different style of game from everything up to that point. I've been thinking about it and I have a few custom victory conditions in mind, based on getting around that roadblock and with AI War's gameplay in mind, rather than trying to emulate another game's "cultural victory" or whatever.
Defensive victoryThis is the equivalent of the Showdown Devices with a hint of the Fallen Spire campaign*. It basically involves claiming (or hacking, or something) a series of specific worlds - the spire signal worlds, or the showdown device worlds, or whatever - and then building something, or a series of somethings. Yes, that's awfully vague, but the basic blueprint is this:
- Attack a small number of specific target worlds to gain the ability to activate the Game Ending Countdown
- Stop expanding and focus on building up an impregnable wall of steel
- Trigger the Game Ending Countdown and survive while it completes
Once you get to that point, the AI begins a series of gradually-escalating attacks, ending with a challenge that is approximately as difficult - and as
interesting - as attacking the AI Homeworlds, but played as a tower defense-in-depth rather than the series of hit-and-run (or hit-die-and-rebuild) attacks that people used to crack the Homeworlds. The important thing is to keep the attacks varied. I like the thought of the AI using Warhead-like weapons that you can see coming and that you
really want to intercept before they hit your worlds, and other tactics that force you to do more than just sit, wait, and rebuild losses. Rather than just being one whopper of an attack, it should be spread out over time, to give the player chances to take hits and recover from casualties. Managing power brown-outs could be an important skill, and I like the idea of being able to conduct hacks to weaken, deflect, or delay these attacks.
I strongly recommend that the difficulty of this defense should
not change depending on which super weapons (golems etc) the player has available. That was, in my opinion, a major mis-step on the original Showdown Devices. The AI home command centers don't get any tougher if you have golems, so why should the alternate victory condition get harder? As for whether AIP affects the difficulty of the defense, I think it should. AIP reducers are interesting; I don't want them to be left out of this mode.
I love the thought that the final wave is literally everything the AI has in the galaxy, that it just dumps the strategic reserve, warden fleet, hunter fleet, every single guard pack, and mobile Overlords into one big fleet and comes at you like a drunk Glaswegian with a broken bottle. But that might be a bit too much.
There are many possible variations on this - maybe you need to hold the target worlds until the Game Ending Building is complete, but you can abandon them as soon as it's finished and the final countdown starts. Maybe you only need to hack them once each, or maybe you need to hold all of them right up until the end of the countdown, or maybe you need to start out holding all of them but only hold one up until the end. Maybe the Game Ender is a constant drain on resources, or maybe it actually provides you with power and metal to help deal with the waves. I know how I'd do it, personally, but there are plenty of options.
This is the victory condition for people who really enjoy the defensive side of the game and would rather win with a big defense mission rather than a big attack - it's the "turtle victory", but it's certainly not
easier than attacking the AI Homeworlds. But in the early and mid-game, it plays quite a lot like the normal victory. Aside from needing to claim/hack the showdown-device-equivalent worlds and not needing to get within deep-strike range of the AI Homeworlds, your strategy is pretty similar. It's the kind of thing where you can play normally, scout the Homeworld defences, and decide you don't want anything to do with that and that you'd rather have the AI come to you.
It is
not the victory condition for someone who let the AIP get too high and realizes they can't win by the usual means. That's the next one.
* Although not exactly - an important part of the Fallen Spire campaign is that the Spire Cities allow you to at least temporarily outpace the AI, giving you more power from each claimed world than the AI gets in AIP. Defensive Victory wouldn't do that.
Expansion victoryA kind of hybrid aggressive and defensive victory, but played very differently from the Homeworld assault. Getting AIP too high can result in a game that is both unwinnable and unloseable, where you'll never be able to crack the core defenses but, unless you do something stupid, the AI waves will never break you either. Here's an alternative to that, for when you realize you've pushed AIP too high for a proper win, but don't want to just call the game a loss either.
With a large enough science investment, you can research an "Exogalactic Conduit", a way to evacuate the surviving human population to somewhere the AI won't be able to reach. This will
not result in the doomsday attack of the defensive victory, because the AI doesn't actually feel threatened. However, your challenge is that the surviving human population is distributed between dozens of AI controlled worlds. You need to claim as many of them as possible, build a few "city ships" at each to transport the people, and bring them all to wherever you're building the conduit. There's no "true victory" here - rescuing 100% of the humans would require claiming the
entire galaxy except for the core and AI homeworlds. You are going to leave some people behind. But once you've got as many people as you think you can save, you can activate the exogalactic conduit, withstand one last AI attack (nothing like the defensive victory final waves; this is just the AI being displeased rather than facing an existential threat), and then flee through the newly created wormhole and close it behind you.
The victory screen here isn't "you win!", it's "Human population saved: X billion. Human population left under AI control: Y billion. Human population killed: Z billion." (where the "killed" number refers to worlds nuked, human settlements lost, and city ships destroyed in transit).
There are various ways you could tweak this. If there are only a few worlds that can support an Exogalactic Conduit, that's very different from if it can be built anywhere. The human population could be evenly distributed across the galaxy, or some worlds could have up to ten times as many humans as others and therefore be more valuable.
Regardless, this is the victory condition for people who have fun conquering the galaxy and want to see how far they can get before the AIP gets too high and they have to nope out of there. It's also the "cutting your losses" victory condition, for when you realize you're never going to be able to beat the homeworlds but you don't want to just delete your save.
Diplomatic victoryThis is kind of a catch-all for victory conditions that involve allying with the minor factions. They're not actually true victory conditions in and of themselves, since they all end the same way as the default victory - a big pile of ships rolls into the AI Homeworlds and eats the Overlords (or you can go for a defensive victory with your minor faction allies to help you defend). Different minor factions have different requirements for getting them on your side, provide different levels of support, and behave differently as allies. Since I don't have a copy of the game and can't really see how the minor factions behave, I can't really offer much guidance, but as I understand the lore of the game, the Nanocaust and the Dyson Sphere are meant to be the only ones which could actually pose a real threat to the AI on their own - the others are just a supplement to your own forces rather than completely replacing them. With this in mind, the Nanocaust and Dyson Sphere diplomacy conditions should be longer, more difficult, and more involved than any of the others, on par with the AI Homeworld assaults or the defensive victory, because they can win you the game outright.
I've got a few ideas though.
- Winning with the Dark Spire as allies probably involves them immediately turning on you, because they're assholes. I don't like the thought of "hacking" them; they're not AIs with code that you could reasonably hack.
- The Human Marauders should behave like humans in terms of what they want. It should ideally feel a little bit like having a second human player in the galaxy. Tithing them metal and energy seems like the obvious way to keep them happy, as does supporting their attacks and defenses.
- I believe the current way to get the Nanocaust on your side is to hack them? If so, I'm cool with that, but I'd want this to be the only "hack to get minor faction on side", to make it feel a bit different. You could even think of this as a "hacking victory".
- It might not even be possible to get the Dyson Sphere committed to destroying the AI; it's ancient and unknowable and the affairs of the galaxy are utterly beneath its vast, alien consciousness. The only way I could think to do it would be to trick the AI into trying to destroy the Dyson Sphere - once it recognizes an existential threat, the Sphere's retaliation should destroy the AI but could also destroy the humans. Maybe the Golems can communicate with it, though?
- I don't even know what the Macrophage and the Devourer Golem want. I don't think an alliance with the Devourer makes much sense, but perhaps you can find a way to lure it to a particular planet?