![stardrive 2 opteris stardrive 2 opteris](https://images.igdb.com/igdb/image/upload/t_720p/wcpxxdgcwomfmju1avag.jpg)
It might not be a good idea, especially not if it's too complex for game AIs to deal with or steps on some principle of faction design, but I think having interesting victory conditions would extend the replayability and excitement of a lot of these 4X games. But make these victory conditions reliant on the map generation or rival factions in the game, so that players cannot just pursue these unique or semi-unique victory conditions in every single game like the generic victory conditions, so that when players do find themselves able to roleplay as these factions, it feels good and special, that this isn't just an ordinary thing. If we use Endless Space as an example, what if civilizations with the Pilgrims Affinity gain a new victory condition if the Shipyards of Ys are found on the map that allows them to build a Puppeteer-like interstellar vessel if they research specific technologies, uncover specific non-standard resources, and populate the "vessel" with their Pilgrim ships? Or if the Empire Affinity unlocked a specific diplomatic victory condition where the player has to engage with internal diplomacy events and factions to gain the Imperial Throne, and other players could see the progress of this Imperial quest as random event popups. What if factions had specific victory scenarios that only they could fulfill? If you have specific rare resources that are randomly generated on maps, perhaps not spawning at all, or specific mixes of technologies that unlock certain victory conditions, wouldn't that offer more variety in games and victories and extend the replayability of the game? But by and large, you just want to get super-huge and steamroller everything either through your military might, your technological prowess, or bribing them. Vanilla Civ V probably had the most interesting change from this with the Utopia victory condition, where a relatively small hermit kingdom could win the game because culture was slowed down by having big, sprawling empires. And while certain factions might have attributes that lend themselves to one victory type or another, such as the Amoebas in ES being able to see the entire map or the Advent just pumping out culture like nobody's business, every game eventually falls into the same pattern because you find yourself needing a certain-sized economy to remain competitive for any of these victory conditions. You can conquer your enemies, form some grand alliance or accrue relationship points with your enemies, or beat your enemies to the end of the tech tree. Usually there are three basic victory conditions for space 4X games. But I have played Endless Space, GalCiv, and Sins, and they all have a similar issue in my view.
![stardrive 2 opteris stardrive 2 opteris](https://vignette.wikia.nocookie.net/stardrive/images/d/dc/Kulrathi_fighter_frigate.jpg)
I haven't played Stardrive or Stardrive 2, primarily because everything I've read says that it's all about conquering enemy empires, and that doesn't hold my interest for very long.
STARDRIVE 2 OPTERIS UPDATE
This section is in need of an update as of March 2013. Move cursor to edge of screen on galaxy screen to pan the camera.Middle click to center player view on cursor.While manually piloting a ship, to fire weapons.Right Click for formation move (Fleet Moves at Speed of Slowest Ship).Hold ALT for ship/ships to move in a straight line (Rather then Plotting Course).Right Click something for context sensitive orders.