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Round 4: Build Our Own Game Decision to build a custom game instead of modding Stellaris; decided D-001 (original game) discussion archived 4 2026-02-09

Round 4: "What if we build our own game?"

Team Leader (Jeroen): Here's a spanner for the works - what if we make our own game?

OZZIE (Player Experience)

Forget the blackjack, I'm in.

TYRE (Technical Architect)

Six months ago I'd have said "absolutely not, you need a team of 10 and 3 years." But AI-assisted development has changed the calculus. The key questions become: engine choice (Godot?), scope floor (galaxy map + entity management + UI + save/load + AI at minimum), and the actual advantage - we can build EXACTLY the CK3-meets-Stellaris hybrid with wormhole-first travel and no fighting someone else's assumptions.

PAULA (Narrative & Political Depth)

If we build our own thing, rejuvenation becomes a core system instead of a bolted-on modifier. Centuries-old characters with accumulated relationships, grudges, alliances. THAT'S the Commonwealth.

MIRI (Lore Expert)

This solves every lore complaint I had. But are we making a Commonwealth game or a game engine that could support the Commonwealth? Those are very different projects.

GORE (Themes & Endgame)

Miri's right. The smart play: build a character-driven space grand strategy framework, Commonwealth as the first campaign/scenario. Not locked into one IP.

GESTALT (Systems Design)

Two-layer map: galaxy view (systems as network graph connected by wormhole lines) and abstracted planet view. Character system at the core - centuries of life, accumulated traits, relationships driving events. Society layer with real factions, not just opinion bars.

MIRI (Lore Expert)

Commonwealth-specific: the wormhole economy. Planets connected by routes owned by CST or rivals. Opening a new route is a huge play - land rights, resource claims, political capital. Closing a route is an act of war.

GORE (Themes & Endgame)

Endgame isn't "do you win" - it's "what does your dynasty become?" Stay natural, go Higher, upload to ANA, pursue the Void, walk the Silfen paths. Each changes how the game plays.

TYRE (Technical Architect)

Think smaller than Stellaris, deeper than CK3. 50-100 star systems, 20-50 active characters. Event-driven narrative with sandbox consequences. Art style can be clean and diagrammatic - the galaxy map is essentially a network graph, which is actually easier to build than Stellaris's 3D map.

PAULA (Narrative & Political Depth)

The opening vibe: You're the Burnelli family, 2350. Controlling interest in three wormhole routes, a Senate seat, a 380-year-old matriarch. An election is coming. The Guardians of Selfhood are making noise about an alien infiltrator. A rival dynasty just opened a route to something weird. Your youngest wants to join the navy. Your oldest wants to defund it. That's the game.