In DF, the game increases attacks and their difficulty based on the cumulative value produced by the player. If you make a spaceship build the end-game goal, you can make it so that it requires a lot of valuable parts/fuel resources. It may be not so difficult to get the infrastructure in place to slowly churn these out, but as your stockpile grows each day, the ferocity of enemy attacks grows with it. This may not be linear growth either...
Point is that as you get closer to that finish line, you have to spend more and more resources/manpower on defense and triage. With any medium+ difficulty storyteller, this should mean that you would even need to start preparing in advance of the final spaceship run given how much value/ferocity would be built up over its course (simple passively reacting to the increased difficulty would not be sufficient for a typically experienced player).
Additionally, adding in new attack elements with certain levels of ferocity would create new situations in the later game. For example, adding in siege machines or other war machines or better weaponry. This makes sense since at first perhaps you're only under attack by roaming bands and local resistance, but as your value of production increases, you become a larger and juicier target that draws in more advanced, larger, and more coordinated attacks from afar. Hell, if aliens were found with a near-complete spaceship on Earth, what wouldn't we throw at them to get it?
Or even if the aliens eschewed a ship and just built up their tech and facilities. Each level up in tech should have a correspondingly higher (like 10x) amount of value attached to it, and the difficulty curve for assaults can also go up a level once the cumulative value also increases 10x or so of the previous value limit.
So, like basic furniture is $1 of value, as are basic walls. Basic power generators are like $5. Advanced power generators are $50. Hi-tech power generators $500. So, at $0-100 you get small bands attacking, at $101-1000 you get larger ones with basic vehicles, at $1001-10,000 you get like a modern army, at $10K-100K you get the whole deal, like a full on fortress defense.
Point is that as you get closer to that finish line, you have to spend more and more resources/manpower on defense and triage. With any medium+ difficulty storyteller, this should mean that you would even need to start preparing in advance of the final spaceship run given how much value/ferocity would be built up over its course (simple passively reacting to the increased difficulty would not be sufficient for a typically experienced player).
Additionally, adding in new attack elements with certain levels of ferocity would create new situations in the later game. For example, adding in siege machines or other war machines or better weaponry. This makes sense since at first perhaps you're only under attack by roaming bands and local resistance, but as your value of production increases, you become a larger and juicier target that draws in more advanced, larger, and more coordinated attacks from afar. Hell, if aliens were found with a near-complete spaceship on Earth, what wouldn't we throw at them to get it?
Or even if the aliens eschewed a ship and just built up their tech and facilities. Each level up in tech should have a correspondingly higher (like 10x) amount of value attached to it, and the difficulty curve for assaults can also go up a level once the cumulative value also increases 10x or so of the previous value limit.
So, like basic furniture is $1 of value, as are basic walls. Basic power generators are like $5. Advanced power generators are $50. Hi-tech power generators $500. So, at $0-100 you get small bands attacking, at $101-1000 you get larger ones with basic vehicles, at $1001-10,000 you get like a modern army, at $10K-100K you get the whole deal, like a full on fortress defense.