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Languages:
Full Audio
Portuguese-Brazil
Includes 23 Steam Achievements
Title: Stellaris
Developer:
Publisher:
Release Date: 9 May, 2016
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Downloadable Content For This Game
Recent updates
3 November
Hi and welcome to another Stellaris dev diary. Today we’re going to talk about some of the things we’re adding in the upcoming Kennedy update.
The Extradimensionals didn't work quite as we had imagined them. Players were more or less forced to throw everything they had at their dimensional portal, but there was no way to slowly push them back. The mechanics through which they received reinforcements also felt a bit too arbitrary, so we decided to shake things up a bit.
As before, the Unbidden care little for planets (aside from harvesting their populations). They are an entirely space-based civilization, but now they will also build a new class of station: Dimensional Anchors. These Anchors increase the ability of the Unbidden to bring in reinforcements from their portal. The more Anchors they have constructed, the shorter the time between their reinforcement waves. In addition to that, they will also bring in a new fleet from their portal every time an Anchor finishes construction.
Anchors are very large stations, and they take a long time for the Unbidden to build. They also function as Frontier Outposts, in that they generate borders. If you see one under construction, you may want to consider a preemptive strike before it comes online…
Overall these changes mean that the Extradimensionals can no longer simply be defeated with a single surgical strike once they have had time to establish themselves in the galaxy, but also that they don’t get unlimited and instant reinforcements, so you can wear them down in a war of attrition.
Our illustrious Art Department has not been idle while we worked on these changes. They have added new death animations for all Extradimensional ships and stations:
Extradimensional Constructors have also been given a new effect when they are building stations:
We have also revisited the Precursor anomalies. It was much too difficult (sometimes impossible) to collect all six artifacts needed to finish their chains. As you approach the mid-game now, there is a chance that you will get a new event that spawns an additional anomaly somewhere inside your space.
That’s all for today! Next week we’ll be talking about new Achievements coming in the Kennedy update.
Useful links
27 October
This is a small hotfix to address some common issues.
Please report any problems in the
##############################################################
######################## HOTFIX 1.3.1 ########################
##############################################################
###################
# Features
###################
#General
* Fleets that go MIA will now prioritize retreating to spaceports they can repair at or where there are rally points
* Disabling the tutorial now recycles the Advisor's RAM, granting 2 Minerals (once per game)
* Returning MIA fleets will now appear at the edge of the system's gravity well, with an order to orbit a friendly colony queued
* Removed restriction on moving pops in sectors, as it caused some issues with resettlement
* Empires get high intel level in systems with Enclaves they have communications with
* Purging now prevents all population growth
#Diplomacy
* It is no longer possible to offer Non-Aggression Pacts while at war
###################
# Balance
###################
#General
* Scaled spawn chance of the second Enclave station of each type has been doubled, resulting in 24/64/96/100/100% spawn rate in Tiny/Small/Medium/Large/Huge galaxies
* Scaled spawn chance of the third Enclave station of each type has been increased, resulting in 18/48/72/96/100% spawn rate in Tiny/Small/Medium/Large/Huge galaxies
* Civilian fleets can now emergency FTL much faster than military ones
* Reduced frequency of planets with Stone Age Primitives
* 'Alien Overlords' happiness modifier is now affected by policy happiness modifier
#Diplomacy & War
* Reduced the extra warscore cost for taking Capitals
#Encounters & End Game Crises
* Unbidden Escort ship base evasion reduced from 80 to 20
* Swarm orbital bombards
* Swarm changes bombardment stance
* Swarm only builds stations within borders
* Swarm sends fleet if it's small but can't be merged
* Swarm can now use Full Orbital Bombardment
###################
# AI
###################
#War
* AI no longer uses torpedoes until cruisers are available
#Sector
* Fixed bug causing sectors to destroy empire and planet unique buildings when redevelopment is toggled off
* Fixed a case where sectors would not properly keep pops enslaved
* Sector AI now only builds military stations in systems with colonies, outpost stations and wormhole stations
#Diplomacy
* AI countries who join the League of Non-Aligned Powers will now always stay in it for at least 20 years
* AI will no longer ask you to become their vassal multiple times in a row
#Misc
* Fixed bug causing AI not to build stations
* Fixed bug causing AI to build empire and planet unique buildings just to destroy them a second after
* AI does no longer know that player is building a Spaceport
* Fixed bug that caused AI not to build armies sometimes
###################
# User Interface
###################
* Save game incompatibility is indicated by gray text
* Expansion planner shows colony ship type
###################
# Graphics
###################
* Added new environment for Gaia planet, added new surface tiles for savannah and alpine, and fixed the LUT for alpine and savannah planets
* Stellar Devourer spawn VFX duration reduced to 1 day
* Added missing tech icon for tomb world adaptation
###################
# Bugfixes
###################
* Frontier Hospital technology now properly requires Frontier Health
* Fleets can now attack during warp drive wind-down
* Added missing localization for Kicked from Federation notification text
* Added missing localization for Federation Association Request
* Added missing localization for Federation Association Ended
* Added missing component set for Enigmatic Disruption Field which broke localization
* Display all DLCs enabled by the host for clients in the multiplayer lobby
* Fixed Fallen Empires spamming threats and remove flag effect being shown in tooltips
* Transports now also showing fleet status
* Fixed some events attempting to spawn removed ship designs
* Slaver mandate is no longer valid if the country's policies disallow slavery
* Fixed a bug where Colony Influence Cost would sometimes be too high
* Fixed Alpine and Savannah worlds not counting towards the Habitable Worlds Survey event chain
* Fixed CTD caused by ships trying to shoot at entities that did not exist
* Fixed an issue with a slave faction tooltip
* Fixed CTD when an event timed out without any valid options
* The event window will now properly close when the event times out
* Fixed visual artifacts on pulsar and neutron stars
* Added missing localization for Plantoid 4 name list
* Launcher DLC tab scrollbar appears with correct position and size when content overflows container
* Founder species now changes when no pops of that species exist after gene modification
* No longer possible to generate infinite resources by trading non-existent resources
* No longer possible to trade last resource via multiple trade deals
* Tooltip for sector settings was missing localization
* Fixed bug causing ship designer to choose components that haven't yet been researched by player
* Rebuilding Automated Dreadnought now gives you a ship with the same FTL system you have
* Fixed a bug where robots could sometimes get ethics
* Don't send double notification messages when notifying all communications
* Fixed mapicons showing 100% habitability after building a robot pop
* Colonization orders only cancel if player lacks resources when resources haven't yet been allocated. Canceling colonization order for colony ship built via expansion planner returns allocated resources.
* Special projects in the same option group which time out on the same day no longer get blocked from failing properly
* Fix an Infinity Machine event bug where a Spiritualist empire modifier from the Infinity Machine would be removed from one empire if the Infinity Machine killed a fleet from another empire
* Second Infinity Machine contact event will no longer occur if Infinity Machine is hostile
* Wrong event will no longer fire if fleet is destroyed by Infinity Machine
* Dimensional Horror special project now appears in system view
* DPS calculator and military power now take ship firing speed modifiers into account
* Fixed missing graphics on sanctuary guardians
* Fixed conflicting traits for Kel-Azaan
* Fixed materialist Fallen Empire task not giving opinion boost
* Fixed bug causing wrong player to get removed from federation in multiplayer
* Fixed CTD when using polish or russian on Linux/OSX
* Fixed CTD caused by game not having write privileges to its cache files
“Calling Stellaris Europa Universalis in space is probably reductive, but it was the first thing I did in this review not because they are almost exactly alike, but because, when I put away my empires and get on with my day, the stories that have played out in these digital worlds embed themselves in my brain, and I so desperately want to tell people about them. Both games tickle the part of my brain that wants every battle to have some greater context, every move I make to be part of a larger narrative. Stellaris manages to do this without history to lean on, though, and does so with aplomb.”
9/10 –
“Stellaris is easy to comprehend and exciting to execute, which is a perfect combination for a genre notoriously difficult to break into.”
9/10 –
“Right now, Stellaris is a very good space-based strategy game, but a few months down the road, it could evolve into a fantastic one”
8.2/10 –
Nova Edition
Stellaris Nova Edition includes:
Digital Original Soundtrack
The Stellaris soundtrack delivers two and a half hours of original music, including bonus tracks and alternate versions not included in the game. Composed by Andreas Waldetoft with appearances by the Brandenburg State Orchestra and Mia Stegmar, listeners will hear themes meant to evoke discovery and far-reaching exploration through the vast expanse of space through the fusion of orchestral and electronic music. MP3 and lossless FLAC are included.
Nova Forum Icon
An exclusive Forum Icon for the Nova Edition of Stellaris
Exclusive Alien Race (Cosmetic DLC)
Colonize the unknown and build a glorious spider empire! An exclusive alien race will be added to your game with a unique arachnid design. When your friends ask how you obtained these new spacefaring spiders, be sure to tell them you found the deal on the web.
Galaxy Edition
Stellaris Galaxy Edition includes:
Digital Original Soundtrack
The Stellaris soundtrack delivers two and a half hours of original music, including bonus tracks and alternate versions not included in the game. Composed by Andreas Waldetoft with appearances by the Brandenburg State Orchestra and Mia Stegmar, listeners will hear themes meant to evoke discovery and far-reaching exploration through the vast expanse of space through the fusion of orchestral and electronic music. MP3 and lossless FLAC are included.
Exclusive Alien Race (Cosmetic DLC)
Colonize the unknown and build a glorious spider empire! An exclusive alien race will be added to your game with a unique arachnid design. When your friends ask how you obtained these new spacefaring spiders, be sure to tell them you found the deal on the web.
Digital Collector’s Book
Join the creative team behind Stellaris to learn how the game's aesthetic was designed and realized for Paradox's most visually unique game to date. From concept art all the way through full illustrations and 3D renderings, this exclusive 130-page
book includes a collection of game art unavailable anywhere else -- along with insight into the thoughts and research that drove these designs, the problems the team faced along the way, and the ways they finally brought these visuals to life.
Stellaris: Infinite Frontiers novel by Steven Savile (ebook)
From best-selling author Steven Savile comes an original novel based on the science-fiction setting of Paradox's Stellaris. When the Commonwealth of Man receives proof that they are not alone in the universe, humanity is divided: should our species seek salvation in potential friends among the stars, or prepare for an inevitable war? What discoveries await the colony ship as they journey into the unknown to find the source of a mysterious alien signal? Download and read on epub, mobi (Kindle) and PDF.
Exclusive Avatar and Galaxy Forum Icon
Show your love for Stellaris on the Paradox Forums and other social networks, and Make MySpace Great Again!
Signed Wallpaper
Pay your respects to the pioneers who ventured forth into the unknown with this desktop wallpaper signed by the Stellaris development team.
About This Game
Explore a vast galaxy full of wonder! Paradox Development Studio, makers of the Crusader Kings and Europa Universalis series presents Stellaris, an evolution of the grand strategy genre with space exploration at its core.
Featuring deep strategic gameplay, a rich and enormously diverse selection of alien races and emergent storytelling, Stellaris has engaging challenging gameplay that rewards interstellar exploration as you traverse, discover, interact and learn more about the multitude of species you will encounter during your travels.
Etch your name across the cosmos by forgi colonizing remote planets and integrating alien civilizations. Will you expand through war alone or walk the path of diplomacy to achieve your goals?
Main Feature
Deep & Varied Exploration.
Enormous procedural galaxies, containing thousands of planets.
Explore Anomalies with your heroic Scientist leaders.
Infinitely varied races through customization and procedural generation.
Advanced Diplomacy system worthy of a Grand Strategy Game.
Ship Designer based on a vast array of technologies.
Stunning space visuals.
System Requirements
SteamOS + Linux
Minimum:
OS: Windows 7 x86 or newer
Processor: AMD Athlon II X4 640 @ 3.0 Ghz / or Intel Core 2 Quad 9400 @ 2.66 Ghz
Memory: 2 GB RAM
Graphics: AMD HD 5770 / or Nvidia GTX 460, with 1024MB VRAM. Latest available WHQL drivers from both manufacturers.
DirectX: Version 9.0c
Network: Broadband Internet connection
Storage: 4 GB available space
Sound Card: Direct X 9.0c- compatible sound card
Additional Notes: Controller support: 3-button mouse, keyboard and speakers. Special multiplayer requirements: Internet Connection or LAN for multiplayer.
Recommended:
OS: Windows 7 x64 or newer
Processor: AMD Phenom II X4 850 @ 3.3 Ghz or Intel i3 2100 @ 3.1 Ghz
Memory: 4 GB RAM
Graphics: AMD HD 6850 / or Nvidia GTX 560TI, with 1024MB VRAM
DirectX: Version 9.0c
Storage: 4 GB available space
Sound Card: DirectX 9.0c-compatible sound card
Additional Notes: Controller support: 3-button mouse, keyboard and speakers. Special multiplayer requirements: Internet Connection or LAN for multiplayer.
Minimum:
OS: OS X 10.8.5 or newer
Processor: Intel Core i5 @ 2.5Ghz
Memory: 4 GB RAM
Graphics: ATI Radeon HD 6750 / NVIDIA GeForce 320 or higher with 1024MB VRAM
Storage: 4 GB available space
Additional Notes: Controller support: 3-button mouse, keyboard and speakers. Special multiplayer requirements: Internet Connection or LAN for multiplayer.
Recommended:
OS: OS X 10.11 or newer
Processor: Intel Core i5 @ 2.9Ghz
Memory: 4 GB RAM
Graphics: Nvidia GTX 750M / or AMD R9 390M with 1024 VRAM
Storage: 4 GB available space
Additional Notes: Controller support: 3-button mouse, keyboard and speakers. Special multiplayer requirements: Internet Connection or LAN for multiplayer
Minimum:
OS: Ubuntu 14.04 x86
Processor: AMD Athlon II X4 640 @ 3.0 Ghz / or Intel Core 2 Quad 9400 @ 2.66 Ghz
Memory: 2 GB RAM
Graphics: AMD HD 5770 / or Nvidia GTX 460, with 1024MB VRAM. Latest available proprietary drivers from both manufacturers.
Storage: 4 GB available space
Additional Notes: Controller support: 3-button mouse, keyboard and speakers. Special multiplayer requirements: Internet Connection or LAN for multiplayer.
Recommended:
OS: Ubuntu 14.04 x64
Processor: AMD Phenom II X4 850 @ 3.3 Ghz / or Intel i3 2100 @ 3.1 Ghz
Memory: 4 GB RAM
Graphics: AMD HD 6850 / or Nvidia GTX 560TI, with 1024MB VRAM (Latest available proprietary drivers from both manufacturers)
Storage: 4 GB available space
Additional Notes: Controller support: 3-button mouse, keyboard and speakers. Special multiplayer requirements: Internet Connection or LAN for multiplayer.
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10 people found this review funny
The year is 2387, and the galactic community is on the verge of extinction.The Prethoryn Scourge came to the Milky Way galaxy in 2368, in isolated pockets which were quickly dealt with by the Outer Rim empires. But everything would change, the main force arrived only 3 months after.At the beginning, the galaxy united together to fight off the Scourge, but setback after setback, the Scourge pushed deep into the galaxy within the next four years, assimilating all forms of biomass they could find and eradicating any resistance that stood in their way. At first, it was the smaller, weaker empires that went first, the cannon fodder while the major galactic powers consolidated their forces and entrenched their worlds and secured their borders.But then, the Scourge targeted the two Fallen Empires in the galaxy. The galactic community all sighed in relief, the Scourge would surely be annihilated in mere moments against the powers of the Fallen Empires. But within the next couple of weeks, the Fallen Empires fell silent, with infected ships pouring out from their borders. The Scourge had assimilated the Fallen Empires, and now nothing ould stop them. The galaxy was stunned.The panic set in all across the galaxy, a once unified galaxy, now fractured as Empires began fending for themselves. As the Scourge advanced, some some species thought they would kill themselves rather than become a twisted horror of the Scourge. Entire Empires were wiped from existence as they nuked themselves into oblivion, committing mass suicide with casualties reaching into the billions.Over the course of the next 20 years, many Empires would stage a brave final stand at their homeworlds, fighting until the bitter end before being snuffed out like a flame from existence. During the 2380s, the United Nations of Earth were one of the last remaining empires still militarily capable of fighting the Scourge, but by 2386, the UNE had lost a majority of their colonies to the Scourge, billions dead or transformed into nightmarish horrors. In 2387, humanity staged their final stand in the Sol System, having lost contact with most of their allies, they accepted the fact they were now alone. The first engagments of the Battle of Sol were small. Small scout fleets entered the system and were quickly destroyed by the remnants of the United Nations Earth Defence Fleet (UNEDF). The first major Scourge fleets were dealt by layers of defence platforms and fortresses built across the entire system, with most of the outer Sol system mined, it was an absolute death trap and would've been considered suicide to assault, but the Scourge had no fear. Within months, the Scourge had broken through the the layers of defensive placements and now directly besieged the worlds of Earth and Mars. The UNEDF was mostly ruin, reduced to a few corvettes, destroyers and cruisers.The fighting on the surface of Earth and Mars was terrifying. Entire armies annihilated by hordes of the Scourge's abominations. The capital city of Earth, Geneva was lost within hours of the planetary invasion, now reduced to nuclear ash. The date is November 11th, 2387, Humanity's grand fleet and army continue to fight desperately in their home system, heroically defending their homeworld against the endless onslaught of the Prethoryn Scourge, hoping for an impossible miracle, or die trying. This, is the galaxy's last stand.
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6 people found this review funny
It's alright. But it also represents a continuation of the decline in quality of Paradox games.I resent the fact that Paradox seems now to be embracing a strategy of &let's see how much we can get away with before people stop giving us money&. The lack of quality control they do is striking. Every update they've released has had to include massive balance changes to try and fix how badly the core mechanics work. Call me old fashioned, but I like a game to be vaguely complete on release. Instead, 5 months after purchase, they're still undertaking massive revamps of core game features (ship design, sectors etc.) and still haven't got them quite right. I have no doubt that the next update will completely revamp various core features again, jumping wildly to the next badly thought out alternative that will last for just as long as its predecessor. There seems to be no overall direction. It's as if, every few months, they let someone else in the office have a stab at fixing the game. It's not going to be long before they reach the cleaning staff, and I'm not convinced there'll be any discernible difference.Paradox seem to have absolutely no pride anymore in what they release. &Should we check for bugs before we release anything?&. Nah, why bother, players will report bugs for us and we'll fix them later, to their substantial inconvenience and frustration. Case in point: the most recent update included a technology which required that you had already researched it before you could research it. This is so unbelievably basic, so simple to identify and fix, that I categorically cannot believe anybody actually bothered to do any playtesting before release. Paradox sold this game to us as a deep civ builder full of character and storytelling and atmosphere and whatever other buzzword you can think of. What we got was essentially a set of spreadsheets with some fancy laser FX. I can't recall the details of a single AI empire I've encountered in my many hours of play, because they're all so bland and interchangable that none are worth remembering. Some events are interesting, but there's so few of them that you'll have exhausted the lot in about 3 plays. Within a week of purchase, I wasn't bothering to read popup events anymore, I was just automatically clicking on the option I knew I wanted. Encountering new alien civs ceased to be exciting after the 10th variation of the &Galactic Blog-Slarg Confederacy& I bumped into. The variations in AI for civs with different ideologies are pretty shallow (mass murdering psychopaths, diplomatic pacifists, and some samey permutations inbetween). There are a lot of traits for species which look promising, but amount to nothing. Do AI species with the Thrifty trait focus on energy production and strike up a lot of trade deals? No. Do the Strong species invest heavily in ground military and occupying other planets? No. Do intelligent species actually focus on tech, or have any discernable strategic thought? No. Do Industrious species focus on industry, Natural Engineers focus on building forts and mining stations, or Solitary species try to avoid diplomacy altogether? No, no and no. The biggest effect any of these traits have is a +/- 10 to your starting relations in the diplomacy screen. The only thing that noticibly effects AI behaviour is their ethics, but these effects are still pretty crude and uninspiring.But even with this litany of flaws to address, Paradox carries on. Why bother fleshing the existing game out when you can create the sort of content that should have been there on release and sell it for even more money? Paradox is unashamedly preoccupied with spitballing random ideas that they can flog to their adoring public whilst the base game burns. The people who spent a good deal of money buying a soulless husk of a game on day one can either make do with their 3 event chains, or funnel even more money into the company for content they should have had from the offset. I wanted this game so much. I wanted it to be good so much. What it does offer is a functioning space sandbox, but it's only as fun as your imagination and internal desire to engage make it. I've spent a fair amount of time playing, but most of that has been because I've wanted to enjoy it more than because I actually have. I can't even feel a sense of attachment to my own empires. I have a bit of enthusiasm every time I make a new one, but every game pans out in more or less the same fashion. A few hours in always I'm in the exact same position I was a few hours in to every other playthrough. There's no variation. The Holy Quavarian League swaps out for the Intestellar Plong Community, but it'd be easy not to notice. There's no real challenge to the game, and before long you'll only be sticking with a save out of habit rather than enjoyment. I reiterate, my game time here has been primarily spent because I loved the idea and wanted to feel like I was having fun. I didn't really, but like a battered spouse I came back time and time again, hoping that this time things would be different. The most fun I've had was playing multiplayer with a friend of mine and laughing at some of the generated planet names. Every time we tried to play, we ended up getting bored and either giving up or loading up the save in single player and forcing endgame events in the console.The big shame here is that there's so much potential. The game should have been great. Maybe it will be at some point, but I have more dignity than to keep paying money to find out.
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6 people found this review funny
Stellaris gives you the feeling of running a space empire. The loading screen artwork shows fantastic, alien landscapes, the music has the standard space exploration, epic, feel to it, and the alien portraits are numerous and look great. The superficial ingredient are all there, it looks great and it feels great.Then you actually play the game for a while and the gameplay problems come tumbling out one after another. The central problem in strategy games is what to do about the fact that the guy with the biggest army/empire wins. Paradox's solution to this problem is to make science scale with your empire size and to limit gains from wars to a few planets and throw on a limiting timer. There are no interesting victory conditions, just dominate 40% of the planets. There isn't very much strategy beyond the standard rock/paper/scissors of weapon and defense choices. I almost get the impression the design choices were made to just drag the game out so long, that the ending becomes irrevelevant because no one ever plays that long.Ok, so maybe it's more intended to be a story thing or an empire simulator as opposed to a strategy game. For story, not enough happens beyond the standard mid-game invasion of 3rd party aliens. As an empire simulator, it just feels incomplete. There are clearly mechanics that hint at this, with all the choices to be made for empire traits and their consequences. However there aren't enough input mechanisms - buildings and policies which allow for interesting gameplay with these elements.Stellaris is like someone took a lawn mower and put an awesome space age car shell on it. It's great to drive around and feel everyone looking at your cool car, just don't actually try to race anyone.
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I have been through most of them space 4x games.MOO series, Endless space, Endless Space 2...And in all of them, something went missing, i couldn't plug myself to those games for more then 3 hours.But then
I discovered this game.Its incredible, its like the developers really did their homework on what makes a space 4X both interesting, innovative and different from the competition.To start off.Unlike endless space, which is a big excel spreadsheet with a graphic engine and very hostile to new players, stellaris's learning curve is fair, while not simple at first glance, the tutorial AI puts you on track through your first few hours.Unlike all 4X space games, this is no turn based game, which is a huge plus for me at least, its real time with a pause option, and the game's pace is balanced perfectly with it.Research projects feels important, there are plenty of them, and none of them feel like a &filler& or just projects you &rush through& with disregard like most 4X games.There is strategy and thinking involved there, which can result in different outcomes.Paradox did well to adress the &everyone research the same tech& problem that plagues most 4x games.Because of the game's robust costumization system, you will find yourself in a different research and tech pathes than your opponenets.Talking about costumization, its outstanding.Stellaris lets you costumize your empires ethics and goals, which shape out your gameplay and ethos.You can be a space hitler and conquer by force, or you can use diplomacy, alliances, annexion to achieve victory.And in addition to that, you get different benefits in terms of special tech, buildings, diplomacy and bonuses depending on your path to victory, every ethos and game play get its own set of tools for the job.Stellaris's &Explore& criteria is done really well, as you explore the galaxy you discover anomalies, (which serve more then boring cash rewards), they can result in quests, unlocking better research/mineral nodes on star systems, special ships and sometimes rare planets.In addition, in terms of movement through the galaxy, the game has the best of all worlds.If you like hyperlanes like in MOO and sins of the solar empire, you got it.If you hate hyperlanes and prefer unrestricted movement through warp travel, you got that covered as well.And if you like something a abit different you have wormholes.The space combat in stellaris feels great, while you don't have direct control of your ships during the battle itself, you do have control of everything else, think of like playing &Manager football games&.You can build and costumize your ships and loadous, and there are a very big variety of weapons and modules you can play with.You can give them beheviors via said modules (aggressive rush, or keeping formation for long range engagments).The game has great events and quests that can pop out of nowhere and give some interesting lore and RP elements as well as good rewards, and helps breaks the routine.The endgame of stellaris also has few surprises it can throw at you when you thought you already won.A sudden invasion of zerg-like creatures or energy beings that threaten to wipe all life from the galaxy pumps you back on your feet and require a direct response.Fallen empires, dormant factions with superior tech and fleets offer great risk and high rewards for tackling them.The planet interface and building layout lets you costumize your planet and its role in your empire.I can keep going on and on and on, its just astounding the depth and features this game has, Im 100hr+ and i still discover new things in my play through.Highly recommended.
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2 people found this review funny
I don't write reviews. But this one deserves one. I'm 51 years old player. I started playing games with Sinclair Spectrum 48K (apart from ATARI console of course). I have played every legendary games of PC gaming history while they were first released. I bought a better PC for Wing Commander for example. In my player life, I have never misjudged a game. So, read this accordingly.This game has the feel of what 'Master of Orion' had at its time! And it has more to offer. It has a great potential. Although this is a strategy game, it absorbs you and when you manage your science vessel, you feel like, you are there. When you manage politics, you start thinking like a politician. You should see the whole picture and act accordingly. Some times your trivial decisions can lead a disastrous end for a planetary ecosystem which doesn't effect your people, but they managed to make feel you sorry for it. I advise to buy it. You wont regret. If you don't like it after first attempt, wait a little bit and try again, because devs are constantly at work and the game evolves. I won't give you a ist of pros and cons list. There are enough of them here. All I can say is that you will get your moneys worth, not less but most probably much more. And one day you will tell others, 'I played it before it became a legend!'.. ;)
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Absolutely amazing game except for one glaring aspect that ultimately plays a huge role in the progress of a match and kills the experience. War.
In order to declare war on another empire you have to have a set group of objectives declared beforehand, each objective has a &warscore cost& and the total cost cannot exceed 100. Objectives such as capturing a planet can cost on average 30 warscore cost so over the course of a war you'll at best gain about 3 planets (Yes even if you occupy EVERY SINGLE ENEMY PLANET you still only gain what you set out to get at the beginning), and vassalizing even the tiniest of empires costs usually over 100 and is essentially unavaiable, a.k.a. for even a small empire you will almost always have to go to war with them multiple times to take over them entirely.
During the course of a war you gain war score by blockading/occupying planets and destroying enemy fleets, however the rate at which this accumulates is dependant on the size of the empire in question AS WELL AS their allies joining them, so if they have enough allies it doesn't matter if you dominate your primary enemy in 10 minutes, you still have to fight off all their allies before you get to claim anything. To top it all off, when you finally do manage to get enough points to enforce your preset goals you get forced into an unbreakable truce for what amounts to about 10-15 minutes on fastest speed in which you CAN NOT go to war with them again. This makes taking over a small empire take literally HOURS of time when you have the capacity to wipe the floor with them in under 20 minutes.
In one war I had every single planet of my primary enemy empire occupied with my troops and still had not accumulated enough warscore to enforce a 3 planet &liberation& (not even taking over directly as that has its own issues AND costs more warscore). Over all had to spend nearly an entire day just gradually taking over one empire (and there were still 10 others left to go) with what should have only taken an hour at most. and of course upon peace being declared all the planets that were occupied get returned to their original owner and only the originally targeted ones get captured.
With such a crap mechanic its no wonder they didnt add a Steam Achievement for domination victory.
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I am a big fan of 4X Space Games, and also of Paradox grand strategy titles. And I REALLY want to love and recommend this game, but I just can't. It's promising. I like the pausable real time aspects. Graphics are nice. And I like the various missions and events. But as it stands right now, the game is just not living up to Paradox standards.Most of the issues I have with the game are pretty well documented: - Sector AI is very poor. Doesn't seem to matter what you tell them to focus on, you end up with a pile of minerals of credits instead of the desired military or research. Plus, the AI seems to build colony installations that exceed available strategic resources. Balthorian power plants that don't have access to ore being common.- There is no diplomacy, for all intents and purposes.- There is no real strategy to fleet building or ship design. Because all the ships simply form up and attack in one big blob, once you design the best mix of weapons on the largest hull size available, you only need to build that ship. There is no funtional difference between ship sizes, so no need to design escorts once you get battleships. - No commerce, which eliminates a whole bunch of opportunity for interesting game dynamics.- The galactic crisis events are way over-powered, and can't even be turned off in the game settings.I expect these will all be addressed over time, through patches and DLC, but until I see some real improvement, I'll go try other games for a while and check back here in 6 months.
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It pains me to say not recomended for this game, I really enjoy it BUT, the mid to late game lag/microfreezing is a joke.
It is so bad that there is no way it made it through testing without this being apparent but they just decided to ship it anyway I guess.
Even playing on a mid size map with perhaps 17 AI it is almost unplayable to be honest once the universe fills up.
Heck I have it running in the background now while I write this as I have time to kill for maybe 5 minutes while I wait for a survey to finish...Developers need to stop shipping code that is this badly optomized, it looks to be running 32 bit single core, seriously this engine needs to be put out to pasture.
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Love game. Finaly some good game came out. Plenty review read from others
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It is a AWESOME GAME I recomend buying it
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It took a couple days to get into the proper mindset for the game since your juggling multiple objectives to expand your race, a little bit of patience is necessary but I have fallen in love with the game.Its Awesome, and there are expansions I definitly look forward to. I highly recommend the game, very well built and very impressive for not being a civilization series game.
This is without doubt the greatest 4x space strategy game i have ever played and i cannot recommend it enough.The game is chalenging and very entertaining if you like the 4x genre this is a great game
Probably the best 4x game in gaming history (on par with master of orion 2).Please devs keep updating this gem for a long time.
not enough content, bad simulation, inadequate playability and interaction.
An incredible, amazing and deep 4x strategy
Started up as an indirect democracy. Began exploring the nearby systems and encountered a few friendly civilisations. Set up some trade deals with them, began to improve relations with them aiming to someday form an alliance. Some time later an enormous civilisation known as the United Suns Federation shows up. They're cool at first put start to get steadily more pushy. I lowkey start building up my fleet strength seeing as they had an overpowering advantage. A few years later things come to a head. They demand that I become a protectorate of theirs or to prepare for war. Give it a few minutes thought and weigh up my options. Decide on my response.???? off ????.Declare war and have my ??? handed to me. My civilisation is genocided and all my work goes down the drain.10/10 would go out in a blaze of glory again.
An interesting space 4x game. It's not terrible but some of the systems are poorly thought out. Going to war, for example, requires that you make demands of the other player or AI. You can actually be incredibly overpowered over them, and during the war completely take over 90% of their territory, but the war system will only let you capture a few planets at best. So you need to go to war over and over and over again (and wait for peace each time), which feels incredibly dumb.There's no way to spy on your enemy to know what fleet he has, so you can basically game over at any time by declaring war and then getting stomped, which feels really dumb.Taking planets requires building ground troops which can't be escorted by any mechanics and die to even the most basic ships. Ground troops are just a formality and they are a pain in the butt to manage for no reason other than the game wanted to have ground troops.The game does have a few novel ideas (fallen empires, tech tree lotto, customizable races) that feel really nice. But otherwise the core mechanics are too poor to call this a good game.
Stellaris lacks depth in a lot of ways. The game is enjoyable but the lack of polish, the missing depth and just weird design choices in general really show after a while.-Balance still hasn't been figured out-Victory conditions are bland-Mid game is abysmally empty, and probably one of the game it's a big stretch of bugger all, a bland, snore-inducing period between an exciting and interesting early game and the sudden doom of end game crises-Planet tile management isn't exciting in the slightest-Fleet battles are still primarily who has the biggest Richard Matheson (with constant rebalancing of the rock/paper/scissors modules you hurl two blobs at each other and hope for the best)Get it on sale.
Just one question: when can we have Chinese version???
Perhaps the best sci-fi 4x game since MOO2. There have been many such games, although Stellaris stands out for actually being innovative, instead of a pure copy of MOO2. Paradox has a history of supporting its games even after release. I strongly recommend this title.
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