
We’ve all seen these comforting things in their various incarnations, the steadily growing branches of knowledge and power available to an empire as it evolves satisfyingly. Naturally, a Grand Strategy 4X game would be nothing without its research tree. It makes FTL-hyperdrive-interstellar rocket science feel like Lego. The ship design features are straightforward and easy to pick up, utilising a simple module system that allows for anything from quick upgrades to full-overhauls, all based upon a consistent starship style selected by the player. The eyes, ears and sometimes the iron fists of a galactic empire – its fleets – are a joy to develop and manage in Stellaris. Stellaris is user friendly, and although as with any Grand Strategy game, there is a lot to learn Stellaris makes it easy to pick up with an engaging and addictive early game phase.

The sheer fluidity and clarity of the information and options available at the player’s fingertips effectively smooths out that steep learning curve, or wall we have come to expect from some of Paradox’s more intimidating games. This level of planetary mechanics makes acquiring planetary real estate more than just taking over a coloured spot on the map. Some worlds are lush, atmosphere-rich jackpots, and others will require a player to adapt or die. The galaxy is populated with worlds that are varied and detailed, forcing the player to invest in and carefully manage colonies and populations on inhabited planets, and to fine-tune them if maximum efficiency is to be achieved.
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Then, unleash said race upon the galaxy in order to explore, conquer and generally have a crack at omnipotence out there on the galactic stage. Stellaris is remarkably approachable for a game that covers such an incomprehensible scale, allowing the player to design a race of mammals, reptiles, fungi, genital warts or whatever, from their societal traits and government to their very appearance. It would be the Dundee rebellion all over again, but this time with talking Shiitake mushrooms in space suits instead of angry guys in kilts.

I ran 17th Century Scotland into the ground within my first decade in Europa Universalis IV, so I wondered how the hell I was going to manage an interstellar society comprising of billions of citizens. Enter: Stellaris.īeing a Paradox game, I must confess a degree of reservation at the concept of a 4X space strategy title coming from the makers of Europa Universalis IV, which quickly feels like you need a Doctorate in History and Political Science to play. Very rarely can a game blast off and nail the final frontier in such a way that the adventure and wonder of an endless unknown can coexist peacefully with complex science fiction elements. It seems easier now than it’s ever been for games to aim for the stars, yet very rarely do they accomplish much more than crash-landing in the South China sea like a mediocre satellite. Seriously, we are now at the stage where even Call of Duty is floating off out there into the great starry void, trying to carve out a piece of that sweet dark matter for itself. There are more space games out there than you can shake a carbon-based protein rod at.
