Stellaris thread, reviews, and opinions!

He was involved in the "gamer-gate" fiasco, one of the people who was actually pushing ethics instead of the morons responding to being accused of sexism by being sexist assholes. He was also extremely critical of the "all gamer are sexists" people (who are also morons), so some of their followers appear to have assumed he was sexist.

He get's a lot of shit thrown at him in general since he holds pretty strong opinions (to the point where he blocked youtube comments, and eventually deleted his reddit account). He's a great reviewer (although he calls them "first impressions") though. PC focused, consumer first. And he called FO4 "post apocalyptic far-cry," so that's a plus.
I don't blame him for blocking comments and deleting accounts. The gaming "community" or whatever you want to call it is extremely toxic on all sides. Random people find reasons to hate or stir up drama for the silliest reasons. So much unnecessary drama.
 
I have been playing the game since it came out and I am thoroughly happy with it. I haven't gotten to the mid or late game so I haven't experienced what the reviewers have but my experience have been, so far, very positive. This game reminds me so much of Endless Space, the ships building, the colonization.

My first game I tried a custom human nation, to get the feel for it. The beginning almost feels overwhelming, with everything you can or have to do, you almost don't know what to do. I did a basic sol system start and went from there. The science ship exploration is cool and with all the anomaly and little story bit, it leads to some really cool gameplay. The one complaint I do have is the lack of automatic surveying, like Endless Space had.

My second game is a bit more exciting, with two bordering empires that are xenophobic isolationists I can expand my military and invade fairly easy, one of them i already have. After my first game it seems to have gotten easier especially resource management with the influence and minerals, I don't seem to run out all that often unlike my first game.

All in all I am enjoying this game so very much, with about 20 hours under my belt I feel the randomness of the game will keep me entertained for a long while.
 
I didn't really have high expectations to begin with, but I'm disappointed all the same.

What the fuck was Paradox even thinking when they put this dumb building mechanic into EUIV, let alone this? Whose idea of empire building is building fucking power plants and dreading the day when a new technology is discovered just because of all the endless clicking you'll have to do to upgrade your buildings?

The diplomacy is akin to that of a Total War game. Economy doesn't exist outside of two main resources plus some "strategic" ones. The most appealing feature this game has is the ability to make your own species with their government and ethics, except that it doesn't really make a difference. How the fuck am I playing as a fanatically individualist materialistic mega-corporate nation if I have to build everything myself? I know that the capitalist pops in Victoria 2 weren't brilliant, but that's no reason to completely throw the concept out the window and replace it with mana.

And who came up with influence? In my first game I constantly had it around zero as I went out building frontier outposts as fast as I could and joined an alliance. Yes, expanding your territory and joining a powerful alliance makes you lose influence. But what makes you gain it? Why, building a fancy government building, what a silly question! And the retarded "rival" mechanic from EUIV too!
 
I didn't really have high expectations to begin with, but I'm disappointed all the same.

What the fuck was Paradox even thinking when they put this dumb building mechanic into EUIV, let alone this? Whose idea of empire building is building fucking power plants and dreading the day when a new technology is discovered just because of all the endless clicking you'll have to do to upgrade your buildings?

The diplomacy is akin to that of a Total War game. Economy doesn't exist outside of two main resources plus some "strategic" ones. The most appealing feature this game has is the ability to make your own species with their government and ethics, except that it doesn't really make a difference. How the fuck am I playing as a fanatically individualist materialistic mega-corporate nation if I have to build everything myself? I know that the capitalist pops in Victoria 2 weren't brilliant, but that's no reason to completely throw the concept out the window and replace it with mana.

And who came up with influence? In my first game I constantly had it around zero as I went out building frontier outposts as fast as I could and joined an alliance. Yes, expanding your territory and joining a powerful alliance makes you lose influence. But what makes you gain it? Why, building a fancy government building, what a silly question! And the retarded "rival" mechanic from EUIV too!
I agree with your point about the influence and rivals. It seems odd, but it's probably there to limit expansion or something. Economy seems like it could be more deep and developed as well. Never played EU IV though so I have no frame of reference.

However, if you compare this to any other space strategy game it's still very deep and certainly deeper than the standard 4X strategy game. Personally I'm absolutely loving it and am very excited to see how this game develops into the late game and how it compares to Endless Space 2.
 
Can you actually mind controll/inflitrate empires? You know, have a species that takes over bodies, and governments trough secret means?
 
I haven't actually played any of Paradox Interactive's games before. I've been looking for a sort of strategy game in space ever since Civilization: Beyond Earth burned me bad. God that game was mediocre compared to the previous installment. Therefore, would Stellaris be a good first Paradox game for me? Would I be able to kind of dive in and understand what's going on, or do they re-use a lot of stuff from their other games?

I guess what I'm asking is, could I play Stellaris without knowing anything about their other games?
 
I haven't actually played any of Paradox Interactive's games before. I've been looking for a sort of strategy game in space ever since Civilization: Beyond Earth burned me bad. God that game was mediocre compared to the previous installment. Therefore, would Stellaris be a good first Paradox game for me? Would I be able to kind of dive in and understand what's going on, or do they re-use a lot of stuff from their other games?

I guess what I'm asking is, could I play Stellaris without knowing anything about their other games?
Absolutely yes you can play Stellaris without having played the previous games. I am proof - I have not played a single Paradox game before this.

The tutorial is very good at getting you started (if you select the full tutorial option). Many reviews are calling it the most accessible Paradox game due to the tutorial.

If you're looking for a space strategy game with some depth and haven't ever played a Paradox game, I think Stellaris is a perfect choice right now, and Endless Space 2 is going to be the game to watch out for in the future.

I have a feeling Endless Space 2 is going to destroy every other game in the 4X genre, but it's not really comparable to Stellaris - they both have their positives and negatives and are simply different, not better or worse than each other.

Paradox did a little playthrough on a pre-release build of the game that explains how to create your empire and the basics of the game as well:

Can you actually mind controll/inflitrate empires? You know, have a species that takes over bodies, and governments trough secret means?
There's no espionage system in the game right now, but many people are convinced it will be released later probably as a DLC (which has happened with some other good 4X games like Endless Legend). However, populations can evolve over time and can be influenced by leaders and some other mechanics which I don't really understand yet. This was a common complaint about Paradox that I read on forums when I was thinking about buying the game - they apparently have a thing for releasing lots of DLC. However the base game at $40 has been worth it in my opinion and I'm impressed enough that I'm interested in DLC for Stellaris. 4X games like Civilization and Endless Legend tend to get lots of expansions, and Stellaris is definitely deeper than Civilization so I imagine it will have a lot of content added in the future.

Stellaris also has Steam Workshop so theres already some nice mods on there as well.
 
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So my one and only friend in the universe just fucked me over. Being a despotic hegemony does not win you popularity contests, that's for sure. I've been disliked by every empire except one so far, and made a few rivals. Never seen any combat however, and thought my military prowess was sufficient (I was either equivalent or superior to empires around me, according to the game). Until my one ally asks to declare war on a mutual rival. Fine, go have your fun and I'll stay out of it, I thought. Yeah. Literally seconds after I gave thumbs up, said rival was in one of my systems with a precious colonized gaia world, with a single fleet that totally obliterated my entire navy. Just melted right through them. Kinda made me give up. But we will rise again in a new game, and get right back at our abduction and poking and prodding shenanigans.
 
Can you actually mind controll/inflitrate empires? You know, have a species that takes over bodies, and governments trough secret means?
You can infiltrate a primitive species in order to annex it if they have reached the industrial era. It's not very deep, you just click the infiltrate icon and wait for a timer to run out.
I agree with your point about the influence and rivals. It seems odd, but it's probably there to limit expansion or something. Economy seems like it could be more deep and developed as well. Never played EU IV though so I have no frame of reference.

However, if you compare this to any other space strategy game it's still very deep and certainly deeper than the standard 4X strategy game. Personally I'm absolutely loving it and am very excited to see how this game develops into the late game and how it compares to Endless Space 2.
Yeah, considering their usual DLC policies, this is probably just a third of what the game will ultimately become.
 
considering it only got 26 dev diary, unlike the upcoming HOI4 which is 56 dev diary. i think i understand why the games were bit of shalllow. i would say that...they streamlined their own grand strategy games to make it more accessible.

so it not suprised that like players who get used to paradox games like me and illuminati confirmed seems rather "pissed off". the clausewitz engine also starting to show its age, considering it cant support 64 bit and struggled to keep mid-late game performance stable.

but i know they will listen to community. just look at how the black hole in alpha compared to beta. it based on community feedback.

TH8k6TZ.jpg


black_hole_02.jpg
 
considering it only got 26 dev diary, unlike the upcoming HOI4 which is 56 dev diary. i think i understand why the games were bit of shalllow. i would say that...they streamlined their own grand strategy games to make it more accessible.

so it not suprised that like players who get used to paradox games like me and illuminati confirmed seems rather "pissed off". the clausewitz engine also starting to show its age, considering it cant support 64 bit and struggled to keep mid-late game performance stable.

but i know they will listen to community. just look at how the black hole in alpha compared to beta. it based on community feedback.

TH8k6TZ.jpg


black_hole_02.jpg
I agree that for someone who has played Paradox games before they might be disappointed in some things, but overall it is a very good game with a good amount of depth and complexity as well as accessibility. Paradox games are known for being inaccessible and complex, which I think is a good thing because I want games with depth. While Stellaris may not be their "deepest" game it is definitely more complex and interesting than most other games in the genre right now while also being very accessible with its tutorial. And it has definitely made me interested in their other games like Hearts of Iron IV.

For me, Stellaris hit the sweet spot and I love it. And with the way these types of games usually get expansions/improvements over time, I think it's going to become an even better game.
 
Complexity for the sake of complexity isn't good though. Take Chess. Not very complex. But still pretty deep with the gameplay.

considering it only got 26 dev diary, unlike the upcoming HOI4 which is 56 dev diary. i think i understand why the games were bit of shalllow. i would say that...they streamlined their own grand strategy games to make it more accessible.

so it not suprised that like players who get used to paradox games like me and illuminati confirmed seems rather "pissed off". the clausewitz engine also starting to show its age, considering it cant support 64 bit and struggled to keep mid-late game performance stable.

but i know they will listen to community. just look at how the black hole in alpha compared to beta. it based on community feedback.

TH8k6TZ.jpg


black_hole_02.jpg
That's still wrong though. Considering the lense effect of gravity, you should be capable of seeing the backside trough a warped effect, and the nebula should rotate and glow.
 
just do not forget to share your opinion on how should the games goes

https://www.reddit.com/r/Stellaris/...s_stellaris_missing_exactly_a_full/?limit=500

Sank 55 hours of my life into Stellaris in the 6 days since release - all during finals week. Here's what I honestly think about the game, and it seems to fall in-line with many other opinions on this subreddit.

As of release, Stellaris is indeed a barebones game. It has a solid foundation with engaging mechanics and promising replayability, but it is an unfinished game nonetheless. Many promised or hyped features were delivered as basically and judiciously as possible with the clear intent to expand upon them with DLC. There is an even smaller amount of features that out-right need to be fixed. I have no doubt that Paradox will build upon it as they did with EUIV and CKII, but I'm still disappointed that I'll have to pay in increasingly more to the DLC Bank for a "completed game."

I've compiled a list of features which, I believe, should find their ways into this game by the end of the year, whether through DLC or non-paywall major patches. Among them are basal gameplay concepts suit the Stellaris inclusive sci-fi trope theme, having ground in many other sci-fi universes and generic fiction devices. Some are just common-sense, Quality of Life mechanics to fix release-day broken ones. Some would just be nice to have and would increase the ethos of total customization that Paradox distilled into this game.

QUALITY OF LIFE FIXES/OPTIONS

  • Better Campaign Start Screen UI. When starting a new campaign, whether singleplayer or multiplayer, show a list of empires - including players and AI - with the name of their empire, species name and portrait, ethics and government type. If AI is not a premade empire and will be randomized in-game, show a "question mark" symbol in lieu of the species portrait which can be clicked on to choose a pre-made empire, so that you yourself can choose the empires you pre-make for the AI and would like to appear in the game.

  • We need more campaign options. Most glaringly, we should be able to toggle whether or not all empires know of each other at start or are hidden to each other (with an option allowing to reveal only Player Empires in a multiplayer campaign.) Also, there should be options to toggle space pirates, cultists and organic entities (amoeba/crystalline entities/void clouds). Add options to lock empires by weapon types (missiles/lasers/projectiles) and genus of species (fungoid only universe, anyone?) for customizability's sake. (I would advocate for options to lock certain government types/ethics, but that would require another UI for a little-used option.)

  • Where's the automation? EUIV added an auto-explore button for conquistadors and explorers. Why not Stellaris? Science ships should have auto-survey and auto-research anomalies buttons. Construction ships should be allowed to automate construction within borders. This allows players who don't appreciate the micromanaging of early/early mid game to toggle that and enjoy a smoother gameplay experience.

  • Mapmodes. Seriously. Diplomatic Relations, Technology, Fleet Capacity, Fleet Strength, Alliances and Federations, etc.

  • Fleet Templates. Credited to jabari74

  • Growth of Slums and Planet Tile Blockers. Migrating Forest anomalies result in the spread of planet tile blockers. On a colonized planet with lots of empty resource tiles and hungry and unemployed pops living on them should result in the growth and spread of slums, tile blockers that have a negative resource drain per tile and increase unhappiness. This should keep empires on their toes to migrate unemployed pops between worlds and keep their pops unemployed. Lazy, corrupt or inept governors would fail to check slums, resulting in more political domestic tension.

  • Core Planets should be Core Systems instead. It makes far more sense, makes for easier organisation, and gives a better metric for delegation of systems to sectors.

  • Ethos-specific Victory Conditions. Credited to himmelstoss1914.

  • Ledgers. Please. Make it a toggleable option for multiplayer as well.

  • Rally Points for Ships/Embarkable Armies and Patrols. Set patrols or fleet orders for fleets that they can repeat so that their sensors can make a designated loop through your empire and engage enemies accordingly.

  • Better auto-best feature for Ship Designer. Ship Designing takes far, far too long in multiplayer and necessitates frequent scheduled intermissions and pauses for competitive games. Make it so that auto-best can be toggled on a scale, allowing you designate which components you want auto-upgraded in tandem with better power generators.

  • Better intelligence for Evasive mode. Credited to Namell.

  • Upgrading buildings takes too many clicks.

  • Corvettes are drastically overpowered. As it stands, there is no need to build other ships save battleships for auras. An entire fleet of corvettes can take on a mixed combined-arms fleet and win handily.

  • Carnage Reports. Credited to Lowbacca1977. Why can't we see how many ships were lost per side in a fleet action? It'd also make it a lot easier for me to keep track of how many and which ships I lost after a battle so I can rebuild more easier to maintain my fleet composition, because right now I have to search through my unit stack and count which classes of ships I'm missing through a roll call.
RAW GAMEPLAY CONCEPTS

  • More Utilities and Dimension to Combat. Right now, war is a tedious slog of cat-and-mouse until a single, massive battle decides the war. There are no frontlines or strategic systems. There are no true struggles or back-and-forths in wars, comeback-worthy moments like you would find in EUIV. War in Stellaris should be far more tactical and involve choke-points, military installations and traps. Tractor Beams/Stasis Webifiers and Warp Dampeners should be added as utility components to ships so that you can trap individual ships or prevent an entire enemy fleet from leaving the system for a time. Microwarpdrives should be added so that interceptor fleets can warp across a system and engage a fleet preparing to leave the system. Sensor Scramblers, and other forms of electronic warfare utilities should leave enemy fleets blind and add a dimension to combat besides "whoever does most damage wins." Defense stations should prevent enemy fleets in a designated radius from leaving the system. Right now there's nothing you can really install in a ships' utility slot that uses power besides shields, which is a damned shame.

  • Superweapons and Megaprojects. I made a thread about this a few weeks back. Paradox should absolutely introduce planet/star-annihilating superweapons ala the Death Star or Star Killer base to shake up late-game. Building and use of these weapons should result in tremendous diplomatic relations maluses, trigger Fallen Empire activity or even an extragalactic intervention crisis. Allow an option to disable it in game start for those who don't want it.

  • Temporary Coalitions and Badboy. As of now, the AI empires populating my galaxies do nothing to impede my totally-unchecked expansion across the galaxy. I never feel as though I have to worry about my AI neighbors banding together to stop me. Alliances are slightly too permanent in nature and the AI in-game seems to be skittish of making long-term commitments to each other. Include a coalition feature targeting specific empires which neighbors can join in to cut players or rapidly expanding AI empires/Unbidden down to size.

  • Making Use of Surplus Food. In one of my current campaigns, my capital world has a population of 16 and produces 12 food. All of it seemingly goes to waste while I intentionally starve out a neighboring planet to see if the food from my capital world goes to the needy planet. It doesn't. Surplus food should be added as "global resource" (like minerals and energy) and used as a pool to be distributed amongst planets with a food deficit. This way we can designate worthy planets to be used as breadbaskets that feed the massive cosmopolitan worlds, a trope seen in the Halo universe with the planet Harvest.

  • Boarding and Capturing Ships. Credited to Gula25. Would allow armies to participate in space combat as well, increasing their usage. Would also be interesting if you could reverse engineer captured ships as well.

  • Trade Routes, Lines of Supply and Blockades. Why don't our planets trade with each other? Why don't in-game empires carry on trade with each other? My empires seem to be collections of largely autonomous planets all drawing from the same pool of energy and minerals. As our empire grows, expands and comes into contact with new resources, we should see trade routes form with civilian ships zipping along those galactic highways to planets. This is where my above idea with surplus food would also come into play, as surplus food would steadily find itself distributed along these routes. Outer rim planets would take a while to supply and be supplied by planets closer to the galactic core. Blockading a planet would choke it off from galactic trade routes and should cut off the flow of minerals, energy and rare resources from that planet to its owner's resource pool.

  • More resources and resource options. Spice is a common trope in sci-fi literature, commonly being used as a hallucinogen with various other applications depending on the strain. Why stop at spice? There should be a variety of illicit goods and contraband, each with their own benefits and maluses which could be legalized or banned on an individual basis. EVE Online has a list of illicit goods with bases in sci-fi tropes. Banning a highly demanded resource should cause the feed the growth of a black market and increase the spawn rates of pirates and smugglers. Which brings me to my next idea:

  • Smugglers and the Black Market. The black market in a campaign should be a galaxy-wide underground consisting of non-affiliated xenos from every corner of the galaxy. Smugglers should be independent, freebooting space captains that grow and feed the demand of the galactic black market, with important figures gaining notoriety and raising bounties across the galaxy. You could crackdown on them in your own jurisdiction, or recruit from their ranks for craftier, more experienced admirals - basically, Privateers from EUIV.. Smugglers should be the guys getting your governors the Substance Abuse trait and damaging your planets' productivity. Or if you decide to harness their capability, they should be running blockades and spying on enemy empires for you. They should be recognizable figures with their own names, backstories and legends.

  • Bounty Hunters and Mercenaries. Just as CKII has hireable mercenary companies with their own chain of command and legendary figures, Stellaris should have the same across multiple entities. Individual Bounty Hunters should begin to look for work as galactic empires come into contact with each other and xenos begin migrating between worlds. Bounty Hunters would be able to hunt other individual figures across empires - for example, you could assassinate the leader of a slave faction in your own empire to curb its growth, or you could capture a notorious smuggler that's feeding your empire's drug habit. Mercenaries would be hireable contingents of ships or armies to help boost your navy in an emergency or to supplement your forces with higher tech/better experienced ships that you don't have access to.

  • Crime and Corruption. As colonies turn into urbanized cosmopolitan worlds, crime should result in the form of drug-running cartels, corrupt corporate schemes and miscellaneous forms of scum and villainy. Governors should have a Corruption stat that can change throughout the course of their lifetimes as they fall privy to influences from domestic elements and outside empires. Crime should be represented as a metric on a planet and can be dynamically increased with corrupt governors and event chains. Crime should decrease resource efficiency on a planet and should become an issue worth tackling through edicts, policies and gubernatorial changes.

  • The Slave Trade. I'm not quite sure if implementing a slave trading function in Stellaris breaks Paradox's rules on facilitating "the evils of humanity" in gameplay, but it would be a neat function to be able to trade and sell slaves with other empires. If I had enslaved the Weak and Decadent Horvat species but wanted to trade for the finest slaves in the Very Strong, Intelligent and Industrious Sirpski species, I should be able to do so.

  • Better dynastic mechanics. Right now, rulers and heirs mean next-to-nothing in gameplay. They're just a face to the empire with a couple of nice traits. They rule, die and elect a new ruler without any sort of effects on the empire. When your ruler dies, there is a new heir generated with no backstory behind it or "greater goal": There is no dynasty to uphold, no stability or peace to keep. Playing an autocracy should be a struggle to maintain power against vying domestic factions, nobles and dynasties, with unpopular heirs being eschewed for claimants. Democracies should experience upheaval due to corruption, tyrannous behavior or voter disenfranchisement. Oligarchies should try to maintain the status quo at all costs and resist encroachment by radicals on either side of the political spectrum. Essentially, every time your ruler dies, you should have to worry about what happens directly after and work to ensure a stable transition of power.

  • More religious mechanics. Spiritualist empires should be able to designate what type of religion they devote to - whether adherent to cosmologic in nature, a traditional folk religion, or simply a transcendent view in line with achieving "enlightenment", it'd be up to Paradox to delineate. Those spiritualist empires should be able to proselytize and spread their faith, designating Holy planets and issuing religious mandates to followers, whether or not they're in that empire. For example, Paul Atreides in Dune declaring a galactic jihad against the Padishah Empire, resulting in the uprising of the Muad'Dib's jihad by the Fremen race and the overthrow of the Corrino dynasty.

  • Galactic Congress. There should exist a galactic political/diplomatic apparatus aimed at joining together interested empires. Upon researching a specific higher level tech, that empire would be able to establish the congress and host it on their capital planet. Empires who join this congress would debate on a variety of issues in a democratic format, each being given one vote, with the host nation having two. For example - a galaxy-wide ban on superweapons, deciding what resources constitute illicit goods/contraband, a ban on slavery, a forced end to an aggressive war, etc. Depending on their ethics, empires would have different interests in the congress and conflict accordingly - Spiritualist empires would like to see 'holy planets' protected and kept as a sanctuary free from mining, Materialists would argue against those measures in order to obtain resources and research. Xenophobes wouldn't be privy to the congress and would likely abstain from joining it. There's a ton of potential here that can be detailed in a different format, but that's how I would imagine it to be.

  • Fleet/Army Veterancy As your individual ships and armies see action and prevail in combat, they should gain experience and levels of their own. Each level would slightly increase evasion rate, fire rate or weapons damage for navies and army damage/health for armies.The loss of a highly experienced fleets and armies would be even more damaging to an empire as they have to rely on lower-experienced conscripts for the duration of the war. As years go by and the crew filters out and is replaced by new blood, the experience level will slowly degrade, requiring a consistent stream of action to keep ship/regiment veterancy at top form. Empire-wide policies and edicts such as "space academy" or "mandatory conscription" could increase unit starting veterancy level or increase experience level gain rate, and traits such as "Warrior Tradition" could do the same for individual species. Another interesting idea is where fleets as a whole could gain levels and increase their Fleet Tradition, so that a fleet as a whole grows in veterancy by fighting in formation and utilizing tactics through multiple wars. The leveled fleet would then produce a "Banner" or a "Flagship" which would hold the Fleet Tradition level, allowing the fleet to be split or combined without losing the Tradition level.
Of course, it's important to keep in mind that Stellaris is a 4X game at its core and must be treated as such. It would be fantastic to see these ideas take form in Stellaris and deepen the universe and storytelling capability.
 
That's still wrong though. Considering the lense effect of gravity, you should be capable of seeing the backside trough a warped effect, and the nebula should rotate and glow.

yes i know, 3d black hole interpretation like in interstellar just have made new standard of how should it goes in all sci fi works. but the problem is, that is damn expensive graphic perfomance to go through. also, right after this change the system requirement just get skyrocketed
 
Not being a huge strategy nut, I'm pretty much ok with what the game offers now but I do completely understand that people who play these games regularly and come from Paradox's previous titles expected a bit more depth. I was honestly surprised how shallow especially diplomacy turned out to be. Having read a bit about the game before, I was under the impression that late game would be all diplomacy and that going to war would be unnecessary early game and straight up a bad idea late game. But from what I can tell, war is more or less unavoidable and even if you try to be a peaceful empire, military might is the most important aspect.

It's nice to see that they'll keep updating the game with new features at least.
 
So after spending some more time in Stellaris I think it can be best summed up by this:

If you're looking for an interesting hybrid of a 4X space game and a Paradox Grand Strategy and you don't mind the idea of DLC/Expansions, then Stellaris is good and will likely be great with time. There isn't really another game quite like it, and I'm enjoying its various quirks. The Blorg Commonality wishes only to be friends, after all.

If you're looking for a strict 4X space strategy game with a lot of lore and depth, atmosphere, ambience, management, and asymmetric gameplay with the various factions, then Endless Space 2 is probably the game to watch out for. I think it is going to be the best 4X space strategy game in years based on how Amplitude Studios has progressed from Endless Space 1 to Endless Legend.

I'm personally going to enjoy both.
 
Does someone really know what to do when i have already gotten enclosed by other empires, besides Research "grinding" with a steady improvement of my fleet/planets/etc. within my territory? Becouse i have spent around 2 hrs in faster mode just doing that. PLZ HALP!!

Btw, let's get pics of our progress here, right? That would be nice for asking for help/advising.
 
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