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As if creating [[Crusader Kings]], [[Europa Universalis]], [[Victoria]] and [[Hearts of Iron]] wasn't enough, Paradox Interactive decided that space literally was the limit, setting out to make a 4X game set in the vast reaches of the cosmos. It's notable for /tg/ in that it can be used to fit almost any sci-fi archetype. Do you want to play as the [[Imperium of Man]] and purge all the filthy Xenos for the God-Emperor? You can do that. You want to play as the [[Star Trek|Federation]] and create a noblebright union of alien species working together for the [[Tau|greater good]]? You can do that too. Wanna just *nom* the entire galaxy as the [[Tyranids]]? You can do that too. Wanna make a haha-funny hive mind that names everything Steve and probably receives buffs from it somehow? You can do that too! With a large selection of DLC and fan mods available (including explicit 40k based mods) Stellaris is an incredible sandbox for creating grand narratives of the rise and fall of interstellar empires.
== What ==
 
As if creating [[Crusader Kings]], [[Europa Universalis]], [[Victoria]] and [[Hearts of Iron]] wasn't enough, Paradox Interactive decided that space literally was the limit. They set out to make a 4X game set in the vast reaches of the cosmos. It's relevant to /tg/ because one can fit almost any sci-fi archetype. Do you want to play as the [[Imperium of Man]] and purge all the filthy xenos for the God-Emperor? You can do that. Do you want to play as the [[Star Trek|Federation]], a noblebright union of alien species working together for the [[Tau|greater good]]? You can do that too. Wanna just *nom* the entire galaxy as the [[Tyranids]]? You can do that too. Wanna make a haha-funny hive mind that names everything Steve and receives buffs from it somehow? You can do that too! A large selection of DLC and fan mods (including explicit 40k based mods) makes Stellaris an incredible sandbox for creating grand narratives of the rise and fall of interstellar empires.


On the downside the cost of the paid DLC can be considered almost criminal.
On the downside the cost of the paid DLC can be considered almost criminal.


== Setting and Gameplay Timeline ==
== Setting and Timeline ==


The game starts in 2200, with a galaxy of several species and goes from there. The gameplay has three phases adjustable in options: Early Game, Middle Game and Late Game, with events popping up in each. You win when you conquer the galaxy's majority as yourself or in a federation. Solid/tradeable resources are minerals for generic consrtuction and processing, food for biologicals, energy credits for virtually everything from buildings to robot pops and wages, alloys for military and high-tech construction of robots, and consumer goods for biologicals and sentient robots. Then there are amenities signifying easiness of life and infrastructural comforts, and Unity which is gained by cultural activities, some of which are slaughtering aliens and exterminating the pesky organics, and discovering Precursors.  
The game starts in 2200, with a galaxy and several independent cultures. The game has three phases, adjustable in options: '''Early Game''', '''Middle Game''' and '''Late Game''', each with their own events. You win when you conquer a majority of the galaxy, solely or in a federation. Tangible resources are: minerals for generic construction and processing, food, energy (as credits), alloys for military and high-tech construction, and consumer goods.  Each species has different needs for these resources as well -- organics need food, mechanicals dont but instead need to eat energy and need alloys for reproduction. Then there are intangible resources like: amenities signifying ease of citizens's lives and infrastructural comforts, unity score which is gained by cultural activities like joyous festivals or the holy slaughter of aliens, and discovery of Precursor artifacts.


To simulate a [[Europa Universalis]] atmosphere, the game has certain obstacles and nascense of empires to match the era of medieval earth, it doesn't get any more anthropocentric than that.
To simulate a [[Europa Universalis]] atmosphere, the game has obstacles and shennanigans of empires familiar to those from the medieval era of ancient Earth, it doesn't get any more anthropocentric than that.


In Early game, empires expand and start their national questlines corresponding to their nature.
In '''Early Game''', empires expand and start their national quest-lines according to their natures.


In Middle game, if present, a nomadic, bickering and raiding spacefaring society somewhere in the galaxy will have an orphan aiming for greater things and uniting the tribes for galactic conquest with a dark start but noble goals in mind. [[Genghis motherfucking Khan|Now where did we see that before on Earth?]] Needless to say, this is similar to the Mongol invasions of the medieval era with similar effects.
In '''Middle Game''' (if enabled), a culture of hostile and bickering space-nomads somewhere in the galaxy will have an some orphan with protagonist disease aiming for greater things and uniting the tribes for galactic conquest with a dark start but noble goals in mind. It's Alexander of Macedonia, or Charlemagne, but in sppaaaaaaccceeee.


In Late Game, the galaxy gets an endgame crisis similar to mongol invasions, but on a galactic scale forcing everyone to work against it or face total extinction. Fallen Empires which are younger than Precursors, but older than the player, will mostly awaken around that time similar to [[Eldar]] and [[Necrons]].
In '''Late Game''' (if enabled), the galaxy gets an endgame crisis like Middle Game but it's [[Genghis motherfucking Khan|an outsider who'll fuck everyone's shit]], forcing everyone to contribute or see the whole gameboard wiped clean. Fallen Empires (younger than Precursors, older than the Early Game empires), can awaken in this phase and will be as friendly and helpful as [[Eldar]] and [[Necrons]].


== Empires ==
== Empires ==


What can tickle /tg/ and /v/ 's fancy is that the empires are no longer same, cookie-cutter space 4X but with unique gameplays, only remotely adaptable to each other. There are MANY categories of governments and species, which can be roughly cut into two. Autonomous (like us) or Gestalt in sentience, and Genocidal as an even more different gameplay.
What can tickle /tg/ and /v/ 's fancy is the remarkable variety in playable empires.  You're not stuck with cultures that are balanced to the point of homogeneity, instead you have a 4X game where strategies for one type of culture could have no bearing what-so-ever on another. There are MANY categories of governments and species, and you can mix-and-match their attributes. The most outstanding divide is probably between the types of sentience your culture can have: Autonomous or Gestalt.
 
Autonomous Empires have rulers, populations with jobs (slaves if slaving, criminals if internally unstable), and civics which determine what the government and the society is about. A sub category is a Megacorporation, basically a giant business corporation in shape of a government. Megacorps are forced to expand slower in planet size with penalties mounting heavily if growing, but tend to get lots of income when buddying up with Generic Empires, Building unique corporation structures helping the host empire giving jobs and non-money resources per franchise [[Cleric|just like a support class in a RPG game]]. A fast-food chain feeds the host country with new farmer jobs and gives cheap food to the Corporation stores, and Disneyland-expy Amusement Megaplexes instantly generate money for the Corporation and gives "Amenity" to host planet. Mercenary Office provides both sides with cheaper and better soldiers, Private Military Industries gives the host clerk jobs and the corporation military alloys and so on.
 
Gestalt Consciousness empires are divided into two:
 
Hivemind Empires are drones following specialized drones similar to Synapse carriers toting biological antenna, they die en masse if the planet is taken, or kill autonomous populations they conquer or drive them out. More or less, they are unified and working hard, and the centralized mental control helps with the reproduction strategies, as well as a unified front. On the downside, everyone finds Hive Empires a bit creepy, damaging their diplomacy. Good thing is they can still trade and communicate with neutral parties across the galaxy, and even join Federations if they act ''really nice''. They use very little consumer goods in the fashion of bare minimum clothing.


Mechanical Empires are like Hivemind empires, but even more bizarre as they are robots, and the entire central mind is same as a hivemind empire. Since they have virtually no biological needs, food and consumer goods aren't an issue (energy is even more as populations literally shut down if lacking) but military alloys are heavily used to build the populations themselves. Diplomatically they are in trouble like the Hiveminds themselves.
'''Autonomous Empires''' have rulers, populations with jobs (or quasi-jobs like "slave" and "criminal"), and civic features determining the style of government and typical social methods and values.  An example Autonomous Empire is the '''Megacorporation''': a giant business corporation in shape of a government.  Megacorps are penalized for growing too quickly, but get lots of income when allying with other empires.  Building unique corporation structures helping the host empire giving jobs and non-money resources per franchise [[Cleric|just like a support class in a RPG game]]. A fast-food chain feeds the host country with new farmer jobs and gives cheap food to the Corporation stores, and Disneyland-expy Amusement Megaplexes instantly generate money for the Corporation and gives "Amenity" to host planet. Mercenary Office provides both sides with cheaper and better soldiers, Private Military Industries gives the host clerk jobs and the corporation military alloys and so on.


And of course, you want to play Imperium of Man.
'''Gestalt-Consciousness Empires''' don't have individual citizens, so things like "government" or "society" are, well, alien to them.


Genocidal Empires are factions that are automatically hostile to everyone, making up the lack of trade and negotiation with ''extreme'' bonuses to combat and unity. Autonomous one-species empires can be genocidal under the moniker "Fanatic purifiers", robots can be "Exterminators" like SKYNET, and hiveminds can be "Devourers" who simply eat the captured populations for biological research bonuses. Exterminated populations give bonuses in social and genetic unity of the race as its beliefs are vindicated.
One kind of Gestalt Empire is the '''Hivemind''': [[Modron|drones following drones]] like synapse carriers toting biological antenna. They don't get the concept of "people who aren't us/me" and wind up dead if their planet is conquered, or kill every not-us/me when conquering a planet ("those were people? We had no idea.")  They have magnificent unity, they're hard-working, and the centralized mental control helps with the reproduction strategies, and a unified front. On the downside, everyone who isn't that Hivemind finds them weird and creepy, damaging their diplomacy. They can still trade and communicate with neutral parties across the galaxy, and even join Federations if they act ''really nice''. They use very little consumer goods because they already know what I/we look like naked.


One could argue the Imperium of man is -not- a Genocidal Empire gameplay since when in trouble, it can negotiate, ally and even trade with xenos. Which is even better, as one can still purge xenos in billions as a non-Genocidal empire, just have massive maluses in diplomacy and displacing/enslaving whatever you want exactly like the Imperium. A "true" Genocidal empire will exterminate EVERY xeno on sight and never even talk to one.
Another Gestalt Empire is the '''Mechanical Empire''':  robots running forgeworlds and never not online, using no food and almost no consume goods, but will literally starve to death without consuming energy credits, and uses alloys for making <s>even more war machines</s> innocent beautiful children. Like a Hivemind they have trouble being diplomatic with anyone who isn't already connected to their One And Only Network.


Empires have civics, core tenets of government and lifestyle, and an 8-pointed star leaning political beliefs if not Gestalt.
But of course, you want to play the Imperium of Man.


Pacifism vs Militarism = Attack first, or tell everyone to stay in line and fight defensively, "liberating" if conquering into puppets.
'''Genocidal Empires''' are factions automatically hostile to everyone, their absence of any trade or negotiation compensated with ''extreme'' bonuses to combat and unity.  Autonomous one-species empires can be genocidal as "Fanatic purifiers", mechanicals can be "Exterminators" like SKYNET, and hiveminds can be "Devourers" who eat the captured populations for biological research bonuses.  For Genocidal Empires, exterminating a foreign populations will give bonuses in social and genetic unity of the race because DEUS VULT.


Materialism vs Spiritualism = Interex vs Imperium of Man. Enough said. Xenophiles have a lategame Unity unlock called [[Extra Heresy|"Xeno-Compatibility"]] boosting migration, sex tourism and happiness.
One could argue the Imperium Of Man is -not- a Genocidal Empire, since historically it has negotiated, traded and briefly allied with xenos.  That's fine; one can still purge xenos in billions as a non-Genocidal empire, and eat the massive penalties in diplomacy, and displacing/enslaving whatever you want and call yourself the Imperium of Man. A "true" Genocidal empire will suffers not the xeno to live, nor wastes time talking to one.


Democracy vs Despotism = Votes vs a King/Emperor/Oligarchically elected scientist/priest.
Empires have '''civics''': core tenets of government and lifestyle.  An Autonomous Empire gets an 8-pointed star describing four political axes in their government, Gestalts get playstyles.


Xenophilia vs Xenophobia = [[HERESY|Chakats]] vs Imperium of Man. Note that Tau can be counted in the middle as they -can- purge xenos species if they really find it against the Greater Good.
* Pacifism vs Militarism = Attack first, or tell everyone to stay in line and fight defensively, "liberating" if conquering into puppets.
* Materialism vs Spiritualism = Interex vs Imperium of Man. Enough said. Xenophiles have a lategame Unity unlock called [[Extra Heresy|"Xeno-Compatibility"]] boosting migration, sex tourism and happiness.
* Democracy vs Despotism = Votes vs a King/Emperor/Oligarchically elected scientist/priest.
* Xenophilia vs Xenophobia = [[HERESY|Chakats]] vs Imperium of Man. Note that Tau can be counted in the middle as they -can- purge xenos species if they really find it against the Greater Good.


Civics depend on government political views or gameplay styles as Gestalt, each have bonuses and some have maluses, like a warrior culture or exalted priesthood where different jobs get bonuses or modifiers. A warrior society has entertainers double as virtual duelists, consuming military alloys as upkeep but adding not just amenities but also other bonuses. Technocracy makes every first population of ruling class (Administrator Job) in a planet a Science Director giving bonuses, Exalted Priesthood makes it "High Priest" with similar bonuses, and Merchant Guilds makes the Administrator job . Distinguished Admiralty lets you field more ships before penalties kick in, and so on. You choose 2, then a third as you develop societal technology.
Civics depend on government political views or gameplay styles as Gestalt, each have bonuses and some have maluses, like a warrior culture or exalted priesthood where different jobs get bonuses or modifiers. A warrior society has entertainers double as virtual duelists, consuming military alloys as upkeep but adding not just amenities but also other bonuses. Technocracy makes every first population of ruling class (Administrator Job) in a planet a Science Director giving bonuses, Exalted Priesthood makes it "High Priest" with similar bonuses, and Merchant Guilds makes the Administrator job . Distinguished Admiralty lets you field more ships before penalties kick in, and so on. You choose 2, then a third as you develop societal technology.
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== /tg/ and /v/ relevance ==
== /tg/ and /v/ relevance ==


You can simulate every stereotype in mind. Star Trek? Generic Empire with xenophilia, egalitarian and pacifist ethics. Tyranids *starting* in the galaxy? Make a hivemind and add "Devourer" Genocidal roleplay.
You can simulate every stereotype in mind. Star Trek? Generic Empire with xenophilia, egalitarian and pacifist ethics. Tyranids *starting* in the galaxy? Hivemind with Genocidal and Devourer playstyle.

Revision as of 02:24, 10 October 2020

This is a /v/ related article, which we tolerate because it's relevant and/or popular on /tg/... or we just can't be bothered to delete it.


What

As if creating Crusader Kings, Europa Universalis, Victoria and Hearts of Iron wasn't enough, Paradox Interactive decided that space literally was the limit. They set out to make a 4X game set in the vast reaches of the cosmos. It's relevant to /tg/ because one can fit almost any sci-fi archetype. Do you want to play as the Imperium of Man and purge all the filthy xenos for the God-Emperor? You can do that. Do you want to play as the Federation, a noblebright union of alien species working together for the greater good? You can do that too. Wanna just *nom* the entire galaxy as the Tyranids? You can do that too. Wanna make a haha-funny hive mind that names everything Steve and receives buffs from it somehow? You can do that too! A large selection of DLC and fan mods (including explicit 40k based mods) makes Stellaris an incredible sandbox for creating grand narratives of the rise and fall of interstellar empires.

On the downside the cost of the paid DLC can be considered almost criminal.

Setting and Timeline

The game starts in 2200, with a galaxy and several independent cultures. The game has three phases, adjustable in options: Early Game, Middle Game and Late Game, each with their own events. You win when you conquer a majority of the galaxy, solely or in a federation. Tangible resources are: minerals for generic construction and processing, food, energy (as credits), alloys for military and high-tech construction, and consumer goods. Each species has different needs for these resources as well -- organics need food, mechanicals dont but instead need to eat energy and need alloys for reproduction. Then there are intangible resources like: amenities signifying ease of citizens's lives and infrastructural comforts, unity score which is gained by cultural activities like joyous festivals or the holy slaughter of aliens, and discovery of Precursor artifacts.

To simulate a Europa Universalis atmosphere, the game has obstacles and shennanigans of empires familiar to those from the medieval era of ancient Earth, it doesn't get any more anthropocentric than that.

In Early Game, empires expand and start their national quest-lines according to their natures.

In Middle Game (if enabled), a culture of hostile and bickering space-nomads somewhere in the galaxy will have an some orphan with protagonist disease aiming for greater things and uniting the tribes for galactic conquest with a dark start but noble goals in mind. It's Alexander of Macedonia, or Charlemagne, but in sppaaaaaaccceeee.

In Late Game (if enabled), the galaxy gets an endgame crisis like Middle Game but it's an outsider who'll fuck everyone's shit, forcing everyone to contribute or see the whole gameboard wiped clean. Fallen Empires (younger than Precursors, older than the Early Game empires), can awaken in this phase and will be as friendly and helpful as Eldar and Necrons.

Empires

What can tickle /tg/ and /v/ 's fancy is the remarkable variety in playable empires. You're not stuck with cultures that are balanced to the point of homogeneity, instead you have a 4X game where strategies for one type of culture could have no bearing what-so-ever on another. There are MANY categories of governments and species, and you can mix-and-match their attributes. The most outstanding divide is probably between the types of sentience your culture can have: Autonomous or Gestalt.

Autonomous Empires have rulers, populations with jobs (or quasi-jobs like "slave" and "criminal"), and civic features determining the style of government and typical social methods and values. An example Autonomous Empire is the Megacorporation: a giant business corporation in shape of a government. Megacorps are penalized for growing too quickly, but get lots of income when allying with other empires. Building unique corporation structures helping the host empire giving jobs and non-money resources per franchise just like a support class in a RPG game. A fast-food chain feeds the host country with new farmer jobs and gives cheap food to the Corporation stores, and Disneyland-expy Amusement Megaplexes instantly generate money for the Corporation and gives "Amenity" to host planet. Mercenary Office provides both sides with cheaper and better soldiers, Private Military Industries gives the host clerk jobs and the corporation military alloys and so on.

Gestalt-Consciousness Empires don't have individual citizens, so things like "government" or "society" are, well, alien to them.

One kind of Gestalt Empire is the Hivemind: drones following drones like synapse carriers toting biological antenna. They don't get the concept of "people who aren't us/me" and wind up dead if their planet is conquered, or kill every not-us/me when conquering a planet ("those were people? We had no idea.") They have magnificent unity, they're hard-working, and the centralized mental control helps with the reproduction strategies, and a unified front. On the downside, everyone who isn't that Hivemind finds them weird and creepy, damaging their diplomacy. They can still trade and communicate with neutral parties across the galaxy, and even join Federations if they act really nice. They use very little consumer goods because they already know what I/we look like naked.

Another Gestalt Empire is the Mechanical Empire: robots running forgeworlds and never not online, using no food and almost no consume goods, but will literally starve to death without consuming energy credits, and uses alloys for making even more war machines innocent beautiful children. Like a Hivemind they have trouble being diplomatic with anyone who isn't already connected to their One And Only Network.

But of course, you want to play the Imperium of Man.

Genocidal Empires are factions automatically hostile to everyone, their absence of any trade or negotiation compensated with extreme bonuses to combat and unity. Autonomous one-species empires can be genocidal as "Fanatic purifiers", mechanicals can be "Exterminators" like SKYNET, and hiveminds can be "Devourers" who eat the captured populations for biological research bonuses. For Genocidal Empires, exterminating a foreign populations will give bonuses in social and genetic unity of the race because DEUS VULT.

One could argue the Imperium Of Man is -not- a Genocidal Empire, since historically it has negotiated, traded and briefly allied with xenos. That's fine; one can still purge xenos in billions as a non-Genocidal empire, and eat the massive penalties in diplomacy, and displacing/enslaving whatever you want and call yourself the Imperium of Man. A "true" Genocidal empire will suffers not the xeno to live, nor wastes time talking to one.

Empires have civics: core tenets of government and lifestyle. An Autonomous Empire gets an 8-pointed star describing four political axes in their government, Gestalts get playstyles.

  • Pacifism vs Militarism = Attack first, or tell everyone to stay in line and fight defensively, "liberating" if conquering into puppets.
  • Materialism vs Spiritualism = Interex vs Imperium of Man. Enough said. Xenophiles have a lategame Unity unlock called "Xeno-Compatibility" boosting migration, sex tourism and happiness.
  • Democracy vs Despotism = Votes vs a King/Emperor/Oligarchically elected scientist/priest.
  • Xenophilia vs Xenophobia = Chakats vs Imperium of Man. Note that Tau can be counted in the middle as they -can- purge xenos species if they really find it against the Greater Good.

Civics depend on government political views or gameplay styles as Gestalt, each have bonuses and some have maluses, like a warrior culture or exalted priesthood where different jobs get bonuses or modifiers. A warrior society has entertainers double as virtual duelists, consuming military alloys as upkeep but adding not just amenities but also other bonuses. Technocracy makes every first population of ruling class (Administrator Job) in a planet a Science Director giving bonuses, Exalted Priesthood makes it "High Priest" with similar bonuses, and Merchant Guilds makes the Administrator job . Distinguished Admiralty lets you field more ships before penalties kick in, and so on. You choose 2, then a third as you develop societal technology.

/tg/ and /v/ relevance

You can simulate every stereotype in mind. Star Trek? Generic Empire with xenophilia, egalitarian and pacifist ethics. Tyranids *starting* in the galaxy? Hivemind with Genocidal and Devourer playstyle.