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, an enormous selection of alien races and emergent storytelling, Stellaris has a deeply challenging system 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 uncovering remote celestial outposts, and entire civilizations. Will you expand through war or walk the path of diplomacy to achieve your goals?

Main Features

  • Anomaly Events – Strange discoveries offer emergent storytelling.
  • Deep & Varied Exploration.
  • Enormous procedural galaxies, containing thousands of planets.
  • Numerous playable species, each with their own traits and engineering styles.
  • Vast number of Unique Random Species.
  • Advanced Diplomacy system.
  • Ship Designer (even civilian ships can be customized).
  • Stunning space visuals.
  • Up to 32 player Multiplayer.
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I had been running a bunch of AI only tests the past few days. Rebellions basically never happened, so I increased the base attraction to rebels, and they still wouldn't happen.

I finally found the issue. In vanilla, faction support in AI controlled empires just stops increasing sometimes. There was a faction that had been stuck like this for the last 5 years.

Faction Support Bug


As a workaround, I made a hidden event for rebel factions in AI empires that increases their support if the faction is large enough. Not that most people would even notice that it was broken, I just like pointing it out when I fix things.

Anyways, as for why you're really actually here!

Pirate Enclaves:

Pirate Government


Pirates are a bit of a mess. A mess of compromise between the wild experiment that they are, and what the AI can realistically handle. For example, when I started testing them, your ONLY source of income was by raiding. But the AI refused to maintain the ships it needs for raiding without actual steady income, which makes sense for normal empires, but doesn't work so well for pirates. The best fix I could find was to make pirates sustainable without warfare, which wasn't quite the point...

So with the bad news out of the way, here's some of the cool stuff they can do :D

Looting:

Attacking Civilian Station


Whenever pirates destroy civilians, they get to loot some resources from them. This is their primary source of income. Even if the maintenance cost for ships is reduced for the AI's sake, you still need a solid stream of minerals to build/upgrade/repair your ships.

To stop pop-up spam, you only get notified about plundering civilians if it's been a while since you've done so:

Attacking Civilian Fleet


The owner of the civilians gets a similar event notifying them of the cost, which is slightly higher. It's worth noting that losing civilians still costs resources, the only difference with pirates being that they get to keep some of them. This makes destroying civilians to harm the enemies economy a viable war strategy.

Civilians destroyed by non-empires (space monsters and the like) don't cost you anything, so if a trading route happens to go through say, a mining droid system, the owner won't lose resources due to AI stupidity.

So while raiding is the main source of pirate income, they have another option for some extra cash.

Smugglers:

Smugglers


There is a special policy that pirates can enable that let's smugglers spawn from their planets. Smugglers are a special type of civilian with the following behavior:

  1. Spawn at a pirate owned planet
  2. Go to a random nearby planet (the implication being that they are picking up goods)
  3. Go to a planet with rebel faction members (drop off the goods)
  4. Return home

Rebel factions have a new support effect that increases the factions support, each smuggler mission in an the empires territory increases the chance of it triggering. This lets small rebel factions stage more protests, help more slaves escape and just cause more problems in general. The only way to stop the smugglers is to declare war on the pirates who they are coming from.

Each smuggler run will earn a few resources for the "host" pirates. It also makes the victim empire hate the pirates more, but it's not the end of the world when you consider that:

Everybody Hates Pirates:

People dont like pirates

yep.


So that's the jyst of how pirates work. Even if they can't really be what I wanted to make them, they offer a more hit-and-run, guerrilla style of play which can be a unique challenge. Plus, having one spawn next to you at the wrong time can be rather... fun, in a Dwarf Fortress-y way!

While I'm at it, there's another sorta-big addition that I want to talk about

Heresy:

Heretic Policy


If an empire is spiritualist and has "Free Religion" enabled, foreign spiritualist pops who are let in (asylum/migration treaties) may become heretics. Heretics are pops who are still spiritualist, but have beliefs contradicting those of your empire.

Heretics do not have the reduced ethics divergence that spiritualist normally get. Heresy can spread quickly if free religion is enabled, but heretics and non-spiritualists will have rather severe happiness penalties if you outlaw it.

The heretics will then also form a faction. Whenever the support of the "heretic faction" increases then the following event triggers:

Rebellious Heretics


There is so much more I want to cover, but seeing as I'm releasing the mod in a couple days anyways, I'll just let ya'll see for yourselves!

And honestly, I'm just ready to finish this whole thing up and get my free time back :P

Progress Report #4 (empires and more)

Progress Report #4 (empires and more)

Stellaris Zero

Some smaller miscellaneous additions, mainly for empires. Also, I'm nudging the release date by a few days.

Progress Report #3 (civil wars)

Progress Report #3 (civil wars)

Stellaris Zero

Rebels are being overhauled, here's how it will work.

Progress Report #2

Progress Report #2

Stellaris Zero

Details on the "Mega Corporation" government type.

Infinities in the Top 100!

Infinities in the Top 100!

Star Trek Infinities 23 comments

With counting for the Mod of the Year Award underway, Infinities is in the Top 100! Thank you!

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Comments  (0 - 10 of 40)
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Hi

I hope you guys are going to polish this game more because there are some problems with it

First of all there isn't much to build in space ; the Research Station and the Observation Post are using the same models ; the Mining Stations could use animated generic little ships that travel to the asteroid and back and mine it + sounds and FX preferably akin to Distant Worlds

Second of all the combat system is broken IMO ; the enemies are too good , too quick and unbeatable
I was firstly attacked by one opponent and they wiped out all my bases in a merry-go-round form of attack they were doing and i could not do anything to repell them
When i attacked my first enemy i bumped into an invincible Space Port that downed a large fleet of 30 ships , i used the console to spawn more ships and they wiped all of them out and then i was suddenly thrown out of their system with a message that i lost the war against them
I do not think the war conditions is a good idea , it makes AIs too defensive and gives them too many advantages , i would like a free combat system that once i am at war to be able to continue it as i see fit and only end it if they propose peace or i propose peace

Third of all , the planet screen needs more work , the pops and buildings are too cramped , either make them larger to fill the screen or make the planet screen more visible , something akin to StarDrive 2 , Endless Space , Galactic Civilizations 3 or MOO Conquer the Stars would be more proper

I would really like if you guys would implement full ground combat with infantry , tanks and whatever else fights on the ground , not really at the X-Com level but something more proper
If possible , some short cinematics when colonizing a world would be great as well

This game has massive potential but it leaves some things to be desired , in any case i love the idea and everything about it as it is

My best wishes with this

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capshades
capshades

Anyone figure out how to mod the auto-explore research for the start? They said it was going to be easy...

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Guest
Guest

can't wait for startrek infinities.....

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TheBlackMarkofNod
TheBlackMarkofNod

To those mod creators out there, can you any one of you guys create a Star Wars Old Republic mod for this game.

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BobiCrafter1
BobiCrafter1

Will this game also appear in stores?

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Enriador
Enriador

It's a player-made modification. It's for free on the web.

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BobiCrafter1
BobiCrafter1

I meant Stellaris in general^^
btw: yes, it's available in stores.^^

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Exakter
Exakter

maybe? I mean... you could look it up online whether or not stores near you sell it. I mean... really dude, get with the times.

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Iv@n
Iv@n

I just wait for someone to make glorius Warhammer 40k mod.It should start in pre-Great Crusade era.According to lore there was many species in galaxy before mankind exterminate them so number of non-main races isn't problem.

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No need for that , there is Battlefield Gothic Armada , a full game recently out in Warhammer , no need for W40k mods anymore , for a good while at least

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loki6793
loki6793

Its only a cosmetic mod, but its Warhammer: Steamcommunity.com

:)

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Bakelit
Bakelit

There is already one.

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DarkiMcfly
DarkiMcfly

THIS MAKE IT HAPPEN

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