Name | Stellaris | ||
Developer | Paradox Development Studio | ||
Publisher | Paradox Interactive | ||
Tags | |||
Release | 2016-05-09 | ||
GameBillet | 33.97 / € | ||
Steam | 9,99€ 8,74£ 9,99$ / 75 % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  12062  | ||
Steam Rating | Very Positive | ||
Steam store | |||
How long to Beat | |||
Main Story |  18 Hours  | ||
Main Story + Extras |  27 Hours  | ||
Completionist |  40 Hours  | ||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  2,000,000 .. 5,000,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 5376 | ||
Average playtime (last 2 weeks) | 385 | ||
Median playtime (forever) | 2822 | ||
Median playtime (last 2 weeks) | 450 | ||
Public Linux depots | Linux [153.28 M] | ||
DLC | Stellaris: Infinite Frontiers eBook Stellaris: Plantoids Species Pack Stellaris: Leviathans Story Pack Stellaris: Utopia Stellaris: Nova Edition Upgrade Pack Stellaris: Galaxy Edition Upgrade Pack Stellaris: Anniversary Portraits Stellaris: Synthetic Dawn Stellaris: Apocalypse Stellaris: Humanoids Species Pack Stellaris: Distant Stars Story Pack Stellaris: MegaCorp Stellaris: Ancient Relics Story Pack Stellaris: Lithoids Species Pack Stellaris: Federations Stellaris: Necroids Species Pack Stellaris: Nemesis Stellaris: Aquatics Species Pack Stellaris: Overlord Stellaris: Toxoids Species Pack |
Hello everyone! Im XM, the lead designer of Galactic Paragons. From the beginning of development, weve followed one simple mantra - make leaders matter. What you are going to read about in the following paragraphs are the results of months of work following that direction.
As you see, the Free Patch leaders will still be more powerful than before (having a total of 5 traits), but the Galactic Paragon leaders will achieve a power level of over 9000! For those who choose to embrace the Galactic Paragons, the leveling system will give far more flexibility:
Potential level 10 leader with Galactic Paragons: I bet you dont know what Im talking about with the Veteran and Destiny thingies [h2]My god it's full of Traits[/h2] For owners of Galactic Paragons, there will be almost 700* (we decided to stay humble with the number) traits, including tiered versions. There are a bunch of new Common traits, but the bulk of new content is gated behind the DLC. * Some traits may require other DLCs. Number includes tiered traits. Some of the new traits To get into a bit more details about new traits, they are divided into 3 categories, Common, Veteran, Destiny. [h2]Common traits:[/h2] The one that comes with Free Patch (most of them are updated versions of old traits). They are the bread and butter for Free Patch players, as leaders will be getting them every 2 levels. For DLC owners, they represent the first 3 levels for the new Leaders and their journey to power! I guess it should have a doggo as an icon? [h2]Veteran Traits:[/h2] Veteran traits are available only to players with Galactic Paragons DLC. They will cover every level from 5 to 10, and (as mentioned before) their pool for a given leader is dependent on leader ethic and their Veteran Class. They are more powerful than Common traits. New fancy effects for leader actions? Yes, please! [h2]Destiny Traits:[/h2] Destiny traits are One-Per Leader (in most cases, as sometimes leaders might get event based Destiny traits too!) and they represent the peak of this given leader - as such, leaders get the destiny trait on Level 8. What is this, even? The more species, the better the trait? Madness! Small disclaimer: Gestalt leaders operate slightly differently - rather than gaining Destiny traits, they have more Veteran picks than non-Gestalts. They do not have individual destinies like the standard empires do! [h2]Leaders Reworked - Veteran Classes[/h2] Veteran Class is a paid feature from Galactic Paragons, and it allows you to customize your leaders more. Every leader will get to choose from 3 Veteran Classes on level 4, bringing the number of Veteran Classes to 12. Each of the Veteran Class will focus on different aspects of the Leader. Lets take Scientists for example, which can choose from Explorer, Analyst and Researcher Veteran Classes. Picking the proper Veteran Class is paramount to utilizing your leader in a way that you want them to fulfill. For example, Analyst Leader will get Veteran Traits centered around Assist Planetary Research action, while Researcher will get Veteran Traits focused on the Council. Veteran Class Icon as seen on the left side of the leader - Level 1 Admiral for comparison. [h2]Negative Traits[/h2] Lets also mention the small detail of Negative traits. Every leader is randomized with Negative trait potential. The bigger the potential, the more (and faster) negative traits will accumulate on this given leader. With luck, you will find leaders with 0 negative potential, but you never know what it will be until your leader suddenly comes home with a new set of negative traits and starts to steal your resources to open up a new casino in his basement. [h2]New Leader Cap System[/h2] Leaders are now vastly more powerful than before, so we decided to introduce a soft leader cap - just like with the naval cap, leaders will grow more expensive when empires are above the cap. It might take some time to get used to, but no longer are the time when in the early game it is viable to send out 20 science ships to explore the galaxy, but it also allows for players to take meaningful choices - creating an economy based on strong governors is a viable strategy, just as well as making strong navy based on many high level admirals. In my humble opinion, this change somewhat favors smaller empires, which might feel less incentivized to go over their leader cap to fill all the roles, while huge empires will need to take choices on, for example, governor placements (or going over Leader Cap). And now, something to finish our little trip into this leader madness [h2]Ruler Creator[/h2] Well, I disliked the fact that I cant choose my starting ruler trait - especially on dictatorial and imperial empires. Now I wont have to restart the game every time I get a trait I dont want to have on my ruler. Coders wept when I designed this, and UX was more than happy with coming up with the layout. I guess you can never make everyone happy. Right now, there is only a limited number of traits to choose from, but we decided to not overwhelm players with new choices here. They should be hunting for new civics instead! [h2]Honorable mention[/h2] Lets talk about one last change, close to the leaders, but not exactly. This is present in both Free Patch and DLC, so buckle up this one last time! With the new trait system and reworked leaders and cap and everything - we decided that the Governor traits should only apply to the planets he currently sits on. But as the game had this nice feature of Sector Governors too, we wanted to use this system, rather than just removing it. So now, if you would like to see the potential career of a governor, it would be - Planet Governor, Sector Governor, Councilor, Empire Ruler. [h2]How does the new sector governor thingy work?[/h2] Whenever there is a Governor sitting on a Sector Capital planet, his level will apply bonuses to every planet in this sector, in a way like it used to be. You can always override the Sector Governor by putting a proper Planetary Governor here. Just remember that Leader Traits do not work on Sectors! Is that all? Yeah, I guess so. Don't forget to Wishlist Galactic Paragons! See you on the next DD! |