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Next DLC will probably be species pack, then next expansion will be diplomacy focused, after that a story pack (hopefully Silicoids) and later another expansion on trade.
We can hope they get round to them sometime
in some games i waited for the endgame crisis as a grand finale to the campaign. once you've beaten them a few times and know what to expect, it may not be worth actually waiting for them to pop up if you're already prepared and know that they will be little more than a little speedbump on the road.
-1000 star galaxy
-max. AI, FE & Marauder Empires
-dificulty Grand Admiral; Scaling on/off depends entirely on your abilities.
-and then throw some mods in like these
https://steamcommunity.com/sharedfiles/filedetails/?id=692253918
https://steamcommunity.com/sharedfiles/filedetails/?id=1140543652
https://steamcommunity.com/sharedfiles/filedetails/?id=886283243
https://steamcommunity.com/sharedfiles/filedetails/?id=1112740619
https://steamcommunity.com/sharedfiles/filedetails/?id=1316044027
That should keep things interesting a bit longer.
It's just that you end the game before it's "officially" over and that AI won't capitulate but as soon as you have no more competition then it means it's obviously game over.
Probably should use Extended Map Sliders too.
Yeah an Extremophiles story pack would be cool, you could start on any uninhabitable type (except AI/Infested) and only that type.
CK2 keeps things spiced up by making internal problems grow and compound as you get larger... meaning a civil war can turn into a full scale national crisis if you aren't careful.... obviously many of those mechanics wouldn't work in Stellaris, but using those ideas as a foundation and building up from them might be a good start for solving the game's late-game stagnation.
When I was playing for the first time, I got really excited about the little *dangerous technology* tag on some of the research options. I think we need research that is actually dangerous, which provides technology that has the potential to go very, very wrong with galaxy altering consequences. For example, some type of nanotechnology processing plant that gives out massive mineral gain, but if it's ever destroyed by bombardment or suffers a power outage, will spawn some sort of nanite plague that turns the planet into a ball of grey soup.
Or maybe an event where we find out a century after researching it, that the use of jump drives is causing irreparable damage to the fabric of space and time.
Perhaps a new crisis in which a science nexus evolves into a self aware, cybernetic space station, merges with a 60K fleet power citadel, and declares itself to be a sovereign empire.
But we really need more stuff to do after the mid game. And the game needs to be less predictable. There's never any surprises anymore.
And better Ascensions like turning your people into energy beings, colonizing the Shroud, building your own Infinity Machine, building a supermassive computer around a star, bioships, and Supernova.
And build my own Shiva Prime. Gauge was the good guy all along.
There's a mod that lets you do this and customize all sorts of other things about the crises too. Crisis manager I think it's called? I don't remember, but it's one of the more popular recent mods out there.
I like to set the crisis to maximum pain, force spawn all three of them, and then see if I can't survive. It's great, and if the OP is having trouble with boredom I heartily recommend it.
But why bother, when you can make eye-candy DLC and cash it out EZ mode