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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Mass Effect A New Destiny Dev Diary #6: FCW part 2

Hello everyone and welcome to the sixth dev diary for Mass Effect A New Destiny. Today I wanted to give you a preview of what to expect with v0.1.4. First, for a bit of house cleaning, this update will drop at some point after Machine Age has released but I cannot give an exact time-frame to everyone. I don't know what will break and need to be redone after launch of the DLC. I also definitely am not touching anything crisis related at this time though depending on how the Synthetic Queen works in practice we could be looking at the future Sovereign. For those of you that need to keep playing the mod before v0.1.4 drops merely roll back your Stellaris version to 3.11.3 until the update drops. With that out of the way let's talk about the last content update for the First Contact War!

What we started with:

When 0.1 dropped the Systems Alliance had a choice regarding the fate of Jon Grissom. Here's a screen of the event for those that need a quick refresher below.

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I want to talk about the event more as it highlights the design philosophy for A New Destiny. Usually, players throughout the game will be presented with two options on how they wish to proceed over any given issue. Mass Effect as a series is all about making meaningful and sometimes morally questionable decisions, when making the mod that was something I didn't want to abandon. The top choice in any given situation is usually the historical route that each nation would pick in order to have a recognizable Milky Way while the bottom is the alternative route no matter their alignment. All major choices in A New Destiny have Paragon and Renegade alignments attached for role playing purposes though don't expect anything gameplay wise referencing your morality, at least right now. AI also make choices and although the historical options have a higher weight to them, it is not guaranteed to go down that way. No two games of A New Destiny will ever be exactly the same once all story content has dropped. Let's see what I mean in practice by going over the entire First Contact War.

Tit for Tat:

The FCW was a short and relatively bloodless affair compared to some of the other major conflicts in the Mass Effect universe. When it comes to a Grand Strategy 4X title that can be boring, so A New Destiny tweaks some lore to shape fun gameplay. For instance, upon seeing Relay 314's activation the Turians shut down the Relay separating Earth and its colonies prior to game start. In this example, AI Systems Alliance has chosen to reactivate the Relay yet again and now I as the Turians have to decide how we want to respond. You can see the event below.

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If the Alliance had decided to hunker down on Earth, we would have slightly different events play out, but we are where we are in this demonstration. And despite the fact that it is the Renegade option, sending a team to Shanxi to investigate is the historical option so I'm going to pick it. This launches a special research project that you can see here.

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Along the way, the Alliance will be notified of aliens on Shanxi as a warning that the Turians are getting closer though they cannot do anything about that yet. Once the special project is completed the Turians must now decide how to handle the existence of Humanity as you can see here.

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Since we're going historical, I'm going to declare the war, but I do want to briefly go over the other option. The Alliance will have the opportunity to either translate the Turian message or declare war themselves against the Turians. All of this could have been avoided with different decision making though it takes two to tango. Hopefully, this mini-AAR helps illustrate how choices and consequences build A New Destiny's varied upcoming future stories. Let's move on to a couple more things before we go!

The War Itself:

I want to thank communista for allowing me to use their fabulous Expanded War Goals mod that you can find on the Worshop here Steamcommunity.com . For the First Contact War I'll be using the Cleanse Borders war goal added by the mod. The fate of Shanxi and Receril rests in your hands if you get that far.

Colony Ships:

I've tweaked the colony ship tech so that empires don't always get the tech immediately. For example, the Migrant Fleet traditionally didn't colonize other planets due to the hope of taking back Rannoch. A player can certainly pivot that ideology as seen below, however, do not expect the process of settling a new world to be easy on anyone. Likewise, the Systems Alliance is much more interested in military spending at the start of the game to concern itself with colony ships until the crisis with the Turians is resolved one way or the other.

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However, as a result of this change some other empires that have been theoretically untouched will need to research the tech manually until I get around to them. It is a tier one tech though you may want to avoid playing as the Drell Remnant and a few others until I give them some content. As the only main dev on the mod there's only so much I can do at once, and I prioritized the FCW for the time being.

Characters:

The FCW featured a variety of Characters who shaped the future of Mass Effect. While not all of them are present (yet), I want to go over two. Jon Grissom can be found leading the Alliance's legendary Fifth Fleet over Shanxi. You can see here he has the brave trait which can potentially give him an edge in the upcoming war.

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On the other side of the conflict, we have Desolas Arterius leading the Turian Scout Fleet. You can see him parked near the Turian outpost neighboring Shanxi specifically made for A New Destiny here.

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As a bareface Turian, Desolas has little respect among his men placing him at a disadvantage.

If you haven't played in a while v0.1.3 also brought over several iconic Quarian characters you can gain access to through their first event.

Overall, characters are going to be a nice addition and reward for completing certain actions and in some instances have large impacts on the empires they belong to. I am not worrying two much about age and instead tying character deaths to events. This may hinder the experience for some but, the section of Mass Effect lore I'm working with is only around fifty years, far too short a time for something like Stellaris. I'd rather have age be a little wonky and still have recognizable faces doing recognizable things when the alternative is not having them at all.

What's Next:

After a few remaining bug fixes that will inevitably arise from the v0.1.4 release we'll be moving on to v0.2 Shadow Broker. Rather than focus on a single faction, 0.2 will be more of a feature release in general. The goal is to overhaul anomalies as well as introduce everyone's favorite Yahg. The foundations for the Indoctrination mechanic will most likely be set however, Indoctrination probably won't be fully fleshed out until v0.3 Heretic War (not me1 content). My plan is to flip back and forth between empire specific content packs and general feature updates as we march towards v1.0 Arrival.

That's all for now folks! If you want to keep up with mod development, feel free to join this Discord Discord.gg and scroll down to the A New Destiny section. If you would like to join me in making the mod the help would be greatly appreciated. Please fill out this short survey so I know how to get in touch with you! Forms.gle

Krogan out.

Mass Effect A New Destiny Dev Diary #5: v0.1 FCW part 1

Mass Effect A New Destiny Dev Diary #5: v0.1 FCW part 1

Mass Effect: A New Destiny

Hello everyone and welcome to the latest diary for Mass Effect: A New Destiny! First of all I want to thank everyone who has subbed to the mod on Steam...

Dev Diary 4: Still Alive and Kicking

Dev Diary 4: Still Alive and Kicking

Mass Effect: A New Destiny

Hey everyone! I know it has been a pretty long time since I last submitted a Dev Diary. Baldur's Gate 3 is really one of the top reasons for the drought...

Mass Effect: A New Destiny Dev Diary 3: Corporations

Mass Effect: A New Destiny Dev Diary 3: Corporations

Mass Effect: A New Destiny

Hello everyone and welcome to the third Dev Diary for Mass Effect: A New Destiny! I realize it's long overdue, but a combination of real-life stuff and...

Mass Effect: A New Destiny Dev Diary 2: Operations Center

Mass Effect: A New Destiny Dev Diary 2: Operations Center

Mass Effect: A New Destiny

Hello and welcome to the second Dev Diary of Mass Effect: A New Destiny! Today as I hinted at in the end of the last diary we're going to be talking about...

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Ironsky

Ironsky

Full Version 6 comments

Mod was banned from STEA after 8 years & over 112,000 users, 5 star reviews etc. So uploaded here. It allows you to play Stellaris with the Moon nazis...

beyondtherelays

beyondtherelays

Mass Effect: Beyond the Relays Full Version 3 comments

We're proud to present version 2.0 of Beyond the Relays!

Choose Trophy Location

Choose Trophy Location

Choose Trophy Location Full Version

This simple mod allow you to choose trophy location, instead of most populated planet in vanilla. No more +15% alloys on your research world. All you...

RCNH 1.2

RCNH 1.2

Realistic and Comprehensive Namelist of Humans Full Version

updated to 3.7 added compatibility with UI Overhaul Dynamic included UI Overhaul Dynamic + Improved Fonts submod

Realistic and Comprehensive Namelist of Humans 1.1

Realistic and Comprehensive Namelist of Humans 1.1

Realistic and Comprehensive Namelist of Humans Full Version

Updated it the mod to 3.6, added namelist support for frigate class ships

Empires Expanded: Vanilla Overhaul 1.3.1

Empires Expanded: Vanilla Overhaul 1.3.1

Empires Expanded: Vanilla Overhaul Full Version

This is a submod for the Empires Expanded mod. This submod overhauls most vanilla Stellaris civics, but could cause compatibility issues. You don't, however...

Post comment Comments  (0 - 10 of 44)
Guest
Guest - - 691,132 comments

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alberto25e1992
alberto25e1992 - - 2 comments

Hello, I have thought of two ideas that I wanted to propose to the modding community and to the Paradox development team for the Stellaris game to see if they could adapt it into one of several mods or DLCS.
1-Create a government council with the head of the nation and the elected ministers (governance and administration, foreign affairs, engineering, science, war, society) and a military council (great admiral, great general, chief of intelligence, chief of espionage) for the star nation and two equivalent bodies for the government of the federation and the council of the galactic community (and that each minister / ra contribute bonuses to the assigned section).
2-Create an elected crew for the scientific ships with 5 crew members (commander, pilot, scientist, engineer and doctor) each one contributes bonuses in their assigned area, and an elected crew of 5 members (admiral, general, chief of tactics, chief engineer, medical chief) to reinforce military fleets with bonuses.
Thank you very much
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Paneles laterales

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Josip_Broz_Tito
Josip_Broz_Tito - - 4 comments

Titoslavia will rule all!

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fabriciomoreiraporto
fabriciomoreiraporto - - 84 comments

Stellaris .Mobile Suit Gundam: Stellarismod Download

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deleted10101
deleted10101 - - 7,265 comments

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 - - 53 comments

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 - - 691,132 comments

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

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TheBlackMarkofNod
TheBlackMarkofNod - - 158 comments

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 - - 24 comments

Will this game also appear in stores?

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Enriador
Enriador - - 232 comments

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

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BobiCrafter1
BobiCrafter1 - - 24 comments

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

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Exakter
Exakter - - 88 comments

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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