If Europa Universalis, Crusader Kings, Hearts of Iron and Victoria tell you something, you know that the new title signed Paradox Interactive, Stellaris, is much closer to the grand strategy that you already know than what you would think by looking at the screenshots on this page . Abandoned the Earth and the historical settings, the Swedish manufacturer that remains is groped a road made of all new alien races, a map of enormous size and always different, but above all an unprecedented amount of content created procedurally. A challenge not just when your strong point has always been an engine capable of taking facts and characters that actually exist, and rework within stories emerging real sandbox strategic and narrative. At GamesCom 2015, we have had a chance to see in action Stellaris for the first time, albeit in a new, far away from what will reach the shelves next year, but already rich enough to get an idea of what we can expect.
A PLANET CALLED HOME
Starting a game Stellaris you will not be asked to select the country and the year from which you want to start, as usually happens. The first choice concerns the galaxy that host our companies: what size, how many alien empires and what level of difficulty. All values that can be chosen individually, relying to a predetermined level or to chance. Strategy Strategy stellar The stellar moment of creation of the faction that he will control is equally crucial features such as group dynamics rather than the exaltation of the individual, pacifism or militarism and nationalism or open to different people, determine the strategic options, technological and diplomatic of the dozens of hours of play later. The starting point will always be the planet from which to expand its empire. Each has a screen that shows which areas can be used to extract resources and produce food, or on which to build buildings or those where maybe you need to take action eliminating a threat before they can be exploited. This stage reminds me 'the administration of the city of Civilization, but Paradox has included several aspects and many menus that make the experience potentially deeper. The own population has, for example, very precise characteristics that, depending on the player management, may change and evolve flowing into riots or on the contrary in a higher productivity. Technology development proceeds along two tracks: the standard of their race and then what we bring with our scientists, sent to explore the vastness of space in search of new celestial bodies, alien civilizations and wrecks. Depending on how found and once successful analysis of the specimen, it will from time to time three possible technological options to search for. In this way, developers want to recreate in the strategic something like the collection of loot of an action RPG. An interesting idea that will be examined in light of the facts. As we expand we will put in charge of the planets and solar systems that conquered people will grow, evolve, grow old and eventually die and leave their legacy in terms of relationships and new characters. A system of relationships that might remind one of Crusader Kings. From the rest of the grand strategy that we already know, Stellaris also takes the engine, the structure in real time with pause callable at all times but especially the combat system. Whenever one of our units clashes with the enemy, we will not act directly, but we can see the flow of the battle through the appropriate summary window.
OUTCOME UNCERTAIN
The biggest concern at the time that has raised concerns Stellaris map: given the size impressive, Galaxy our land of conquest can be zoomed up to see roughly how it is divided between the known breeds. Approaching, however, it does not get to show the contents of each solar system, an operation that requires you to click on the icon that indicates the same. If we imagine having to repeat the action several times when we will be active on several fronts, the solution does not seem ideal nor particularly practical. Stellar strategy is true that we are at a stage of embryonic development, and look like you always have time to change it, but on this front could be safe to work. Tasty rather the idea of giving way to create federations with other empires, a system to share the same objectives, progress and resources accumulated. Suggestive also the possibility that the game will end with results entirely unexpected, such as the invasion of a super advanced civilization from a different galaxy and landed in our through a black hole, or the development of an artificial intelligence capable, very slowly , to win every single planet. Many aspects, from diplomacy to the management of the army, will still have to be discussed during the next meeting with the game and through the inevitable official video diaries. Of course the challenge is huge because if Stellaris is true that much in any case with the rest of the production Paradox, its success will be determined by a number of variables unusual and difficult to interpret. However it is a breath of fresh air welcome and at least another year of development before, so we are confident in the work of the boys of Stockholm.
CERTAINTY
Motor run well and play structure
Several mechanical potentially interesting
A grand strategy Paradox with a setting different from the usual ...
DOUBTS
... With all the risks involved
The map seems (needs?) to be improved