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Stellaris: Nemesis will let you become a star-eating galactic supervillain

If you read superhero comics long enough, you're bound to eventually run across someone who gets it into their head to destroy the entire galaxy for some reason. The next major expansion for the space-faring grand strategy game Stellaris was revealed today: it's called Nemesis, and it's going to let you become that guy.


In Nemesis, the endgame is changing, and it's turning into a desperate race between a Thanos-like character who wants to destroy the galaxy and everything in it, and the people who would prefer that this didn't happen. You'll be able to take on this ultimate evil role yourself, devouring the very stars themselves in your quest to generate enough dark matter to power a device called the Aetherophasic Engine.


Paradox has updated its latest Stellaris dev diary to provide some first details about the expansion. In Nemesis, you'll be able to become the Crisis, and to do that, you'll first pick that as an ascension perk. Selecting it allows you to progress towards becoming the Crisis itself.


Read the rest of the story...


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Eat and destroy stars in Stellaris: Nemesis and become the endgame crisis

Stellaris: Nemesis is going to boost some very exciting things for the grand space strategy game from Paradox, with a huge new endgame crisis coming where you get to pick a side.

Read the full article here: https://www.gamingonlinux.com/2021/02/eat-and-destroy-stars-in-stellaris-nemesis-and-become-the-endgame-crisis

Stellaris Dev Diary #199: Become the Crisis

Hello everyone!

Today we’re back with another exciting dev diary to talk about a new feature in the upcoming Nemesis expansion for Stellaris.

https://www.youtube.com/watch?v=UfBJjAhaJXw&feature=emb_title

For far too long has the galaxy remained safe from player hands. In fact, more often than not, the player has needed to be the defender of said galaxy. No more! Finally has your time come to become the crisis!

Becoming the Crisis
Your first step towards becoming the biggest threat to the continued existence of the galaxy is to pick the associated ascension perk. You need to have 2 other Ascension Perks unlocked before you can select Become the Crisis. The Ascension Perk is available to most types of empires, but xenophiles, pacifists and rogue servitors are unable to have the color purple as their favorite.

There is no limit to the number of players that can pick it, but the AI will be less likely to do so if there is another empire that already has it.



Donning the purple, the Stellaris way.​

Upon picking the Ascension Perk, your path of destruction has begun. You will forfeit other opportunities to focus on your newfound goals.

Becoming more menacing
As soon as you have chosen to Become the Crisis, you get access to a new UI tab where you can see your current crisis perks, and menace objectives.



Work in progress. Names or descriptions may not be final.​

As you perform certain evil deeds, you’ll be rewarded with Menace. Some of these are rewarded upon reaching an objective, while others are rewarded over time while certain conditions are met (such as having a vassal).

To reach the next Crisis Level you will need a certain amount of Menace, and you will also need to finish a special project to take you to the next level. You will need to repeat the process of gaining more Menace and finishing a special project 4 times before you can reach the final Crisis Level.

Finishing the 1st special project, which takes you to Crisis Level 2.​

Crisis Perks
Each Crisis Level unlocks certain Crisis Perks, which can unlock bonuses or new types of ships. As you become more menacing, you’ll also become more powerful through these perks.




A crisis needs to keep its options open.




Some of these ships cost minerals to build. Crazy concept, isn’t it?


You can unlock the following ships:
  • Menacing Corvette
    Menacing Destroyer
    Asteroid Cruiser
    Star-Eater

The further you progress, the more interesting things start to become.

Existential Crisis
The final level for the crisis is no mere label, as you will be able to threaten the very existence of the galaxy.



As the final level is unlocked, an Aetherophasic Engine Frame appears in your capital system. The frame requires a lot of dark matter to upgrade, and upgrading is something that you definitely want to do. Other empires may be less happy about the outcome.



Getting such a large amount of dark matter is no easy task, so a special gathering device has to be used – let us present the Star-Eater. Star-Eaters do exactly what it sounds like – they eat stars.

Behold! A large dark matter deposit.​

Your new goal as a crisis is now to gather as much dark matter as you can, so that you can upgrade your Aetherophasic Engine. The stars are now your fuel towards a different future.

Should you succeed, everyone else will lose.

The galactic community will also get their own tools to try to stop you, which is something we’ll dive deeper into next week


Stellaris will let you engage in the completely legitimate activity of arming insurgents in other empires

The Stellaris team are still whittling away at the space 4X game's so-far-unannounced 2.9 update, which we're learning has a heavy espionage focus. The most recent dev diary goes into more details regarding the kinds of covert operations you can launch against other empires.


To recap, the game is shifting towards a system that is similar to what's in place for historical grand strategy game Europa Universalis IV. Put simply, you can use your diplomatic envoys to go to other polities and form spy networks. These networks can be used to gather intel on the host entity, but as your 'infiltration level' rises, they can also be 'spent' as a way of launching different operations.


This latest developer update highlights two very specific operations that fall under the 'provocation' category; Arm privateers, which is an economic provocation, and crisis beacon, which is a technological one. The first one is an advanced operation that will allow you to attempt to covertly arm insurgents within another empire. Looking at the example given in the diary, if successful this operation will cause a pirate fleet and base to spawn in a part of the target empire.


Read the rest of the story...


RELATED LINKS:

It's official, Stellaris wants to be the best Star Wars game

The new Stellaris DLC will bring your Clone Wars power fantasy closer to reality

Stellaris: Nemesis will let you become a star-eating galactic supervillain

Stellaris Dev Diary #198: Provocations

Hello again!

Now that we've gone over several of the basic Operations, this week we want to go over Provocations.

Operations vary in risk and consequences. The simplest Operations such as Gathering Information and Acquiring Assets will only rarely cause major issues between the two Empires, while Stealing Technology or Sabotaging Starbases is more frowned upon and can cause some diplomatic issues. Provocations are the types of acts that the galaxy as a whole will generally take a dim view to, treating them as war crimes. Expect blowback and repercussions from them, even when they are successful.

Part of these repercussions is modelled by the loss of Infiltration - whether it be that parts of your Spy Network are compromised, security holes have been closed in response, or "friends" within the empire stop being quite as friendly. The flashier and messier the operation is, the more your network will be impacted.

Provocations will usually cause the greatest losses of Infiltration, making it difficult or impossible to run other operations in that network until it is built back up.

One Provocation that we're planning is Arm Privateers (Provocation, Economy). It's a fairly advanced Operation requiring an Infiltration level of 60, and has the primary objective of disrupting the target empire by providing weapons and funding to violent and unstable individuals.



Surely nothing will go wrong with this plan.

The weapons are untraceable, so it'll be fine.



These are a trustworthy group, right?

Your spymaster makes a good point there though.



Last chance to back out.



Privateers or pirates?

The Privateer fleet disabled the local starbase and set up their own little pirate base. Their fleet strength is based to a degree on the fleet strength of the empire it was created in, so while it is likely to be only a temporary annoyance, it can prove incredibly useful if deployed at the right time.

As noted during the events, these fleets are hostile to everyone, including their original patrons.

The nastiest Operation to date is the Crisis Beacon (Provocation, Technology).



Surely nothing will go wrong with this plan either.

Crisis Beacon is an extremely difficult Operation to pull off, but if successful, will add the target's capital system as a target of interest to an ongoing End-Game Crisis. It currently has the highest Infiltration level requirement (80) and cost of any Operation. This will typically require an extremely well developed Spy Network with numerous Assets.

If all goes according to plan, this will usually result in the Crisis sending a fleet to "investigate" it in the friendly way that they do when visiting systems.



Goodbye! We'll miss you!

As with many Operations, things can develop in different ways depending on what's going on.



The last time we'll hear from them.

Shortly thereafter, the bait is set.



It's like Prethoryn catnip.

The sacrifice of our operatives (and the rest of the Spy Network that we had built up in the Anathurian Nation) bought us a bit of time as it diverted a Prethoryn fleet away from our own territory. The Swarm chose to support that fleet with other resources, leading them away from our border nicely.

Now, this sort of Operation is definitely an act of war, and we're currently discussing exactly what the consequences should be if you get caught performing such a heinous deed. At the very least, your target is not going to be happy at all with you. (And if you have a Xenophilic faction they might not be too pleased.)

That's this week's dossier of secret information. Next week we'll continue to talk about the Crisis a bit.