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The future of Stellaris: planet-destroying superweapons, a space UN and more

Stellaris update

There are still more expansions to come to space strategy game Stellaris, but beyond that, Paradox are also planning to keep adding to the game with free updates. The developers have just laid out some of their plans in that regard, teasing us with the prospect of massive, Death Star-style superweapons capable of wiping out entire planets. 

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In the distant future, Stellaris will be getting both the Banks and Kennedy updates, though details for these are being kept under wraps for now. In a candid blog post, Paradox do shed some light on other bits that are in the pipeline, however. Little improvements to the game’s galactic core.

Here are three of the developers’ main goals in that respect:

  • Fleshing out the mid- and late-game through the addition of more interesting narratives and ‘galactic events’ akin to Awakened Fallen Empires that shake up the galactic scene.
  • Improving the internal workings of empires, making pops and leaders more interesting, and making empires feel more alive.
  • Expanding on the ethics system, creating more unique playstyles and enhancing role-playing.

These are the three things Paradox think are the most important to improving the base game. But other than that, there are plenty of other little tweaks planned to enrich it further, including that aforementioned planet buster.

Paradox warn that this list isn’t final – these could change or be removed completely, or others could be added to it. Priorities shift during game development. With that in mind, here’s some of the stuff that’s currently planned:

  • Ship appearance that differs for each empire, so no two empires’ ships look exactly the same.
  • More story events and reactive narratives that give a sense of an unfolding story as you play.
  • More potential for empire customisation, ability to build competitive ‘tall’ empires.
  • Deeper Federations that start out as loose alliances and can eventually be turned into single states through diplomatic manuevering.
  • Ability to set rights and obligations for particular species in your empire.
  • Global food that can be shared between planets.
  • Superweapons and planet killers.
  • Ability to construct space habitats and ringworlds.
  • More interesting mechanics for pre-FTL civilisations.
  • Factions that are proper interest groups with specific likes and dislikes and the potential to be a benefit to an empire instead of just being rebels.
  • A ‘galactic community’ with interstellar politics and a ‘space UN’.
  • Buildable Dreadnoughts and Titans.