Stellaris: Nemesis review - begun, the endgame has (2024)

Our Verdict

Stellaris: Nemesis review - begun, the endgame has (1)

Revamps the endgame to give you a lot more choice, and is perhaps the most impactful expansion released in a while.

For the first time in four years, Stellaris has a new ending. The final third of Paradox’s sci-fi grand strategy game had been virtually unchanged since the release of 2017’s Utopia expansion, which offered a one-dimensional path through the later stages of a campaign. No more – Stellaris: Nemesis, the newest add-on for the 4X game, builds on the systems introduced in previous DLC to deliver a new endgame, representing the most relevant and exciting addition to Stellaris in a long time.

Nemesis is themed around a central choice – do you want to save the galaxy, or destroy it? Experienced players will remember the original endgame crises that could trigger, usually involving giant NPC-controlled fleets. Now, a new ascension perk enables factions to instead become the crisis, granting Menace points via offensive actions such as conquering planets, vassalising, and just generally destroying things.

As you accrue more Menace you also gain access to higher crisis perks, ranging from alternative ship types and purge bonuses all the way to the ultimate goal: the galaxy-ending Aetherophasic Engine. This weapon of total destruction (no messing around with puny mass destruction here) eradicates every single star in the galaxy so your species can transcend to another dimension. To do that, you need vast quantities of Dark Matter, which is only obtainable by killing stars.

Killing a star is a process similar to destroying a planet with a Colossus, the key difference being that everythingelse in the system – friend or foe – gets wiped out in the resulting supernova. Planet killing Star Eaters (and the Aetherophasic Engine) come with beautiful visual effects, burning every single planet to a crisp before breaking it up into chunks.

Making these system-view only feels like a missed opportunity as these cataclysmic events could bring some much needed atmosphere to the galaxy map. Destroying stars doesn’t trigger little flickers or mini-supernovas in the galaxy view, nor does the huge spacetime distortion of the dimension-punching engine. The galaxy map still remains static, a tedious representation of what should be a vigorous scene.

If you don’t want to destroy the galaxy, you could try saving it instead. The previous expansion – Federations – introduced the galactic community, a UN-like galactic senate that unites most factions into a single legislative body. Nemesis enables the senate to appoint a galactic custodian, charged with handling major threats and given special powers.

This custodian gets exclusive executive powers such as direct control of a galactic defence fleet and the ability to end a voting session prematurely or stop proposals from reaching the senate floor for a time – unfortunately, there’s no filibuster mechanic. Its mere existence also enables the passing of new resolutions such as the creation of universal trade rules, or a navigational agency that makes interstellar travel faster.

These small additions flesh out Stellaris’s intended illusion of being part of a gigantic bureaucratic body like Star Wars’ Galactic Republic. Like Chancellor Palpatine, custodians can extend their terms or make them permanent before declaring a Galactic Imperium. The proclamation of the Imperium disbands all federations in the galaxy, changes previous structures into imperial-themed variants, and allows the passing of yet more new resolutions.

It’s a huge power play that drives its own expansion thanks to a new civic that massively increases monthly influence and diplomatic weight. This allows the seat of power to pull rank on the rest of the galaxy by quickly colonising systems, passing edicts, and swaying votes in its favour. The path from custodian to emperor feels more thematic than useful – most of the new powers aside from the galactic fleet do little to help combat powerful threats.

What use is theability to stop a proposal in the senate when a Space Dragon is eating a planet? The realimpact comes fromthe Imperium’s sheer amount of monthly Influence, which overcharges resource generation and logistics via edicts and helps expansion.

The free 3.0 update allows anyone to send Envoys to build spy networks and gather intel as part of the new espionage mechanics, and Nemesis allows you perform actions with these networks ranging from stealing tech, to rebelling against the Empire by triggering a civil war. Most premium operations are not that different from archaeological anomalies – they offer interesting rewards, but wouldn’t be missed.

The rebellion route is crucial, however – by slowly running operations that reduce authority before triggering a secession, you can split the galaxy into two federations composed of voluntary loyalist and rebel factions. The outcome of this war decides if the galactic community is restored or not, but a white peace simply causes a secession with the rebel systems outside of the Imperium. Nemesis adds a surprising number of outcomes to a game that until this week was bereft of endgame choice.

Stellaris: Nemesis review - begun, the endgame has (5)

Choices are ultimately what Stellaris: Nemesis comes down to. By allowing players to save the galaxy, destroy it, or rule it, Stellaris finally breaks the late game malaise that’s plagued it for the past four years.

Related:The best Stellaris mods

The new choices encourage more long-term strategy and player agency from the early game in order to attain objectives at the end of a campaign, while breathing new life into recently introduced features. Stellaris has long needed a new endgame, and at last, it has one.

Stellaris: Nemesis review -  begun, the endgame has (2024)

FAQs

What is the end of the cycle in Stellaris Nemesis? ›

The End of the Cycle is a minor antagonist in the 4X strategy game Stellaris, introduced in the Utopia DLC. It is one of five eldritch entities from the supernatural dimension known as the "Shroud" that an interstellar empire with psionic powers can make a covenant with.

Is Nemesis worth buying Stellaris? ›

Reviews. “The most relevant and exciting addition to Stellaris in a long time.” “This is a must-have expansion if you enjoy Stellaris.” “Stellaris: Nemesis provided some of the niftiest ways to flesh out the endgame.”

What does the Nemesis DLC do? ›

DLC features

In Nemesis, the player is able to determine the fate of a destabilizing galaxy. Adding espionage tools, a path to power as the Galactic Custodian to combat endgame crises - or the Menace option to BECOME the endgame crisis - Nemesis gives you the most powerful tools ever available in Stellaris.

What is the hardest end game crisis Stellaris? ›

The Extradimensional Invaders is arguably the hardest of all the endgame crises that the player will face when playing Stellaris. Especially if they are a new player who has never taken on this challenge before. The reason for this is that, if left unchecked, this crisis can become overwhelming extremely quickly.

What is the longest war in Stellaris? ›

The Terran-Compact War, also known as the Long War among the belligerent nations of the Galactic North, was a series of conflicts which together constitutes one of the longest and bloodiest wars in both the Galactic North's history as well as the Milky Way as a whole, lasting nearly 232 years, from February 2263 to ...

What does Tier 3 do for Nemesis? ›

Power and perks

At Level 3, Tentacle Strike gains a boost to range and movement speed while charging. The Nemesis also spawns 2 A.I.

Is pacifist viable Stellaris? ›

Pacifism has no use in Stellaris... It makes late-game expansion impossible, and anytime your in a war you get HUGE stabs to your population's happiness. As well, the only winning conditions are taking (from what I remember) 40% of the galaxy, or dominating/annexing each other faction in the game.

What is the end goal of Stellaris? ›

Players take the role of a single FTL-capable civilization, referred to as an empire, with the goal of exploring and claiming systems, colonizing habitable planets, and expanding their economy to outcompete rival civilizations progressively encountered through first contact events.

Can the emperor become the crisis Stellaris? ›

When you reach Crisis Level 5, you will not be removed from the galactic community, nor will the resolution declaring you a crisis be passed as long as you are the emperor. You may not become the crisis as the Custodian, unless you proclaim the Galactic Imperium. Achievements: No.

Can you destroy the galaxy in Stellaris? ›

By choosing the Become The Crisis Ascension Perk, you can start down the path to constructing a doomsday weapon and destroying the entire galaxy yourself.

Do you have to survive in Nemesis? ›

Nemesis is a semi-cooperative game where you and your crewmates must survive on a ship in- fested with hostile organisms.

Why does Nemesis get bigger? ›

In addition to the same intelligence as ordinary people, because of the further growth and strengthening of bones and muscles caused by NE alpha, the Nemesis has a larger body size than other Tyrants of the same kind. Because of the secretion of NE alpha, its body has been further strengthened, and it has far more raw ...

What does Overlord add to Stellaris? ›

Experience new Origins, build new Megastructures, interact with new Enclaves, and Specialize your Vassals' role within your Empire! Overlord will allow you to assign a Vassal Specialization to your subjects.

What is the end of the cycle event Stellaris? ›

The End of the Cycle is a event you can get through the Shroud that gives you a lot of bonuses for roughly 50-60 months, before causing all of your inhabited worlds to be destroyed and turned into inhabitable "Shrouded Worlds".

What is the default endgame year in Stellaris? ›

End-Game Start Year – Determines earliest year whereby end-game events can occur. Default is 2400.

What is the default lifespan in Stellaris? ›

The mean lifespan with no modifiers is 88 years, 6 months.

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