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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. Not only are we get a whole espionage and spying system, we're also getting a big boost in endgame content with the Stellaris: Nemesis DLC.

Players will be tasked with either helping to keep the galaxy under control, or become the actual endgame crisis directly by eating up stars and possibly destroy the entire galaxy. Okay then.

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How will this all work? You will be able to pick a new associated ascension perk aptly named "Become the Crisis". It will be available to most types of empires but it will need at least two other ascension perks unlocked first. However, be warned, Paradox said in the new dev diary if you pick it you will "forfeit other opportunities to focus on your newfound goals" so everything you do will lead to destruction.

You will then need to go on a glorious path of destruction to earn Menace, unless you're working to stabilise the galaxy that is but where's the fun in that? Each level of the crisis progression needs a certain amount of Menace and finishing a special project. As you go through you get new types of ships with the last one being a Star Eater, that you need to use to gather Dark Matter by destroying stars and eventually wiping out the galaxy.

Sounds wild, I love it.

You can wishlist / follow Stellaris: Nemesis on GOG and Steam.

Article taken from GamingOnLinux.com.
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eldaking Feb 4, 2021
Dang, this is cool.
Philadelphus Feb 5, 2021
This may be the most excited I've ever been about a Stellaris update. I, uh, often end up becoming the de facto end game crisis (in fact I have weird "luck" with the crisis just…not spawning in most of my games, even when I want it to), so being able to do it with actual mechanics sounds amazing!

Sounds like a great excuse to pick up the Necroids species pack and play a empire bent on wiping out the rest of the galaxy. Literally.
Purple Library Guy Feb 5, 2021
Quoting: PhiladelphusThis may be the most excited I've ever been about a Stellaris update. I, uh, often end up becoming the de facto end game crisis (in fact I have weird "luck" with the crisis just…not spawning in most of my games, even when I want it to), so being able to do it with actual mechanics sounds amazing!

Sounds like a great excuse to pick up the Necroids species pack and play a empire bent on wiping out the rest of the galaxy. Literally.
Can't be a co-incidence that those two expansions came out right after each other. Necroids + "Become the crisis!" go together like ham and eggs.
nepo Feb 5, 2021
How is the actual state of the game? Does the "old" crises now work flawlessly? What about the many, many bugs and the overall game performance (especially in large galaxies)? Even more interesting - desyncs in multiplayer, are they fixed? I really liked the game, but before I buy DLC after DLC the old content (and the base game!) need to be fixed...
TheSHEEEP Feb 5, 2021
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Can I have some sauce with that jungle planet, please?
soulsource Feb 5, 2021
Quoting: nepoHow is the actual state of the game? Does the "old" crises now work flawlessly? What about the many, many bugs and the overall game performance (especially in large galaxies)? Even more interesting - desyncs in multiplayer, are they fixed? I really liked the game, but before I buy DLC after DLC the old content (and the base game!) need to be fixed...

The old crises have seen some improvements, but are still not always working flawlessly. However I haven't had any real major crisis issues recently.
Performance has been improved in the last few updates, but is still not good. The developers have narrowed down the cause of the issue to the pop-simulation, and are planning to re-tweak the economy to get it working with a lower total number of pops. (If I were in charge, I would probably just drop the simulation of individual pops... However that would remove a feature that some players seem to enjoy, so I guess that's why the devs at Paradox can't actually do that...)
Bugs. Well, it's a complex game, and of course there are many of them . Some got fixed, a huge lot remains.... I'm currently getting annoyed by my subjects' fleets bombarding an enemy habitat that's currently colonizing. The colonizing progress should go down due to bombardment, but it doesn't move in either direction (independent of the bombarding fleet strength).
I can't say anything about multiplayer, because I've given up on the topic a long time ago, due to the frequent desyncs...
nepo Feb 5, 2021
Thanks a lot! What a shame they focus on new expansions instead of improving (and fixing!) the base game and the old content first. I understand the business case here, but sadly this is not for me. The core seems broken by design.
LungDrago Feb 5, 2021
Quoting: nepoThanks a lot! What a shame they focus on new expansions instead of improving (and fixing!) the base game and the old content first. I understand the business case here, but sadly this is not for me. The core seems broken by design.

Agreed. Starting from the 2.0 big update back in the day, Paradox have been steadily shaking things up and adding a boatload of new stuff, but never slowed down and polished what's already there. The game is hurting really bad because of it. AFAIK "features" like factions that pop up in your empire are still half-baked and just barely somewhat working, pop jobs and overall planet management is a micro nightmare that keeps growing on you larger and larger as the game goes on, sectors are simply put broken, ship design is still mostly a series of serial upgrades instead of giving you any real choice, etcetera etcetera etcetera. And those are issues that the game is carrying from the beforementioned big update, I haven't talked about the individual issues that came with later content.

Stellaris is a bizarre, monstrous amalgamation of expansions and DLCs that isn't holding up together at all. They kinda lowkey ruined the game, it took me a while to realize it though. The power of getting shiny new stuff is that strong, I suppose.
nepo Feb 5, 2021
Very interesting, didn't ever use or even look into the workshop (for multiplayer purposes I prefer the vanilla experience most of the time). Could be worth a try next time I have time for a new round... Thanks for the tip!
Purple Library Guy Feb 5, 2021
I've never really run into most of the problems people are talking about. Sure, little bugs now and then . . . there was this weird thing in my last playthrough where my pops were turning up on the slave market and, first, I didn't see how they could have got there, and second there would be the notification at the top, I'd pause the game to go buy my guys out of hock, and half the time there'd be nobody for sale. They started turning up after an endgame crisis with extra-galactic aliens coming to eat the galaxy--they ate one of my worlds before I crushed them and then afterwards suddenly my people are turning up for sale. But like, I don't get why extra-galactic devourers would have been popping by the slave market to sell my people instead of, you know, devouring them.
But it's not like it had any impact on the game. As to sectors, maybe it's because I'm a micromanager who assumes AI is stupid, but I've never noticed a real problem with them. They're a thing that means you need to hire another leader to boost output and reduce crime on a few worlds; if you start using features to automate stuff you deserve what you get.
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