Paradox has introduced their next major game. A space-based exploration 4X game, Stellaris. It’s rare for Paradox to leave Earth behind in favor of a completely new experience, but it’s something fans have been demanding for years.
Recognizable Paradox elements like pausable real-time gameplay and large multiplayer sessions will still play a huge part in mechanics fot the new game. The aim is for “no two sessions to ever be the same,” not just in terms of the universe map being randomised every time, but also in the sense that players should never meet the same alien species in concurrent play-throughs.
The ambition for Stellaris is said to be a new, procedural story every time the game is played.
Exploration and discovery will play a “huge part,” particularly in the early game period, which was likened to sending out groups of heroes to delve dungeons in an RPG. Except your RPG heroes will be scientists. In a similar vein, it was hinted that Stellaris will have a rather non-tradition approach to tech, distributing it through discovery like loot (or cards in a collectible card game,) rather than in a tech tree.
Interactions with alien civilizations will involve many of the diplomatic and spycraft elements of other Paradox titles. From inciting internal rebellions against enemies, to manipulating technological progression will play a role in how each session plays out. These various actions should come together to form a cohesive narrative for each game session as well.
Though it was stressed that Stellaris is “not a war game,” space combat will play a part. There’s also a ship designer in there somewhere. I get a feeling that this game will play a lot like Star Drive II with various Paradox grand strategy mechanics thrown in. Not that this is a bad thing.