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How do you then multiply the number of cities without multiplying the workload? A central tenet of Stellaris’ design is that there will only be five (give or take) cities - planets, in this case - at a time. It furthermore presents it as a gameplay solution to the usual late-game micromanagement in any game where you start with one city. Stellaris embraces this conceit wholeheartedly. They are among my favorite historical essays.Īfter the jump, what does this have to do with sci-fi?
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To their immense credit, Paradox’s strategy games are the same thing. It is about people trying to hold power against the demands of social unrest, religious freedom, petty rivalries, Popes, capitalists, natives making a fuss about self-determination, evolving political philosophies, progress, entropy. History, Paradox’s favorite subject, is not a strategy game. He does not get to move sliders willy-nilly. He does not get to gobble up territory indiscriminately. He does not get to tell each point of population which tile to harvest. Some things are outside the control of a ruler.
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It’s a concept Paradox has explored to great effect, especially with Crusader Kings and Victoria (minus the galactic part, of course). The central concept in Stellaris - that a galactic emperor isn’t a god - doesn’t work.
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