When I said I needed more consumers, I didn’t mean a devouring swarm. My corporate empire can sell its wares to democracies, slave states and even some robots, but a hateful hive mind inclined to eradicate all other sentient life is bad for business. Worse, they border my best customer, a hapless race of egalitarian slugs who cannot confront the swarm alone. Joining the federation that eventually defeats the Savix’Qast Swarm protects my profits and, I suppose, my customers’ lives.
MegaCorps are great fun, an excellent headline feature in an expansion (and accompanying update) which greatly improves the galactic economy of Stellaris, the aspect of the game most in need of attention. It has taken some time, but Stellaris is now the best space strategy of its kind. MegaCorp is a major reason why.
Turning my citizens into robots was a long-term project. Just to enhance my population with cybernetics, I had to acquire mountains of Stellaris’ new resource, unity, to invest it in traditions, plus I needed to research advanced robotics technology. Then, to put the cybernetics into effect I had to research a special engineering project so gargantuan it consumed half the lifespan of one scientist. It took decades after that to acquire the necessary technologies, traditions and finally to manufacture robot bodies for every cyborg before I could go digital and upload most of my empire to their new, immortal, perfect bodies. Paradox have come up with a brilliant answer to Stellaris’ flawed mid and late game: take the best thing about the game, namely the way in which you create a species and define it through play, and spread the process out across the whole game. Stellaris’ new free update, Banks, and the accompanying paid expansion Utopia do a superb job of catapulting Stellaris into the top tier of space strategy games.
At the time of writing, I’ve just conquered Kent, the last English province on the British Isles. It took 298 years (between the game’s opening in 1444 and the final peace in 1744) but at last Ireland controls the whole of both islands. When I’ve finished integrating the land into my empire I get the message I’ve been waiting for: I’ve earned the ‘Luck of the Irish’ achievement. To get the achievement, you’ve got to be playing the game as an Irish state in ironman mode and you need to own and have cores on every province in the British Isles. It’s tough, partially since Ireland doesn’t exist in 1444. Instead, you choose one of the many independent kingdoms on the island (Kildare for me) and by making a few judicious alliances you conquer your equally small neighbours. Playing as an Irish state means constantly dodging annihilation. If you stab your friends in the back and eat your neighbours too quickly, they’re likely to band together, beat you, and divide you up. If you don’t, though, you’ll be unprepared for the moment England or Scotland decide Ireland looks like a nice place to expand.
Trying to get Luck of the Irish made for a great campaign and it speaks to what makes achievements in Europa Universalis IV so good. They ask you to succeed with states you wouldn’t normally play, or to pursue specific, unusual goals with the major players. Without achievements, EUIV’s immense sandbox is often overwhelming. In the beginning, it’s difficult to find an interesting state to play since the game’s options are so vast. In the late game, it’s hard to stay interested in a campaign without a goal. Achievements solve both of these problems: they allow Paradox, the developer, to highlight cool scenarios and they help players stay interested in their campaigns by setting clear goals.