You’ve made it to another Monday. You deserve something special, something new. So, how about the latest morsels of information from the Paradox Development team about their upcoming game, Stellaris? That’s what I thought.
This week, the team working on Stellaris is eager to share more information on the uses of alliances and federations and how it will change your play strategies.
Unlike Paradox’s other grand strategy games, Stellaris won’t have you making bilateral alliances with select civilizations. You will instead have to form multilateral alliances within a federation. The idea of multilateral alliances guarantees that you will have to answer to your fellow members demands before initiating a war, instead of having a complex web of agreements and promises.
Doomdark explains further:
if the goals I declare with the war are only beneficial to myself, my allies are of course less likely to approve. Therefore, I will likely have to dicker with the war goals in order to satisfy all of my allies (depending on their opinions and strategic concerns, naturally.) Of course, members can always just leave an alliance (while at peace) if it won’t permit them to achieve their goals.
If everything works out well within your federation, you stand a chance of enhancing your relationships with the various members of your compact. There will be moments when federation members will be split about the right course of action to take; it will add serious considerations to your alliances. To offset this possible sticking point, a rotating president will be selected from among the federation members — this position will allow decisions to be made with impunity.
Another neat addition is the creation of a federation “navy”. This will kind of act like NATO peacekeepers, as a collaborative effort between all of the members of the federation, allowing for some excellent strategic play or possible role-playing situations.
So, what do you think about alliances and federations in Stellaris? Let us know in the comments below.