For a grand strategy game like Stellaris, Paradox Interactive has proven again there are endless possibilities for new content. On April 15, fans were treated to the latest major expansion, Nemesis.

The most advertised change made by Nemesis is, without a doubt, becoming an Endgame Crisis yourself, with the ultimate goal of destroying the entire galaxy. Players can choose the Ascension Perk “Become the Crisis,” which unlocks a new UI tab setting you down the one-way Crisis path. Empires that choose this can a special currency called Menace, which is gained through various evil acts such as purging pops, destroying Empires or turning them into vassals, conquering or destroying colonies and more. Once enough Menace and special science projects are completed, the empire will gain new Crisis Levels, unlocking additional perks.

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This all culminates in building the Aetherophasic Engine Megastructure to destroy the entire galaxy and win the game, all while destroying entire star systems using the new Star Eater ship class. It’s an incredible moment when stars are turned into black holes, and every world in the system is irreparably destroyed. However, there’s not much variety for Empires who become a Crisis as the end goal is the same, limiting how often players might want to replay this path. While playing as a Crisis can be a lot of fun, most players might only play as the Crisis once just to experience it.

For every other Empire that is opposed to these Crisis Empires, they also have a new toolset in the form of Galactic Custodians. When the Galactic Community is formed, Empires can nominate and vote for a council member to become a Custodian Empire. Custodians are granted special emergency powers meant to combat a Crisis, including various resolutions, more effectively. Custodians can be appointed quite early on for even mid-game Crises such as a Great Khan or the Grey Tempest if they appear. Custodianship comes with a term limit, but a resolution can be passed to abolish term limits. If you wish to go even further, Custodians can then propose replacing the Galactic Community with the Galactic Imperium, with you as the Emperor. But since not every Empire will be happy with this move, there’s always the possibility of a rebellion forming, plunging the galaxy into civil war.

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Custodianship is arguably the most interesting aspect of Nemesis. In the event of a Crisis, you could become a benevolent Custodian who defeats the Crisis and gives up these powers once the term is over. Or you can use some deft political maneuvering to lord over the galaxy. And in situations where another becomes Custodian and proclaims an Imperium, it could be you who leads the rebellion to overthrow the Emperor and restore the Community. With so many possibilities, Custodians largely add the most variety and replay value, especially for late game.

Nemesis also introduces expanded mechanics for Espionage, a mechanic introduced in the 3.0 “Dick” Update. By deploying envoys, you can make the first contact with and learn more about Alien Empires you meet. The expansion takes this further with covert operations like sabotaging starbases, stealing tech, funding insurgents and turning allies against one another. Regardless of your playthrough, nearly every Empire can use and benefit from Espionage. The expansion also adds a new Imperial ship set to choose from, with heavy inspiration from some of the most powerful and imposing capital ships in sci-fi. For those hoping to establish the Galactic Imperium, this is a perfect match.

Replay value is an important aspect of strategy games like Stellaris, and more often than not, the endgame remains mostly the same. While it doesn’t rework the game like most other expansions and story DLC, it builds upon the existing game and adds a ton of new possibilities for playthroughs, making the full length of the game interesting. Overall, Nemesis is a great addition to Stellaris and its existing DLC, letting players literally control the galaxy's fate however you wish.

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