Like many Paradox titles, Stellaris lives and evolves through an extensive DLC model. This is hardly unique within Paradox’s catalogue, but Stellaris handles DLC somewhat differently than, for example, Europa Universalis IV, and those differences matter more than they first appear.
In EU IV, DLCs traditionally focused on specific regions, nations, or political systems. Even without owning a particular expansion, you could still benefit indirectly from most new mechanics; you simply did not get the full experience when playing the nations or areas explicitly enhanced by that DLC. Over time, many once-essential mechanics—such as those introduced in Art of War or Res Publica—have been folded into the base game, making the barrier to entry much lower today.
Stellaris, by contrast, divides its DLCs into several distinct categories, each with very different impact. Species Packs—such as Plantoids, Lithoids, Necroids, Aquatics, Toxoids, and the more recent Astral Planes-era additions—primarily add new portraits, civics, traits, and cosmetic assets. Some of them, however, go further: Synthetic Dawn, for example, introduced fully playable Machine Empires, which fundamentally changed how population, economy, and ethics could function.
More significant are the major expansion DLCs. These add or overhaul core systems: diplomacy (Federations), internal politics and origins (Utopia), espionage (Nemesis), leaders and paragon mechanics (Galactic Paragons), or exploration and narrative depth (Distant Stars). Unlike EU IV, where missing DLC often feels like missing options, missing major Stellaris expansions can feel like missing entire layers of the game. The difference between playing with or without Utopia alone is substantial.
Then there are the Story Packs. These focus primarily on flavor: anomalies, archaeological sites, event chains, leviathans, and relics. While they rarely change the game’s mechanical core, they significantly enhance its sense of mystery and discovery—arguably one of Stellaris’ strongest qualities.
A single Stellaris campaign can be extremely long, even by 4X standards. The game offers extensive customization at galaxy creation: size, number of AI empires, crisis strength, technology cost, population growth scaling, and more. These settings can dramatically alter both pacing and difficulty. That said, Stellaris is a game where you do not need to finish a campaign to feel satisfied. In fact, many games become less engaging in the late stages, even with extensive automation enabled.
Personally, I find the early and mid-game the most rewarding. Exploration, surveying, uncovering ancient civilizations, and piecing together the history of long-dead empires is where Stellaris shines brightest. As the game progresses, it increasingly shifts toward pure empire management—optimizing economies, managing diplomacy, or engaging in large-scale warfare. By the mid-game, resource scarcity often gives way to abundance, with minerals and energy effectively becoming infinite if infrastructure is well developed. Strategic resources and empire-wide modifiers become the real constraints.
One area where Stellaris offers more depth than many of its genre peers is ship design. By default, the game automatically designs and updates ship classes as new technologies are researched, making it perfectly playable without manual intervention. However, players who wish to engage more deeply can design ships themselves, choosing weapon types, defenses, and combat roles. This system adds genuine strategic complexity, particularly when countering specific enemy builds.
Fleet combat, however, remains somewhat awkward in places. Naval capacity limits the total number of ships you can reasonably maintain, regardless of ship size. While exceeding this limit is possible, the economic penalties escalate quickly. On larger galaxies, this often forces players to invest heavily in naval capacity infrastructure simply to defend a sprawling empire. Early on, fleets must be split due to long travel times, making it difficult to respond to threats on opposite sides of the galaxy.
Later in the game, this issue is mitigated through advanced mobility options: Gateways, Wormholes, Jump Drives, and L-Gates significantly reduce response times and change the strategic landscape. Still, the early-game tension between geography and fleet size is very real.
Starbases and fortresses, while useful, rarely function as true defensive bulwarks in the way fortifications do in EU IV. Even heavily upgraded starbases are unlikely to defeat a determined enemy main fleet on their own. They delay, attrit, and support—but they do not replace mobile forces. There is nothing quite equivalent to a siege-based war of attrition.
In the end, Stellaris remains a game I return to regularly. Even so, I still find myself preferring Europa Universalis IV overall. Despite Stellaris being the newer title, EU IV feels more polished, perhaps because it operates within tighter historical and mechanical boundaries. Its systems change less dramatically over the course of a campaign, but what it does, it does exceptionally well.
Ironically, one of my long-standing frustrations with EU IV—the reliance on abstract monarch power—was largely addressed first in Stellaris, where leaders, institutions, and infrastructure play a more organic role. With Europa Universalis V now tackling the same issue and introducing what appear to be even more complex systems, it will be interesting to see how these designs continue to evolve.
Either way, Stellaris remains an ambitious, evolving, occasionally unwieldy but endlessly fascinating experiment in grand-scale science-fiction strategy—and one that still feels uniquely Paradox.