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Stellaris apocalypse ascension
Stellaris apocalypse ascension










stellaris apocalypse ascension

The main selling point of the expansion, Colossi are huge superweapons capable of taking a whole planet out of commission. Aside from the nonsense of a group of alien pirates naming a leader after a Mongol warlord, the Marauders work mostly as they should. The crisis itself works about the same way as other Stellaris crisis do, requiring a huge fleet power to beat it into submission. Luckily, they tend to keep to their own unless paid to attack you or triggered, meaning you can safely keep an watch on them through sensors and not risk having a sudden incursion in your territory. This individual unites all warring groups into a single barbarian horde that starts expanding through the galaxy, acting as a sort of mid-game crisis. Unlike Privateers, Marauders can unify during the mid-game to give rise to a pathetically Earth-sounding Great Khan. They have so little scruples you can even hire one Marauder group to attack the other, weakening both rivals with a single strike.

stellaris apocalypse ascension

Like the old privateers they replace, this multiple organised groups of pirates care only for money, and will attack anyone – or stop attacking them – for the right sum.

stellaris apocalypse ascension

A race of space nomads that aren’t really all that nomadic, the Marauders act as the new scattered mercenaries of the Stellaris universe.












Stellaris apocalypse ascension