Stellaris: Apocalypse (DLC) key
Complemento / DLC de Stellaris — ver juego completoStellaris: Apocalypse shifts the war economy into a higher gear with Titans, planet-killing Colossi, Ion Cannons, and Marauder factions. Purely late-game fuel, and that's the point.
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Acerca de Stellaris: Apocalypse (DLC) key
Apocalypse is a combat-focused expansion for Stellaris that arrived alongside the sweeping free 2.0 (Cherryh) patch, and separating the two is the first thing any prospective buyer needs to understand. The redesigned hyperlane-only travel, the new claims-and-casus-belli war system, war exhaustion replacing warscore, and the split between civilian and military shipyards, all of that lands for free regardless of whether you own this DLC. What Apocalypse itself sells you is a suite of late-game military tools that gives your ship tech tree an actual ceiling to aim at after battleships. The headline additions are two new ship classes. Titans are enormous capital ships that slot into any battle fleet, carrying fleet-wide aura buffs (or enemy debuffs) and mounting the Perdition Beam, a weapon powerful enough to eliminate a battleship in a single shot from across an entire system. The Colossus sits in a category of its own: a dedicated planet-killer that requires the Colossus Project ascension perk, multiple prior late-game perks, and a substantial research and resource investment before you can even lay the keel. Once built, its weapon loadout varies by playstyle. Pacifist empires can install a World Pacifier, which seals a planet under an impenetrable shield forever. Aggressive militarists can equip the Planet Cracker, which turns inhabited worlds into asteroid belts and strips them of most resources in the process. Blowing up planets feels genuinely powerful and is narratively satisfying, but the resource math rarely makes it the optimal play. The entertainment value is real; the mechanical value is situational. On the defensive side, Ion Cannons bolt onto existing starbases as platform modules, covering entire systems with long-range fire and giving chokepoint defense a meaningful teeth-upgrade that pairs well with the hyperlane bottlenecks now built into galaxy generation. The Marauder faction is the expansion's wildcard. These nomadic raider empires spawn on the galactic fringe, periodically threatening nearby empires with resource raids. You can hire their admirals and generals as mercenaries, or even commission a raid on a rival if your standing is high enough. The community has been divided on Marauders: players who land a Marauder spawn adjacent to their starting systems in the early game often find the resource drain on fleet upkeep genuinely obstructive, while others see it as a useful pressure mechanic that keeps the mid-game from going quiet. The additional civics and ascension perks round out the package. Life Seeded (start on a size-25 Gaia world but colonize nowhere else), Post-Apocalyptic (tomb worlds as your native habitat), and Barbaric Despoilers (raid and abduct enemy populations during bombardment) each open meaningfully distinct empire archetypes, particularly for roleplay-oriented runs. The honest criticism is that Apocalypse is an expansion with a narrow peak. Its best content, the Titan and Colossus, does not show up until you have already committed 60-plus hours to a run and stacked the right ascension perks. Players who never get their empires to that threshold will see very little of what they paid for. The Steam review score sitting at mixed reflects this divide precisely: veterans with long campaigns love it, players who bounced off the mid-game before reaching Titan tech feel it added nothing to their experience. For anyone already 100 hours deep into Stellaris and frustrated by the flat ceiling on naval ambition after battleships, this DLC fills that gap directly and gives your late war economy a proper endgame target. New players should absorb the base game and the free Cherryh changes first, get at least one full campaign completed, and then come back to this when they understand what ascension perk chains actually cost.

Strategy & simulation
Etiquetas
Requisitos del sistema
Mínimos
- Memory
- 2 GB RAM
- Storage
- 4 GB
- Graphics
- AMD HD 5770 / or Nvidia GTX 460
- Processor
- AMD Athlon II X4 640 @ 3.0 Ghz / or Intel Core 2 Quad 9400 @ 2.66 Ghz
- System requirements
- Windows 7
Recomendados
- Memory
- 4 GB RAM
- Storage
- 4 GB
- Graphics
- AMD HD 6850 / or Nvidia GTX 560TI, 1024MB VRAM
- Processor
- AMD Phenom II X4 850 @ 3.3 Ghz or Intel i3 2100 @ 3.1 Ghz
- System requirements
- Windows 7
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Información del juego
- Desarrolladora
- Paradox Development
- Distribuidora
- Paradox Interactive
- Fecha de lanzamiento
- 22 feb 2018