Crusader Kings 3 is the best role-playing game I played for a long while. It's one of the best releases from Paradox since Hearts of Iron IV and Europa Universalis IV.

The game is a must for every lover of medieval history, fans of RPGs, simulation games and fantasy fans. It's basically a medieval the sims mixed with grand strategy.

Although it's a grand strategy game, from the same developers from the most complicated games I've ever played, CK3 is surprisingly easy to learn and focus much more on immersing you in the role of a ruler and living the life in medieval society than making you worry about stressful mechanics and numbers on a screen. It's about the story, not about the numbers.

It's actually my most played game on Steam, and my favorite game from Paradox alongside with Stellaris, and I recommend it for everyone interested on starting grand strategy games.

This one is the best dlc ever made to stellaris to this day. It adds so much content to many aspects of the game that just makes every other major dlc feeling smaller.

This dlc adds a new crisis, something that we never had since the game was released, adds a new "Be the Crisis" option for Nemesis owners, a thing that no one never thought that would be possible, adds new improved forms of late game governments, three new Ascension Paths for machines, the entire new way to play as a individualistic machine, two nee species portraits that are reactive to the cybernetic and synthetic Ascension, new cosmetics, new music tracks, and more.

It feels like a brainstorm of new ideas that were added perfectly well into the game. Probably the only bad thing about this dlc is that makes you want more of it.

This pack is incredibly decent. Not bad and not good. The pack adds new scientific situations called Rifts that are only accessible in the late-game. These rifts are basically archeological sites on steroids, and give your empire some powerful boosts in the form of a new resource and scientific research.

It's not a great addition, but is relatively good and improves the already scarce late game. The only bad thing is the price that definitely doesn't make sense for the amount of content this pack provides.

This packs adds everything except the its main selling point. The main focus of this DLC is the addition of the "Paragons", special and powerful characters that would be leaders on your empire, but they are just more numbers in a screen, and very uncreative ones. These paragons are everything that is wrong with the game, they don't add any role-play value because they are pre-made characters that spawn in the same way in every run, making replayability a joke, and they are just there to boost some aspect of your empire. Basically they're colorful modifiers.

But, the actual good addition of the dlc is the new and improved leadership mechanics. These mechanical changes are one of the best things that ever happened to Stellaris as a whole, your leaders now give immense boosts to your empire based on what they are doing, and the entire council mechanic is truly a incredible way to make numbers on a screen mean something beyond being numbers on a screen. It adds roleplay and replayability since every leader has custom and random traits, have a different story and grow together with your empire.

That being said, if the Paragons were entirely replaced by custom, player-made and actually meant something to you, this pack would be 5 stars.

By far the best Story Pack avaliable in the game. First Contact adds depth and replay value for one of the most forgotten and full of potential game mechanic: Pre-FTL civilizations. This pack makes interacting with the AI something much more creative and really adds what it should: Story. Every pre-ftl civilization is full of lore and possible events that make the game much more fun and makes each run more unique and different, as the game should be.

By far the most esthetically pleasing species pack. The art is creative and superb, and the idea is fresh and fitting to the game. In surprised how the devs made Necroids before this one.

Although it's a beautiful pack, it doesn't escape from the same problems as every species pack, lacks creativity. But, this one is slightly better, we actually have an aquatic trait, unfortunately not as in depth as the plantoid species traits, but they give some boosts and penalties fitting for a aquatic alien species, it makes gameplay more fun and entertaining than just seeing cute space fish on the screen. Together with the trait, we also have two new origins, both decent and fun, and it also adds a new Ascension perk only for aquatic species that adds an unique and powerful way to expand your economy.

Furthermore, it's a nice species packs, definitely better than Necroids. The shame of this pack is the same of every species pack, lacks of creative vision on things that would fit perfectly on the game

As any normal species packs, this is just a couple of civics and cosmetics. This time we have the theme of an undead empire who defies death. With the overwhelming amount of three new civics, you can now raise undead armies, earn unity with dead pops and improve stability with memorialists (this last one only is worth for tomb-words so you can say that you have two and half civics).

The art is really cool and original, you also have a new ship set, new advisor voice and all, but the problem is: it's a cosmetic pack sold as a mechanical one. It's so uncreative and lacks potential. It's not like the Lithoids and Plantoids where you actually have some mechanical changes, the necroids pack is just a cosmetic pack with two interesting civics extra.

The only thing that really makes up to the 10 dollars price tag is the new origin, that really makes up for the rest of this uncreative pack. Even humanoids has less wasted potential.


Easily one of the best dlcs for the game. Federations add enormous gameplay value to lots of different ways of playing the game, and makes the galaxy feel extremely more united. The addition of the Galactic Community makes diplomacy feel an actual way of playing, letting you form allies, federations and become the galaxy leading power. It's a must buy for everyone who likes soft power and the political play of stellaris.

One of the best story available for Stellaris. It adds exactly what the pack says: story. Distant Stars add new archeological sites, anomalies, creatures and more, It's necessary for everyone who likes the exploration and scientific side of Stellaris gameplay.

Leviathans is easily the worst story pack of the entire game. It doesn't really adds much, and the main features of the pack aren't even related to the name "Leviathans". It's just sounds like a small pack of random ideas that the developers were too lazy to implement into other dlcs. Like for example the War In Heaven situation, that is by far the best addition of the dlc doesn't add nothing about leviathans and could fit much more if added into Utopia, Nemesis or Federations.

The concept for this dlc is great, and it was decently introduced into the gameplay. Playing as a machine consciousness is entirely different, adds lots to the game and changes the entire concept of playing as a mortal species. Entire new civics and entire new species traits are available to the machines, but it's a shame the machine consciousness is put as a "gestalt" type of ethic because machines aren't like hive-minds, they can act in different ethics and ideologies, but the gestalt government ethic blocks that entirely and forces you to almost always be the evil machine type. It's a great dlc, but it doesn't give much players choice on how to play with them, similar to the hive-mind.

Great DLC overall. It adds entire new ways to play wars in the game. The addition of the colossus ship adds lots to the roleplay potential of the game and also adds entire new way to pursue war goals. The titan ship class is also a great addition and tranforms the war at the mid-game. This dlc is a must for everyone who enjoys the game.

Together with Lithoids, this is one of the best species packs of the game. It doesn't add mechanical changes bound to the species like Lithoids do, but it adds two civics, a bad one and a good one. Like Lithoids it adds actual mechanics to the game in the form of species traits, where you can add traits like phototropy where you can feed your species with energy instead of food, or the budding trait that adds a small percentage of pop growth in the form of assexual reproduction. The only bad thing about these trairs is that they're only bonuses to the actual gameplay, not an Overhaul or an new way to play them, that's why this species pack isn't a 5 star rating.

The Humanoids species pack is a good species packs in comparison to the rest of the very forgettable species packs. It adds a very fun and creative origin as the clone army, and the civics are interesting and add what the majority species packs forget almost always: actual content. I wouldn't expect gameplay changes in the base game from a humanoid species, so I relied on the civics and origins to make up for the pack, and they're kinda okay. I hoped much more for a species packs that lacks base mechanics, but they're definitely a better choice than Necroids or Toxoids.

Overlords adds interesting mechanics for one of the most forgotten mechanic of the game: Subjects. It was a great and necessary dlc, adding better ways to play as a subject and as a overlord, adding more flavor. The mechanics are good, and they also added the enclaves that are a cool small addition, but are basically boosts with a little of lore behind., except for the mercenary enclave thar is really a mechanical change. Overall good dlc but nothing out of the ordinary for a paradox game.