Anyway, I even wrote up a bio to get into the spirit of things a bit, though as I said there's no real way to roleplay being socialist in the actual game.
After choosing the naming scheme, you get into the racial traits, which let you worldbuild a bit more, as well as min-max for the gameplay. Pretty standard for this kind of game, but it's nice to get a bit more control than in other Paradox titles. Positive traits first, and I want Intelligent, because I'm nothing if not a fedoralord, Conservationist, because it lets me roleplay as a greenie and it's a pretty big bonus for only one point, especially later in the game, and communal, for obvious reasons, but also because I feel more justified in horrible wars of expansionist imperialism if my empire is a happy place to live. Of course, there must be bad to cancel out the good, so I picked Deviant, both because the penalty isn't that bad, and because oh murr, and weak, also because oh murr, but more importantly because there's no real need to use sapients as ground troops, since by the mid game you'll have developed killbots that are better at it.
It's neat that there are different color schemes even for the non-human races, though it's impossible to tell male from female which is a shame. You can also choose a nice background to suit your philosophy.
Just to be contrarian, I chose the reptillian cities and ships, since they seemed a bit more brutalist to me, and selected my political traits. Direct Democracy was automatically chosen from my selection, which is neat because that's what I support in real life, and I got to choose two civics, which are essentially empire-wide bonuses based on your traits. Since I wanted my civilisation to become a kind of a utopic collective of liberty for all species I chose Free Haven and Idealistic Foundation, which give bonuses to foreign migration and happiness.
You can change your Empire name later in the game, so for flavour purposes I like to choose a simple sounding name first and then change it to 'Yapathi Interplanetary Alliance of Planets' or something equally grand later when it's warranted.
Flag selection is always a killer, so I just went with the one I made last time, because it looks nice enough, and is simply designed, because I feel some of the randomly generated flags look really overcomplicated. It's supposed to represent the interlocking efforts of the Yapathian people or whatever, though I suppose that's kind of like the rationale of the fasces now I think of it. Err, let's just move on.
The starting weapon is purely personal choice, and I like guns so why not. Having different FTL methods is an interesting concept, but we'll get into that later. I am a new-ish player so I might as well pick Warp.
Character creation is kind of a joy all in itself, but eventually we must move onto the actual game, and I always like to make things as big as possible, the more empires colliding the better in my book. I savescummed the first time I played but this time I'm going for achievements, so you'll get the story of my actual playthrough without me being a cheap bastard.
And so, uh… what the hell, I can't see shit.
Yes, part of the joy of my new 4K monitor is that games apparently decide to just keep all the HUD assets their original size rather than their original scale, so everything is ludicrously tiny.
Thankfully, Stellaris is one of few games to have an option to change it.
Okay, so, now we're finally ready to start our grand interplanetary adventure.
Ah jeez… Well, I guess I could use someone to help co-narrate.
As with any 4X game, the first tasks are to Xplore by sending off a scout ship our of our solar system and Xpand on our homeworld. Stellaris uses tiles in a similar way to Galatctic Civilisations to represent development, but before we can fully Xploit our homeworld, we have to Xterminate any tile blockers, like industrial ruins, or… 'This region is covered by vast shanty towns and slums filled with the poor and the outcast. It contributes nothing to society'. Jesus, so much for my worldbuilding, seems like we're more AnCap-athi. There's no option other than to ruthlessly clear them either, so I'll just pretend that means everyone got put into proper homes and given gainful employment. It's the first of many moral compromises you're forced to make while playing Stellaris, even as a xenophillic democracy.
Science ships soon locate interesting features on other planets, and show us which ones are suitable for colonisation. Finding extraterrestrial life is somewhat underwheming when it turns out to be just a bunch of animals, but before long we discover alien!… microrganisms. However, it's not long before we encounter some strange jellyfish-like ships in our territory, which turn out to be… harmless space whales.
What a let down space has been so far.