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Fallen empire

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Awakened Empire: Fix a grammar
{{version|2.57}}
<section begin=intro/>[[File:Enigmatic Observers.png|320px|right|thumb|Enigmatic Observers finishing a battlecruiser]]
[[Fallen empire]]s are vestigial remnants of millennia old, extremely powerful empires that have become chronically stagnant and decadent over the ages.
Unlike normal AI empires, a Fallen Empire is fully developed at the start of the game, but and due to their extreme extremely large and powerful fleets they should not be provoked until your fleet strength and technology is comparable. They always start with two fleets of around 40k-150k Fleet Power and can obtain additional fleets through events. Fallen Empires use a unique ship and station art style which is exclusive to them, which distinguishes them from ships of ordinary empires; there are visual variants of this style and different weapon and gear selections for each type of Fallen Empire, but the general number of slots is about equal.<section end=intro/>
It is impossible to vassalize a Fallen Empire in any way, and if a war breaks out, they are rarely interested in peace offers short of total surrender to all demands. When engaging in a conflict with them, it is essential that an empire be fully prepared to deal with the consequences and be prepared to follow through on any demands made. Any empire can make claims on a Fallen Empire system regardless of Ethics or their War Philosophy Policy.
In the player's Contact list, they are listed under their own section ("Fallen Empires").
 
{{expansion|fed}}
If an empire has the [[File:Origins scion 1.png|24px]] Scion Origin while Fallen Empires were turned off a small Fallen Empire with only the home system will be created.
== Sleeping Empires ==
{{SVersion|2.57}}All Fallen Empires begin the game in Sleeping status. Despite their complete development and immense size and power, the Fallen Empires will remain passive, staying in their borders and will not do anything unless provoked. They have the [[File:Civic lethargic leadership.png|24px]] Lethargic Leadership and [[File:Civic empire in decline.png|24px]] Empire In Decline [[civics]], which prevents them from colonizing and conquering worlds and or building new ships. However they will get new fleets yearly through an event if their Fleet Power is low and they are at peace (8 Battlecruisers and 10 Escorts).
Unlike other AI empires - which require the completion of a special research project before communication is established - Fallen Empires will instantly contact empires who unwittingly enter their space, seemingly having been aware of the empire before it left its home system.
Once revealed, organic Fallen Empires are typically Dismissive towards normal empires, and will not accept trades or agreements of any kindEnvoys. They always start with their borders closed, but some Fallen Empires will open them and accept trade if relations improve sufficiently to become patronizing.
Sleeping Fallen Empires have a modifier that reduces their ship upkeep and build cost by 50%. This modifier is retained when they awaken.
 
=== Sleeping Empires Interactions ===
'''Requests''' are one time events that have a drawback in exchange for greatly increasing a Fallen Empire's Opinion and an increased chance of receiving gifts. Accepting a request grants a decaying {{green|+100}} opinion while refusing gives a decaying {{red|-50}} opinion. Requests are not available if at war or the empire is {{icon|Fanatic Purifiers}}{{icon|Devouring Swarm}}{{icon|Determined Exterminator}} genocidal.
 
'''Tasks''' are missions to go to war against another empire within 20 years to fulfill the goals of a Fallen Empire in exchange for greatly increased Opinion and an increased chance of receiving gifts. Fortunately only your rivals can be picked as targets. Tasks can only be given to player Empires. Fulfilling a task grants a decaying {{green|+100}} opinion while refusing gives a minor {{red|-25}} opinion. However failing the task by not completing it in time gives greater Opinion penalties. If the target empire is destroyed or changes policy on its own the task is canceled without any effect on Opinion. Tasks are not available if at war or if the empire is {{icon|Fanatic Purifiers}}{{icon|Devouring Swarm}}{{icon|Determined Exterminator}} genocidal.
 
'''Demands''' are ultimatums from Fallen Empires if their opinion drops below {{red|-100}}. Submitting improves opinion by {{green|+25}} but rejecting the demands will grant the Fallen Empire the Punishment Casus Belli which they will always use to start a war. If accepted the effects are usually identical to losing the war about these goals, except without war the empire's leaders are not executed and there is no danger to lose ships in a possibly futile battle. If the Fallen Empire was rivaled by the offending empire they will not make any demands at all and will just declare war immediately to impose their will from the start. AI empires always accept demands unless their Fleet Power is above 50k, in which case the demand will be accepted only 10% of the time. If a Fallen Empire has lost any of its original owned planets in a war they will stop making demands regardless of Opinion. If an empire ranks them as {{green|Pathetic}} in Relative Power the Fallen Empire will never declare war on it.
 
'''Gifts''' are sent by some Fallen Empires to empires that accepted a request, completed a task, or the Fallen Empire is {{green|Patronizing}} towards. Gifts are always positive and have no drawbacks. Accepting a gift also grants a decaying {{green|+50}} opinion while refusing it for any reason gives a decaying {{red|-50}} opinion. To be tagged as a gift recipient the empire must have less than 100k Fleet Power and not be at war.
 
The gift MTTH is 100 years
* x2 if not Patronizing Relations nor Enigmatic Relations, and either accepted or fulfilled a task
* x0.25 if Enigmatic Relations and accepted a Task
* x0.1 if Enigmatic Relations and completed a Task
* x0.5 if Patronizing Relations and accepted a Task
* x0.25 if Patronizing Relations and completed a Task
* x0.75 if Opinion 75
* x0.75 if Opinion 100
* x0.75 if Opinion 150
* x0.75 if Opinion 200
 
As a next step, the specific gift is rolled. Every gift can be granted more than once to any Empire, with the following weights:
* 50%: 500 {{iconify|Energy}} and 1500 {{iconify|Minerals}}, increased to 1000 {{iconify|Energy}} and 3000 {{iconify|Minerals}} after the mid-game begins.
* 20%: ''Precursor Data Cache'' empire modifier (+25% {{iconify|Research}} from Jobs for 10 years)
* 15%: Rare Tech (gives the first missing tech from this list: Planetary Shield Generator, Synchronized Defenses, Selected Lineages, Capacity Boosters, Corps of Engineers, Gene Banks; if all are already acquired, a Precursor Data Cache is given instead)
* 10%: 3 Escorts. If the mid-game has not yet begun, 1000 {{iconify|Energy}} and 3000 {{iconify|Minerals}} is given instead.
* 5%: A Battlecruiser. If the mid-game has not yet begun, 1000 {{iconify|Energy}} and 3000 {{iconify|Minerals}} is given instead.
{|class = "mildtable" style="text-align: center;
| Owning a neighbor system
| Abandon neighbor systems
|}
 
=== Sleeping Empires Interactions ===
'''Requests''' are one time events that have a drawback in exchange for greatly increasing a Fallen Empire's Opinion and an increased chance of receiving gifts. Accepting a request grants a decaying {{green|+100}} opinion while refusing gives a decaying {{red|-50}} opinion. Requests are not available if at war or the empire is {{icon|Fanatic Purifiers}}{{icon|Devouring Swarm}}{{icon|Determined Exterminator}} genocidal.
 
'''Tasks''' are missions to go to war against another empire within 20 years to fulfill the goals of a Fallen Empire in exchange for greatly increased Opinion and an increased chance of receiving gifts. Fortunately only your rivals can be picked as targets. Tasks can only be given to player Empires. Fulfilling a task grants a decaying {{green|+100}} opinion while refusing gives a minor {{red|-25}} opinion. However failing the task by not completing it in time gives greater Opinion penalties. If the target empire is destroyed or changes policy on its own the task is canceled without any effect on Opinion. Tasks are not available if at war or if the empire is {{icon|Fanatic Purifiers}}{{icon|Devouring Swarm}}{{icon|Determined Exterminator}} genocidal.
 
'''Demands''' are ultimatums from Fallen Empires if their opinion drops below {{red|-100}}. Submitting improves opinion by {{green|+25}} but rejecting the demands will grant the Fallen Empire the Punishment Casus Belli which they will always use to start a war. If accepted the effects are usually identical to losing the war about these goals, except without war the empire's leaders are not executed and there is no danger to lose ships in a possibly futile battle. If the Fallen Empire was rivaled by the offending empire they will not make any demands at all and will just declare war immediately to impose their will from the start. AI empires always accept demands unless their Fleet Power is above 50k, in which case the demand will be accepted only 10% of the time. If a Fallen Empire has lost any of its original owned planets in a war they will stop making demands regardless of Opinion. If an empire ranks them as {{green|Pathetic}} in Relative Power the Fallen Empire will never declare war on it.
 
'''Gifts''' are sent by some Fallen Empires to empires that accepted a request, completed a task, or the Fallen Empire is {{green|Patronizing}} towards. Gifts are always positive and have no drawbacks. Accepting a gift also grants a decaying {{green|+50}} opinion while refusing it for any reason gives a decaying {{red|-50}} opinion. To be tagged as a gift recipient the empire must have less than 100k Fleet Power and not be at war.
 
The gift MTTH is 100 years
* x2 if not Patronizing Relations nor Enigmatic Relations, and either accepted or fulfilled a task
* x0.25 if Enigmatic Relations and accepted a Task
* x0.1 if Enigmatic Relations and completed a Task
* x0.5 if Patronizing Relations and accepted a Task
* x0.25 if Patronizing Relations and completed a Task
* x0.75 if Opinion 75
* x0.75 if Opinion 100
* x0.75 if Opinion 150
* x0.75 if Opinion 200
 
{|class = "mildtable"
! Gift !! Requirements
|-
| {{green|+25%}} {{iconify|Research}} from Jobs modifier for 10 years
| None
|-
| 1000 {{iconify|Energy}} and 3000 {{iconify|Minerals}}
| None
|-
| [[File:Tech planetary shield generator.png|24px]] Planetary Shields technology
| [[File:Tech planetary shield generator.png|24px]] Planetary Shields technology not researched
|-
| [[File:Tech synchronized defences.png|24px]] Synchronized Defences technology
| [[File:Tech synchronized defences.png|24px]] Synchronized Defences technology not researched
|-
| [[File:Tech selected lineages.png|24px]] Selected Lineages technology
| [[File:Tech selected lineages.png|24px]] Selected Lineages technology not researched
|-
| [[File:Tech capacity boosters.png|24px]] Capacity Boosters technology
| [[File:Tech capacity boosters.png|24px]] Capacity Boosters technology not researched
|-
| [[File:Tech space defense station improvement.png|24px]] Corps of Engineers technology
| [[File:Tech space defense station improvement.png|24px]] Corps of Engineers technology not researched
|-
| [[File:Tech gene banks.png|24px]] Gene Banks technology
| [[File:Tech gene banks.png|24px]] Gene Banks technology not researched
|-
| 500 {{iconify|Energy}} and 1500 {{iconify|Minerals}}
| Mid-Game year not reached
|-
| 3 escorts
| Mid-Game year reached
|-
| 1 battlecruiser
| Mid-Game year reached
|-
| Random {{iconify|Engineering}} technology
| {{iconify|Scion}} origin
|-
| Random {{iconify|Physics}} technology
| {{iconify|Scion}} origin
|-
| Random {{iconify|Society}} technology
| {{iconify|Scion}} origin
|-
| 3000 {{iconify|Alloys}}
| {{iconify|Scion}} origin
|-
| 4000 {{iconify|Alloys}}
| {{iconify|Scion}} origin
|-
| 5000 {{iconify|Alloys}}
| {{iconify|Scion}} origin
|-
| 3000 {{iconify|Consumer Goods}}
| {{iconify|Scion}} origin
|-
| 4000 {{iconify|Consumer Goods}}
| {{iconify|Scion}} origin
|-
| 5000 {{iconify|Consumer Goods}}
| {{iconify|Scion}} origin
|-
| Level 7 Fallen Empire leader
| {{iconify|Scion}} origin
|-
| 1 battlecruiser and 3 escorts
| {{iconify|Scion}} origin
|}
== Awakened Empires ==
{{SVersion|2.57}}If sufficiently provoked, a Fallen Empire might awaken and turn into an aptly-named Awakened Empire.Awakened Empires stop being passive and make a bid to dominate the galaxy or defend it from a Crisis (based on the form of Awakening). Unlike Fallen Empires, an Awakened Empire can build new ships, colonize planets, and conquer worlds. Awakened Empires have considerable technological and starting resource advantages even compared to mid- or late-game empires, and thus their awakening can have drastic consequences for a game in progress but can also make them one of the best guardian forces in the galaxy.
Effects on the Fallen Empire and Galaxy:
* Their [[Government Type]] is changed to [[Government#Unplayable_governments|Awakened Ascendancy]].
* Their [[Civics]] are replaced with [[File:Civic revanchist fervor.png|24px]] Revanchist Fervor ({{greenand [[File:Civic ancient caches of technology.png|+1}} Monthly Influence) and 24px]] Ancient Caches of Technology ({{green|+50%}} Resources from Jobs), allowing them to expand and build ships without restrictions.
* Their {{iconify|Energy}}, {{iconify|Minerals}}, {{iconify|Food}} and {{iconify|Influence}} storages are filled.
* They instantly receive an additional fleet.
** If a default empire has more than 50k Fleet Power, the event will trigger again, however the reinforcement Event available for Sleepers can no longer trigger.
 
Awakened Empires use regular Diplomacy Stances but almost always choose {{iconify|Supremacist}}.
Upon awakening, a Fallen Empire's entry in the Contacts list is updated with a new name and is placed in the "Others" section instead of "Fallen Empires".
Decadence is a mechanic affecting Awakened Empires to prevent them from establishing a permanent hegemony over weaker empires. 20 years after a Fallen Empire has awakened it will start to accumulate Decadence. Decadence increases in increments of 2 and has a 0.5% chance to increase each month for each planet the Awakened Empire or its subjects possesses. Once Decadence reaches 100 it imparts the following penalties:
* {{red|-66%}} Job Resource Production
* x2 Vassal opinion penalty for having less fleet power than all of them combined
* {{red|-25%}} Ship Weapon Damage, Ship HP and Shield HP (stacks with any penalties caused by resource shortages, if present)
* {{red|+100%}} Vassal opinion penalty for having less fleet power than all of them combined
=== Guardians of the Galaxy ===
When an endgame Crisis occurs a Fallen Empire can awaken after 5 years with the declared goal of ending said crisisCrisis. If one of them has already awakened before the crisisCrisis, they will become guardians as soon as the crisis starts. Guardians have protecting the galaxy as their sole goal. If the Empire awakened before the crisis they will stop their vassalization plans and attempt to rally the galaxy insteadas well. Guardians of the Galaxy will always agree to form or join a Federation no matter what opinion they held before the awakening. Only one Once the Crisis has been defeated the Guardian empire will leave the current Federation and become a regular empire. The chances for a Guardian Awakening can occurare the following:* 60% chance either the Enigmatic Observers or the Keepers of Knowledge awaken.* 15% chance both Fallen Empires awaken. If only one of them is present it will awaken alone.* 25% chance neither Fallen Empire awakens.
Guardians of Once awakened, the Galaxy will always agree to a Federation no matter what opinion they held before Guardian empire goes through the full awakeningeffects, and all empires will be notified''The chance for any Fallen Empire to awaken is rolled outside All AI empires will get one of moddable code, as such no details about the following Opinion bonuses towards the Awakened Empire (equal chances can be given.''):* {{green|+100}} {{iconify|Opinion}}* {{green|+50}} {{iconify|Opinion}}* No modifier
Only the Enigmatic Observers, Keepers of Knowledge, and Ancient Caretakers can become Guardians. The Holy Guardians or the Militant Isolationists will never awaken as guardians and should they have awakened before the crisis, they will continue with their domination plan instead.
 
Once awakened, the Guardian empire goes through the full awakening effects, and all player empires will be notified. All AI empires will get one of the following Opinion bonuses towards the Awakened Empire to cooperate with it (equal chances):
* Crisis Fighter ({{green|+100}} {{iconify|Opinion}})
* Crisis Fighter ({{green|+50}} {{iconify|Opinion}})
* No modifier
 
Once the crisis has been defeated the Guardian empire will leave the current Federation and become a regular empire.
{{expansion|lev}}
{{expansion|snd}}
The Ancient Caretakers will not awaken as Guardians if the Prethoryn Scourge or Extradimensional Invaders crisis occurs. However they are guaranteed to awaken if the Contingency crisis occurs and will in that case activate right after the sterilization hubs come online. This happens independently from the Guardian awakening mechanics, making it possible for another up to three Fallen Empire Empires to awaken as well, resulting in two guardian empires appearing.
=== Upstart awakening ===
* The game reaches end game year, they are not at war, and their total combined Fleet Power is above 40k.
* A default empire is getting too strong (above 50k Fleet Power with all fleets combined) or has conquered a Fallen Empire world.
* This awakening can only happen once.* It cannot happen if a Guardian of the Galaxy No other Fallen Empire has already awakened.
* The event has a MTTH of 50 years modified as following:
** x0.5 if a default empire has more the 75k Fleet Power with all fleets combined.
** x0.1 if a default empire owns a formerly Fallen Empire-controlled world.
** If there is more than one Fallen Empire in the game, the time is multiplied by the number of Fallen Empires (it is unclear if that includes no longer existing ones). This offsets the increased chance for one of them to awaken due to higher total numbers.
Note that because having a fleet power above 75k is essentially prerequisite to conquering a Fallen Empire's world(s), doing so effectively reduces the MTTH of any fallen empire awakening to 25 years.
Every empire near an The Awakened Empire will receive have the {{red|Imperious}} attitude towards any nearby empire and send a request for the empire to become a subjecttheir unique Subject type. Refusing the request will add {{red|-200}} {{iconify|Opinion}} towards the Awakened Empire and cause them to declare war shortly afterwards. 
{| class="wikitable"
! Awakened Empire !! Original Fallen Empire !! Subject !! Can become Guardians
| Benevolent Interventionists
| Enigmatic Observers
| Signatory: No diplomatic autonomy, purges or slavery , but the Benevolent Interventionists will join the war should subjects be attacked
| {{icon|yes}}
|-
|}
If the Doctrinal Enforcers defeat a Sleeping Empire in war, they will change the Sleeping Empire's ethics to {{iconify|Fanatic Spiritualist}}, causing them to turn into a Holy Guardians Sleeping Fallen Empire.
{{expansion|anr}}
If an empire owns the [[File:R severed head.png|24px]] Head of Zarqlan Relic they will have enough {{iconify|Opinion}} to refuse becoming a Dominion without risking war. Likewise, they can colonize Holy Worlds without angering the Holy Guardians.
==== War in Heaven ====
{{expansion|lev}}
The War in Heaven is a special event where a second Fallen Empires (usually of opposing ethics) awakens as well and the two Awakened Empires eventually launch a great war against one another, with the normal empires acting as satellite states in their game. Once the first Fallen Empire awakens an ancient rival may be chosen with the following chances:
* 40% A Fallen Empire with the opposite Ethic is picked as rival, if existing.
* 20% A Fallen Empire with a random Ethic is picked as Rival. This can hit the opposing Ethic by coincidence.
'''Start of the War in Heaven'''
Requirements:* 2 years elapsed since the Rival's awakening.* The Rival is not at war, and their fleet power is above 40k.* 50% chance every 5 years for the first 10 years.* 50% chance every 18 days after 10 years. Once the War in Heaven starts, both Awakened Empires have the mutual Wargoal of War in Heaven, which causes a Total War. They will each spawn one additional fleet, two if any default empire has above 50k Fleet Power. The War in Heaven can end with a status quo, leaving the galaxy with two Awakened Empires. If the Galactic Community was founded a Resolution to ban joining one or both sides will become available.
'''The choice'''
* Join the Second Awakened Empire
* Pick neither side
* Vassal Subject empires of both regular and Awakened empires will always follow their Overlord, as will subjects of either Awakened Empire.
Choices and AI Weighting:
* AI empires with more than 20k Fleet Power or that are part of a Federation with a human player will stay neutral
* AI empires with less than 20k Fleet Power that are part of an AI Federation will pick at random
* {{icon|Fanatic Purifiersfanatic purifiers}}{{icon|Devouring Swarmdevouring swarm}}{{icon|Determined Exterminatordetermined exterminator}} genocidal Genocidal empires will never pick a side
Empires that side with one of the Awakened Empires will receive a free Guarantee of Independence from their patron lasting 10 years, become its subjects and join the war on the patron's side.
Once one of the Awakened Empires is defeated vassals of the winning side that contributed to the warscore will receive planets from the losing side's members unless they are too far from the borders. The League of Non-Aligned Systems Powers will still have to fight the remaining Awakened Empire and the War in Heaven is still considered ongoing. '''League of Non-Aligned Powers''' Shortly after the War in Heaven starts the president of the most powerful Federation will be offered the chance to rename their Federation into the ''League of Non-Aligned Powers''. If the empire refuses the president of the next most powerful Federation will be offered the option.
If all Federation presidents refuse then each month the independent, Non-Genocidal empire that has the most Fleet Power and is at peace with the Awakened Empires will be offered the chance to form a '''Leader of the League of Non-Aligned Empires'Powers''Federation. If the empire refuses the next most powerful empire will be offered the option. If the empire accepts a level 3 Federation will be created.
Instead of siding with either Awakened Empire, If an AI empire can also decide to pick neither side and stay neutral in the War In Heaven. This, however, will anger both Awakened Empires and eventually, the neutral empires will realize that they have to stand together to avoid being caught in the crossfire between both factions. In order is offered to do this, they will form the ''League of Non-Aligned Empires.Sometime after the War in Heaven has begun, an event will fire iterating over all applicable empires to find the Leader for the Non-Aligned Empires. Monthly a random Non-Vassal, Non-Genocidal, Default empire who Powers'' Federation there is at peace with the Awakened Empires that has not declined this round before will be offered the Presidency until all have declined or a leader is found. The event groups Empires based on fleet power:> 300k Fleet power, > 200k Fleet power, > 150k Fleet power, > 100k Fleet power, >90k (going down to >10k in 10k steps), and finally everyone that is left. The stronger empires get the first 99% chance to become the leader. The AI has a 100/101 weight to pick up the leadership position and a 1/101 weight to decline the position, making it highly likely they will take the leadership role if offeredaccept.
After the leader has been picked, all non-Vassal default independent Empires (, including those that declined Leadership leadership before) , are offered one chance to join the "League of Non-Aligned Powers" Alliance (which is not a Federation). Afterwards, joining requires the normal Alliance usual Federation Diplomacy approaches. Empires that are Rivals of the Federation president are not offered to join.
Fanatic Purifier and Metalhead AIs will never choose to become the leader or join Members of the Leagueof Non-Aligned Powers get a temporary {{green|+200}} {{iconify|Opinion}} to and from each other.
If both Fallen Empires that are defeated by {{icon|fanatic purifiers}}{{icon|devouring swarm}}{{icon|determined exterminator}} genocidal or have the League, a player president of Metalheads personality will never choose to become the League acquires leader or join the respective AchievementFederation.
=== Holy War ===
{{expansion|apc}}
If an empire seals or destroys a Holy World with a Colossus the Holy Guardians will always awaken and declare a war of subjugation. This type of awakening occurs completely independently of other circumstances, and can therefore take place at any time under any circumstances (such like as during a War in Heaven). Aside from the war against the defiler the Awakened Holy Guardians will act like normally awakened Doctrinal Enforcers and try to dominate the galaxy.
== Ancient Caretakers ==
|-
| '''Inoculations'''
| {{icon|Happiness}} {{red|-5%}} Happinessif not Xenophobe<br>{{icon|Happiness}} {{red|-10%}} Happiness if Xenophobe
| {{icon|Happiness}} {{red|-20%}} Happiness<br>{{icon|Growth Time}} {{red|-10%}} Pop Growth Speed<br>{{icon|Leader Lifespan}} {{red|-10}} years Leader Lifespan
| {{icon|Growth Time}} {{green|+5%}} Pop Growth Speed<br>{{icon|Leader Lifespan}} {{green|+10}} years Leader Lifespan
== Technology ==
{{SVersion|2.57}}
[[File:Evt fallen empire awakens.png|400px|right|thumb|Enigmatic Observers fleet]]
Fallen Empires start with all standard, rare and dangerous [[technology]] options already researched, including all technologies limited by ethics, as well as with ten levels in most repeatable technology and five levels in the rest. They also possess a unique Dark Matter Reactor and Deflector which can be reverse engineered and are the second-best deflectors and best reactor available in the game. They do not, however, have any of the special technologies that are only available through reverse engineering, from Leviathans or from special events. Also they are usually explicitly exempt for any and all of the Crisis Faction Spawn checks.
=== Systems ===
Fallen Empires own highly valuable systems. The planets of their capital/home systems in particular are fully developed, filled with City Districts and contain various special buildings built using ancient technology that have exceptionally high output and are otherwise unavailable - even an Awakened Empire cannot build more of these special buildings and it is implied they have actually forgotten how their own technologies work. Depending on galaxy shape and empire placement, Fallen Empires All systems connected to the capital system by a hyperlane will normally spawn be claimed with a capital/home system Starbase and those containing habitable planets will also control a collection of several other minor systems which are partially built up using be colonized and developed with a mixture of regular buildings and some Fallen Empire ones. All owned worlds are of the Fallen Empire's primary race's preferred habitat (Ocean, Continental, Tropical etc.). However, should a Fallen Empire end up spawning at the tail end of a spiral arm where star systems are fewer or if the game options permit few habitable worlds, they will control fewer worlds, sometimes being limited to only having their capital/home system and one or two others. All Fallen Empire home planets are fortified with unique defense buildings, making invasions difficult. Fallen Empires created by the [[File:Origins scion 1.png|24px]] Scion Origin because there were no pre-generated Fallen Empires in the galaxy will own only their home system.
{|class = "mildtable"
|-
| '''Keepers of Knowledge'''
| [[File:Planet city.png|24px]] Font Front of Knowledge (20)
| [[File:Planet gaia.png|24px]] The Archives (15)
| Without {{iconify|Megacorp}} or {{iconify|Ancient Relics}} conquering Font of Knowledge is one of the only two ways way to gain an Ecumenopolis.
|-
| '''Militant Isolationists'''
| [[File:Planet gaia.png|24px]] The Core (25)<br>[[File:Planet gaia.png|24px]] Boundary (12)
| {{icon|unknown}} 2 habitable Shielded Worlds<br>{{icon|unknown}} 1 uninhabitable Shielded World
| Each Shielded World has an associated special project to lower the shield with different possible outcomes.<br>The Shallash unique system can only spawn next to their borders.
|-
| '''Ancient Caretakers'''
=== Ships ===
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Fallen Empires do not use the standard ship types that are used by normal empires. Instead, they have Escorts, Battlecruisers and Titans. None of the values of those ship fully conform to any player buildable ships. They may also construct Colossi.
== Strategy ==
{{SVersion|2.57}}
General rules:
* Each empire prefers a specific set of weapons that might be tied to the ethics they have. Ships should be tailored to an empire's specific loadout, to maximize effectiveness. While an awakened Fallen Empire can build new ships, it will not redesign them.
* They start with 10 levels of every repeatable technology, but do not seem to research more - when awakened they will, but often taking upwards of 1000 months for a single extra repeatable. Do not try to out-tech them unless you are really far ahead.
* Their planets are heavily fortified and require massive invasions to occupy. Orbital bombardment is not essentially mandatory to conquer the worlds without an option as the planets are protected by shield generators and most army strange of their armies are protected by fortresses2k+. An empire with access to the [[Colossus]] can use the Neutron Sweep to clear out the inhabitants and then recolonize the planet, although since this will cost you the unique buildings it is likely not the best idea.
* Fallen Empire fleets are far more powerful than the diplomacy menu or fleet power counter might suggest. Their fleets can easily destroy enemies twice more powerful. Before declaring war on Fallen Empires, consider the possibility of losing most, or even all, of your assault fleets. Because of that, other players in multiplayer or powerful AIs will most likely declare war on you during your war with a Fallen Empire, so either leave some of your fleets behind or build up significant starbase defenses.
* Unless you have a massive fleet power advantage, it is not advisable to fight in a star system in which a Fallen Empire has a Citadel unless you have already defeated and weakened their fleets. Fallen empires fight very aggressively, providing plenty of opportunities to fight them in your territory and in star systems of your preference.
There are several ways of fighting an Awakened Empire, depending on your position when they awaken.
The strongest empires can actually stand a chance of facing an awakened Fallen Empire head-on and defeating them in one go. Your long-term goal has to be to acquire as much territory as possible, in particular that of the still sleeping Fallen Empires to acquire their massive resource income and their technology before moving on to open war against the Awakened Empire. Be advised that any system they capture means an additional starbase they might build to reinforce their fleets quicker more quickly and allow large fleets.
Also keep in mind that you can use '''Containment''' casus belli (which will lead to a Total War) against an Awakened Empire regardless of what ethics you have. Use it if you feel confident.
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