User:Judikator/fallen empires

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Although in decline, Fallen Empires will remain the most advanced empires until late into the game.

Fallen Empires are large, ancient, and extremely powerful AI empires that have become stagnant over the ages. Unlike normal empires, a Fallen Empire is fully developed at the start of the game, but due to their large and powerful fleets they should not be provoked until your fleet strength and technology is comparable. They always start with two fleets between 40k and 85k Fleet Power. 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.

It is impossible to vassalize a Fallen Empire, and they are rarely interested in peace offers short of total surrender to all demands once a war has begun. 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 carry through on any demands made. Any empire can make claims on a Fallen Empire system regardless of the War Philosophy Policy.

There are 4 types of Fallen Empires, 5 with Synthetic Dawn.png Synthetic Dawn. The max number of Fallen Empires within the game depends on the galaxy size. However if a galaxy is too populated (both regular empires and fallen empires sliders have been set to max) then one or two Fallen Empires might be removed. This does not happen every time and depends entirely on empire placement.

A Fallen Empire's species is randomly generated, but there is a 5% chance for them to be picked from any of the pre-made species if the species in question have not already spawned on the map and are marked with "Spawn as Fallen". For example, it is possible for a human Fallen Empire to be generated.

In the player's Contact list, they are listed under their own section ("Fallen Empires").

Behavior

Fallen Empires can fall into three behavior classes: Sleeping or one of two cases of being Awakened (Regular and Guardians of the Galaxy).

Sleeping

All Fallen Empires begin the game in Sleeping status.

Despite their size and power, the Fallen Empires will remain passive, staying in their borders unless provoked. They have the Lethargic Leadership and Empire In Decline civics, which restrict them from colonizing and conquering worlds and building new ships. However they will get new fleets yearly 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, 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 kind. They always start with their borders closed, but some Fallen Empires (Ancient Caretakers, Enigmatic Observers, and Keepers of Knowledge) will open them if relations improve sufficiently to become patronizing.

Most Fallen Empires can offer Requests and Tasks, which can be completed for a great Diplomacy opinion.png opinion boost as well as the possibility of being granted a gift. Refusing a task gives only a small Diplomacy opinion.png opinion penalty. Gifts include resources, technology databanks access, a rare technology, a few escorts or a Fallen Empire battlecruiser. The higher the patronizing empire's opinion is of the younger empire, the more likely it is for this to happen.

A Fallen Empire can only be antagonized if their Diplomacy opinion.png opinion falls below -90. Such empires will make a special demand to the offending empire, which if refused will lead to a war shortly afterwards to impose the demand themselves. If the Fallen Empire was rivaled by the offending empire they will skip making the demands and declare war to impose them from the start.

Awakened Effects

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 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 Awakened Ascendancy
  • Their Civics will be set to Revanchist Fervor (+1 Monthly Influence) and Ancient Caches of Technology (+25% Pop resource production). Their previous Civics are removed, allowing them to expand and build ships without restrictions.
  • They storages are set to 20000 Minerals, 5000 Energy and 1000 Influence.
  • They instantly receive an additional fleet.
    • If a default empire has more than 50k Fleet Power, the event will trigger a 2nd time
    • The reinforcement Event available for Sleepers can no longer trigger for them however.
  • Communication is re-established with all other empires (see below).

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

A mechanic affecting awakened Fallen Empires to prevent them from permanently deciding the fate of weaker empires, decadence slowly weakens their ascendancy and makes it possible to temporarily submit to a Fallen Empire, only to throw it off later when their success has blinded them.

  • Decadence starts 20 years after a Fallen Empire has awakened
  • It increases monthly and accumulates faster the larger the awakened empire is and the more subjects it has
  • It also seems to not accumulate while the awakened empire is guardian of the galaxy
  • The chance for Decadence gain is rolled monthly, with the chance scaled based on the size of the awakened empire and it's vassals (+0.5% per planet).
  • Every Time the chance is rolled, decadence increases by 2.
  • maximum decadence is 100, which imparts the following penalties:
    • -75% all Pop income
    • x2 Vassal opinion penalty for having less fleet power than all of them combined
    • -25% Ship Weapon Damage, Ship HP and Shield HP (plus potential penalties from lack of resources)

Guardians of the Galaxy

When an endgame Crisis occurs a Fallen Empire can awaken after 5 years with the declared goal of ending said crisis. If one of them has already awakened before the crisis, 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 instead. Only one Guardian Awakening can occur.

Guardians of the Galaxy will always agree to a Federation no matter what opinion they held before the awakening. They will leave the Federation once the crisis is over.

The chance for any Fallen Empire to awaken is rolled outside of moddable code, as such no details about the chances can be given.

Only the Enigmatic Observers and 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. 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 (+100 Diplomacy opinion.png Opinion)
  • Crisis Fighter (+50 Diplomacy opinion.png Opinion)
  • No modifier

Guardian awakenings do not roll for Ancient Rival. In addition if a crisis occurs during a War in Heaven neither Awakened Empire will become Guardians.

The Ancient Caretakers will not awaken as Guardians during the Prethoryn Scourge or Extradimensional Invaders crises. However they are guaranteed to awaken if the Contingency activates right after the sterilization hubs come online. This happens in addition to the Guardian awakening mechanics, possibly allowing for two Guardians if another Fallen Empire also awakens.

Upstart awakening

The default type of awakening, an upstart awakening can happen if a default empire becomes too strong in Fleet Power or has managed to conquer Fallen Empire worlds. They decide that the young empires are becoming too powerful and set out to impose their primacy on the normal empires.

The requirements are as following:

  • The game reaches end game year, they are not at war, and their total Fleet Power of all fleets is above 40,000
  • 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 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
  • If the Leviathan DLC is present and enabled, an Ancient Rival may be chosen to start a War in Heaven. The weights are:
    • 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 chance
    • 40: No Rival is picked, and thus no War in Heaven can happen

War in Heaven

War in Heaven is a special event where two Fallen Empires (usually of opposing ethics) awaken and launch a great war against one another, with the normal empires acting as satellite states in their game.

  • The normal awakening must have happened and the event must have picked this Empire as the "Old Rival". See Upstart Awakening for details.
  • They are still sleeping, not at war, and their fleet power is above 40k.
  • No other rival has awakened.
  • 50% chance to occur every 5 years.

The odds of a War in Heaven depend on the number of fallen empires in the galaxy:

2 Fallen Empires

  • 18%: War against the other Fallen Empire.
  • 82%: No war.

3 Fallen Empires

  • 26%: War against the Fallen Empire of the opposing Ethic.
  • 5%: War against a random Fallen Empire.
  • 69%: No war.

4 Fallen Empires

  • 40%: War against the Fallen Empire of the opposing Ethic.
  • 5%: War against a random Fallen Empire.
  • 55%: No war.

If a Rival is picked, it will awaken after 10 years. It receives all the bonuses of an Awakened Empire and neither empire will engage each other for two years.

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. Finally, all default Empires will receive the Choice event.

The choice

Each regular Empire that is not involved in a war is presented with the choice to join either side or stay neutral. There are 4 options:

  • Join the First Awakened Empire
  • Join the Second Awakened Empire
  • Pick neither side
  • Vassal empires will always follow their Overlord and subjects of either Awakened Empire will be forced to side with it.

Choices and AI Weighting:

  • AI empires with less than 20k Fleet Power and no Federation will side with an Awakened Empire based of their ethics
  • 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
  • Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png 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 vassals unless they are too far from the borders. The League of Non-Aligned Systems will still have to fight the remaining Awakened Empire and the War in Heaven is still considered ongoing.

Leader of the League of Non-Aligned Empires

This event will iterate over all applicable empires to find the Leader for the Non-Aligned Empires. Monthly a random Non-Vassal Default empire at peace 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: > 100k Fleet power, >90k (going down to >10k in 10k steps), and finally everyone that is left. The AI only has a 1/100 weight to pick up the leadership position, leaving it highly likely for the player.

After the leader has been picked, all non-Vassal default Empires (including those that declined Leadership before) are offered one chance to join the "League of Non-Aligned Powers" Alliance (this is not a Federation). Afterwards joining requires the normal Alliance Diplomacy approaches.

Fanatic Purifier and Metalhead AIs will never choose becoming leader or joining the League.

If Both Fallen Empires are defeated, a player president of the League acquires the respective Achievement.

Holy War

If an empire destroys a Holy World with a Colossus (only possible if another empire has a starbase in a system with a Holy World) the Holy Guardians will always awaken and declare a war of subjugation. This type of awakening can happen regardless of other Awakened Empires, it can even happen during a War in Heaven. Aside from the war against the defiler they will act like normally awakened Doctrinal Enforcers and try to dominate the galaxy.

Fallen Empire Gifts

A Fallen Empire will sometimes send a gift to empire they're patronizing or enigmatic towards, and are always positive and without any drawbacks. Accepting a gift also grants a decaying +50 opinion while refusing it for any reason gives a decaying -50 opinion. To be tagged as a gift recipient the empire must have less than 100k Fleet Power and not be at war.

The MTTH is 100 years

  • x2 if not Patronizing Relations or Neither 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. All Gifts can be given from any Fallen Empire except the Xenophobe one. Every gift can be granted more than once to any Empire from any Fallen Empire, with the following weights:

  • 35%: Small Resource Package (500 Energy, 1500 Minerals)
  • 15%: Large Resource Package (1000 Energy, 3000 Minerals)
  • 20%: Databank Access (10 years Research modifier)
  • 15%: Rare Tech (gives the first missing tech from this list: Orbital Sensor Arrays, Planetary Shield Generator, Synchronized Defenses, Selected Lineages, Station Engineering Corp, Gene Banks; If all are already acquired, 10 year databank access is granted instead).
  • 10%: A set of Escorts
  • 5%: A Battlecruiser

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 +100 opinion while refusing gives a decaying -50 opinion. Requests are not available if at war or the empire is Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png 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 +100 opinion while refusing gives a minor -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 Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png genocidal.

Demands are little more than a courtesy call before a Fallen Empire declares war and are sent if their opinion drops below -100. Submitting grants +25 opinion but rejecting demands will always lead to war. If accepted the effects are usually identical to losing the war about these goals, except without war the Ruler is not executed and there is no danger to lose ships in a possibly futile battle. AI empires always accept demands unless their Fleetpower is above 50k, in which case the demand will be accepted only 10% of the time.

Fallen empire types

There are five types of fallen empire with Synthetic Dawn.png Synthetic Dawn and only one of each type can exist in a game.

Peaceful Protectors

Keepers of Knowledge (Synthetic Dawn home system)

A Fanatic Pacifist.png Fanatic Pacifist Fallen Empire that is the only one who does not go to aggressive wars. This empire dedicates itself to the maintaining their peaceful lives and encourage lesser races to do the same. They are usually unconcerned with the lesser races unless they are too aggressive.

Peaceful Protectors can send gifts and awaken as Guardians of the Galaxy. Peaceful Protectors have a black and green color motif for their ships, stations and cities. Their home systems depend on whether the game is started with the Synthetic Dawn story pack or not.

Requests: Give them some of your warships for demilitarization purposes.

Angered by: Accumulating too much Threat.

Demands and wargoals: Outlaw Wars. Peaceful Protectors will never attack. If you do not give in to their demands they will however guarantee your rivals for X years.

Watchful Regulators

Keepers of Knowledge can awaken as the Watchful Regulators. They will seek to force all other empires to accept their technological primacy. Any normal empire can accept their demand to become a satellite, a subject that pays 33% of their research production to the Watchful Regulators.

Honorbound Warlords

Holy Guardians

A Fanatic Militarist.png Fanatic Militarist Fallen Empire that is content with worshiping its fallen warriors and reminiscing of their great Battles of the past. ###they always keep their borders closed and concern themselves only with the preservation of their Holy Worlds.

Holy Guardians can send gifts but not awaken as Guardians of the Galaxy.

Tasks: Force an empire to outlaw artificial intelligence.

Angered by: Colonizing Holy Worlds. Claiming the systems is allowed however.

Demands and wargoals: Abandon Holy Worlds, outlaw artificial intelligence.

Holy Worlds are Gaia planets with the Holy World modifier. They have special names and border the Holy Guardians' territory. Each Holy World system has an abandoned Fallen Empire starbase around the star. Colonizing a Holy World will incur a -200 opinion.

Doctrinal Enforcers

Holy Guardians can awaken as the Doctrinal Enforcers. They will seek to convert the whole galaxy to their faith. Any normal empire can accept to become a dominion, a subject that pays 25% of their Mineral and Energy income to the Doctrinal Enforcers and its ethics are changed to Fanatic Spiritualist.png Fanatic Spiritualist. Civics are not changed so old ones may become invalid, requiring the government to be reformed when possible. However, Gestalt consciousness.png Gestalt Consciousness empires do not change ethics.

Synthetic ascension conflict

The Holy Guardians have an extremely low view on species seeking the synthetic ascension path. Uploading a species' consciousness into synthetic bodies will likely having them try to humiliate said empire through a demand. It will also leave a cryptic message from them.

That yours was a depraved species was not unknown to us, but your latest act of insanity has surpassed even our darkest fears. Making imperfect copies of your brains and plugging them into mobile synthetic containers is not the same as transferring your essence into a new body, for such a thing cannot be done.
Your souls are lost forever. Do you even realize the enormity of your mistake? Destroying the bodies you were gifted with at birth was nothing less than the collective suicide of your entire species. There is truly no hope for you now...
Holy War

If an empire destroys a Holy World with a Colossus (only possible if another empire has a starbase in a system with a Holy World) the Holy Guardians will always awaken and declare a war of subjugation. This type of awakening can happen regardless of other Awakened Empires, it can even happen during a War in Heaven. Aside from the war against the defiler they will act like normally awakened Doctrinal Enforcers and try to dominate the galaxy.

Enigmatic Observers

Enigmatic Observers

A Fanatic Xenophile.png Fanatic Xenophile empire, Enigmatic Observers are the most benevolent of the Fallen Empires. While they strive to avoid interfering in the development of the younger empires through direct intervention, they offer more various interactions than other Fallen Empires.

Enigmatic Observers can send gifts and awaken as Guardians of the Galaxy.

Enigmatic Observers have a bronze and blue motif for their ships, stations and cities.

Requests: Send a pop to the Preserve, give them the brain scans from the Limbo event.

Tasks: Force an empire to outlaw purges.

Angered by: Only Insults and Rivalry.

Demands and wargoals: Outlaw purges and slavery.

The Enigmatic Observers have a lowly view on Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png genocidal empires and always get -60 opinion towards them.

Benevolent Interventionists

Enigmatic Observers can awaken as the Benevolent Interventionists. They will seek to force all the other empires into becoming a signatory to a galactic peace treaty. Any lesser empire can accept their demand to become a signatory, a subject that is forced to ban slavery and purging permanently. However, signatories are free to colonize new planets. Unlike other Fallen Empires, the Benevolent Interventionists will come to their defense should any of their subjects be attacked. With their protection comes the inability to declare wars anymore.

The Sanctuary

Sanctuary is a randomly encountered system containing an abandoned ring world of previous Enigmatic Observers. Originally created to act as a nature preserve and house primitive life, the system was abandoned but left guarded by multiple defense platforms of approximately 50000 total strength. Upon discovering the system an empire is contacted by the automated defense facility, which explains the history and purpose of the facility. Every message ends in "Do not approach this facility under any circumstances" and indeed the defenses will fire upon any ship that approaches it. Defeating them may prove a challenge but destroyed platforms are not rebuilt, allowing the system to slowly be overtaken.

The ring world is almost completely intact and each habitable segment houses a randomized pre-FTL species, none of them advanced beyond the Steam Age. Any empire that manages to defeat the platforms can lay claim to the extremely valuable system and decide the fate of the inhabiting species.

It should be noted that since the species have evolved and reached sentience on the ring world they have the Trait pc ring preference.png Ring World climate preference. This trait cannot be genetically modified.

Militant Isolationists

Militant Isolationists

A Fanatic Xenophobe.png Fanatic Xenophobe Fallen Empire, this empire actively dislikes the lesser species more than any other Fallen Empire, and their only desire is to remain within their borders without any contact and will never open their borders.

Militant Isolationists never send gifts or awaken as Guardians of the Galaxy.

Militant Isolationists have a sinister black and red motif for their ships, stations, and cities.

Angered by: Claiming a neighboring system.

Demands and wargoals: Abandon neighboring colonies and starbases.

Jingoistic Reclaimers

Militant Isolationists can awaken as the Jingoistic Reclaimers. They will seek to conquer or vassalize the entire galaxy. Any normal empire can accept their demand to become a thrall, a subject that cannot construct starbases and must pay 25% of their Mineral and Energy income to the Jingoistic Reclaimers. However, thralls can declare war and conquer systems from each other.

Ancient Caretakers

Ancient Caretakers

A Gestalt consciousness.png Gestalt Consciousness machine empire that is the truly enigmatic Fallen Empire, the Ancient Caretakers are the remnant of a great conflict in the galactic history. They have been part of something called the 'Custodian Project', an initiative to construct and maintain a number of ringworlds as a refuge for biological sapients fleeing some unknown menace.

The Ancient Caretakers do not hold a personal opinion of any empire and unlike any other Fallen Empire they are totally unpredictable. They may offer gifts for no reason or request assistance with tasks that can give a permanent bonus or a temporary but serious penalty. Ancient Caretakers do not declare wars but can be declared war upon. They do not even understand insults.

Ancient Caretakers have a grey and orange motif for their ships, stations and cities, as well as a different texture featuring integrated circuit patterns.

Contingency Awakening

The previous great conflict the Ancient Caretakers refer to was a former Contingency cycle. As such, as soon as the Contingency activates, it will attempt to corrupt the Ancient Caretakers. They have a 66% chance of severing the connection and activating their Final Defense Protocols (Guardians of the Galaxy awakening) and a 33% chance to be corrupted by it and start attacking every other empire (Berserkers). Each Awakening has a unique civic to differentiate them. The chance to awaken a Custodian or Berserker is rolled at the start of the game so reloading a previous save will not alter the result.

Ancient Caretakers cannot awaken any other way nor can they be the Ancient Rival and thus be part of a War in Heaven.

Requests

  1. Allow inoculations: Sent to organic empires. MTTH is 100 years. A negative happiness modifier is applied, until the results show themselves. 10 years later the positive or negative results will appear. MTTH is shortened to 66% if they awakened in the meantime.
  2. Allow code changes: The machine empire variant of Inoculations. Same rules for Good/Bad results apply.
  3. Provide Worker Units: With a MTTH of 50 Years, a Machine Intelligence with 11+ units will be requested to give two pops to the Ancient Caretakers.
Type Initial modifier Incompatible outcome (10 years) Compatible outcome (permanent)
Inoculations Mod pop happiness.png -5% Happiness
Mod pop happiness.png -10% Happiness if Xenophobe
Mod pop happiness.png -20% Happiness
Mod pop growth req.png -10% Growth Speed
Mod leader age.png -10 years Leader Lifespan
Mod pop growth req.png +5% Growth Speed
Mod leader age.png +10 years Leader Lifespan
Code changes Mod pop robot upkeep mult.png +10% Robot Upkeep Mod pop robot upkeep mult.png +5% Robot Upkeep
Robot resource output.png -20% Robot Resource Production
Robot resource output.png +5% Robot Resource Production

Tasks

  1. Attack Empire: With a MTTH of 100 years, an Empire will be asked to attack a fellow empire. Unlike other tasks this one can target empires that refused requests or tasks from the Ancient Caretakers. The time for the attack is 20 years, with up to 1 year overtime.
  2. Colonize a planet: With a MTTH of 200 years, the Custodians request the colonization of a Planet. The planet will be near or inside the player borders and eligible for colonization, when the request is given. Within 20 years at least 5 grown pops must be on the colonized planet. Care should be taken if the habitable worlds setting was raised because this task does not add a point of interest on the galaxy map.
  3. Stop Waging War: With a MTTH of 100 years the empire is tasked to outlaw war. Empires that already do are excluded. If accepted, the Policy must be changed to No Wars within 20 years.
  4. Stop Colonizing: With a MTTH identical to Stop Waging war, the empire is tasked with not colonizing anymore. This task can no longer appear after 100 years have passed. Empires with planets under colonization are excluded. If accepted, the empire must refrain from any Colonization for the next 10 years.

Empire titles

Fallen and Awakened Empires typically use empire names different than that of regular empires, usually ones hinting that they once were much more powerful and widespread than they currently are.

Type Fanatic Materialist.png Fanatic Materialist Fanatic Spiritualist.png Fanatic Spiritualist Fanatic Xenophile.png Fanatic Xenophile Fanatic Xenophobe.png Fanatic Xenophobe Auth machine intelligence.png Machine Intelligence
Fallen
  • Keepers of Knowledge
  • Archivists
  • Chroniclers
  • Conservers
  • Holy Guardians
  • Guardians
  • Protectors
  • Watchers
  • Enigmatic Observers
  • Ancients
  • Forerunners
  • Progenitors
  • Militant Isolationists
  • Remnant
  • Shard
  • Vestige
  • Ancient Caretakers
  • Continuance
  • Continuity
  • Continuum
Awakened
  • Watchful Regulators
  • Directors
  • Enforcers
  • Regulators
  • Doctrinal Enforcers
  • Crusaders
  • Fanatics
  • Zealots
  • Benevolent Interventionists
  • Arbitrators
  • Mediators
  • Peacekeepers
  • Jingoistic Reclaimers
  • Reclaimers
  • Reconquerors
  • Restorers
  • Galactic Custodians
  • Custodian Process
  • Defense Protocol
  • Final Directive

Technology

Fallen Empires start with all standard, rare and dangerous technology including all technologies limited by ethics, as well as with five levels in every repeatable technology. Also they possess a unique Dark Matter Reactor and Deflector which can be reverse engineered and are the best deflectors and reactor available in the game.They do not, however, have any of the special technologies such as Enigmatic Decoder that are only available through reverse engineering or special events. Also they are usually explicitly exempt for all of the Crisis Spawn checks.

Fallen Empires have no labs on any of their planets and do not research further repeatable techs. After becoming Awakened Ascendancies, they may build labs, but will still not set any research.

Systems

Fallen Empires own highly valuable systems. The planets of their home system in particular contain multiple complexes built using ancient technology that produce exceptionally high amounts of the basic resources, and are otherwise unavailable - even an Awakened Empire cannot build more of these special buildings. Depending on galaxy shape and empire placement, Fallen Empires will often control several other minor systems which are partially built up using regular buildings, and 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 set few habitable worlds, they may only have their home system and one other. All Fallen Empire planets are fortified with at least one Building fortress.png Fortress, making invasions difficult.

  • The Holy Guardians home system contains two fully developed Gaia worlds: The Celestial Throne, a maximum size world, and Sky Temple, a smaller planet. There will also always be four Holy Worlds spawned near the Holy Guardians called Walled Garden, Emerald Mausoleum, Pristine Jewel, and Prophet's Retreat, which are Gaia worlds of varying sizes.
  • The Militant Isolationists home system also contains two fully developed Gaia worlds: The Core, a maximum size world, and its fully developed moon, called Boundary. There are also 3 Shielded worlds that can be found inside the Militant Isolationist's borders, with an associated special project for each world to lower the shield with different possible outcomes.
  • The Enigmatic Observers home system contains a gas giant known as Sky Father, orbited by three fully developed Gaia moons: Cradle, Mother and Brother. A nearby system will contain The Preserve, a large Gaia world containing xeno preserves and at least three random alien species. This planet may end up preserving pops of other species in the galaxy through the requests of the Enigmatic Observers.
  • The Keepers of Knowledge system generation depends on whether the Synthetic Dawn story pack is present or not. Without Synthetic Dawn their home systems consist of three ringworlds in various states.
  • Beacon of Infinity - capital ringworld with four habitable sections: Palatial District, Trade District, Industrial District, and Agrarian District.
  • Beacon of Stability - a ringworld with one inhabited section, Eternal Bastion. The other ring sections are ruined, with repairs possible.
  • Beacon of Perpetuity - unclaimed system right outside the Fallen Empire's borders, with a ringworld damaged beyond repair.
With Synthetic Dawn they use fully developed Gaia worlds.
  • The Ancient Caretakers home system is called Alpha Refuge and contains a ringworld that is 75% intact. Two nearby systems called Beta and Gamma refuges contain completely broken ringworlds that can be restored, along with two more systems called Delta Refuge and Central Processing (a Black Hole) that are empty but littered with debris from a destroyed ringworld.

Ships

Fallen Empire ships.

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 colossus.

  • Escort behaves like destroyers, but their firepower and defense is as strong as cruisers. Escort generally carries 4 Small weapons and 4 Point Defense, and a Large weapon to fight bigger ships.
  • Battlecruiser behaves like battleships, but have far better firepower and durability. Battlecruiser generally carries 1 XL weapon, 2 Large weapons, 2 Hangars and 4 Medium weapons.
  • Titan is the origin of normal empire's titan, stronger and tougher than mere replica. Titan carries 1 Titanic weapon, 8 Large weapons, 4 Hangars and 4 Medium weapons.
  • Outpost is their defense platform. They occupy 2 platform capacity, but much more powerful than regular platforms. Outpost carries 2 Large weapons, 5 Medium weapons and 2 Point Defense.

The exact military power, hull points, armor and shields may vary somewhat due to different weapon systems and access to Strategic Resources. Difficulty and admiral will also affect their combat strength.

Fallen Empire's ships and starbases basically use the finest non-salvage-only weapon ingame, including terrifying Titan Lance, An equivalent to the Perdition Beam that may obliterate most warship design in one shot. They also possess several highly advanced ship components which can be salvaged from debris: Dark Matter Reactor (Reactor T6), Dark Matter Deflector (Shield T6) and Dark Matter Thrusters (Thruster T5). Their ship also possess a built-in self-repair which regenerates 2% of their maximum armor and hull per day.

While their ships are very powerful, sleeping Fallen Empires do not build new ones even to replace ones that have been destroyed. Instead, they will get reinforcements (2 Battlecruisers and 8 Escorts each time) from event if they're at peace. However, if a Fallen Empire awakens, they can replenish their fleets normally. Escorts have a build time of 200 days while their counterparts the Destroyers take 120 days to build. A Battlecruiser's build time is 600 days compared to the 480 days it takes to build a Battleship. Titans take 1800 days to build.

Fallen Empires do NOT re-design their ships, so player may design their ships to hard counter them.

Type Titan Battlecruiser Escort Citadel Outpost Notes
Auth machine intelligence.png Machine Intelligence
Alpha-class

  • Titan 1 Titan Lance
  • Hangar 4 Strike Craft T4
  • Large 8 Laser T5
  • Medium 4 Disruptor T3
  • Large 10 Shield T6
  • Large 10 Armor T5
  • Auxiliary 3 Shield Capacitors
  • Common Jump Drive
  • Common Sensor T4
  • Common Thrusters T5
  • Common Reactor T6
  • Common Sapient Computer (Artillery)
Beta-class

  • Extra Large 1 Lance T2
  • Hangar 2 Strike Craft T4
  • Large 2 Laser T5
  • Medium 4 Disruptor T3
  • Large 4 Shield T6
  • Large 4 Armor T5
  • Auxiliary 2 Shield Capacitors
  • Common Jump Drive
  • Common Sensor T4
  • Common Thrusters T5
  • Common Reactor T6
  • Common Sapient Computer (Line)
Gamma-class

  • Large 1 Launcher T2
  • Small 4 Plasma Cannon T3
  • Point-Defense 4 Point Defense T3
  • Medium 3 Shield T6
  • Medium 3 Armor T5
  • Auxiliary 1 Shield Capacitor
  • Common Jump Drive
  • Common Sensor T4
  • Common Thrusters T5
  • Common Reactor T6
  • Common Sapient Computer (Picket)
Citadel

  • Torpedo 1 Torpedo T3
  • Hangar 1 Strike Craft T4
  • Medium 12 Mass Driver T5
  • Medium 2 Plasma Cannon T5
  • Medium 2 Desruptor T5
  • Large 14 Shield T6
  • Large 12 Armor T5
  • Auxiliary 1 Auxiliary Fire-Control
  • Common Reactor T6
  • Common Sensor T4
  • Common Combat Computer T3 (Starbase)
  • Common FTL inhibitor
Sigma-class

  • Large 2 Laser T5
  • Medium 5 Disruptor T3
  • Point-Defense 2 Point Defense T3
  • Large 3 Shield T6
  • Large 3 Armor T5
  • Auxiliary 2 Shield Capacitors
  • Common Reactor T6
  • Common Sensor T4
  • Common Sapient Computer (Platform)
  • Situation log tick.png Uses Omega-class Colossus, equipped with World destroyer Neutron Sweep
  • Situation log tick.png Entirely Energy Weaponry. Largely Shield based defenses Advised. Reinforce hull if possible
  • Situation log tick.png All ships are equipped with Sapient Combat Computers, granting extra Accuracy and Fire Rate
Fanatic Materialist.png Fanatic Materialist
Savant-class

  • Titan 1 Titan Lance
  • Hangar 4 Strike Craft T4
  • Large 8 Plasma Cannon T3
  • Medium 4 Disruptor T3
  • Large 10 Shield T6
  • Large 10 Armor T5
  • Auxiliary 3 Shield Capacitors
  • Common Jump Drive
  • Common Sensor T4
  • Common Thrusters T5
  • Common Reactor T6
  • Common Sapient Computer (Artillery)
Scholar-class

  • Extra Large 1 Lance T2
  • Hangar 2 Strike Craft T4
  • Large 2 Launcher T2
  • Medium 4 Disruptor T3
  • Large 4 Shield T6
  • Large 4 Armor T5
  • Auxiliary 2 Shield Capacitors
  • Common Jump Drive
  • Common Sensor T4
  • Common Thrusters T5
  • Common Reactor T6
  • Common Sapient Computer (Line)
Sage-class

  • Large 1 Launcher T2
  • Small 4 Disruptor T3
  • Point-Defense 4 Point Defense T3
  • Medium 3 Shield T6
  • Medium 3 Armor T5
  • Auxiliary 1 Shield Capacitor
  • Common Jump Drive
  • Common Sensor T4
  • Common Thrusters T5
  • Common Reactor T6
  • Common Sapient Computer (Picket)
Citadel

  • Torpedo 1 Torpedo T3
  • Hangar 1 Strike Craft T4
  • Medium 11 Mass Driver T5
  • Medium 5 Laser T5
  • Large 14 Shield T6
  • Large 12 Armor T5
  • Auxiliary 1 Auxiliary Fire-Control
  • Common Reactor T6
  • Common Sensor T4
  • Common Combat Computer T3 (Starbase)
  • Common FTL inhibitor
Cloaker-class

  • Large 2 Launcher T2
  • Medium 5 Disruptor T3
  • Point-Defense 2 Point Defense T3
  • Large 3 Shield T6
  • Large 3 Armor T5
  • Auxiliary 2 Shield Capacitors
  • Common Reactor T6
  • Common Sensor T4
  • Common Sapient Computer (Platform)
  • Situation log tick.png Uses Enforcer-class Colossus, equipped with World destroyer Global Pacifier
  • Situation log tick.png Very Similar to Fallen Machine Empire. Largely Shield based defenses Advised. Reinforce hull if possible
  • Situation log tick.png All ships are equipped with Sapient Combat Computers, granting extra Accuracy and Fire Rate
  • Situation log tick.png Have cyborg admirals provide extra 5% fire rate
Fanatic Spiritualist.png Fanatic Spiritualist
Eternal-class

  • Titan 1 Titan Lance
  • Hangar 4 Strike Craft T4
  • Large 8 Plasma Cannon T3
  • Medium 4 Plasma Cannon T3
  • Large 10 Psionic Shield
  • Large 10 Armor T5
  • Auxiliary 3 Shield Capacitors
  • Common Psi Jump Drive
  • Common Sensor T4
  • Common Thrusters T5
  • Common Reactor T6
  • Common Precognitive Interface (Artillery)
Avatar-class

  • Extra Large 1 Arc Emitter T2
  • Hangar 2 Strike Craft T4
  • Torpedo 2 Swarmer Missile T2
  • Torpedo 2 Torpedo T3
  • Medium 4 Plasma Cannon T3
  • Large 4 Psionic Shield
  • Large 4 Armor T5
  • Auxiliary 2 Shield Capacitors
  • Common Psi Jump Drive
  • Common Sensor T4
  • Common Thrusters T5
  • Common Reactor T6
  • Common Precognitive Interface (Line)
Zealot-class

  • Torpedo 1 Torpedo T3
  • Small 4 Plasma Cannon T3
  • Point-Defense 4 Point Defense T3
  • Medium 3 Psionic Shield
  • Medium 3 Armor T5
  • Auxiliary 1 Shield Capacitor
  • Common Psi Jump Drive
  • Common Sensor T4
  • Common Thrusters T5
  • Common Reactor T6
  • Common Precognitive Interface (Picket)
Citadel

  • Torpedo 1 Missile T5
  • Hangar 1 Strike Craft T4
  • Medium 11 Mass Driver T5
  • Medium 4 Laser T5
  • Medium 1 Desruptor T5
  • Large 14 Shield T6
  • Large 12 Armor T5
  • Auxiliary 1 Auxiliary Fire-Control
  • Common Reactor T6
  • Common Sensor T4
  • Common Combat Computer T3 (Starbase)
  • Common FTL inhibitor
Faith-class

  • Large 2 Plasma Cannon T3
  • Medium 5 Plasma Cannon T3
  • Point-Defense 2 Point Defense T3
  • Large 3 Shield T6
  • Large 3 Armor T5
  • Auxiliary 2 Shield Capacitors
  • Common Reactor T6
  • Common Sensor T4
  • Common Precognitive Interface (Platform)
  • Situation log tick.png Uses Cleanser-class Colossus, equipped with World destroyer Neutron Sweep
  • Situation log tick.png High Missile Reliance with high anti-armor armory
  • Situation log tick.png Large Ships with extra Point Defense and Shields over armor advised
  • Situation log tick.png They use shroud techs, which can not be reverse-engineered
  • Situation log tick.png Psychic admirals provide +10% fire rate and +15% evasion. Chosen one admirals bring considerable +20% fire rate and +30% evasion
Fanatic Xenophobe.png Fanatic Xenophobe
Imperium-class

  • Titan 1 Titan Lance
  • Hangar 4 Strike Craft T4
  • Large 8 Artillery T2
  • Medium 4 Mass Driver T5
  • Large 13 Shield T6
  • Large 7 Armor T5
  • Auxiliary 3 Shield Capacitors
  • Common Jump Drive
  • Common Sensor T4
  • Common Thrusters T5
  • Common Reactor T6
  • Common Combat Computer T3 (Artillery)
Supremacy-class

  • Extra Large 1 Mega cannon T2
  • Hangar 2 Strike Craft T4
  • Large 2 Artillery T2
  • Medium 4 Mass Driver T5
  • Large 4 Shield T6
  • Large 4 Armor T5
  • Auxiliary 1 Shield Capacitor
  • Auxiliary 1 Afterburner T2
  • Common Jump Drive
  • Common Sensor T4
  • Common Thrusters T5
  • Common Reactor T6
  • Common Combat Computer T3 (Line)
Glory-class

  • Large 1 Artillery T2
  • Small 4 Autocannon T3
  • Point-Defense 4 Flak T2
  • Medium 3 Shield T6
  • Medium 3 Armor T6
  • Auxiliary 1 Afterburner T2
  • Common Jump Drive
  • Common Sensor T4
  • Common Thrusters T5
  • Common Reactor T6
  • Common Combat Computer T3 (Picket)
Citadel

  • Torpedo 1 Torpedo T3
  • Hangar 1 Strike Craft T4
  • Medium 12 Mass Driver T5
  • Medium 2 Plasma Cannon T5
  • Medium 2 Desruptor T5
  • Large 14 Shield T6
  • Large 12 Armor T5
  • Auxiliary 1 Auxiliary Fire-Control
  • Common Reactor T6
  • Common Sensor T4
  • Common Combat Computer T3 (Starbase)
  • Common FTL inhibitor
Devastator-class

  • Large 2 Artillery T2
  • Medium 5 Mass Driver T5
  • Point-Defense 2 Flak T2
  • Large 3 Shield T6
  • Large 3 Armor T5
  • Auxiliary 1 Shield Capacitors
  • Common Reactor T6
  • Common Sensor T4
  • Common Combat Computer T3 (Platform)
  • Situation log tick.png Uses Reaper-class Colossus, equipped with World destroyer World Cracker
  • Situation log tick.png Entirely Kinetic Weaponry. Largely Armor based defenses Advised
  • Situation log tick.png Most Ships replace 1 Shield Capacitor with an Afterburner, allowing them to close in quicker but at the cost of Shield durability


Fanatic Xenophile.png Fanatic Xenophile
Keeper-class

  • Titan 1 Titan Lance
  • Hangar 4 Strike Craft T4
  • Large 8 Artillery T2
  • Medium 4 Laser T5
  • Large 10 Shield T6
  • Large 10 Armor T5
  • Auxiliary 3 Shield Capacitors
  • Common Jump Drive
  • Common Sensor T4
  • Common Thrusters T5
  • Common Reactor T6
  • Common Combat Computer T3 (Artillery)
Custodian-class

  • Extra Large 1 Mega Cannon T2
  • Hangar 2 Strike Craft T4
  • Large 2 Laser T5
  • Medium 4 Mass Driver T5
  • Large 4 Shield T6
  • Large 4 Armor T5
  • Auxiliary 2 Shield Capacitors
  • Common Jump Drive
  • Common Sensor T4
  • Common Thrusters T5
  • Common Reactor T6
  • Common Combat Computer T3 (Line)
Warden-class

  • Large 1 Artillery T2
  • Small 2 Mass Driver T5
  • Small 2 Laser T5
  • Point-Defense 4 Point Defense T3
  • Medium 3 Shield T6
  • Medium 3 Armor T5
  • Auxiliary 1 Shield Capacitors
  • Common Jump Drive
  • Common Sensor T4
  • Common Thrusters T5
  • Common Reactor T6
  • Common Combat Computer T3 (Picket)
Citadel

  • Torpedo 1 Missile T5
  • Hangar 1 Strike Craft T4
  • Medium 11 Mass Driver T5
  • Medium 4 Laser T5
  • Medium 1 Desruptor T5
  • Large 14 Shield T6
  • Large 12 Armor T5
  • Auxiliary 1 Auxiliary Fire-Control
  • Common Reactor T6
  • Common Sensor T4
  • Common Combat Computer T3 (Starbase)
  • Common FTL inhibitor
Watcher-class

  • Large 2 Artillery T2
  • Medium 5 Laser T5
  • Point-Defense 2 Point Defense T3
  • Large 3 Shield T6
  • Large 3 Armor T5
  • Auxiliary 2 Shield Capacitors
  • Common Reactor T6
  • Common Sensor T4
  • Common Combat Computer T3 (Platform)
  • Situation log tick.png Uses Adjuster-class Colossus, equipped with World destroyer Global Pacifier
  • Situation log tick.png Kinetic focus, along with some laser weaponry. attacker should balance their defensive components

Notice: Some Citadels may have Command Center building, which provides Common Command Center component (+10% fire rate).

Strategy

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 empires Specific loadout, to maximize effectiveness. While an awakened Fallen Empire can build new ships, it will not redesign them.
  • They start with 5 levels of every repeatable technology, but do not seem to research more - even when awakened. 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 bombardement is not an option as the planets are protected by shield generators, most of their armies are protected by fortresses and each created tile blocker means a Fallen Empire building forever lost.
  • Fallen Empire fleets are far more powerful than the diplomacy menu or fleet power counter might suggest. Their fleets will 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.

Sleeping Empire

The still-sleeping empire does not build ships, which makes them vulnerable to a war of attrition or multiple declarations of war in succession. If you have Defensive Pacts with another civilization, it is recommended to provoke the fallen empire into declaring war on you so that you have allies and (hopefully) improve your chances of winning. Corvette swarms equipped with Anti-shield and Anti-Armor weaponry and maxed out evasion should prove quite effective against them and their medium to extra-large guns, but do not fare that well against the Fighter Strike Craft or the Materialist Arc Emitters. Their fleets will be at least two 40k blobs, possibly more depending on difficulty. The main goal in the first war should be to acquire their technology via salvage, as this can drastically improve the chances in a second war. Their troop transports should be defeated while in space as they can capture even a fully fortified planet with a normal stack.

Be warned that taking any Fallen Empire planets increases the chance of one FE awakening massively (to a near certainty), if that did not already happen.

Awakened Empire

There are several ways of fighting an awakened empire, depending on your position when they awaken.

The strongest empires stand a chance of defeating an awakened Fallen Empire on their own terms. 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 and allow large fleets.

The second strategy is temporarily submitting to the awakened empire. Once they awaken, Fallen Empires will acquire Decadence. Decadence reduces their income and fleet power while also increasing the rebelliousness of their subjects. Just be patient, build up your forces and wait for the right moment to rebel and overthrow them.

If an Endgame Crisis occurs, the Benevolent Interventionists or the Watchful Regulators may become guardians of the galaxy. They will stop trying to reduce empires to Signatories or Satellites and form a federation instead. Sufficiently desperate players may use this to their advantage - i.e., deliberately research dangerous technologies in the hopes of causing the crisis.

War in Heaven

Siding with one of the two Awakened Empires is the best choice available. Not only does it offer the best chance of survival, but should you make a significant contribution to the war and win, your overlord will bestow most of their conquered territory, likely a very large portion of the galaxy, to the subjects that contributed enough. The fewer worthy subjects, the more each of them gains. Meanwhile decadence will allow the Vassals to turn the tables on their overlords later.

Joining the "League of Non-Aligned Systems" is a very dangerous option due to the fact that few empires will do the same, leaving your small group to fight most of the galaxy. However, an already potent Federation may find its numbers and members increasing when such a war begins, and in that case the War In Heaven can become a three-way battle royale.

Remaining entirely independent, however, is advisable for only the most powerful empires as they will still be asked by the Awakened Empire to become its subject and refusing will turn them Belligerent.

References


Game concepts
Governance EmpireEthicsGovernmentCivicsPoliciesEdictsLeaderFactionsPopulationSpecies rightsEconomyTechnologyTraditionsCrime
Exploration ExplorationMapSpeciesAnomalyEventsFTLFallen empirePre-FTL speciesPrecursorsSpaceborne aliens
Colonization ColonizationCelestial bodyPlanetary featuresPlanetary managementDistrictsBuildingsShipStarbaseMegastructures
Diplomacy DiplomacyTradeSubject empireFederationsGalactic communityAI personalities
Warfare WarfareSpace warfareLand warfareShip designer
Others TraitsTerraformingPop modificationSlaveryCrisisPreset empiresAI playersEaster eggs

[[Category:Game concepts]] [[Category:Exploration]]