Difference between revisions of "Fallen empire"

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== Behaviour ==
 
== Behaviour ==
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Fallen Empires can fall into a few basic behavior classes: Sleeping or one of the 3 Cases of being Awakened (Upstart Awakening, Guardian Awakening, and War In Heaven Awakening). By default, there can be only one non-Sleeping Empire, with the exception of the War In Heaven and a rare case of Guardian awakening after Upstart.
 
Fallen Empires can fall into a few basic behavior classes: Sleeping or one of the 3 Cases of being Awakened (Upstart Awakening, Guardian Awakening, and War In Heaven Awakening). By default, there can be only one non-Sleeping Empire, with the exception of the War In Heaven and a rare case of Guardian awakening after Upstart.
  
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== Fallen empire types ==
 
== Fallen empire types ==
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There are five types of fallen empire with Synthetic Dawn and only one of each type can exist in a game.
 
There are five types of fallen empire with Synthetic Dawn and only one of each type can exist in a game.
  
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== Technology ==
 
== Technology ==
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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. They do not, however, have any of the special technologies such as Enigmatic Deflectors 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 start with all standard, rare and dangerous [[technology]] including all technologies limited by ethics, as well as with five levels in every repeatable technology. They do not, however, have any of the special technologies such as Enigmatic Deflectors that are only available through reverse engineering or special events. Also they are usually explicitly exempt for all of the Crisis Spawn checks.
  
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=== Ships ===
 
=== Ships ===
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[[File:FEships.png|thumbnail|right|Fallen Empire ships.]]
 
[[File:FEships.png|thumbnail|right|Fallen Empire ships.]]
  
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== Strategy ==
 
== Strategy ==
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:''For all their ancient technological might, the arrogance and inflexibility of these ancient giants proved their undoing, and now they are gone, reduced to no more than another set of broken ruins of the past.'' - Game narration
 
:''For all their ancient technological might, the arrogance and inflexibility of these ancient giants proved their undoing, and now they are gone, reduced to no more than another set of broken ruins of the past.'' - Game narration
  

Revision as of 08:22, 15 December 2017

Version

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This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1.9.

This article is for the PC version of Stellaris only.
Although in decline, Fallen Empires will remain the most advanced empires until late into the game.

Fallen Empires are large, ancient, and extremely powerful empires that became stagnant over the ages. Unlike normal empires, a Fallen Empire is fully developed at the start of the game, but will not expand further (under normal circumstances), trade, or make any agreements with other empires. In the player's Contact list, they are listed under their own section ("Fallen Empires").

Due to their large and powerful fleets, Fallen Empires should not be provoked until your fleet strength and technology is comparable. At normal difficulty, their approximate fleet power is 34k but can be as large as 80k, depending on the size of their empire and the size and type of the galaxy. 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.

Fallen Empires can only normally be controlled by the AI, though Console commands allow a human player to switch to them in the course of a game.

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. A Fallen Empire's planets can be annexed (via the Cede option) or cleansed, but cannot be liberated. However everyone - even a Pacifist empire - can force a Fallen Empire to cede planets in a war.

There are currently 5 types of Fallen Empires (with all DLC). 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 fallem 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 can also be picked from any of the pre-made species that were 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.

Behaviour

Fallen Empires can fall into a few basic behavior classes: Sleeping or one of the 3 Cases of being Awakened (Upstart Awakening, Guardian Awakening, and War In Heaven Awakening). By default, there can be only one non-Sleeping Empire, with the exception of the War In Heaven and a rare case of Guardian awakening after Upstart.

Sleeping

All Fallen Empires begin the game in Sleeping status.

Despite their size and power, the Fallen Empire 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, as well as building new ships. However they may still get Fleet from the reinforcement Event. In this case the Event requires them being very low in Fleet Power, at Peace, has a lockout of 1 year, a MTTH of 1 month and is 8 Battlecruisers (FE Battleships) and 10 Escorts (FE Destroyers). Unlike other AI empires - which require the completion of a special research project before communication is established - Fallen Empires will instantly contact players who unwittingly enter their space, presumably being aware of the Empire since it left its home System or even before that.

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 (Enigmatic Observers and Keepers of Knowledge) will open them if relations improve sufficiently to become patronizing.

Some Fallen Empires can give 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.

See below for Details on Tasks, Demands and Gifts.

Awakened Effects

Awakened Empires stop being passive and make a bid to conquer 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 via war. 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). Due to the loss of their previous Civics, they now can conquer and build ships fully.
  • They receive 20000 Minerals, 5000 Energy and 1000 Influence as their storages are emptied by the change.
  • They receive Fleet once via the normal Reinforcement Event
    • 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 established with all other empires

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". As the Awakened Empire is a new empire replacing the Fallen Empire, a new first contact will occur.

A Fallen Empire's awakening is not considered an Endgame Crisis, which can still trigger before, after, or even during an awakening, or even be the cause of one (Guardian Awakening).

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. This is largely defined outside of moddable code, so only limited data can be acquired:

  • 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 (possibly 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 a few 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.

Guardians of the Galaxy will always agree to a federation no matter what opinion they held before the awakening. They will leave 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, 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. Only one Guardian Awakening can occur, with the MMTH being of 5 years.

Once it awakens awaken, the Guardian empire goes through the full awakening effects. All player empires will be notified. All Default Empires will get a random Opinion Modifiers from the Following list (equal chances):

  • Crisis Fighter
  • Crisis Fighter Small
  • No modifier

All other Effects of a Normal Awakening will apply, including Civics, Communications, Reinforcements, Fleet building ability - but not ancient Rival will be rolled.

Upstart awakening

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

The requirements are as following:

  • At least 100 years must have passed, 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 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

See also: War in Heaven events

War in Heaven is a special event chain where two Fallen Empires awaken and launch a great war against one another, with the normal empires as pawns 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 a short time.

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 Total Defeat (75 points). 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 Sleeper
  • Join the Second Awakened Sleeper
  • 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
  • Fanatic Purifiers and Metalhead AI personalities will never pick a side

Empire 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.

Tasks, Demands, Gifts

A Fallen Empire can offer Tasks, make outright demands and even give gifts to normal Empires. Due to their interactivity, many tasks can only be give to player Empires.

Gift

A Gift is a one time help to the target Empire and always positive without any drawbacks.

Opinion:

  • Being offered a a gift: +50 Opinion (-2 per year)
  • Accepting a gift: +100 (-1 per year)
  • Spurning a gift: -100 (+1 per year)

To be tagged as a gift recipient, the target empire must meet the following requirements:

  • Default Empire
  • Fleet Power under 100k
  • Not at War
  • Over 20 years have passed
  • With any Fallen Empire that is eligible for this gift the relationship must be Patronizing or Enigmatic and they must have neither the Opinion Modifiers for having spurned or accepted a previous gift.

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

Notes: Enigmatic Relations is basically switching on being Ancient Caretakers fallen Empire. It is unclear if the Opinion checks are exact match or "equal-or-greater" checks.

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 target Empire from any Fallen Empire. The Following weights apply:

  • 35: Small Resource Package (500 Energy, 1500 Minerals)
  • 15: Large Resource Package (1000 Energy, 3000 Minerals)
  • 20: Databank Access (10 years Empire Modifier)
  • 15: Rare Tech (gives the first missing tech form this list: Orbital Sensor Arrays, Planetary Shield Generator, Synchronized Defenses, Selected Lineages, Hyperlane Mapping, Station Engineering Corp, Gene Banks; If all are already acquired, 10 year databank access is granted instead).
  • 10: A set of Surplus Escorts, based on Empires original Drive System
  • 5: A surplus Battlecruiser, based on Empires original drive System

Border Access is a very common gift, simply acquired via the Opinion boost. It can open considerable additional routes for Warfare, Exploration and colonization.

Tasks

Tasks are one time requests that can grant the Favor of the fallen Empire (and thus gifts from said empire). Opinion Modifiers are granted based on:

  • Accepting a Task: +200 (-2 yearly)
  • Fulfilling a Task: +100 (-1 yearly)
  • Failing a Task after accepting (due to timeout): -50 (+1 yearly)
  • Majorly failing Task after accepting (committing the offense one was supposed to correct in another): -200 (+1 yearly)
  • Failing due to the target not longer being eligible (lost or issue resolved itself): No effect
  • Rejection a task: -25 (+1 yearly)

Xenophile asks for Pop

MTTH is 20 years. Lowered if less than 30 and/or 40 Pops, increased if more than 60, 80 and/or 100 pops

Recipient needs:

  • 10+ Pops
  • Not Machine Intelligence or Mechanical Empire
  • default Empire
  • Not Determined Exterminators, Fanatic Purifiers or Devouring Swarm
  • Not at war

Taskgiver needs:

  • Xenophile FE
  • Dismissive or Patronizing Attitude
  • unused Place in the Preserve

Effect: If accepted, one pop is moved over to the Preserve Planet. Empire acquires a "gave up pop" Modifier (Xenophobe and Xenophile get different one). AI weight heavily skewed for up for Xenophile, down for Egalitarian and Xenophobe

Xenophile asks to stop another empire from Purging

MTTH is 20 years:

  • x2 if any form of Authoritarian or Xenophobe
  • x0.5 if any form of Egalitarian or Xenophile

Recipient needs:

  • Not AI
  • default Empire
  • Not Determined Exterminators, Fanatic Purifiers or Devouring Swarm
  • Not Machine Intelligence Authority
  • Not Hive Mind Authority
  • At peace
  • Not No War Policy

Taskgiver needs:

  • Xenophile FE
  • Dismissive or Patronizing Attitude
  • Not Accepted, Denied or Failed Opinion Modifier to Recipient

Target needs:

  • Rival to Recipient
  • Allow Purge Policy
  • Genocide Opinion Modifier to Recipient

Effect: If accepted, the Recipient has 20 years to Enforce the "Stop Atrocities" war demand onto the target. Task can be majorly failed.

Spiritualist Fallen Empire asks an empire to stop another empire from researching AI

MTTH is 500 years

  • x0.5 if Recipient any form of Spiritualist
  • x0.5 if Target has droid Workers technology and AI servitude or AI Citizen Rights
  • x0.5 if Target has Synthetic worker technology and AI servitude or AI Citizen Rights and is not Synthetic Empire

Recipient needs:

  • Not AI
  • default Empire
  • Not Determined Exterminators, Fanatic Purifiers or Devouring Swarm
  • Not machine Intelligence Authority
  • Not at war
  • Not AI Servitude or AI citizen rights itself

Taskgiver needs:

  • Spiritualist FE
  • Dismissive or Patronizing of Recipient
  • Not Accepted, Denied or Failed Opinion Modifier to Recipient

Target needs:

  • Rival to recipient
  • AI Servitude or AI citizen rights policy

Effect: If accepted, Recipient has 20 years to enforce "Outlaw AI" War demand. Task can be majorly failed.

Materialist ask for Scientist

MTTH 50 years:

  • No modifiers

Recipient needs:

  • Not AI
  • more than 10 pops
  • default Empire
  • Not machine Intelligence Authority
  • Not Determined Exterminators, Fanatic Purifiers or Devouring Swarm
  • Not at war
  • Scientist with a level of 5 or more

Taskgiver needs:

  • Materialist FE
  • Patronizing or Dismissive Attitude

Effect: If accepted, the scientist is removed from the game. AI weights skewed up for Xenophiles, down for Xenophobes and Egalitarians

Xenophile Fallen Empire asks for brain scans found in anomaly

MTTH 10 years:

  • no modifiers

Recipient needs:

  • Not AI
  • default Empire
  • Not Determined Exterminators, Fanatic Purifiers or Devouring Swarm
  • Not at war
  • Downloaded Limbo brainscans
  • Did not upload Limbo brainscans to robots

Taskgiver needs:

  • Xenophile FE
  • Patronizing or Dismissive Attitude
  • Room in the Preserve

Effects:

  • Before choice, a Random Species is generated in the Preserve as target of the Brainscans
  • If accepted, Limbo Chain is considered to have reached "revive" ending

Demands

Demands are little more than a courtesy call before this Fallen Empire declares war. Rejecting it will with almost certainly lead to an attack. 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.

The AI will always accept demands, unless their Fleetpower is above 50k. If it is beyond that level, the demand will be accepted only 10% of the time.

Opinion:

  • Accepting a Demand is +25 Opinion (-1 per year), but also incurs the humiliated Empire modifier for 10 years
  • Rejecting a Demand is -200 Opinion (+1 per year)
  • Additionally any modifiers for the thing upsetting the Empire in the first place still apply

The demand giver must fulfill these requirements:

  • Sleeping Fallen Empire
  • Not at War
  • Not send a demand the last 30 days
  • Not lost a war
  • Fleet power over 20k

The demand target must be:

  • Default Empire
  • Communications with the Demander
  • Not in a active one- or two-way Rival Relationship with the FE
  • FE Opinion of -99
  • Not refused a demand

Possible demands are: Abandon holy worlds (spiritualist) Source: Holy Planets AI behavior Target: Own a Planet with Holy World Modifier Effect: Colonies on any Holy Planet are removed, buildings included

Demand - ban AI research (spiritualist) Source: Spiritualist FE AI Personality Target: Synthetic Workers and not AI Outlawed Policy Effect: AI Policy is set to Outlawed with Cooldown

Ban slavery and purging (xenophile) Source: Xenophile FE AI Personality and not Gestalt Consciousness Target: Allow Slavery or Purge Effect: Slavery and Purge in the Empire and all Subjects set to outlawed. Cooldowns apply.

Abandon colonies nearby (xenophobe) Source: Clear Borders AI behavior Target: Either or both:

  • Any non-capitol Planet that is considered a Neighbour to the FE
  • A Frontier outpost at a distance of 75 Units from the Empire

Effect: Offending Colonies or Frontier outposts are removed

Prostrate yourself, mere mortal! Source: Any FE Effect: If not already humiliated modifier, humiliated for 10 years

Fallen empire types

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

Keepers of Knowledge

Keepers of Knowledge (Synthetic Dawn home system)

A Fanatic Materialist.png Fanatic Materialist empire that is the most technological and the only one that uses artificial intelligence, although only in servitude. This empire dedicates itself to the hoarding of technologies that it believes should be kept out the hands of young and irresponsible races. They are always unconcerned with the lesser races unless they have a request and is the only Fallen Empire that cannot be angered by anything short of insulting it.

Keepers of Knowledge will sometimes request for a high level scientist from your empire. They can also offer gifts to empires they patronize. Since they will never get angry unless insulted their only demand is the humiliation of an empire. Denying this will have them try to do that through a war.

Keepers of Knowledge 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.

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.

Holy Guardians

Holy Guardians

A Fanatic Spiritualist.png Fanatic Spiritualist Fallen Empire existing in a self-imposed exile, they always keep their borders closed and concern themselves only with the preservation of their holy sites, Gaia planets with the "Holy World" modifier, which will have special names and are located near the Holy Guardians' territory. The Fallen Empire will not colonize any of these planets, but reacts harshly to any violation of them by normal empires. Colonizing a Holy World will incur a -200 opinion with this Fallen Empire. These penalties are not cumulative for each colony and are only registered once as long as a single such colony exists.

If at least one Holy World is colonized the Holy Guardians will demand that your empire abandon all Holy Worlds. Accepting their request will instantly destroy any such colony and humiliate your empire. Denying their request will result in a war to cleanse all holy sites themselves.

Due to their Spiritualist dislike of artificial intelligence, the Holy Guardians may give an empire, especially a spiritualist one, the task to force an empire that researches AIs to outlaw it through war. Unfortunately there is little benefit in accepting since all you lose is a temporary -25 opinion and the Holy Guardians never send gifts.

Holy Guardians have a silver and cyan motif on their ships, stations and cities.

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. A dominion's ethics are also changed to Fanatic Spiritualist.png Fanatic Spiritualist and Authoritarian.png Authoritarian and their authority changed to a form of autocracy to suit the new ethics. Civics are not changed so old ones may become invalid, requiring the government to be reformed when possible. Gestalt consciousness.png Gestalt Consciousness empires do not change ethics however.

Synthetic ascension conflict

The Holy Guardians have an extremely low view on species seeking the synthetic ascension path. Upgrading a species to cyborgs will make them angry and likely having them try to humiliate said empire through a demand. Should their demand be refused, they will declare war shortly afterwards. Uploading a species' consciousness into synthetic bodies will make them even more angry and 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...

Enigmatic Observers

Enigmatic Observers

A Fanatic Xenophile.png Fanatic Xenophile empire, Enigmatic Observers are the most benevolent of the Fallen Empires and cannot be angered by anything short of insulting them. While they strive to avoid interfering in the development of the younger empires through direct intervention, they offer more various tasks than other Fallen Empires.

Enigmatic Observers may offer a task to force a normal empire to prohibit purges, or a request for a pop from their empire. Pops taken are placed on a special planet in the Fallen Empire's territory, which can include species that do not have an empire anywhere else in the game.

If they are insulted the Enigmatic Observers will demand that your empire will outlaw slavery and purging in addition to being humiliated. Denying their request will have them start a war to force those policies upon you.

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

The Enigmatic Observers have a lowly view on genocidal empire and always get a -80 opinion towards Civic devouring swarm.png Devouring Swarm and Civic machine terminator.png Determined Exterminator empires. They never offer tasks to such empires.

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 ringworld they have the ringworld climate preference and require genetic modification in order to inhabit natural worlds.

Militant Isolationists

Militant Isolationists

A Fanatic Xenophobe.png Fanatic Xenophobe isolationist 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. They will never offer any task to normal empires, nor will they ever open their borders. Unlike other Fallen Empires they are extremely sensitive to border friction and placing colonies or frontier posts near their space will instantly reduce their opinion by -200.

If your borders encroach their space the Militant Isolationists will demand that your empire will abandon the colonies and frontier outposts close to their space. Accepting their request will instantly destroy any such colony and frontier outpost and humiliate your empire. Denying their request will incur a war to purge the offending systems of your presence.

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

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 colonize worlds outside their own territory and must pay 25% of their Mineral and Energy income to the Jingoistic Reclaimers. However, thralls can declare war and conquer worlds 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 you 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.

Custodian or Berserkers

The Ancient Caretakers are as likely to awaken Guardians of the Galaxy against the Prethoryn Scourge or the Extradimensional Invaders as the other two Fallen Empires. However if the crisis is the contingency they have special interactions with them.

The previous great conflict the Ancient Caretakers reference 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 version has a unique civic to differentiate them. The chance to awaken an Custodian or Berserker is rolled at the start of the game so reloading a previous save will not alter the result. Depending on if they rolled Berserker or Custodian, different texts are requested from the localisation files in many interactions. However if those texts are actually different - allowing a identification of what awaits - depends on the localisation.

Ancient Caretakers can not undergo a Upstart awakening nor can they be the Ancient Rival and thus be part of a War in Heaven.

Tasks and Gifts

As of 1.8.2 many universal Tasks have a lower MTTH for Machine Intelligence Authorities (25-50%), but can not actually be given to Machine Intelligence Authorities due to scripting errors.

  1. Allow inoculations: Will not be requested of Mechanical Empires. MTTH is 100 years. AI weights are heavily skewed by Xenophile and Xenophobe axis, and less by Fleet Power. A modifier is applied, until the results show themselves. With a MTTH of 10 years, the positive or negative results will appear. Both MTTHs are shortened to 66% depending on if Berserker (Bad) or Custodia (Good) were rolled. Good results will apply a permanent buff, bad results will apply a 10 year debuff to the Empire.
  2. Allow code changes: The Machine Intelligence and Mechanical Empire variant of Inoculations. Same rules for Good/Bad results apply.
  3. Provide Worker Units:With a MTTH of 50 Years, a Machine Intelligence Authority with 11+ units will be requested to give two of them to the fallen Empire.
  4. Attack Empire: With a MTTH of 100 years, a Empire will be asked to attack a fellow empire. Fanatic Purifiers, Determined Exterminators, Devouring Swarms, Subjects, people at war and people "No Wars" Policy are never asked. The target will always be a Rival of the recipient that refused or Failed another Task by the Custodians. The time for the attack is 20 years, with up to 1 year overtime.
  5. 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. Determined Exterminators, Fanatic Purifiers, Devouring Swarms, Subject and Empires at war are not eligible. 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.
  6. Stop Waging War: With a MTTH of 100 years (x3 if Determined Exterminators, Fanatic Purifiers or Devouring Swarms; x0.5 if failed Custodian Task) the empire is tasked to outlaw war. Subjects and Empires that already do are excluded. If accepted, the Policy must be changed to No Wars within 20 years.
  7. Stop Colonizing: With a MTTH identical to Stop Waging war (including modifiers), the empire is tasked with not colonizing anymore. This task can no longer appear after 100 years have passed. Subjects and Empries with planets under colonization are excluded. If accepted, the empire must refrain from any Colonization for the next 10 years.

They can give gifts. As they have no proper opinion values, more weight is given onto having fulfilled or accepted a task. See gifts above for details.

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 Interventionalists
  • 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. They do not, however, have any of the special technologies such as Enigmatic Deflectors 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, Tundra 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 systems with inhabited planets are also fortified with advanced military stations, especially Fallen Empire homeworlds.

  • The Holy Guardians home system contains two fully developed Gaia worlds: The Celestial Throne, a maximum size world which is their homeworld with a fractured moon called The Mistake, and Sky Temple, and smaller Gaia world. 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: their home planet, a world of maximum size called The Core, and its smaller fully developed moon, called Boundary. There are also 3 Shielded worlds that can be found inside the Militant Isolationist's borders, which are generally the only Shielded Worlds that can be found in the game.
  • The Enigmatic Observers home system contains a gas giant known as Sky Father, orbited by multiple fully developed Gaia moons: the Fallen Empire homeworld Cradle, two smaller colonized moons named Mother and Brother, and a destroyed moon called Sister. 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 contain ringworlds in various states. With Synthetic Dawn they use fully developed Gaia worlds.
  • The Ancient Caretakers home system is called Alpha Refugee and contains a ringworld that is 75% intact. Two nearby systems called Beta and Gamma refugees contain completely broken ringworlds that can be restored, along with two more systems called Delta Refugee 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 buildabe ships (see below).

While their ships are very powerful, sleeping Fallen Empires do not build new ones even to replace ones that have been destroyed (see above). As such, any ship lost is a permanent reduction to their strength. However, if a Fallen Empire awakens, they can replenish their fleets at a frightening pace. Escorts have a build time of 30 days while their counterparts the Destroyers take 120 days to build. A Battlecruiser's build time is 100 days compared to the 480 days it takes to build a Battleship. Titans take 700 days to build.

While each type of Fallen Empire have their own ship designs, they all share some commonalities across the board. All ships use Zero Point Reactors, Neutronium Armor, Hyper Shields (with multiple Shield Capacitors), Impulse Drives and Tachyon Sensors, and all weapon modules used are of the highest tier. The Battlecruisers and Titans make heavy use of Advanced Strike Craft. All Fallen Empires also use Jump Drives and Sentient Combat Computers. In addition the Titans of every Fallen Empire use the same special Titan Laser, capable of obliterating a battleship in one shot.

The exact military power, hull points, armor and shields may vary somewhat due to different weapon systems and access to Strategic Resources. However the military power of Titans is usually somewhat below 10k, the military power of Battlecruisers around 2.2k or higher, and the military power of Escorts somewhat above 300.

There is a sort of "baseline" design for every ship class, with the weapons, computers, and sometimes additional modules dependent on which empire one is facing:

  • Titans: 1 Titan Laser, 2 Bombers, 2 Fighters, 2 groups of 4 large Weapons, 4 medium weapons, 0 Point defense. Their unqiue Shipsize (Fallen Empire Massive) grants: 15k HP, 2% Evasion, 60 base Armor over Size 32, +25% Weaponrange, +50% Rate of Fire, 2% Autorepair, +50% Sublight and FTL Speed. They need 10 Naval Capacity, a Spaceport Size 6, 10k Minerals base and 700 days Base.
  • Battlecruiser: 1 XL Weapon, 1 Bomber, 1 Fighter, 2 Large and 4 Medium Weapons, 0 Point defense. Their unqiue Shipsize (Fallen Empire Large) grants: 3.5k HP, 10% Evasion, 50 base armor over Size 8. They need 4 Naval Capacity, a Spaceport Size 4, 2k Minerals Base and 300 days Base.
  • Escorts: Their weaponsystems are highly variable including Torpedies, Large and Small Slot weaponry, but they always have 4 Point Defenses. Their unqiue Shipsize (Fallen Empire small) grants: 1.5k HP, 30% Evasion, 10 base armor over Size 2, +25% Weapon Range, +50% Rate of Fire, 2% Autorepair, +50% Sublight and FTL Speed. They need 2 Naval Capacity, a Spaceport Size 1, 500 Minerals Base and 100 days Base.
  • Large Stations: 2 Groups of 5 Large Weapons, 2 Groups of 5 Medium Weapons, 4 Point Defense. Their unqiue Shipsize (Fallen Empire Large Station) grants: 40k HP, -100% Evasion, 50 base armor over size 8, +50% Weapon Range, +50% Weapon Damage, +50% Rate of Fire, 2% Autorepair. They need 4 Naval Capacity, 2000 Mineals Base and 730 days Base.
  • Small Stations: 5 Large Weapons, 5 Medium Weapons, 2 Point Defense. Their unqiue Shipsize (Fallen Empire Small Station) grants: 15k HP, -100% Evasion, 10 Base Armor over Size 4, +50% Weapon Range, +50% Weapon Damage, +50% Rate of Fire, 2% Autorepair. They need 2 Naval Capacity, 1k Minerals Base and 365 days base.

It is noticeable that they generally have very good anti-Capital Weapons, but very poor medium and often no small weapon complements. That suggests that they would be vulnerable to high Evasion targets, Torpedoes and Bomber, especially after their Escorts have been destroyed. However, the weapon selection can drastically affect these considerations.

Type Titan Battlecruiser Escort Large Station Small Station Notes
Auth machine intelligence.png Machine Intelligence
Alpha-class

  • Extra Large 1 Titan Laser
  • Hangar 2 Bomber Hangars
  • Hangar 2 Fighter Hangars
  • Large 4 Large Lasers
  • Large 4 Large Disruptors
  • Medium 4 Medium Lasers
  • Large 8 Large Reactors
  • Large 6 Large Armor
  • Large 6 Large Shields
  • Auxiliary 3 Shield Capacitors
  • Common Sentient Battleship Computer
Beta-class

  • Extra Large 1 Tachyon Lance
  • Hangar 1 Bomber Hangar
  • Hangar 1 Fighter Hangar
  • Large 2 Large Disruptors
  • Medium 4 Medium Plasma
  • Large 4 Large Reactors
  • Large 3 Large Armor
  • Large 3 Large Shields
  • Auxiliary 2 Shield Capacitors
  • Common Sentient Battleship Computer
Gamma-class

  • Torpedo 1 Energy Torpedo
  • Small 4 Small Plasma
  • Point-Defense 4 Point Defense
  • Medium 4 Medium Reactors
  • Medium 3 Medium Armor
  • Medium 3 Medium Shields
  • Auxiliary 1 Shield Capacitor
  • Common Sentient Destroyer Computer
Omega-class

  • Large 5 Large Disruptors
  • Large 5 Large Plasma
  • Medium 5 Medium Disruptors
  • Medium 5 Medium Plasma
  • Point-Defense 4 Point Defense
  • Large 10 Large Reactors
  • Large 10 Large Armor
  • Large 10 Large Shields
  • Auxiliary 4 Shield Rechargers
Sigma-class

  • Large 5 Large Disruptors
  • Medium 5 Medium Plasma
  • Point-Defense 2 Point Defense
  • Large 5 Large Reactors
  • Large 5 Large Armor
  • Large 5 Large Shields
  • Auxiliary 2 Shield Rechargers
  • Situation log tick.png Very Similar to the Materialist Fallen Empire Designs, but with stronger Anti-large, Anti-Shield and Anti-Armor Focus
  • Situation log tick.png Large Ships have to deal with a lot of Anti-Shield and Anti-Armor weaponry, but HP Tanking might be possible
  • Situation log tick.png Small Ships with heavy shields can avoid the bulk of the weapons and might survive the Destroyer Firepower
  • Situation log tick.png All ships are equipped with Sentient Combat Computers, granting extra Accuracy (Destroyer) and Fire Rate (Battleship)
  • Situation log tick.png Starts with 3 fleets, instead of 2. Weapons used also results in a deceptively low military power compared to actual combat capability.
Fanatic Materialist.png Fanatic Materialist
Savant-class

  • Extra Large 1 Titan Laser
  • Hangar 2 Bomber Hangars
  • Hangar 2 Fighter Hangars
  • Large 4 Large Lasers
  • Large 4 Large Disruptors
  • Medium 4 Medium Laser
  • Large 8 Large Reactors
  • Large 6 Large Armor
  • Large 6 Large Shields
  • Auxiliary 3 Shield Rechargers
  • Common Sentient Battleship Computer
Scholar-class

  • Extra Large 1 Tachyon Lance
  • Hangar 1 Bomber Hangar
  • Hangar 1 Fighter Hangar
  • Large 2 Large Disruptors
  • Medium 4 Medium Lasers
  • Large 4 Large Reactors
  • Large 3 Large Armor
  • Large 3 Large Shield
  • Auxiliary 2 Shield Rechargers
  • Common Sentient Battleship Computers
Sage-class

  • Large 1 Large Disruptor
  • Small 4 Small Lasers
  • Point-Defense 4 Point Defense
  • Medium 4 Medium Reactors
  • Medium 3 Medium Armor
  • Medium 3 Medium Shield
  • Auxiliary 1 Shield Recharger
  • Common Destroyer Computer
Obscurer-class

  • Large 5 Large Disruptors
  • Large 5 Large Lasers
  • Medium 5 Medium Disruptors
  • Medium 5 Medium Lasers
  • Point-Defense 4 Point Defense
  • Large 10 Large Reactors
  • Large 10 Large Armor
  • Large 10 Large Shields
  • Auxiliary 4 Shield Rechargers
Cloaker-class

  • Large 5 Large Disruptors
  • Medium 5 Medium Lasers
  • Point-Defense 2 Point Defense
  • Large 5 Large Reactors
  • Large 5 Large Armor
  • Large 5 Large Shields
  • Auxiliary 2 Shield Rechargers
  • Situation log tick.png Very Similar to Fallen Machine Empire, but slighly better vs smaler targets while weaker vs armor
  • Situation log tick.png All ships have Sentient Combat Computers
Fanatic Spiritualist.png Fanatic Spiritualist
Eternal-class

  • Extra Large 1 Titan Laser
  • Hangar 2 Bomber Hangars
  • Hangar 2 Fighter Hangars
  • Large 8 Large Missiles
  • Medium 4 Medium Plasma
  • Large 8 Large Reactors
  • Large 6 Large Armor
  • Large 6 Large Shields
  • Auxiliary 3 Shield Rechargers
  • Common Precognitive Battleship Computer
Avatar-class

  • Extra Large 1 Arc Emitter
  • Hangar 1 Bomber Hangars
  • Hangar 1 Fighter Hangars
  • Large 2 Large Plasma
  • Medium 4 Medium Missiles
  • Large 4 Large Reactors
  • Large 3 Large Armor
  • Large 3 Large Shields
  • Auxiliary 2 Shield Rechargers
  • Common Precognitive Battleship Computer
Zealot-class

  • Torpedo 1 Torpedo
  • Small 2 Small Plasma
  • Small 2 Small Missiles
  • Point-Defense 4 Point Defense
  • Medium 4 Medium Reactors
  • Medium 3 Medium Armor
  • Medium 3 Medium Shields
  • Auxiliary 1 Shield Rechargers
  • Common Precognitive Destroyer Computer
Bulwark-class

  • Large 5 Large Missiles
  • Large 5 Large Plasma
  • Medium 5 Medium Missiles
  • Medium 5 Medium Plasma
  • Point-Defense 4 Point Defense
  • Large 10 Large Reactors
  • Large 10 Large Armor
  • Large 10 Large Shields
  • Auxiliary 4 Shield Rechargers
Faith-class

  • Large 5 Large Plasma
  • Medium 5 Medium Missiles
  • Point-Defense 2 Point Defense
  • Large 5 Large Reactors
  • Large 5 Large Armor
  • Large 5 Large Shields
  • Auxiliary 2 Shield Rechargers
  • Situation log tick.png Very high amount of tracking - even in the XL Slot - making Evasion unfeasible. Limited Anti-Shield ability, with strong Anti-Armor. High Missile Reliance
  • Situation log tick.png Large Ships with extra Point Defense and Shields over armor extremely adviseable
  • Situation log tick.png All Ships have Precognitive Computers, granting extra Evasion (Destroyer), extra accuracy, Tracking but less Damage (Battleship) and can not be reverse-engineered
  • Situation log tick.png The Ships use Psi Jumpdrives, wich are better and can not be reverse-engineered
Fanatic Xenophobe.png Fanatic Xenophobe
Imperium-class

  • Extra Large 1 Titan Laser
  • Hangar 2 Bomber Hangars
  • Hangar 2 Fighter Hangars
  • Large 8 Kinetic Artillery
  • Medium 4 Medium Mass Drivers
  • Large 8 Large Reactors
  • Large 6 Large Armor
  • Large 5 Large Shields
  • Auxiliary 3 Shield Rechargers
  • Auxiliary 1 Afterburner
  • Common Battleship Computer
Supremacy-class

  • Extra Large 1 Mega cannon
  • Hangar 1 Bomber Hangars
  • Hangar 1 Fighter Hangars
  • Large 2 Kinetic Artillery
  • Medium 4 Medium Mass Drivers
  • Large 4 Large Reactors
  • Large 3 Large Armor
  • Large 3 Large Shields
  • Auxiliary 1 Shield Rechargers
  • Auxiliary 1 Afterburner
  • Common Battleship Computer
Glory-class

  • Large 1 Kinetic Artillery
  • Small 4 Small Autocannons
  • Point-Defense 4 Flak Batteries
  • Medium 4 Medium Reactors
  • Medium 3 Medium Armor
  • Medium 3 Medium Shields
  • Auxiliary 1 Afterburner
  • Common Cruiser Computer
Reaper-class

  • Large 10 Kinetic Artillery
  • Medium 10 Medium Massdrivers
  • Point-Defense 4 Flak Batteries
  • Large 10 Large Reactors
  • Large 10 Large Armor
  • Large 10 Large Shields
  • Auxiliary 4 Shield Rechargers
Devastator-class

  • Large 5 Kinetic Artillery
  • Medium 5 Medium Mass Drivers
  • Point-Defense 2 Flak Batteries
  • Large 5 Large Reactors
  • Large 5 Large Armor
  • Large 5 Large Shields
  • Auxiliary 2 Shield Rechargers
  • Situation log tick.png Entirely Kinetic Weaponry. Largely Armor based defenses Advised
  • Situation log tick.png All Ships replace 1 Shield Recharger with an Afterburner, allowing them to close in quicker but at the cost of Shield durability
  • Situation log tick.png The Point Defense is Entirely Flak Batteries, adding much more tracking
  • Situation log tick.png Afterburners and Computers make them prone to "rush in", so keeping on long rangers is unlikely to work


Fanatic Xenophile.png Fanatic Xenophile
Keeper-class

  • Extra Large 1 Titan Laser
  • Hangar 2 Bomber Hangars
  • Hangar 2 Fighter Hangars
  • Large 8 Kinetic Artillery
  • Medium 4 Medium Lasers
  • Large 8 Large Reactors
  • Large 6 Large Armor
  • Large 6 Large Shields
  • Auxiliary 3 Shield Rechargers
  • Common Battleship Computer
Custodian-class

  • Extra Large 1 Mega Cannon
  • Hangar 1 Bomber Hangars
  • Hangar 1 Fighter Hangars
  • Large 2 Large Lasers
  • Medium 4 Medium Mass drivers
  • Large 4 Large Reactors
  • Large 3 Large Armor
  • Large 3 Large Shields
  • Auxiliary 2 Shield Rechargers
  • Common Battleship Computer
Warden-class

  • Large 1 Kinetic Artillery
  • Small 2 Small Mass Drivers
  • Small 2 Small Lasers
  • Point-Defense 4 Point Defense
  • Medium 4 Medium Reactors
  • Medium 3 Medium Shield
  • Medium 3 Medium Armor
  • Auxiliary 1 Shield Rechargers
  • Common Destroyer Computer
Sentinel-class

  • Large 5 Kinetic Artillery
  • Large 5 Large Lasers
  • Medium 5 Medium Mass drivers
  • Medium 5 Medium Lasers
  • Point-Defense 4 Point Defense
  • Large 10 Large Reactors
  • Large 10 Large Armor
  • Large 10 Large Shields
  • Auxiliary 4 Shield Rechargers
Watcher-class

  • Large 5 Kinetic Artillery
  • Medium 5 Medium Lasers
  • Point-Defense 2 Point Defense
  • Large 5 Large Reactors
  • Large 5 Large Armor
  • Large 5 Large Shields
  • Auxiliary 2 Shield Rechargers
  • Situation log tick.png Setup Kinetic Focussed like Xenophobes, but with some lasers mixed in vs Armor
  • Situation log tick.png Defensive Setup perfect baseline

Strategy

For all their ancient technological might, the arrogance and inflexibility of these ancient giants proved their undoing, and now they are gone, reduced to no more than another set of broken ruins of the past. - Game narration

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 maximise effectiveness. While an awakened Fallen Empire can build new ships, it can not redesign them. So once the weapons are known, ships can be designed around 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.
  • 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 defensive emplacements.
  • Their land armies most likely will be a lot more powerful than yours, capable of easily annihilating your troops in land battles and even taking planets with full Fortifications. Try to intercept and destroy any of their transport ships you see. However, as the AI will let transports ships follow the main fleet, this will not be easy.
  • Try stalling an Awakened Fallen Empire's fleet by repeatedly constructing a spaceport on the system they are in. This works best if the planet is close to the edge of the system as the fleet will be forced to cancel its jump to destroy the spaceport. Giving you precious time to capture their worlds with minimal resistance.

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. 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 planet they capture means an additional Spaceport 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 swelling when such a war begins, and the War In Heaven can become a three-way battle royale.

Remaining entirely independent, however, is advisable for only the most powerful or most pathetic of normal empires.

References


Game concepts