失落帝國(Fallen empire)是千年歷史、極其強大的帝國的殘餘,這些帝國在過去的歲月中已經長期停滯和腐朽。 與普通帝國不同,失落帝國在遊戲開始時就已經完全發展起來,由於它們的艦隊極其龐大和強大,在你的艦隊實力和技術可比之前不應該被激怒。 它們總是從兩支大約 40k-150k 艦隊力量的艦隊開始,並且可以通過事件獲得額外的艦隊。 失落帝國使用獨特的艦船和恆星基地外觀,這是他們獨有的; 每種類型的失落帝國都有這種風格的視覺變體以及不同的武器和組件選擇,但艦船插槽的一般數量大致相同。.
使用任何方式都不可能附庸一個失落帝國。當陷入與他們的一場衝突時,帝國應當做好充分準備去應對其後果並且跟進實現你的任何要求。因為任何一個帝國都可以對失落帝國製造宣稱,無論擁有何種思潮與戰爭哲學。
有四種失落帝國( 當擁有DLC
一個失落帝國的主體物種是隨機生成的,但仍有5%的概率從預設好的物種中挑選出一種作為失落帝國的主體物種,前提是該預設物種尚未在地圖上生成且擁有符合失落帝國的思潮(無論是否狂熱)。舉例而言,你可能會見到作為神秘觀察者或者是軍事孤立者的人類種族失落帝國。
在通信列表中,他們會被列入特有的分組(失落帝國)。
帝國不能對失落帝國進行任何間諜活動。
只可用於 Federations DLC 已啟用。 |
如果帝國擁有 Scion 起源則一個失落帝國會被更小的只有母星系的失落帝國取代。
沉睡帝國[編輯 | 編輯原始碼]
所有失落帝國在遊戲開始時都處於沉睡狀態。儘管他們發展完全且實力極強,但失落帝國將保持頹勢,無意於擴張疆域,只有在被激怒時才會採取行動。他們擁有
不同於其他需要完成第一次接觸項目才能建立聯繫的AI帝國,墮落帝國會立刻聯繫無意進入其領地的帝國,似乎在闖入者從母星系起航前就已經知曉了他們。
有機失落帝國通常會對普通的帝國持有輕蔑的態度,並不會接受貿易或特使。他們在一開始通常會關閉他們的邊境,但如果關係被改進到寵幸,部分失落帝國將會開放邊境並接受貿易。
沉睡失落帝國擁有降低船隻維修和建造費用50%的修正。這項修正會保留至失落帝國覺醒。
Fallen Empire | Ethic | Traits | Armies | Colossus weapon | Requests & tasks | Guardian awakening | Border access | Angered by ( −200 Opinion) |
Demands & wargoals |
---|---|---|---|---|---|---|---|---|---|
神秘觀察者(Enigmatic Observers) |
|
|
Global Pacifier |
|
Only insults, claims, rivalry, and becoming the crisis. | Outlaw purges | |||
聖地守護者(Holy Guardians) |
|
|
Neutron Sweep | Force a rival to outlaw AI | Colonizing Holy Worlds |
| |||
知識管理者(Keepers of Knowledge) |
|
Robotic Army | Global Pacifier | Give one of your level 5+ scientists | Only insults, claims, rivalry, and becoming the crisis. | Humiliate | |||
軍事孤立者(Militant Isolationists) |
|
|
World Cracker | Owning a neighbor system | Abandon neighbor systems |
與沉睡帝國互動[編輯 | 編輯原始碼]
請求(Requests) 是需要支付代價的一次性事件,可以換取大大增加墮落帝國的好感並增加獲得禮物的機會。接受請求會獲得持續衰減的 +100
任務(Tasks)是向另一個帝國在20年內宣戰以滿足失落帝國的條件,作為交換失落帝國對你的評價將會獲得極大地提升,並且你收到禮物的概率也會增加。幸運的是,只有你的
要求(Demands)是當失落帝國的評價跌至 −100以下時的最後通牒。 屈服會使評價提升 +25 但拒絕要求會使失落帝國獲得「懲罰」宣戰理由,而它們通常會以此宣戰。接受要求產生的效果通常與輸掉關於這些要求的戰爭相同,但帝國領袖將不會被處決,並且艦船也不會在徒勞的戰鬥中損失掉。如果失落帝國被冒犯的帝國設為宿敵,它們不會提出任何要求而是直接宣戰,從一開始就加強它們的意志。AI帝國通常會接受要求,直到它們的艦隊實力達到50k以上——那時接受要求的概率降到10%。如果失落帝國在戰爭中失去了任何一個其原本擁有的行星,它們會停止剔除要求,無論評價如何。如果一個帝國的實力與失落帝國相比 不值一提 ,失落帝國將永遠不會向帝國宣戰。
禮物(Gift)會被失落帝國送給接受了請求,完成了任務,或被失落帝國 寵幸 的帝國。禮物通常會是有益的且沒有負面作用。接受禮物會提升 +50 評價而以任何理由拒絕禮物會降低 −50 評價。為了收到禮物,帝國必須擁有小於100k的艦隊實力且不處於戰爭中。
收到禮物的平均間隔是100年,並受到以下修正:
- ×2 如果態度不是寵幸或不可捉摸,並接受或完成了一個任務
- ×0.25 如果態度是不可捉摸並接受了一個任務
- ×0.1 如果態度是不可捉摸並完成了一個任務
- ×0.5 如果態度是寵幸並接受了一個任務
- ×0.25 如果態度是寵幸並完成了一個任務
- ×0.75 如果評價大於75
- ×0.75 如果評價大於100
- ×0.75 如果評價大於150
- ×0.75 如果評價大於200
Odds | Gift | |
---|---|---|
Before mid-game year | After mid-game year | |
50% | ||
20% | +25% | |
15% | One of the following list of rare technologies:[1] If all these technologies are researched: | |
10% | 3 escorts | |
5% | 1 battlecruiser |
Empires with the
Odds | Gift |
---|---|
16.66% | One of the following Engineering technologies:[1] |
16.66% | One of the following
|
16.66% | One of the following |
8.33% | 3000 3000 |
8.33% | 4000 4000 |
8.33% | 5000 5000 |
8.33% | 3000 3000 |
8.33% | 4000 4000 |
8.33% | 5000 5000 |
Scions also get each of the following gifts once each, checked once per year:
Odds | Gift |
---|---|
1.89%–1.96% | Level 7 Fallen Empire leader |
1.89%–1.96% |
覺醒帝國[編輯 | 編輯原始碼]
如果被充分地挑釁,失落帝國可能會覺醒並成為覺醒帝國。覺醒帝國將不再消極並試圖統治星系或保護其受到危機(基於覺醒的形式)。即使相較於遊戲中期或後期的帝國,覺醒帝國也有相當大的科技和起始資源優勢,因此它們的覺醒對遊戲進展會有嚴重的影響,但也可以使它們成為星系中最好的守衛力量之一。
對失落帝國和星系的效果:
- 它們的 政體 變為 復興聖權。
- 它們的 國民理念 被替換為 復仇狂熱 和 古代科技貯藏,允許它們擴張和不受限制的建造艦船。
- 它們的
能量幣 ,礦物 ,食物 and影響力 儲存被填滿。 - 它們立即獲得一支額外的艦隊。
- 如果一個默認帝國擁有超過50k的艦隊實力,事件會再次觸發。
- 對沉睡帝國有效的增援事件將不再能被觸發。
覺醒後,失落帝國在通訊錄上會被更新為新的名字,並被置於「其它」部分而不是「失落帝國」。
Decadence[編輯 | 編輯原始碼]
Decadence is a mechanic affecting Awakened Empires to prevent them from establishing a permanent hegemony over weaker empires. 20 years after a Fallen Empire has awakened it will start to accumulate Decadence. Decadence increases in increments of 2 and has a 0.5% chance to increase each month for each planet the Awakened Empire or its subjects possesses. Once Decadence reaches 100 it imparts the following penalties:
- −66% Resources from jobs
- 25% Ship weapon damage, ship hull points and shield hit points (stacks with any penalties caused by resource shortages, if present)
- +100% Vassal opinion penalty for having less fleet power than all of them combined
Guardians of the Galaxy[編輯 | 編輯原始碼]
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 stop their vassalization plans and attempt to rally the galaxy as well. Guardians of the Galaxy will always agree to form or join a Federation no matter what opinion they held before the awakening. Once the Crisis has been defeated the Guardian empire will leave the current Federation and become a regular empire. The chances for a Guardian Awakening are the following:
- 60% chance either the Enigmatic Observers or the Keepers of Knowledge awaken.
- 15% chance both Fallen Empires awaken. If only one of them is present it will awaken alone.
- 25% chance neither Fallen Empire awakens.
Once awakened, the Guardian empire goes through the full awakening effects, and all empires will be notified. All AI empires will get one of the following Opinion bonuses towards the Awakened Empire (equal chances):
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.
只可用於 Leviathans DLC 已啟用。 |
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.
只可用於 Synthetic Dawn DLC 已啟用。 |
The Ancient Caretakers will not awaken as Guardians if the Prethoryn Scourge or Extradimensional Invaders crisis occurs. However they are guaranteed to awaken if the Contingency crisis occurs and will in that case activate right after the sterilization hubs come online. This happens independently from the Guardian awakening mechanics, making it possible for up to three Fallen Empires to awaken.
Upstart awakening[編輯 | 編輯原始碼]
The default type of awakening, an upstart awakening, usually happens if a standard player or AI empire becomes too strong in Fleet Power or has managed to conquer Fallen Empire worlds. In this case, the Fallen Empire decides that the young empires are becoming too powerful and thus set out to impose their primacy on them.
The requirements are as following:
- The game has reached the end game year, they are not at war, and their total combined fleet power is above 60k.
- A default empire is getting too strong (above 70k fleet power with all fleets combined, or above 60k fleet power and above 90k federation fleet power with all fleets combined if in a federation) or has conquered a Fallen Empire world.
- No other Fallen Empire has already awakened.
- The event has a mean time to happen of 50 years, modified as follows:
- ×0.5 if a default empire has more the 120k fleet power with all fleets combined.
- ×0.1 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.
The Awakened Empire will have the Imperious attitude towards any nearby empire and send a request for the empire to become their unique subject type. Refusing the request will add −200
If the Doctrinal Enforcers defeat a Sleeping Empire in war, they will change the Sleeping Empire's ethics to
只可用於 Ancient Relics DLC 已啟用。 |
If an empire owns the Head of Zarqlan relic, they will have enough
War in Heaven[編輯 | 編輯原始碼]
只可用於 Leviathans DLC 已啟用。 |
The War in Heaven is a special event where a second Fallen Empires awakens as well and the two Awakened Empires eventually launch a great war against one another, with the normal empires acting as satellite states in their game. Once the first Fallen Empire awakens, an ancient rival may be chosen with the following chances:
- 40% A Fallen Empire with the opposite ethic is picked as rival, if one exists.
- 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.
For the second Fallen Empire to awaken it must also meet the same requirements as the first one (not at war, fleet power above 60k, they haven't been awakened some other way). If the requirements are met, there is a 50% chance for the second Fallen Empire to awaken every 5 years. Afterwards, neither Awakened Empire will engage the other for 2 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.
Start of the War in Heaven[編輯 | 編輯原始碼]
Once the War in Heaven starts, both Awakened Empires have the mutual Wargoal of War in Heaven, which causes a Total War. They will each spawn one additional fleet, two if any default empire has above 50k Fleet Power. The War in Heaven can end with a status quo, leaving the galaxy with two Awakened Empires. If the Galactic Community was founded a Resolution to ban joining one or both sides will become available.
The choice[編輯 | 編輯原始碼]
Each regular Empire that is not involved in a war is presented with the choice to join either side or stay neutral. There are four options:
- Join the first Awakened Empire
- Join the second Awakened Empire
- Pick neither side
- Subject empires of both regular and Awakened empires will always follow their overlord
Choices and AI weighting:
- AI empires with less than 20k fleet power and no federation will side with an Awakened Empire based on 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
- 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 war will receive planets from the losing side's members unless they are too far from the borders. The League of Non-Aligned Powers will still have to fight the remaining Awakened Empire and the War in Heaven is still considered ongoing.
League of Non-Aligned Powers[編輯 | 編輯原始碼]
Shortly after the War in Heaven starts, the president of the most powerful federation will be offered the chance to rename their federation into the League of Non-Aligned Powers. If the empire refuses, the president of the next most powerful federation will be offered the option.
If all federation presidents refuse, then each month the independent, non-genocidal empire that has the most fleet power and is at peace with the Awakened Empires will be offered the chance to form a League of Non-Aligned Powers federation. If the empire refuses, the next most powerful empire will be offered the option. If the empire accepts a level 3 federation will be created.
If an AI empire is offered to form the League of Non-Aligned Powers federation there is a 99% chance it will accept.
After the leader has been picked all independent empires, including those that declined leadership before, are offered one chance to join the federation. Afterwards, joining requires the usual federation diplomacy approaches. Empires that are rivals of the federation president are not offered to join.
Members of the League of Non-Aligned Powers get a temporary +200
Empires that are genocidal or have the Metalheads personality will never choose to become the leader or join the federation.
只可用於 Nemesis DLC 已啟用。 |
If a Custodian exists, it will be asked to lead the League of Non-Aligned Powers before other empires are offered the option. If the Galactic Imperium exists, the awakened empires will also declare war against the galactic emperor.
Holy war[編輯 | 編輯原始碼]
只可用於 Apocalypse DLC 已啟用。 |
If an empire seals or destroys a Holy World with a Colossus, the Holy Guardians will always awaken and declare a war of subjugation. This type of awakening occurs completely independently of other circumstances, and can therefore take place at any time under any circumstances (such as during a War in Heaven). Aside from the war against the defiler, the Awakened Holy Guardians will act like normally awakened Doctrinal Enforcers and try to dominate the galaxy.
Ancient Caretakers[編輯 | 編輯原始碼]
只可用於 Synthetic Dawn DLC 已啟用。 |
A
The Ancient Caretakers do not hold a personal
Ancient Caretakers have a grey and orange motif for their ships, stations and cities, as well as a different texture featuring integrated circuit patterns.
Fallen Empire | Authority | Traits | Armies | Colossus weapon | Guardians | Border access |
---|---|---|---|---|---|---|
Ancient Caretakers |
|
Neutron Sweep |
Contingency Awakening[編輯 | 編輯原始碼]
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 everything (Berserkers). Each Awakening has a uniquely named civic to differentiate them – Final Defense Directives or Corrupted Defense Directives – although the civics have identical effects. The chance to awaken as a Custodian or Berserker is decided at the start of the game so reloading a previous save will not alter the result.
Ancient Caretakers cannot awaken in any other way nor can they be the Ancient Rival and thus be part of a War in Heaven. Unlike other Guardian empires they will not try to form or join a federation.
Requests[編輯 | 編輯原始碼]
- Allow inoculations: Sent to organic empires. Mean time to happen is 100 years. A negative happiness modifier is applied, until the results show themselves. 10 years later the results will appear and can be either positive or negative. The mean time to happen is shortened to 66% if they awakened in the meantime.
- Allow code changes: The machine empire variant of inoculations. Same rules for good/bad results apply.
- Provide worker units: With a mean time to happen of 50 years, a Machine Intelligence with at least 11 pops will be requested to give two pops to the Ancient Caretakers.
Request | Initial modifier | Incompatible outcome (10 years) | Compatible outcome (permanent) |
---|---|---|---|
Inoculations |
| ||
Code changes | +10% |
+5% |
Tasks[編輯 | 編輯原始碼]
- Attack Empire: With a mean time to happen 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.
- Colonize a planet: With a mean time to happen of 200 years, the Custodians request the colonization of a planet. The planet will be near or inside the player's 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.
- Stop waging war: With a mean time to happen 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.
- Stop colonizing: With a mean time to happen of 100 years, 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.
Technology[編輯 | 編輯原始碼]
Fallen Empires start with all standard, rare and dangerous technology options already researched, including all technologies limited by ethics, as well as with ten levels in most repeatable technology and five levels in the rest. They also possess a unique Dark Matter Reactor and Deflector which can be reverse engineered and are the second-best deflectors and best reactor available in the game. They do not, however, have any of the special technologies that are only available through reverse engineering, from Leviathans or from special events. Also they are usually explicitly exempt for any and all of the Crisis Faction Spawn checks.
Fallen Empires have no labs on any of their planets and do not research further repeatable techs. After becoming Awakened Empires, they may build labs, and will research new technologies but do so very slowly, often taking upwards of 1000 months for even a single additional repeatable.
Systems[編輯 | 編輯原始碼]
Fallen Empires own highly valuable systems. The planets of their capital systems in particular are fully developed, filled with enough City Districts to unlock all build slots, and contain various special buildings built using ancient technology that have exceptionally high output and are otherwise unavailable - even an Awakened Empire cannot build more of these special buildings. All systems connected to the capital system by a hyperlane will be claimed with a Starbase and those containing habitable planets will be colonized and developed with an Ancient Palace and a Sky Dome. All Fallen Empire home planets are fortified with unique defense buildings, making invasions difficult.
Fallen Empires created by the Scion Origin because there were no pre-generated Fallen Empires in the galaxy will own only their home system.
Fallen Empire | Core Worlds (size) | Border Worlds (size) | Notes |
---|---|---|---|
Enigmatic Observers | Cradle (20) Mother (12) Brother (10) |
The Preserve (20) | The Preserve houses between 3 and 5 random species. It can gain pops from other species via requests. |
Holy Guardians | Celestial Throne (30) Sky Temple (22) |
There will always be four uncolonized and unclaimed Gaia Worlds spawned near the Holy Guardians called Pristine Jewel (10), Emerald Mausoleum (14), Walled Garden (18), and Prophet's Retreat (25). All of them have the Holy World modifier. | |
Keepers of Knowledge | Font of Knowledge (20) | The Archives (15) | Without |
Militant Isolationists | The Core (25) Boundary (12) |
2 habitable Shielded Worlds 1 uninhabitable Shielded World |
Each Shielded World has an associated special project to lower the shield with different possible outcomes. The Shallash unique system can only spawn next to their borders. |
Ancient Caretakers | Alpha Complex Production Unit Processing Unit 1 repairable ruined section |
4 repairable ruined sections 4 repairable ruined sections |
Their two other systems are littered with debris from destroyed ringworlds. As not even the frame survived they cannot be repaired. |
Ships[編輯 | 編輯原始碼]
Fallen Empires do not use the standard ship types that are used by normal empires. Instead, they have Escorts, Battlecruisers and Titans. None of the values of those ship fully conform to any player buildable ships. They may also construct Colossi.
- Escorts behave like destroyers, but their firepower and defense is closer to that of a cruiser. Escorts generally carry 4 Small weapons and 4 Point Defense, and a Large weapon to fight bigger ships. They use picket behavior and have 1500 Hull, 140 base speed, and base 35 evasion with thruster modules equivalent to a destroyer.
- Battlecruisers behave like battleships, but have far better firepower and durability. Battlecruisers generally carry 1 XL weapon, 2 Large weapons, 2 Hangars and 4 Medium weapons. They use line behavior and have 3500 hull, 100 base speed, and 10 base evasion with thruster modules equivalent to a battleship.
- Titans are the largest ships in the Fallen Empire's navy, rivaling several battleships and even surpassing Titans built by normal empires in power. Titans carry 1 Titanic weapon, 8 Large weapons, 4 Hangars and 4 Medium weapons. They use artillery behavior and have 10000 hull, 100 base speed, and 2 base evasion with thruster modules equivalent to a titan.
- Outpost is their defense platform. They occupy 2 platform capacity, but are much more powerful than regular platforms. Outposts carry 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 Empires' ships and starbases use a powerful and unsalvageable weapon, the terrifying Titan Lance, comparable to the Perdition Beam which can destroy most warships with a single 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 ships 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 receive reinforcements (2 Battlecruisers and 8 Escorts each time) from events if they're at peace. However, if a Fallen Empire awakens, they will 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, like ordinary Titans.
Fallen Empires, Awakened or otherwise, never re-design their ships, so player may tailor their ship designs to hard-counter them.
Notice: Some Citadels may have a Command Center building, which provides Command Center component ( +10% fire rate).
Strategy[編輯 | 編輯原始碼]
General rules:
- Each empire prefers a specific set of weapons that might be tied to the ethics they have. Ships should be tailored to an empire's specific loadout, to maximize effectiveness. While an awakened Fallen Empire can build new ships, it will not redesign them.
- They start with 10 levels of every repeatable technology, but do not seem to research more - when awakened they will, but often taking upwards of 1000 months for a single extra repeatable. Do not try to out-tech them unless you are really far ahead.
- Their planets are heavily fortified and require massive invasions to occupy. Orbital bombardment is essentially mandatory to conquer the worlds without an army strength of 2k+. An empire with access to the Colossus can use the Neutron Sweep to clear out the inhabitants and then recolonize the planet, although since this will cost you the unique buildings it is likely not the best idea.
- Fallen Empire fleets are far more powerful than the diplomacy menu or fleet power counter might suggest. Their fleets can easily destroy enemies twice more powerful. Before declaring war on Fallen Empires, consider the possibility of losing most, or even all, of your assault fleets. Because of that, other players in multiplayer or powerful AIs will most likely declare war on you during your war with a Fallen Empire, so either leave some of your fleets behind or build up significant starbase defenses.
- Unless you have a massive fleet power advantage, it is not advisable to fight in a star system in which a Fallen Empire has a Citadel unless you have already defeated and weakened their fleets. Fallen empires fight very aggressively, providing plenty of opportunities to fight them in your territory and in star systems of your preference.
- If you have access to War Doctrines, it is generally not advised to select the Hit and Run policy, as high technology discrepancies mean that the Fallen Empire can destroy most ships nearly instantaneously, without giving them any time to disengage. For this same reason, if you have access to the No Retreat policy, selecting it provides a very good bonus ( +33%
艦船武器射速 ) for relatively inconsequential disadvantages (your ships are likely to end up being destroyed anyway if they try to flee so the inability to do so is of no concern).
Sleeping Empire[編輯 | 編輯原始碼]
A still-sleeping Fallen 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 Spiritualist 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. This applies to all Fallen Empires, which means that even if you manage to completely annex a Fallen Empire, you might end up waking up another.
Awakened Empire[編輯 | 編輯原始碼]
There are several ways of fighting an Awakened Empire, depending on your position when they awaken
The strongest empires can actually stand a chance of facing an awakened Fallen Empire head-on and defeating them in one go. Your long-term goal has to be to acquire as much territory as possible, in particular that of the still sleeping Fallen Empires to acquire their massive resource income and their technology before moving on to open war against the Awakened Empire. Be advised that any system they capture means an additional starbase they might build to reinforce their fleets more quickly and allow large fleets.
Also keep in mind that you can use the Containment casus belli (which will lead to a Total War) against an Awakened Empire regardless of what ethics you have. Use it if you will win.
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, so it's unnecessary to fight them if they awake late enough.
War in Heaven[編輯 | 編輯原始碼]
只可用於 Leviathans DLC 已啟用。 |
A War in Heaven will dramatically change the power balance of the entire galaxy in a short time, since it can quickly become a three-way battle royale that lasts until two of the warring factions are eliminated.
Regardless of which side you choose, remember that War in Heaven is a Total War casus belli, which means that any occupied systems will immediately change ownership. Choose your side wisely and keep in mind that the most important thing is always to survive while trying to either outlast or destroy your opponents. A careless choice may mean the end of your empire.
- If you're too close to one of the awakened empires, joining their side may become the best choice unless you're strong enough to stop their fleets.
- If you're in a powerful federation, or you're far away enough from them, joining the League of Non-Aligned Powers may end up with better results. The league will join the fight shortly after the War in Heaven starts, so be prepared for war.
- If you became more powerful than the Awakened Empires you are safe to remain neutral. Awakened Empires will not declare war on empires with greater Relative Power.
- If you find your empire is in a weird position (e.g. just between two awakened empires or relatively isolated from all other empires), choosing to stay independent might become the best choice.
- If the Galactic Imperium has been formed, both Fallen Empires will automatically declare war on the emperor in addition to each other, and all members of the Imperium will automatically join the Emperor as a war ally. Note that you cannot claim systems that have already been claimed by a war ally once the war has started. You will not be given the option to side with a fallen empire or stay neutral in this case.
Empire titles[編輯 | 編輯原始碼]
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.
參考資料[編輯 | 編輯原始碼]
治理 | 帝國 • 思潮 • 政府 • 國民理念 • 政策 • 法令 • 領袖 • 派系 • 人口 • 物種權利 • 經濟 • 科技 • 傳統 • 犯罪率 |
探索 | 探索 • 地圖 • 物種 • 異常現象 • 事件 • FTL • 失落帝國 • 前超光速物種 • 先驅者 • 太空生命體 |
殖民 | 殖民 • 天體 • 行星特徵 • 行星管理 • 區劃 • 建築 • 艦船 • 恆星基地 • 巨型結構 |
外交 | 外交 • 貿易 • 附屬國 • 聯邦 • 星海共同體 • AI 性格 • 情報 |
戰爭 | 戰爭 • 太空戰 • 地面戰 • 艦船設計器 |
其它 | 特質 • 環境改造 • 種群修飾 • 奴役 • 危機 • 預設帝國 • AI 玩家 • 彩蛋 |