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Rafss

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I was wondering about fallen empires and means of having really “fallen” ones, not just stagnant yet all powerful empires, and I came up with a few ideas I’d like to share.

The whole thing is about having weaker fallen empires (with a single very powerful one, which I’ll explain later why it’s “decayed”), using the 4 remaining fanatic ethos, and having means for you to help them (intended to be a costly help) with rewards in the end or during it (maybe a powerful ally, recovered from it’s ruins with your aid, a bonus to some resource, etc). I believe these features would induce a new kind of cooperative gameplay, with this new type of NPC, having it’s own challenges and adding some unique roleplay to the game, which is always welcome.

Notice that these events are intended for mid to late game, depending on your technology advancements or empire size (or economy or years passed), in order to catch the attention of these empires to ask for your help.


The Decayed Empires


State of Devastation – Fanatic Militarist

It looks like a regular fallen empire, but looking closer, all or most of it’s worlds are Tomb worlds (poorly colonized). The AI takes the shape of a desperate empire, that has shrunk in a terrible war the galaxy had never seen before, with it’s remaining pops living on dead planets, struggling to survive with the remaining structures, so devastated and resource exploration poor that not even it’s technology advancements could restore it’s worlds. It would then ask for your help by means of resources or by asking you to terraform it’s planets back to the original state. Since the complete terraforming technology seems to take a little too long to be unlocked (correct me if I’m wrong, or if that aspect could be used intentionally), this technology could be instead one of the rewards for helping that empire with your resources. The bigger reward would be having the empire as a powerful ally, once fully restored, also providing a bonus in fire rate for your fleets.

Attacking it while weak could draw the ire and awakening of other fallen empires (probably the one who reduced it to a tomb world hell, as a punishment for it’s militaristic behavior). Fully restoring it could do it as well, but by then you would have this mighty ally and be more capable of turning the tides.


State of Plague – Fanatic Egalitarian

This idea is not entirely new, and many of whom have read the storybook wanted to see it in game, so I’m just giving you a possible way of making it happen. Years of development, migration and growth made this empire more susceptible to foreign diseases and plagues. In the present, you have a few remaining worlds with several alien pops in permanent stasis. The empire, maintained by a nurse-administrator-diplomatic AI, keeps just a small production of resources (through sparse robot pops) to feed the system itself, and a small fleet and army. That AI will ask you to find a cure for it’s pops, a process involving large quantities of research points, maybe a big project that has you to scan a variety of planets and recover ancient lost data on the cure itself.

Attacking this empire could trigger a security breach and spread the plague in a big crisis event.

The reward for helping this empire to find the cure and freeing it's pops from stasis, thus making it fully functional, is having it as an ally, with a bonus in diplomacy with all other empires from eliminating the plague threat, a bonus in research production, and a trait point.


State of Fear – Fanatic Pacifist

This empire has seen the nightmares of the galaxy, panicking and turtling into a single system with one or two planets colonized and the remaining planets having habitats. The system would have some defense stations but none or a small fleet, the people in it would just want to live(hide) in their worlds peacefully and never have to participate in any war. Their turtling doesn’t mean they wouldn’t interact, as they will need the help of the player to defend them against foes, likely any empire nearly, powerful enough to try to conquer them. The system will have some kind of special resource within to make it so that other AI empires will aim at it (the event will trigger mid to late game, reporting the player about a rush in the galaxy for such resource). The rewards for defending this empire will consist of a growing unity bonus as the event (the attacks) progresses and the final reward will be the supply of that same special resource to the player. It’s like an escorting mission, and none of the attacks will be directed to you or your empire, though successfully repelling it could aggravate the relations with the attackers.


State of Tyranny – Fanatic Authoritarian

This empire will be slightly different, as well as the means of “helping it”. It will have the same average size of a fallen empire, or bigger, and the double or triple the firepower. The planets are filled with enslaved pops of many species (non authoritarian thus unhappy with it), under the rule of a merciless tyrant. The tyrant will be dismissive of almost all of your actions, and you are not intended to directly confront it, instead there will be another way of weakening it. When you happen to grow to a certain point or after a certain quantity of years (anything that could mark the mid-late game, as I said before), you’ll receive a message from a secret slave faction asking for your help on freeing them. That’s the real “decayed empire” you’ll be helping here. How would you help I’m not really sure, perhaps a good excuse for a spying mechanic (which so many people talk about here), but there could be others like using resources to help them escape, sneaking fake vessels mimicking that of the empire, searching for breaches in security, I don’t know. The incoming slave pops will have a variety of bonuses itself (they are ancient and advanced races with a poor fate in the past), while providing a bonus of happiness to other pops in the worlds they move in as well. As the event progresses, you’ll receive a growing bonus in influence, and the tyrant empire will start weakening, yet it will get closer and closer to discovering the source of the aid and wage war on you (also awakening in the process), so you should proceed with caution, it’s intended to be a delicate and dangerous event.


I’m aware that not all player empires could be compatible with the logic of helping others, such as xenophobe empires, but there’s always the option of conquering any of the decayed empires (with it’s own penalties). There might be some other “holes” in my logic, unbalanced risk-reward, something misplaced for a mid-late game, etc, so any advice is welcome.

In addition, unique technologies or traditions could be unlocked for completing these events, for example:

-A new weapon reward from the militarist (anything you can imagine, like energy missiles, I don’t know, maybe something with balanced stats and an unique bonus to planetary bombardment).

-Further genetic augments from the egalitarian (could be a small bonus for adaptability, costing 1 trait point).

-A new building from the pacifists (maybe fortification + unity yielding).

-And a new policy stolen from the authoritarian (perhaps for unrest reduction).

These would be also obtainable after a while if you destroyed the decayed empires/fought the plague. It’s up to you to choose the path.

Finally, perhaps the whole “decayed” theme could fit well in a crisis expansion as additional features. Though I can’t say exactly how each of them would behave in a galaxy crisis situation, perhaps one of the outcomes could be either finding a way to self restoration or accepting it’s doom as for the first three ethos, with an AI Crisis unleashing the plague crisis in the egalitarian case (which is rather sadistic), and the fourth one would probably awake just like any other fallen empire.

That's all, hope you guys liked it, I've been here for a while (though this is my first post) and I think that’s such a creative, rich community, so please comment what would you change to make the idea more interesting ;)
 
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Shermanator

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I love this idea! I always thought it was weird that half of the ethics weren't used for fallen empires.
I really like the State of Devestation and State of Fear ideas, those seem perfect.

Not sure how I feel about State of Plague. State of Tyranny seem alright, though it should still be much weaker then a fallen empire.

These should all be much weaker and much less significant than fallen empires. Still good enough to crush you in the early game, but perhaps at about turn 100 to 150 your average empire would be a match for them.
 

nweismuller

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Another option for a decayed Egalitarian empire might be one that's suffering from a near-total breakdown of central authority under the pressures of internal political factions encouraged by an Egalitarian democracy's promotion of political consciousness amongst the people. 'Crisis of democracy', essentially.

If anybody recalls the paralysis of Poland near the end of its 'Golden Liberty' period, this might be a model. In game terms, I imagine near-paralysing them with Unrest might be a good way to go.
 
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faljen_isus

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like the notion, but i dislike the discrimination towards the authoritarians - whilst you ensure that all empire ethics endure no matter what, you just for the sake of the lulz take down the authoritarians

i for one am more for a 2 path system where you can choose to help the oppressors and the oppressed, where you have a choice like the other ones in whether you help the decaying buggers or set forth their ultimate downfall
 

nrader

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The fact only half of ethics are present as fallen empires is indeed a problem. Making other half to be sort of "broken" empires is a good idea. I like it.
 

Drowe

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The lore about Fallen Empires could definitely be expanded, including such decayed empires could very well be used to achieve that.

A possible alternative would be that all Fallen Empires start out with an internal existential crisis that has been going on for a while and caused their empires to fall. In some cases they manage to recover on their own and awaken after a while, others become decayed empires if they don't receive help from another empire and eventually die out completely.
 

Syr

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Heh, I was just thinking of FE ideas.

I really like the general idea - DE militarist and pacifist are pretty well thought out. Also I don't think theres any reason FEs and DEs could double up on ethoses, providing even more variety to what sort of still-living precursors can be encountered.

Since we're here talking about expanding FEs, I guess i might as well pitch in what I thought up

I had an idea for a Pacifist full on FE who's primary goal is simply to coexist, and won't naturally awaken on its own. It would have an above-average FE starting fleet (I've seen the materialists start with ~100kFP instead of ~60k), meant for defending themselves, and just 2-3 colonized fixed systems (like the materialist ringworlds). They wouldn't wage any wars of aggression, but through events, may try to sponsor proxy wars against you if you upset them (such as by insulting + rivaling them), and they would have their own requests and such to garner their favor. If a crisis does happen, they could awaken as guardians. However, if they are attacked (as a FE/in non-guardians mode) and lose their capital, or are defeated (in a war, not crisis), it will be revealed that they had one more system that wasn't charted. This is because it had a dyson sphere, blocking out the light of the star: this dyson sphere system with a bunch of habitats around the frozen worlds in it will then be revealed on the map, owned by a Militarist Awakened Empire of the same species (the idea being that their losses in the war & failure of their pacifist ways shocked them to the point of doing a complete 180). It will immediately absorb any remnants of their Pacifist counterpart, and then proceed to go on an standard AE galactic conquest rampage. Whoever was an aggressor in the war against the Pacifist FE would be targeted with mass annexation, and everyone else would be offered some sort of subject status that would limit their fleet capacity (contributing a % of it to the Militarist AE, sort of like a federation's fleet)

This one is less serious/more silly, but..

I also had an idea for a special Blorg FE (with standard Blorg ethos), who considers friendship with them to be mandatory (and their only attitudes would be 'Exceptionally Friendly' (high diplo, gives gifts), 'Eagerly Friendly' (neutral diplo, is their special version of receptive), and 'Aggressively Friendly' (low diplo, will invite themselves over (war)). Their request events would be things like giving up a pop (and getting a blorg pop in return), throwing parties (material/energy cost), attending parties (get some random gift), friending them on spacebook (and then giving them likes on their occasional posts, which have a small influence cost). If your actions are deemed to be 'unbecoming of friends', their attitudes will switch to 'Aggressively Friendly', and they will declare mandatory parties on your worlds, that they have invited themselves to. They can awaken as Guardians in the event of a crisis. If they awaken as a normal AE, their subject type is 'Friend' and incurs an influence gain penalty, though they will still give random gifts. If they and the Xenophile FE spawn in the same galaxy, they will never be War in Heaven rivals if one or the other wakes up.
 

LeibSSolmai

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There are two things I don´t quite get:
1. Why should the Militarists sit on their tomb worlds and not just go to some nearby not ruined worlds and colonize them?
2. Why should the Pacifists hope for someone else fighting for them instead of using their highly advanced technology (which they got in the hundreds of years they are older than you) to build some kind of super stealth field or energy shield to avoid fighting altogether instead?

The other two sound pretty good as high input/high output quests, but the militarists and pacifists are a bit strange.
 

Syr

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There are two things I don´t quite get:
1. Why should the Militarists sit on their tomb worlds and not just go to some nearby not ruined worlds and colonize them?
2. Why should the Pacifists hope for someone else fighting for them instead of using their highly advanced technology (which they got in the hundreds of years they are older than you) to build some kind of super stealth field or energy shield to avoid fighting altogether instead?

The other two sound pretty good as high input/high output quests, but the militarists and pacifists are a bit strange.
With response to #1, I've seen the AI get jammed up before (usually after getting crushed in a war and reduced to a handful of barely inhabited blocker-covered & malus plagued planets) where they get stuck in a negative mineral negative energy negative influence economy with massive happiness problems, and rampant starvation. That basically could be the militarist DE in a nutshell.
With response to #2, those aren't techs available in the game. As of 1.5, the only magic FE tech that you don't have access to is whatever they used to build the mineral and resource buildings. Nobody has super stealth fields or super energy shields.
 

Rafss

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Thanks for all the good ideas and for pointing out inconsistencies.


I see the idea of not being able to help the state of tyranny itself is an issue. My first idea was having it as an antagonist of all other empires, making it so powerful nobody would dare messing with it, only someone in the very advanced stages of the endgame would do it the “harder” way, with an easier way available mid to late game. This could be kept that way, while adding some new features.

First, I propose a backstory for such state. Very, very long ago, this empire was growing and enslaving not only it’s own pops but any other alien race in it’s way. It grew huge. By that time, empires we know today as the Fallen Empires, and the Decayed (fully functional in the past), united to fight it back, as nothing else would stop the authoritarian from enslaving the entire galaxy. The war lasted hundreds of years, with no real winner, instead everyone lost it; smaller empires vanished, others ruined, and the remaining gave up on conquering, remaining stagnant and taking care of it’s own business. The authoritarian lost almost all of it’s own species pops in the war, having to develop ways of sustaining itself with the remaining slaves, never really eliminating the ghost of slave unrest, neither giving up on it’s iron grip.

Should the player, in the present, have either alien slavery allowed (authoritarian/xenophobe) or prohibited, the path will be different. The idea of helping the slaves could stay as it is. The other way will be being able to help the empire by aiding it on managing the slaves properly, only doable with external help. The rewards could be highly productive slave pops, influence, and finally, some related tech. Successfully reducing the slave faction’s power/unrest, will grant the awakening of that empire, as your ally, now your only ally. Other fallen empires will awake and unite the galaxy against you both. I like the “selling the soul to the devil” aspect, or “being the crisis itself”, pardon me if that doesn’t fit in the game.


Another issue is the egalitarian decay. I guess there are two ways of thinking it: one on the politics aspect or one on the immigration attraction aspect. Both aspects could originate some kind of internal crisis. I have chosen the second, which seems strange for most of you, however it seems more interesting to me than the first one. I know this is a serious game with lots of politics involved, but I think there’s already too many politic issues for you to handle in your own empire, not only that, there’s the diplomacy too. Having the authoritarian decay focusing on helping another empire with it’s faction balance, I think it adds too little to the experience the idea of helping an egalitarian empire with a democracy crisis. Instead let’s focus on a plague as this is much more unique and well justified for the “immigration attraction” factor in my opinion. Sounds xenophile but it’s in the egalitarian ethos, whether or not this is adequate is another discussion.

[UPDATE] Ok so the statement above about migration attraction is false, it used to be that way but not anymore... I'll think about some other internal crisis, but I'd rather find another justification for having this one, I don't want to see the idea wasted.

Fleshing out better the plague crisis, I came up with a few ideas. It’s different from the other crisis, as it won’t exclude them, it’s a galaxy wide event with no enemy to be fought with weapons, it’s a spread, and each empire/alliances will fight it with research. The event is separated in two stages. There is a weaker plague and a stronger plague. The random event that may or not occur is the weaker variant, beginning in a random planet. You could only be able to notice it when it was already well spread and the pops starting to show the symptoms, like a reduction in productivity, a halve in pop growth, etc. That would spread quickly, perhaps even ignoring borders, or it could be already too late for empires to close it’s borders. I know the vastness of space is highly unlikely to help an inter-alien-species plague spread, as that is already strange. But inter-empire spread is something to be thought. The whole idea is not so impossible if you have a good imagination, but that’s also another discussion, and I guess I’m still within the borders of “acceptable” for Stellaris. Robotic ascended empires will have nothing to worry about it, as the disease is purely biological.

The surge of the weaker variant could be one of the triggers for the ask of help from the decayed egalitarian empire, intending to cooperate presenting valuable clues for the research.

If left for too long, it would evolve in the stronger variant. The effects would be the same of neutering, or worse, all infected pops will slowly die. The same variant is the one present in the stasis locked pops in the egalitarian decayed empire. Attacking this empire would free the stronger plague. Doing it on purpose (I’m looking at you, mechanist freaks) would turn the galaxy against the player, shame on you for using bio-weapons.


Haven’t thought of anything new for the militarists/pacifists, only that they could be part of the same backstory, should most of the decayed empires appear simultaneously in the same galaxy, that would be interesting. The backstory for the state of plague would be independent of such events, maybe older than the galaxy wide war, yet remaining untouched as not even the maddest empire would dare opening the coffin.
 
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nweismuller

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Egalitarians don't have increased migration attraction, is the thing, not anymore. They get more influence for happy factions, lower consumer goods costs, and the ability to provide Utopian Abundance living standards.
 

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I think a Militant Pseudo-Fallen Empire would work best as a collection of subjects and splinter states in a massive multi-faceted "civil war", the newcomers can swipe planets or tech of the edges but at the risk that a reunified "Awoken" empire will come for them later.