For the unrepresented Fallen Empires
The High Culture
Fanatic Egalitarian
Like a more peaceful advanced Marauders. Most of their inhabited areas are Habitat Worlds (The Size 8 Habitats), with maybe one large planet. Their Fleets are also spread out throughout the systems, orbiting the Habitats, worlds and stars. Representing the various private fleets, not welded into a cohesive whole.
Their species will have multiple subspecies with different modifications, with self-modification a constant.
The Empire has no unified diplomacy. It always has open borders to every empire, except Genocidal ones.
The Empire every interval will have a public mass vote of all its citizens, on a random issue. They can vote for or against it. If they vote against it, a faction can still decide to do it anyway, but it will be weaker.
This ranges from
-Uplift primitive. Will randomly uplift a Pre FTL species by 1-2 ages. Can't happen in the first 50 years of the game. Can happen to observed worlds, and will trigger an event. Will be more likely to happen to primitives near or in genocidal or authoritarian empires.
-Free slaves. Empires with slaves will get events with slaves escaping. Sometimes a High Culture citizen will be caught in the act, and events about either letting them go, or risking their wrath will happen. Free Slaves goes to the top of the list, if any of their species is made into slaves, and will be targeted first.
-Force Free travel. Will demand an empire with closed borders, open them. If you have open borders with them, by event or by choice, random events about travellers can appear, with good or bad results. Generally, they act with impunity, for better or worse for your empire
-Gunboat trade diplomacy. Will force an empire into allowing free trade with them. They will randomly flood the market with products impacting trade and production, sell illicit goods and drugs with impunity and other negatives. But they can also send aid shipments, and if you have the right ethics and high enough living standards, one of their pops can migrate into your empire. Generally also increases trade value.
-Conduct experiments. A science vessel of theirs will conduct a random experiment within the borders of an empire. Good or bad options. They can accidentally blow up uninhabited worlds, positively or negatively modify a pop in an empire, create a resource deposit, and various other impacts.
So for example, say they have 300k fleet power. They take a vote and only get 50%. The faction still wants to do it, so they only have 150k fleet power that can bully you. They will only attack if your power is under the power of that vote (if you invade their systems, they will still come at you with all fleets).
So it is possible to rebuff them as you start growing in strength and they aren't united. Of course, rebuffing them worsens their opinion, making it more likely for them to go against you in the future.
1984 Expy
Fanatic Authoritarian
One empire, but with three divisions. Fleets spread in three main groups. Detachments will leave their home systems and fight in a central system, but the war is constant and no side ever gains any ground.
Has little interest in the outside galaxy, except to exploit it for their continued war effort. Can abduct pops for slavery, demand tribute from nearby empires and has its own mining drones which it sends out into nearby systems to mine. Around its empire will be multiple cracked worlds.
Three Diplomacy screens, with all three having odd double-speak dialogue.
Always closed borders.
Or as an alternative, if Necriods DLC enabled
A Goa'uld Expy.
Its empire capital is an Ecumenopolis. In the systems around it, are various mining and farming colonies. It will be revealed that these world are kept primitive to keep control over them, except what is needed to exploit them. In the galaxy are also other Pre FTL worlds, with signs of their prior occupation. All those systems would have a gate in their system, linked to the Fallen Empire if activated. They also have unique features and possible archeological sites.
Has gene warrior armies.
Maybe make a new Colossus, which is a super abductor, that steals all pops from a world for when they awaken.
The High Culture
Fanatic Egalitarian
Like a more peaceful advanced Marauders. Most of their inhabited areas are Habitat Worlds (The Size 8 Habitats), with maybe one large planet. Their Fleets are also spread out throughout the systems, orbiting the Habitats, worlds and stars. Representing the various private fleets, not welded into a cohesive whole.
Their species will have multiple subspecies with different modifications, with self-modification a constant.
The Empire has no unified diplomacy. It always has open borders to every empire, except Genocidal ones.
The Empire every interval will have a public mass vote of all its citizens, on a random issue. They can vote for or against it. If they vote against it, a faction can still decide to do it anyway, but it will be weaker.
This ranges from
-Uplift primitive. Will randomly uplift a Pre FTL species by 1-2 ages. Can't happen in the first 50 years of the game. Can happen to observed worlds, and will trigger an event. Will be more likely to happen to primitives near or in genocidal or authoritarian empires.
-Free slaves. Empires with slaves will get events with slaves escaping. Sometimes a High Culture citizen will be caught in the act, and events about either letting them go, or risking their wrath will happen. Free Slaves goes to the top of the list, if any of their species is made into slaves, and will be targeted first.
-Force Free travel. Will demand an empire with closed borders, open them. If you have open borders with them, by event or by choice, random events about travellers can appear, with good or bad results. Generally, they act with impunity, for better or worse for your empire
-Gunboat trade diplomacy. Will force an empire into allowing free trade with them. They will randomly flood the market with products impacting trade and production, sell illicit goods and drugs with impunity and other negatives. But they can also send aid shipments, and if you have the right ethics and high enough living standards, one of their pops can migrate into your empire. Generally also increases trade value.
-Conduct experiments. A science vessel of theirs will conduct a random experiment within the borders of an empire. Good or bad options. They can accidentally blow up uninhabited worlds, positively or negatively modify a pop in an empire, create a resource deposit, and various other impacts.
So for example, say they have 300k fleet power. They take a vote and only get 50%. The faction still wants to do it, so they only have 150k fleet power that can bully you. They will only attack if your power is under the power of that vote (if you invade their systems, they will still come at you with all fleets).
So it is possible to rebuff them as you start growing in strength and they aren't united. Of course, rebuffing them worsens their opinion, making it more likely for them to go against you in the future.
1984 Expy
Fanatic Authoritarian
One empire, but with three divisions. Fleets spread in three main groups. Detachments will leave their home systems and fight in a central system, but the war is constant and no side ever gains any ground.
Has little interest in the outside galaxy, except to exploit it for their continued war effort. Can abduct pops for slavery, demand tribute from nearby empires and has its own mining drones which it sends out into nearby systems to mine. Around its empire will be multiple cracked worlds.
Three Diplomacy screens, with all three having odd double-speak dialogue.
Always closed borders.
Or as an alternative, if Necriods DLC enabled
A Goa'uld Expy.
Its empire capital is an Ecumenopolis. In the systems around it, are various mining and farming colonies. It will be revealed that these world are kept primitive to keep control over them, except what is needed to exploit them. In the galaxy are also other Pre FTL worlds, with signs of their prior occupation. All those systems would have a gate in their system, linked to the Fallen Empire if activated. They also have unique features and possible archeological sites.
Has gene warrior armies.
Maybe make a new Colossus, which is a super abductor, that steals all pops from a world for when they awaken.
Last edited:
- 5
- 2
- 1