How can you fight Fallen Empires and Crisis in 2.2?

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Longprao

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The FE even cheated.

Now everyone knows that resources and fleet powers are much harder to grow than before, but the Leviathans and FE and Crisis is still intact.

In 2.1, at the late game around 2400, I could easily crush a FE, but now I could barely reach 100k total power while they still have 300k. I was fighting the Enigmatic Fortress with a big loss, and the bordering FE suddenly woke up and declared war on me. Cheater!

Have you successfully fighted them in the new version?

Also I have made the mistake of clicking on surrender. I have never done that before, so I thought it was the only option. Immediately after that, my economy collapsed on the tax (I almost maxed out energy and alloy before the war, with resource silos on all airports). I should have just let them take some of my territory while building a bigger fleet with my stockpiles. How can you survive a subjugation?

And I got a lot of strategic resources so I used the market to convert to the others to sustain and build back my fleet and declared war back on the FE, but only enough to destroy one of their fleet. This is clearly a lost game, I'm almost going to cheat too now...
 

chaoticcorndogs

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In 2.2 I managed to get 200k fleet power but I was running at a major deficit of alloys and energy. I still needed specialized fleets and galactic contender to destroy a fallen empires fleets but due to high war exhaustion I needed to white peace and finish the war ten years later. It is possible to take over a fallen empire but I don't think you can overpower them in a single war, you have to deal enough damage to white peace then continue to whittle down any remaining resistance.

Fallen empires are HARD but they are more rewarding than they used to be.
 

AlanC9

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My fleet power's limited by fleet cap, same as always.
 

KingAlamar

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I pretty much always play "tall-ish" and I'm limited more by fleet cap [or penalties of going way over it] than anything else.

Then again I cheated :) .... I delayed the start of mid & end game during game creation to give me time to get used to the new system(s). Kinda wish that I didn't delay the end-game date because I happened to be ready -- the AI turned out to be less challenging that I had hoped.
 

chaoticcorndogs

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My fleet power's limited by fleet cap, same as always.

Fleet cap hasn't really been a problem for me that much. I just turn all of my available starbases into six slot anchorages with a naval logistic office. This gives you 36 naval capacity per starbase and you probably have around 11-12 during the end game so you can use maybe 9-10 as anchorages giving you 324-360 additional fleet cap on whatever you have. You can also always take galactic force projection for an extra boost of 80 naval capacity putting you somewhere around 500-550 during the end game. Once you get to this point the penalties to go over your naval cap are minimal so you can really just make as many ships are your economy will let you.
 

Snoipah

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In 2.2 I managed to get 200k fleet power but I was running at a major deficit of alloys and energy. I still needed specialized fleets and galactic contender to destroy a fallen empires fleets but due to high war exhaustion I needed to white peace and finish the war ten years later. It is possible to take over a fallen empire but I don't think you can overpower them in a single war, you have to deal enough damage to white peace then continue to whittle down any remaining resistance.

Fallen empires are HARD but they are more rewarding than they used to be.
What difficulty were you on?
 

chaoticcorndogs

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What difficulty were you on?

That is a good point, I was only on captain. I don't know how you would fare against a fallen empire on higher difficulties. As long as you can do enough damage to get a forced white peace you should still be fine though. Fallen empires don't make any new ships so you can slowly take them down this way as long as they don't wake up.
 

KingAlamar

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Fleet cap hasn't really been a problem for me that much. I just turn all of my available starbases into six slot anchorages with a naval logistic office. This gives you 36 naval capacity per starbase and you probably have around 11-12 during the end game so you can use maybe 9-10 as anchorages giving you 324-360 additional fleet cap on whatever you have. You can also always take galactic force projection for an extra boost of 80 naval capacity putting you somewhere around 500-550 during the end game. Once you get to this point the penalties to go over your naval cap are minimal so you can really just make as many ships are your economy will let you.


I'm doing something similar. I like taking as many +starbase buffs as you can and spamming anchorages. Between that and "The Grand Fleet" unity ambition and other buffs I can take on fairly weak crisis events without too many problems.
 

BarnCape

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I have no problems wiping out FA w 200k fleet (well 4 fleets of 21 bs). But I had void clouds right next to my system, so managed to get cloud ligjning early Went to war w FA around 2335, i crippled them but undetestimated their planet garnison, so my 3k army got wiped out invading the Core, and status quo was forced before I could bomb remaining 1k garnison away. So I had to wait 10 years to resume. FA fleets and stations just melt to 1x Focused arc plus 4x cloud lighting battleships. I did take the galactic contender perk tho, which gives extra damage to FA. My economy is around 1k alloy prod in 2350, half of my minerals come from tributary taxes. I posted screenshot of my economy in the beta test feedback thread
 

Less2

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Naval Cap: Habitats with fortresses.
Alloys: Ecumenopolis
Energy/Minerals/Food: Relevant magastructures, be big and trade. Roughly 2k pops for a Large galaxy on Grand Admiral was enough for me.

The issue is that if you don't have the relevant DLC to get some of these then the only solution is to be significantly bigger. Which means basically conquering 2/3rds of the galaxy before the late game.
 

AlanC9

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Fleet cap hasn't really been a problem for me that much. I just turn all of my available starbases into six slot anchorages with a naval logistic office. This gives you 36 naval capacity per starbase and you probably have around 11-12 during the end game so you can use maybe 9-10 as anchorages giving you 324-360 additional fleet cap on whatever you have. You can also always take galactic force projection for an extra boost of 80 naval capacity putting you somewhere around 500-550 during the end game. Once you get to this point the penalties to go over your naval cap are minimal so you can really just make as many ships are your economy will let you.

Yeah, that's pretty much what I do. (Last game I wasted way too many starbases on trade protection, but rebuilt them all when I saw how weak my fleets were.)

That's enough ships to crush anything.
 

KingAlamar

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In 2.1, at the late game around 2400, I could easily crush a FE, but now I could barely reach 100k total power while they still have 300k. I was fighting the Enigmatic Fortress with a big loss, and the bordering FE suddenly woke up and declared war on me. Cheater!

Have you successfully fighted them in the new version?

I reloaded a save from 2400. I think I had just got done fighting the fortress and the abandoned dreadnought and would not have been in good shape to fight an AE either. In 2450 I could have smooshed them fairly easily though.

This may sound lame but [at least in my games] it takes me a little longer to 'take off'. If you play like me just delay mid game by 25 years and end game by 50 years and you'll be SOOOO much better off.

Note: I know I don't play optimally but I'm OK with that.
 

AlanC9

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The issue is that if you don't have the relevant DLC to get some of these then the only solution is to be significantly bigger. Which means basically conquering 2/3rds of the galaxy before the late game.

Yikes. What do you need that much fleet power for?
 

BarnCape

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How do you guys all get mega-engineering tech so early? I researched bsttleships, citatel and zero point reactor by 2290 or so, and kept waiting and waiting researching one useless tech in engineering after another, hoping for it to show up, which it did in 2350
 

SuiciSpai

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How do you guys all get mega-engineering tech so early? I researched bsttleships, citatel and zero point reactor by 2290 or so, and kept waiting and waiting researching one useless tech in engineering after another, hoping for it to show up, which it did in 2350
I had the same problem, so I just conquered a ruined megastructure from an enemy empire (that makes the tech much more likely to appear (x20).
 

KingAlamar

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How do you guys all get mega-engineering tech so early? I researched bsttleships, citatel and zero point reactor by 2290 or so, and kept waiting and waiting researching one useless tech in engineering after another, hoping for it to show up, which it did in 2350

Sometimes RN-Jesus is just with you. I did stack the deck though:
  • Would choose the fastest engineering tech to research to get more shots at mega-engineering without wasting more APs
  • Chose the right type of researcher to increase odds of ME showing up
  • If I recall I had a LOT of research & buffs to research speed compared to my admin cap overage so that helped
 

Patrocious

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In my first game on 2.2 I managed to take down an awakend empire with 60k total fleet power. They attacked someone else, I took one of ther starbases and waited for their fleets to return one after another. It took a while because most of their ships escape a losing battle to fight again, but as they don't build any new ones it was only a matter of time...
My economy was pretty poor in that game. In my current one (on 2.2.3) I'll probably be able to defeat them in a fair fight, as I put special emphasis on alloy production. You don't need 2/3rds of the galaxy or anything to pull this off. I personally controll like 10% and my federation maybe 40% .
 

Retry

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Yikes. What do you need that much fleet power for?
Without Megacorp you don't have Ecumenopolis, so unless you grab Fen Habbanis you won't have the hyper-efficient methods for Alloy production and need to rely on the building slots which needs strategic resources to produce in bulk. (or Consumer Goods for that matter but Alloys is more important)

Without Utopia you don't have Megastructures or Voidborne, which means you don't have either the artificial habitats to make baby hubs or fortress hubs (Forts take building slots but soldiers are actually pretty good at generating fleet cap, 2 upgraded strongholds matches a full Anchorage Citadel/Fortress), and the Megastructures can synthesize a lot of resources or other benefits for little to no increase in density.

Without either of those, the options to expand your economy after you colonize everything in your territory is basically to... well, expand.
 

king-morgoth

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Overwhelming force, massive economic superiority, and sheer numbers.

That's pretty much the only way I've found at this point, at least as a Machine Empire.

Smashed the Militant Isolationist Fallen Empire's multiple 100k+ fleets.

It helps that a Dyson Sphere/Fen Habbanis spawned near me, allowing me to spam Machine Worlds/Alloys once I actually survived long enough to get Mega Engineering/mineral capacity(which didn't happen till the mid 2300s for the former), which meant I could actually afford the fleets necessary to do so.

Without those...go as wide as you possibly can and start hitting the economy/science train once you've secured yourself from your enemies.