Should FEs awaken in every single game?

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

mudcrabmerchant

Deputy of the People
65 Badges
Nov 12, 2010
3.348
3.558
  • Rome Gold
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Magicka
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Crusader Kings II: Charlemagne
  • Semper Fi
  • Sengoku
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Mare Nostrum
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Rajas of India
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III Complete
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV: Common Sense
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris
  • Europa Universalis III Complete
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Pride of Nations
  • Victoria 2
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Europa Universalis IV
When I first heard about awakened empires, I thought it was going to be like another kind of end-game crisis - sometimes, those mysterious Fallen Empires will wake up, and the galaxy will get its shit kicked in if it doesn't react fast. The War in Heaven sounded like a rarer but even more cool version of this.

Instead, it's an absolute certainty than all Fallen Empires will awaken, often in the mid game, and if you have two of them, a War in Heaven is very likely. Does anyone else feel like this cheapens the experience? When I look at an FE, it's not as a potentially dangerous unknown variable, it's as something I know I'll have to deal with within a decade of hitting a known fleet power level.

I'd prefer it if it wasn't certain that FEs would awaken on their own. It makes sense for them to regularly awaken if one of them is attacked, or if a proper end-game crisis happens. But even then, a chance of them not awakening would add some variety to the game, and if there was only a small chance of an FE awakening without these specific triggers, Awakened Empires and Wars in Heaven would be more special, memorable experiences.
 
  • 11
  • 2
  • 1
Reactions:

Slarkon

Captain
19 Badges
May 11, 2016
375
139
  • Stellaris: Galaxy Edition
  • Sword of the Stars II
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines
Yup totally agree. often the war in heaven happens before the protheon or unbidden, the time should also be more random - could happen 50 years in or even 500 years in to shake up late game.

Ive noticed in really long games even with 4 FA only two will ever wake. -= never 4? could be variations in the size of the war in heaven
 

TempusxX

Major
25 Badges
Apr 3, 2016
767
389
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Age of Wonders III
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Tyranny - Bastards Wound
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Stellaris
  • Pillars of Eternity
  • Cities: Skylines
  • Crusader Kings II
a fallen empire shouldn't have to be attacked just to waken up at all. for me it would ruin my immersion if the only way a fallen empire was to wake up is for it to be attacked and in the dev diary there is 4 ways for a fallen empire to wake up "End Game Crisis threatens the galaxy, Regular empires growing to strong/technologically advanced, Other Fallen Empires being defeated by regular empires, or other fallen empires awakening first.
 

Jorlem

Field Marshal
118 Badges
May 9, 2012
4.564
4.060
  • Victoria 3 Sign Up
  • Crusader Kings III: Royal Edition
  • Imperator: Rome Deluxe Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Victoria 2
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Europa Universalis III
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • The Showdown Effect
  • War of the Roses
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Humble Paradox Bundle
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Tyranny - Bastards Wound
Regular empires growing to strong/technologically advanced
This one means that the FEs will inevitably awake in almost every game, as the tech threshold will be passed by someone eventually.
 
  • 2
Reactions:

LughC

Captain
56 Badges
Oct 8, 2016
380
398
  • Stellaris: Distant Stars
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Federations
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Surviving Mars
  • BATTLETECH: Heavy Metal
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Leviathans Story Pack
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III
  • Cities: Skylines
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Magicka 2
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Stellaris
  • Crusader Kings II: Reapers Due
I feel really lame now :/ since the update i have only ever gotten one to awaken once and never got a war in heaven. does it take longer for them to wake up than to get strong enough to kill them? that may be my issue
 

Slarkon

Captain
19 Badges
May 11, 2016
375
139
  • Stellaris: Galaxy Edition
  • Sword of the Stars II
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines
they should be awake by 2300 - latest 2400 (first FA waking) shortly after a 2nd will wake and few years later war in heven starts - eveyr game i have same format
 

LughC

Captain
56 Badges
Oct 8, 2016
380
398
  • Stellaris: Distant Stars
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Federations
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Surviving Mars
  • BATTLETECH: Heavy Metal
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Leviathans Story Pack
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III
  • Cities: Skylines
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Magicka 2
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Stellaris
  • Crusader Kings II: Reapers Due
Strange it's 2456 and we have even already had the end game crisis. 3 FE left in the game still sleeping. And really, they can awaken as early as 100 years in 0.o
 

rcasale

Sergeant
24 Badges
Feb 18, 2013
82
72
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Semper Fi
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • BATTLETECH
  • Stellaris: Leviathans Story Pack
  • Tyranny: Archon Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Cities: Skylines
This one means that the FEs will inevitably awake in almost every game, as the tech threshold will be passed by someone eventually.

Is the tech threshold related to the amount of time passed in game? Because I could imagine a situation where none of the AI empires are efficient enough have enough research to pass the threshold. This would leave it in the hands of the human players, who also may not be that efficient. (In my current play through I'm being more expansionist than usual, and I've let me research fall behind compared to my penalties)
 

LughC

Captain
56 Badges
Oct 8, 2016
380
398
  • Stellaris: Distant Stars
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Federations
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Surviving Mars
  • BATTLETECH: Heavy Metal
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Leviathans Story Pack
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III
  • Cities: Skylines
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Magicka 2
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Stellaris
  • Crusader Kings II: Reapers Due
Is the tech threshold related to the amount of time passed in game? Because I could imagine a situation where none of the AI empires are efficient enough have enough research to pass the threshold. This would leave it in the hands of the human players, who also may not be that efficient. (In my current play through I'm being more expansionist than usual, and I've let me research fall behind compared to my penalties)

I don't even think that threshold is a guarantee as I almost always go heavy tech
 

LughC

Captain
56 Badges
Oct 8, 2016
380
398
  • Stellaris: Distant Stars
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Federations
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Surviving Mars
  • BATTLETECH: Heavy Metal
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Leviathans Story Pack
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III
  • Cities: Skylines
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Magicka 2
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Stellaris
  • Crusader Kings II: Reapers Due
I suppose it could be related specifically to dangerous technology?


I think it's more it just adds to the "chance" there is probably some background check every so many months/years for each empire. With certain triggers (maybe even just always rising with time as well) the chance for each check to succeed increases. I know the devs said things like.
Attacking a FE
High tech level
Another FE awakening
And
End game crisis
Can all increase the chance of FE awakening
 

CrazedSeal

Fanatical Purifier
68 Badges
Mar 17, 2012
194
4
  • Cities in Motion
  • Victoria: Revolutions
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Semper Fi
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Common Sense
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Age of Wonders III
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Europa Universalis IV: Res Publica
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Cradle of Civilization
Fallen Empires have several conditions that must be met for them to wake up.
For a normal awakening they require that 100 years have passed, that they are not at war, and that atleast one country has a fleet power of either 40k/50k/60k (Difficulty)
Another way for Fallen Empires to awaken is that they have to be Materialist/Xenophobe and a Crisis occurs.
And the last one is the response to another Fallen Empire awakening to trigger the War in Heaven.

The average time for the fallen empire to awaken is 50 years normally, this is altered by other countries fleet strengths, whether or not a nation controls a Fallen Empire world. A fallen empire world that is controlled by a Non-Fallen Empire nation will drastically reduce the time for a Fallen Empire to awaken.

There is a potential for Fallen Empires to not awaken but of course after 50 years that's not likely.
Hope this helps :)
 

LughC

Captain
56 Badges
Oct 8, 2016
380
398
  • Stellaris: Distant Stars
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Federations
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Surviving Mars
  • BATTLETECH: Heavy Metal
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Leviathans Story Pack
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III
  • Cities: Skylines
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Magicka 2
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Stellaris
  • Crusader Kings II: Reapers Due
Fallen Empires have several conditions that must be met for them to wake up.
For a normal awakening they require that 100 years have passed, that they are not at war, and that atleast one country has a fleet power of either 40k/50k/60k (Difficulty)
Another way for Fallen Empires to awaken is that they have to be Materialist/Xenophobe and a Crisis occurs.
And the last one is the response to another Fallen Empire awakening to trigger the War in Heaven.

The average time for the fallen empire to awaken is 50 years normally, this is altered by other countries fleet strengths, whether or not a nation controls a Fallen Empire world. A fallen empire world that is controlled by a Non-Fallen Empire nation will drastically reduce the time for a Fallen Empire to awaken.

There is a potential for Fallen Empires to not awaken but of course after 50 years that's not likely.
Hope this helps :)

Wait so they need a minimum of 100 years but are likely after 50? And if it is only 50 I'm glad they never seem to wake up for me. 50 years in and my fleets are normally only 12k
 

CrazedSeal

Fanatical Purifier
68 Badges
Mar 17, 2012
194
4
  • Cities in Motion
  • Victoria: Revolutions
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Semper Fi
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Common Sense
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Age of Wonders III
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Europa Universalis IV: Res Publica
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Cradle of Civilization
Wait so they need a minimum of 100 years but are likely after 50? And if it is only 50 I'm glad they never seem to wake up for me. 50 years in and my fleets are normally only 12k

Yes, they will not awaken unless 100 years have passed.
Once 100 years have passed and the other conditions are met then every year they essentially have a 1/50 chance of awakening.

Even if 100 years have passed, if no other nation has a fleet power of 40k/50k/60k they still won't wake up.
 
  • 1
Reactions: