Stellaris

Stellaris

Awakened Empires: Rewritten
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Update: 1 May, 2021 @ 2:59pm

Initial;
-Awakened empires now have access to new upgrades for their buildings, which either improves their output, provides more jobs/housing/stability, or both.
--Hedonistic jobs are put on a back burner in terms of priority, too.

-Fallen empires can now naturally awaken before End Game, but upped the fleetpower requirements for this to happen.
--Also added in support for modded and some natural other country types to cause FEs to awaken. The Great Khan, and The Grey Tempest can cause it, but the Shroud, space creatures, and Leviathans cannot.
---If you have Dangerous Crystalline Asteroids or anything else that really boosts the Hiver country's power, they can cause awakening although the fleetpower threshold is much higher.

-Adjusted the civics Awakened Empires get.
--A berserking Machine FE now gets a "Broken" version of their Awakening civic, though it's just a change in description.
--Awakened Machine and the "Broken" variant provide 50% ship build speed, 25% reduced build cost, 500% naval cap, 1 megastructure build cap, and 80 fleet command limit.
--Malfunctioning Custodian and Final Defense Protocols provide 10% ship fire rate, 25% reduced building upkeep, 50% building speed, and 50% job output Malfunctioning Custodian also provides -33% war exhaustion.
--Revanchist Fervor provides 500% naval cap, 50% planet building speed, gives jobs 50% output, and 50% ship build speed.
--Ancient Caches of Technology provides 25% reduced ship build cost, 25% reduced upkeep cost, 1 megastructure build cap, and 80 fleet command limit.

-Decadence adjustments;
--Starts after 40 years instead of 20.
--Slightly less likely for an Awakened Empire to accumulate it each month.
--The ship-based debuffs decadence provides is increased to 33%.
--Decadence also now provides 33% increased war exhaustion gain.

-Fallen and Awakened empires have an exclusive repeatable tech that increases ship hull by 10%, reduces building cost by 5%, adds 40 fleet command limit, and increases starbase upgrade speed by 10%. This can be researched 5 times.
--They also have access to a tech that (for them) increases their unlocked building slots by 4 and reduces ship upgrade cost by 20%.
--Anyone who owns an FE planet has a chance to be able to research either, though it's very low.

-FE fleets now start with 20 Battlecruisers and 42 Escorts, with reinforcements being half that. Additionally, full fleets have a 25% chance to start with a Fallen Titan.
--Machine FE ships also now use Autonomous combat computers rather than Sapient ones.
--Each Fallen Titan now has a unique Aura for each FE/AE type, being an amalgamation of 2 normal ones.
--Fallen Titans also have gained 33% hull and innately boost the shield/armor their components provide by 20%.

-Adjusted the times for gifts and tasks.
--Reduced the max fleetpower you can have for an FE to gift you to 80000.
--Reduced the MTTH for a gift to be given to 80 years.
--Reduced the Spiritualist FE's anti-robot task's MTTH to 400 years.
--Increased the MTTH of the Xenophile FE anti-purge task by 50 years.

-Adjusted the Awakened Fallen Empire country type and personalities.
--Decreased the amount of armies AEs (and FEs) need to declare war to 0.
--Awakened Empires passively receive 1250 minerals/energy/food, 500 alloys/cg, 50 of each basic special resource, 25 dark matter/living metal/zro, and 10 influence each month.
--Awakened Empires now have double their original aggression from their FE personality, except the Xenophobe one. They have triple.
--Every AE except the Machine AE have the Subjugator trait.
--Xenophobe AE now has the Opportunist trait.
--AE Xenophile no longer has the Opportunist trait, but instead has the Liberator trait.

-The first tier of FE buildings can now be built by normal empires, though they require the FE/AE unique tech Prebuilt Infrastructure to be researched first, which means capturing an FE/AE planet.

-Made several adjustments to the FE/AE subject types (Not including Scions).
--Most FE/AE subjects pay 33% of their research output to their overlord, increased to 66% for Materialist FE/AE subjects.
--Most FE/AE subjects pay 25% of their energy credits and minerals to their overlord. Spiritualist FE/AE subjects also pay 25% unity and 1 influence. Xenophobe FE/AE subjects also pay 25% alloys.
--Xenophile FE/AE subjects have no tax, but they are no longer allowed to expand past their borders.

-The League of Non-Aligned Powers doesn't just rename a federation or form a generic one. Now, it asks the most powerful federation leader to form a new federation at the same level as their current one.
--The League is a unique federation type;
---It has no cohesion penalty for members joining.
---It's a mix of other federation types, primarily the Research Cooperative and the Martial Alliance.
---Damage bonuses are against AEs/FEs in particular, and are quite a bit stronger.
---Homocidal empires are allowed to join the league now too, since they'd be willing to put away their hunger/hatred at least temporarily to combat the War in Heaven.
----They can't be picked as the leader, though.
---Once the War in Heaven is over, the Federation Leader will be forced to change the federation type, though they can choose any of them rather than the ones limited to their ethics/civics. (LONG AS THEY HAVE THE RIGHT DLC!)
----Members also gain a couple of the perks permanently as an additional reward.

-The Subjugation war goal for AEs now allows you to surrender, becoming the subject of the AE in question. However, you may not force them to surrender whilst they can force you to surrender but not surrender themselves.
--Also fixed the wrong End Threat war goal being assigned to the defending empire of an AE war.
--Killing a Holy World also now starts this kind of Subjugation war with the newly awakened Spiritualist AE rather than a generic one.

Update: 1 May, 2021 @ 2:12pm