Fallen empire - Stellaris Wiki (2024)

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Fallen empire - Stellaris Wiki (1)

Please help with verifying or updating older sections of this article. At least some were last verified for version 3.10.

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Fallen empire - Stellaris Wiki (2)

Enigmatic Observers finishing a Battlecruiser

Fallen empires are vestigial remnants of millennia old, extremely powerful empires that have become stagnant and decadent over the ages. Unlike normal empires, a Fallen Empire is fully developed at the start of the game, and due to their extremely large and powerful fleets they should not be provoked until your fleet strength and technology is comparable. They always start with two fleets of around 40k-150k Fleet Power and can obtain additional fleets through events. Fallen Empires use a unique ship and station appearance which is exclusive to them; there are visual variants of this style and different weapon and component selections for each type of Fallen Empire, but the general number of slots is about equal.

It is impossible to vassalize a Fallen Empire in any way. When engaging in a conflict with them, it is essential that an empire be fully prepared to deal with the consequences and be prepared to follow through on any demands made. Any empire can make claims on a Fallen Empire system regardless of Ethics or their War Philosophy policy.

There are 4 types of Fallen Empires, 5 with the Fallen empire - Stellaris Wiki (3) Synthetic Dawn DLC, and only one of each type can exist in a game. The max number of Fallen Empires within the game depends on the galaxy size. However, if a galaxy is too populated (both regular empires and fallen empires sliders have been set to max) then some Fallen Empires might not be created. This does not happen every time and depends entirely on empire placement.

A Fallen Empire's species is randomly generated, but there is a 5% chance for them to be picked from any of the pre-made species if the species in question have not already spawned on the map and have the Fallen's Empire required ethic, fanatic or not. For example, it is possible by default for a human Fallen Empire to be generated as Enigmatic Observers or Militant Isolationists, based on either the moderate Xenophile UNE or Fanatic Xenophobe CoM.

In the Contact list, they are listed under their own section ("Fallen Empires").

Empires cannot conduct any form of espionage on fallen empires.

Fallen empire - Stellaris Wiki (4) Available only with the Federations DLC enabled.

If an empire has the Fallen empire - Stellaris Wiki (5) Scion Origin while Fallen Empires were turned off a small Fallen Empire with only the home system will be created.

Contents

  • 1 Sleeping Empires
    • 1.1 Systems
    • 1.2 Holy Worlds
    • 1.3 Sleeping Empires Interactions
  • 2 Awakened Empires
    • 2.1 Decadence
    • 2.2 Guardians of the Galaxy
    • 2.3 Upstart awakening
      • 2.3.1 War in Heaven
        • 2.3.1.1 Start of the War in Heaven
        • 2.3.1.2 The choice
        • 2.3.1.3 League of Non-Aligned Powers
    • 2.4 Holy war
  • 3 Ancient Caretakers
    • 3.1 Contingency Awakening
    • 3.2 Requests
    • 3.3 Tasks
  • 4 Technology
    • 4.1 Ships
  • 5 Strategy
    • 5.1 Sleeping Empire
    • 5.2 Awakened Empire
    • 5.3 War in Heaven
  • 6 Empire titles
  • 7 References

Sleeping Empires[edit | edit source]

Fallen empire - Stellaris Wiki (6)

Please help with verifying or updating this section. It was last verified for version 3.10.

All Fallen Empires begin the game in Sleeping status. Despite their complete development and immense power, the Fallen Empires will remain passive, staying within their borders and taking no action unless provoked. They have Fallen empire - Stellaris Wiki (7) Imperial authority and the Fallen empire - Stellaris Wiki (8) Lethargic Leadership and Fallen empire - Stellaris Wiki (9) Empire In Decline civics, which prevents them from colonizing and conquering worlds or building new ships. They will, however, get new fleets yearly through an event if their Fleet Power is low and they are at peace (8 Battlecruisers and 10 Escorts).

Fallen Empires do not require the completion of a Fallen empire - Stellaris Wiki (10) first contact and will instantly contact empires who unwittingly enter their space.

Once revealed, organic Fallen Empires typically have a Dismissive attitude towards normal empires, and will not accept trades or Envoys. They always start with their borders closed, but some Fallen Empires will open them and accept trade if relations improve sufficiently to become Patronizing.

Sleeping Fallen Empires have a modifier that reduces their ship upkeep and build cost by 50%. This modifier is retained when they awaken.

Fallen Empires have a 10% chance of starting with a Colossus and a 25% chance of starting with a Titan. Fallen Empire titans don't have auras.

Fallen EmpireEthicMain species traitsServant speciesArmies Colossus weaponRequests & TasksGuardiansBorder accessAngered by (−200 Opinion)Demands & Wargoals
Enigmatic Observers
Fallen empire - Stellaris Wiki (11)
Fallen empire - Stellaris Wiki (12) Fanatic Xenophile
  • Fallen empire - Stellaris Wiki (13)+5 Trait points
  • Fallen empire - Stellaris Wiki (14) Mechanical
  • Fallen empire - Stellaris Wiki (15) Domestic Protocols
  • Fallen empire - Stellaris Wiki (16) Luxurious
Fallen empire - Stellaris Wiki (17) Gene Warrior Army Fallen empire - Stellaris Wiki (18) Global Pacifier
  • Fallen empire - Stellaris Wiki (19) Send a pop to The Preserve
  • Fallen empire - Stellaris Wiki (20) Force a rival to outlaw purges
  • Fallen empire - Stellaris Wiki (21) Give the brain scans from the Limbo event chain
Fallen empire - Stellaris Wiki (22)Fallen empire - Stellaris Wiki (23)
  • Fallen empire - Stellaris Wiki (24) Insults
  • Fallen empire - Stellaris Wiki (25) Rivalry
Outlaw Purges
Holy Guardians
Fallen empire - Stellaris Wiki (26)
Fallen empire - Stellaris Wiki (27) Fanatic Spiritualist
  • Fallen empire - Stellaris Wiki (28)+3 Trait points
  • Fallen empire - Stellaris Wiki (29) Psionic
  • Fallen empire - Stellaris Wiki (30) No servant species
Fallen empire - Stellaris Wiki (31) Psionic Army Fallen empire - Stellaris Wiki (32) Neutron SweepFallen empire - Stellaris Wiki (33) Force a rival to outlaw AIFallen empire - Stellaris Wiki (34)Fallen empire - Stellaris Wiki (35)
  • Fallen empire - Stellaris Wiki (36)Fallen empire - Stellaris Wiki (37) Colonizing Holy Worlds
  • Fallen empire - Stellaris Wiki (38) Insults
  • Fallen empire - Stellaris Wiki (39) Rivalry
  • Abandon Holy Worlds
  • Outlaw AI
Keepers of Knowledge
Fallen empire - Stellaris Wiki (40)
Fallen empire - Stellaris Wiki (41) Fanatic Materialist
  • Fallen empire - Stellaris Wiki (42)+3 Trait points
  • Fallen empire - Stellaris Wiki (43) Cybernetic
  • Fallen empire - Stellaris Wiki (44) Mechanical
  • Fallen empire - Stellaris Wiki (45) Domestic Protocols
  • Fallen empire - Stellaris Wiki (46) Luxurious
Fallen empire - Stellaris Wiki (47) Robotic Army Fallen empire - Stellaris Wiki (48) Global PacifierFallen empire - Stellaris Wiki (49) Give one of your Level 5+ scientistsFallen empire - Stellaris Wiki (50)Fallen empire - Stellaris Wiki (51)
  • Fallen empire - Stellaris Wiki (52) Insults
  • Fallen empire - Stellaris Wiki (53) Rivalry
Humiliate
Militant Isolationists
Fallen empire - Stellaris Wiki (54)
Fallen empire - Stellaris Wiki (55) Fanatic Xenophobe
  • Fallen empire - Stellaris Wiki (56)+5 Trait points
  • Fallen empire - Stellaris Wiki (57) Nerve Stapled
  • Fallen empire - Stellaris Wiki (58) Charismatic
  • Fallen empire - Stellaris Wiki (59) Strong
Fallen empire - Stellaris Wiki (60) Xenomorph Army Fallen empire - Stellaris Wiki (61) World CrackerFallen empire - Stellaris Wiki (62) NoneFallen empire - Stellaris Wiki (63)Fallen empire - Stellaris Wiki (64)
  • Fallen empire - Stellaris Wiki (65) Owning a neighbor system
  • Fallen empire - Stellaris Wiki (66) Insults
  • Fallen empire - Stellaris Wiki (67) Rivalry
Abandon neighbor systems

Systems[edit | edit source]

Fallen Empires own highly valuable systems. The planets of their capital systems in particular are fully developed, filled with enough City Districts to unlock all build slots, and contain various special buildings built using ancient technology that have exceptionally high output and are otherwise unavailable - even an Awakened Empire cannot build more of these special buildings. All systems connected to the capital system by a hyperlane will be claimed with a Starbase and those containing habitable planets will be colonized and developed with an Ancient Palace and a Sky Dome. All Fallen Empire home planets are fortified with unique defense buildings, making invasions difficult.

Fallen Empires created by the Fallen empire - Stellaris Wiki (68) Scion Origin because there were no pre-generated Fallen Empires in the galaxy will own only their home system.

Fallen EmpireCore Worlds (size)Border Worlds (size)Notes
Enigmatic ObserversFallen empire - Stellaris Wiki (69) Cradle (20)
Fallen empire - Stellaris Wiki (70) Mother (12)
Fallen empire - Stellaris Wiki (71) Brother (10)
Fallen empire - Stellaris Wiki (72) The Preserve (20)Their Core Worlds are always orbiting Fallen empire - Stellaris Wiki (73) Gas Giant named Father
The Preserve houses between 3 and 5 random species. It can gain pops from other species via requests.
Holy GuardiansFallen empire - Stellaris Wiki (74) Celestial Throne (30)
Fallen empire - Stellaris Wiki (75) Sky Temple (22)
Fallen empire - Stellaris Wiki (76)Fallen empire - Stellaris Wiki (77) Holy Worlds will always spawn near their boundaries.
Keepers of KnowledgeFallen empire - Stellaris Wiki (78) Font of Knowledge (20)Fallen empire - Stellaris Wiki (79) The Archives (15)Without Fallen empire - Stellaris Wiki (80) Megacorp or Fallen empire - Stellaris Wiki (81) Ancient Relics conquering Font of Knowledge is one of the only two ways to gain an Ecumenopolis. You can also gain an Ecumenopolis from restoring the First League Precursor homeworld, Fen Habbanis III.
Militant IsolationistsFallen empire - Stellaris Wiki (82) The Core (25)
Fallen empire - Stellaris Wiki (83) Boundary (12)
Fallen empire - Stellaris Wiki (84) 2 habitable Shielded Worlds
Fallen empire - Stellaris Wiki (85) 1 uninhabitable Shielded World
Each Shielded World has an associated special project to lower the shield with different possible outcomes.
The Shallash unique system can only spawn next to their borders.
Ancient CaretakersFallen empire - Stellaris Wiki (86) Alpha Complex
Fallen empire - Stellaris Wiki (87) Production Unit
Fallen empire - Stellaris Wiki (88) Processing Unit
Fallen empire - Stellaris Wiki (89) 1 repairable ruined section
Fallen empire - Stellaris Wiki (90) 4 repairable ruined sections
Fallen empire - Stellaris Wiki (91) 4 repairable ruined sections
Their two other systems are littered with debris from destroyed ringworlds. As not even the frame survived they cannot be repaired.

Holy Worlds[edit | edit source]

If Fallen empire - Stellaris Wiki (92) Holy Guardians are present in the Galaxy, four randomly chosen systems near they borders will contain four specific Holy Worlds. Systems spawn unclaimed and planets are uncolonized by any Pre-FTL species. As planets associated with Fallen Empires, Holy Worlds always the generates with same names, and are additionaly marked by Fallen empire - Stellaris Wiki (93)Fallen empire - Stellaris Wiki (94) Holy World modifier. Graphically, when the system screen is opened, they are surrounded by a golden aura, similarly to Fallen empire - Stellaris Wiki (95)Fallen empire - Stellaris Wiki (96) Consecrated Worlds created by empires with the Fallen empire - Stellaris Wiki (97) Consecrated Worlds ascension perk. Planet modifiers and graphic effects aren't removed when Fallen empire - Stellaris Wiki (98) Holy Guardians (or Doctrinal Enforcers) are destroyed.

Holy Worlds contain a lot of randomly generated, but always valuable Planetary Features, with no planetary blockers. Some of the features may appear multiple times. Usually the number of districts buildable in them is greater than average.

Holy WorldPlanet sizePossible Planetary Features
Fallen empire - Stellaris Wiki (99) Pristine JewelFallen empire - Stellaris Wiki (100) 10Fallen empire - Stellaris Wiki (101) Dust Desert
Fallen empire - Stellaris Wiki (102) Searing Desert
Fallen empire - Stellaris Wiki (103) Frozen Gas Lake
Fallen empire - Stellaris Wiki (104) Underwater Vents
Fallen empire - Stellaris Wiki (105) Tempestous Mountain
Fallen empire - Stellaris Wiki (106) Prosperous Mesa
Fallen empire - Stellaris Wiki (107) Submerged Ore Veins
Fallen empire - Stellaris Wiki (108) Lush Jungle
Fallen empire - Stellaris Wiki (109) Fertile Lands
Fallen empire - Stellaris Wiki (110) Black Soil
Fallen empire - Stellaris Wiki (111) Teeming Reef
Fallen empire - Stellaris Wiki (112) Emerald MausoleumFallen empire - Stellaris Wiki (113) 14
Fallen empire - Stellaris Wiki (114) Walled GardenFallen empire - Stellaris Wiki (115) 18
Fallen empire - Stellaris Wiki (116) Prophet's RetreatFallen empire - Stellaris Wiki (117) 25

System containing Holy Worlds can be claimed without any consequences. When the player surveys a Holy World, they will get a message informing them about its presence. Fallen empire - Stellaris Wiki (118)Fallen empire - Stellaris Wiki (119) Spiritualist empires have their own message that gives them a small amount of Fallen empire - Stellaris Wiki (120) unity. If an empire with the Fallen empire - Stellaris Wiki (121) Consecrated Worlds ascension uses the Fallen empire - Stellaris Wiki (122) Consecrate World decision on one of Holy Worlds, they will get Fallen empire - Stellaris Wiki (123) +30 with the Holy Guardians for each planet consecrated. This opinion bonus is cumulative, but deconsecrating any of planet removes the bonus.

When any empire colonizes a Holy World, the Holy Guardians' opinion about the defiler decreases by Fallen empire - Stellaris Wiki (124) −100. This only counts the colonization of the planet itself; starbases do not incur any opinion penalties.If the Holy Guardians' opinion about the colonizer of any Holy World is low enough to send demands, they will almost instantly send an angry demand to abandon colonization. If the demand is accepted, then all colonies on Holy Worlds are removed, but if it is rejected, then the Holy Guardians' opinion about the defiler will further decrease, while granting them the Punishment casus belli with the Cleanse Holy Worlds wargoal towards the defiler.

Fallen empire - Stellaris Wiki (125) Available only with the Federations DLC enabled.

Empires starting with a Fallen empire - Stellaris Wiki (126) Scion origin and Fallen empire - Stellaris Wiki (127) Holy Guardians as their overlord have enough opinion to colonize all Holy Worlds without getting demands to abandon them. So long as the Scion keeps their opinion positive, the overlord will not demand them leave the planets. Such empires also have their own version of the message displayed when they survey a Holy World.

Fallen empire - Stellaris Wiki (128) Available only with the Ancient Relics DLC enabled.

If any empire gets the Fallen empire - Stellaris Wiki (129) Head of Zarqlan relic, it can colonize Holy Worlds without incurring opinion penalties from the Holy Guardians. Should the player get it, they will receive a transmission from the Holy Guardians with this information shortly after.

Sleeping Empires Interactions[edit | edit source]

Requests are one-time events that have a drawback in exchange for greatly increasing a Fallen Empire's opinion and an increased chance of receiving gifts. Accepting a request grants a decaying Fallen empire - Stellaris Wiki (130)+100 opinion while refusing gives a decaying Fallen empire - Stellaris Wiki (131)−50 opinion. Requests are not available if at war or the empire is Fallen empire - Stellaris Wiki (132)Fallen empire - Stellaris Wiki (133)Fallen empire - Stellaris Wiki (134) Genocidal.

Tasks are missions to go to war against another empire within 20 years to fulfill the goals of a Fallen Empire in exchange for greatly increased opinion and an increased chance of receiving gifts. Fortunately only empires you Fallen empire - Stellaris Wiki (135) rivaled can be picked as targets. Tasks can only be given to player empires. Fulfilling a task grants a decaying Fallen empire - Stellaris Wiki (136)+100 opinion while refusing gives a minor Fallen empire - Stellaris Wiki (137)−25 opinion. However failing the task by not completing it in time gives greater opinion penalties. If the target empire is destroyed or changes policy on its own the task is canceled without any effect on opinion. Tasks are not available if at war or if the empire is Fallen empire - Stellaris Wiki (138)Fallen empire - Stellaris Wiki (139)Fallen empire - Stellaris Wiki (140) Genocidal.

Demands are ultimatums from Fallen Empires if their opinion drops below −100. Submitting improves opinion by +25 but rejecting the demands will grant the Fallen Empire the Punishment casus belli. If accepted the effects are usually identical to losing the war about these goals, except without war the empire's leaders are not executed and there is no danger to lose ships in a possibly futile battle. If the Fallen Empire was rivaled by the offending empire they will not make any demands at all and will just declare war immediately to impose their will from the start. AI empires always accept demands unless their fleet power is above 50k, in which case the demand will be accepted only 10% of the time. If a Fallen Empire has lost any of its original owned planets in a war they will stop making demands regardless of opinion. Fallen empires will never declare war on an empire if their power is pathetic compared to it.

Gifts are sent by some Fallen Empires to empires that accepted a request, completed a task, or the Fallen Empire is Patronizing towards. Gifts are always positive and have no drawbacks. Accepting a gift also grants a decaying +50 opinion while refusing it for any reason gives a decaying −50 opinion. To be tagged as a gift recipient, the empire must have less than 100k fleet power and not be at war.

The mean time between gifts is 100 years, modified by the following:

  • ×2 if attitude is neither Patronizing nor Enigmatic, and either accepted or fulfilled a task
  • ×0.25 if Enigmatic attitude and accepted a task
  • ×0.1 if Enigmatic attitude and completed a task
  • ×0.5 if Patronizing attitude and accepted a task
  • ×0.25 if Patronizing attitude and completed a task
  • ×0.75 if Opinion 75
  • ×0.75 if Opinion 100
  • ×0.75 if Opinion 150
  • ×0.75 if Opinion 200
OddsGift
Before mid-game yearAfter mid-game year
50%
  • Fallen empire - Stellaris Wiki (141)1500 Minerals
  • Fallen empire - Stellaris Wiki (142)500 Energy
  • Fallen empire - Stellaris Wiki (143)250 Alloys
  • Fallen empire - Stellaris Wiki (144)3000 Minerals
  • Fallen empire - Stellaris Wiki (145)1000 Energy
  • Fallen empire - Stellaris Wiki (146)500 Alloys
20%Fallen empire - Stellaris Wiki (147)+25% Research from Fallen empire - Stellaris Wiki (148) Jobs for 10 years
15%One of the following rare technologies, in this order:
  1. Fallen empire - Stellaris Wiki (149) Planetary Shields
  2. Fallen empire - Stellaris Wiki (150) Synchronized Defenses
  3. Fallen empire - Stellaris Wiki (151) Selected Lineages
  4. Fallen empire - Stellaris Wiki (152) Corps of Engineers
  5. Fallen empire - Stellaris Wiki (153) Gene Banks
If all these technologies are researched:
  • Fallen empire - Stellaris Wiki (154)+25% Research from Fallen empire - Stellaris Wiki (155) Jobs for 10 years
10%
  • Fallen empire - Stellaris Wiki (156)3000 Minerals
  • Fallen empire - Stellaris Wiki (157)1000 Energy
  • Fallen empire - Stellaris Wiki (158)500 Alloys
3 escorts
5%1 battlecruiser

Empires with the Fallen empire - Stellaris Wiki (159) Scion origin get one of the following gifts every 25 to 50 years:

OddsGift
16.66%One of the following Fallen empire - Stellaris Wiki (160) Engineering technologies, in this order:
  1. Fallen empire - Stellaris Wiki (161) Holographic Casts
  2. Fallen empire - Stellaris Wiki (162) Advanced Mineral Purification
  3. Fallen empire - Stellaris Wiki (163) Corps of Engineers
  4. Fallen empire - Stellaris Wiki (164) Battleships
  5. Fallen empire - Stellaris Wiki (165) Improved Titan Hulls
  6. Random Fallen empire - Stellaris Wiki (166) Engineering technology
16.66%One of the following Fallen empire - Stellaris Wiki (167) Physics technologies, in this order:
  1. Fallen empire - Stellaris Wiki (168) Miniature Containment Fields
  2. Fallen empire - Stellaris Wiki (169) Self-Evolving Logic
  3. Fallen empire - Stellaris Wiki (170) Antimatter Power
  4. Fallen empire - Stellaris Wiki (171) Autonomous Ship Intellects
  5. Fallen empire - Stellaris Wiki (172) Jump Drive
  6. Random Fallen empire - Stellaris Wiki (173) Physics technology
16.66%One of the following Fallen empire - Stellaris Wiki (174) Society technologies, in this order:
  1. Fallen empire - Stellaris Wiki (175) Eco Simulation
  2. Fallen empire - Stellaris Wiki (176) Xenobiology
  3. Fallen empire - Stellaris Wiki (177) Foreign Soil Enrichment
  4. Fallen empire - Stellaris Wiki (178) Climate Restoration
  5. Fallen empire - Stellaris Wiki (179) Ascension Theory
  6. Random Fallen empire - Stellaris Wiki (180) Society technology
8.33%Fallen empire - Stellaris Wiki (181)3000 Alloys
8.33%Fallen empire - Stellaris Wiki (182)4000 Alloys
8.33%Fallen empire - Stellaris Wiki (183)5000 Alloys
8.33%Fallen empire - Stellaris Wiki (184)3000 Consumer Goods
8.33%Fallen empire - Stellaris Wiki (185)4000 Consumer Goods
8.33%Fallen empire - Stellaris Wiki (186)5000 Consumer Goods

Scions also get each of the following gifts once each, checked once per year:

OddsGift
1.89%–1.96%Level 7 Fallen Empire leader
1.89%–1.96%1 battlecruiser and 3 escorts

Awakened Empires[edit | edit source]

Fallen empire - Stellaris Wiki (187)

Please help with verifying or updating this section. It was last verified for version 3.10.

If sufficiently provoked, a Fallen Empire might awaken and turn into an Awakened Empire. Awakened Empires stop being passive and make a bid to dominate the galaxy or defend it from a Crisis (based on the form of Awakening). Awakened Empires have considerable technological and starting resource advantages even compared to mid- or late-game empires, and thus their awakening can have drastic consequences for a game in progress but can also make them one of the best guardian forces in the galaxy.

Effects on the Fallen Empire and Galaxy:

  • Their Government Type is changed to Awakened Ascendancy.
  • Their Civics are replaced with Fallen empire - Stellaris Wiki (188) Revanchist Fervor and Fallen empire - Stellaris Wiki (189) Ancient Caches of Technology, allowing them to expand and build ships without restrictions.
  • Their Fallen empire - Stellaris Wiki (190) Energy, Fallen empire - Stellaris Wiki (191) Minerals, Fallen empire - Stellaris Wiki (192) Food and Fallen empire - Stellaris Wiki (193) Influence storages are filled.
  • They instantly receive an additional fleet.
    • If a default empire has more than 50k Fleet Power, the event will trigger again.
  • The reinforcement event available for Sleepers can no longer trigger.

Awakened Empires use regular Diplomacy Stances:

  • If Awakened Empire have enough place for expansion it is likely to choose Fallen empire - Stellaris Wiki (194)Expansionist diplomatic stance.
  • If surrounded by another empires it will choose Fallen empire - Stellaris Wiki (195) Supremacist or Fallen empire - Stellaris Wiki (196)Belliregent stance, but almost always choose Fallen empire - Stellaris Wiki (197) Supremacist.

Every regular empire gets Fallen empire - Stellaris Wiki (198) Containment Casus Belli towards Awakened Empire, that allows them to start Total War against Awakened Empire with End Threat wargoal. Upon awakening, a Fallen Empire's entry in the Contacts list is updated with a new name and is placed in the "Others" section instead of "Fallen Empires".

Fallen empire - Stellaris Wiki (199) Available only with the Nemesis DLC enabled.

If any Awakened Empire exists in Galaxy, Galactic Community seems it as crisis, so Galactic Custodian nomination by AI are more likely and any nomination will get strong support on senate floor. Also resolutions: Fallen empire - Stellaris Wiki (200) Extend Custodianship or Fallen empire - Stellaris Wiki (201) Remove Custodianship Term Limits will get strong support. You can use awakening to become Galactic Custodian or even Galactic Imperator if you cannot get enough support other ways.

Decadence[edit | edit source]

Decadence is a mechanic affecting Awakened Empires to prevent them from establishing a permanent hegemony over weaker empires. 20 years after a Fallen Empire has awakened it will start to accumulate Decadence. Decadence increases in increments of 2 and has a 0.5% chance to increase each month for each planet the Awakened Empire or its subjects possesses. Once Decadence reaches 100 it imparts the following penalties:

  • −66% Resources from Fallen empire - Stellaris Wiki (202) jobs
  • 25% Ship weapon damage, ship hull points and shield hit points (stacks with any penalties caused by resource shortages, if present)
  • Fallen empire - Stellaris Wiki (203)+100% Vassal opinion penalty for having less fleet power than all of them combined

Guardians of the Galaxy[edit | edit source]

When an endgame Crisis occurs a Fallen Empire can awaken after 5 years with the declared goal of ending said Crisis. If one of them has already awakened before the Crisis, they will stop their vassalization plans and attempt to rally the galaxy as well. Guardians of the Galaxy will always agree to form or join a Federation no matter what opinion they held before the awakening. Once the Crisis has been defeated the Guardian empire will leave the current Federation and become a regular empire. The chances for a Guardian Awakening are the following:

  • 60% chance either the Enigmatic Observers or the Keepers of Knowledge awaken.
  • 15% chance both Fallen Empires awaken. If only one of them is present it will awaken alone.
  • 25% chance neither Fallen Empire awakens.

Once awakened, the Guardian empire goes through the full awakening effects, and all empires will be notified. All AI empires will get one of the following Opinion bonuses towards the Awakened Empire (equal chances):

  • Fallen empire - Stellaris Wiki (204)+100 Opinion
  • Fallen empire - Stellaris Wiki (205)+50 Opinion
  • No modifier

Only the Enigmatic Observers, Keepers of Knowledge, and Ancient Caretakers can become Guardians. The Holy Guardians or the Militant Isolationists will never awaken as guardians and should they have awakened before the crisis, they will continue with their domination plan instead.

Fallen empire - Stellaris Wiki (206) Available only with the Leviathans DLC enabled.

Guardian awakenings do not roll for Ancient Rival. In addition, if a crisis occurs during a War in Heaven, neither Awakened Empire will become Guardians.

Fallen empire - Stellaris Wiki (207) Available only with the Synthetic Dawn DLC enabled.

The Ancient Caretakers will not awaken as Guardians if the Prethoryn Scourge or Extradimensional Invaders crisis occurs. However they are guaranteed to awaken if the Contingency crisis occurs and will in that case activate right after the sterilization hubs come online. This happens independently from the Guardian awakening mechanics, making it possible for up to three Fallen Empires to awaken.

Upstart awakening[edit | edit source]

The default type of awakening, an upstart awakening, usually happens if a standard player or AI empire becomes too strong in Fleet Power or has managed to conquer Fallen Empire worlds. In this case, the Fallen Empire decides that the young empires are becoming too powerful and thus set out to impose their primacy on them.

The requirements are as following:

  • The game has reached the end game year, they are not at war, and their total combined fleet power is above 60k.
  • A default empire is getting too strong (above 70k fleet power with all fleets combined, or above 60k fleet power and above 90k federation fleet power with all fleets combined if in a federation) or has conquered a Fallen Empire world.
  • No other Fallen Empire has already awakened.
  • The event has a mean time to happen of 50 years, modified as follows:
    • ×0.5 if a default empire has more the 120k fleet power with all fleets combined.
    • ×0.1 if a default empire owns a formerly Fallen Empire-controlled world.
    • If there is more than one Fallen Empire in the game, the time is multiplied by the number of Fallen Empires (it is unclear if that includes no longer existing ones). This offsets the increased chance for one of them to awaken due to higher total numbers.

In usual game requirement with fleet power is easy to satisfy, so it is reccomended to assume awakening, include it to long-term strategy and prepare to it.

The Awakened Empire will have the Imperious attitude towards any neighbor empire and send a request for the empire to become their unique subject type. Refusing the request will add Fallen empire - Stellaris Wiki (208)−200 opinion from the Awakened Empire and cause them to declare war shortly afterwards.

If the Doctrinal Enforcers defeat a Sleeping Empire in war, they will change the Sleeping Empire's ethics to Fallen empire - Stellaris Wiki (209) Fanatic Spiritualist, causing them to turn into a Holy Guardians Fallen Empire.

Fallen empire - Stellaris Wiki (210) Available only with the Ancient Relics DLC enabled.

If an empire owns the Fallen empire - Stellaris Wiki (211) Head of Zarqlan relic, they will have enough Fallen empire - Stellaris Wiki (212) opinion to refuse becoming a Dominion without risking war. Likewise, they can colonize Holy Worlds without angering the Holy Guardians.

War in Heaven[edit | edit source]

Fallen empire - Stellaris Wiki (213) Available only with the Leviathans DLC enabled.

The War in Heaven is a special event where a second Fallen Empires awakens as well and the two Awakened Empires eventually launch a great war against one another, with the normal empires acting as satellite states in their game. Once the first Fallen Empire awakens, an ancient rival may be chosen with the following chances:

  • 40% A Fallen Empire with the opposite ethic is picked as rival, if one exists.
  • 20% A Fallen Empire with a random ethic is picked as rival. This can hit the opposing ethic by chance.
  • 40% No rival is picked, and thus no War in Heaven can happen.

For the second Fallen Empire to awaken it must also meet the same requirements as the first one (not at war, fleet power above 60k, they haven't been awakened some other way). If the requirements are met, there is a 50% chance for the second Fallen Empire to awaken every 5 years. Afterwards, neither Awakened Empire will engage the other for 2 years.

The odds of a War in Heaven depend on the number of fallen empires in the galaxy:

2 Fallen Empires

  • 18%: War against the other Fallen Empire.
  • 82%: No war.

3 Fallen Empires

  • 26%: War against the Fallen Empire of the opposing ethic.
  • 5%: War against a random Fallen Empire.
  • 69%: No war.

4 Fallen Empires

  • 40%: War against the Fallen Empire of the opposing ethic.
  • 5%: War against a random Fallen Empire.
  • 55%: No war.
Start of the War in Heaven[edit | edit source]

Once the War in Heaven starts, both Awakened Empires have the mutual Wargoal of War in Heaven, which causes a Total War. They will each spawn one additional fleet, two if any default empire has above 50k Fleet Power. The War in Heaven can end with a status quo, leaving the galaxy with two Awakened Empires. If the Galactic Community was founded a Resolution to ban joining one or both sides will become available.

The choice[edit | edit source]

Each regular Empire that is not involved in a war is presented with the choice to join either side or stay neutral. There are five options:

  • Join the first Awakened Empire
  • Join the second Awakened Empire
  • Pick neither side
  • Subject empires of both regular and Awakened empires will always follow their overlord
  • Members of the Fallen empire - Stellaris Wiki (214) Galactic Imperium will always follow the emperor

Choices and AI weighting:

  • AI empires with less than 20k fleet power and no federation will side with an Awakened Empire based on their ethics
  • AI empires with more than 20k fleet power or that are part of a federation with a human player will stay neutral
  • AI empires with less than 20k fleet power that are part of an AI federation will pick at random
  • Fallen empire - Stellaris Wiki (215)Fallen empire - Stellaris Wiki (216)Fallen empire - Stellaris Wiki (217) Genocidal empires will never pick a side

Empires that side with one of the Awakened Empires will receive a free Guarantee of Independence from their patron lasting 10 years, become its subjects and join the war on the patron's side.

Once one of the Awakened Empires is defeated, vassals of the winning side that contributed to the war will receive planets from the losing side's members unless they are too far from the borders. The League of Non-Aligned Powers will still have to fight the remaining Awakened Empire.

League of Non-Aligned Powers[edit | edit source]

Shortly after the War in Heaven starts, the president of the most powerful federation will be offered the chance to rename their federation into the League of Non-Aligned Powers. If the empire refuses, the president of the next most powerful federation will be offered the option.

If all federation presidents refuse, then each month the independent, non-genocidal empire that has the most fleet power and is at peace with the Awakened Empires will be offered the chance to form a League of Non-Aligned Powers federation. If the empire refuses, the next most powerful empire will be offered the option. If the empire accepts a level 3 federation will be created.

If an AI empire is offered to form the League of Non-Aligned Powers federation there is a 99% chance it will accept.

After the leader has been picked all independent empires, including those that declined leadership before, are offered one chance to join the federation. Afterwards, joining requires the usual federation diplomacy approaches. Empires that are rivals of the federation president are not offered to join.

Members of the League of Non-Aligned Powers get a temporary Fallen empire - Stellaris Wiki (218)+200 opinion to and from each other.

Empires that are Fallen empire - Stellaris Wiki (219)Fallen empire - Stellaris Wiki (220)Fallen empire - Stellaris Wiki (221) genocidal or have the Metalheads personality will never choose to become the leader or join the federation.

Fallen empire - Stellaris Wiki (222) Available only with the Nemesis DLC enabled.

If a Custodian exists, it will be asked to lead the League of Non-Aligned Powers before other empires are offered the option. If the Galactic Imperium exists, the awakened empires will also declare war against the galactic emperor.

Holy war[edit | edit source]

Fallen empire - Stellaris Wiki (223)Fallen empire - Stellaris Wiki (224) Available only with the Apocalypse DLC or the Nemesis DLCenabled.

If an empire seals, terraforms or destroys a Holy World with a Colossus, Star-Eater, or the Consume World situation, the Holy Guardians will always awaken and declare a war of subjugation. This type of awakening occurs completely independently of other circ*mstances, and can therefore take place at any time under any circ*mstances (such as during a War in Heaven). Aside from the war against the defiler, the Awakened Holy Guardians will act like normally awakened Doctrinal Enforcers and try to dominate the galaxy.

Ancient Caretakers[edit | edit source]

Fallen empire - Stellaris Wiki (225) Available only with the Synthetic Dawn DLC enabled.

Fallen empire - Stellaris Wiki (226)

Ancient Caretakers capital system

A Fallen empire - Stellaris Wiki (227) Machine Intelligence Fallen Empire that is the truly enigmatic Fallen Empire, the Ancient Caretakers are the remnant of a great conflict in the galactic history and maintain a number of ringworlds as a refuge for biological sapients fleeing some unknown menace. They have the Fallen empire - Stellaris Wiki (228) Fallen Machine Intelligence and Fallen empire - Stellaris Wiki (229) Custodian Matrix civics.

The Ancient Caretakers do not hold a personal Fallen empire - Stellaris Wiki (230) Opinion of any empire and unlike any other Fallen Empire they are totally unpredictable. They may offer gifts for no reason or request assistance with tasks that can give a permanent bonus or a temporary but serious penalty. Ancient Caretakers do not declare wars but can be declared war upon. Insulting them has no effect.

Ancient Caretakers have a grey and orange motif for their ships, stations and cities, as well as a different texture featuring integrated circuit patterns.

Fallen EmpireAuthorityTraitsArmiesColossus weaponGuardiansBorder access
Ancient Caretakers
Fallen empire - Stellaris Wiki (231)
Fallen empire - Stellaris Wiki (232) Machine Intelligence
  • Fallen empire - Stellaris Wiki (233) Machine
  • Fallen empire - Stellaris Wiki (234) +3 Extra Trait Points
  • Fallen empire - Stellaris Wiki (235) Battle Frame Army
  • Fallen empire - Stellaris Wiki (236) Mega-Warform
Fallen empire - Stellaris Wiki (237) Neutron SweepFallen empire - Stellaris Wiki (238)Fallen empire - Stellaris Wiki (239)

Contingency Awakening[edit | edit source]

The previous great conflict the Ancient Caretakers refer to was a former Contingency cycle. As such, as soon as the Contingency activates, it will attempt to corrupt the Ancient Caretakers. They have a 66% chance of severing the connection and activating their Final Defense Protocols (Guardians of the Galaxy awakening) and a 33% chance to be corrupted by it and start attacking everything (Berserkers). Each Awakening has a uniquely named civic to differentiate them – Fallen empire - Stellaris Wiki (240) Final Defense Directives or Fallen empire - Stellaris Wiki (241) Corrupted Defense Directives – although the civics have identical effects. The roll to awaken as a Custodian or Berserker is decided at the start of the game so reloading a previous save will not alter the result.

Ancient Caretakers cannot awaken in any other way nor can they be the Ancient Rival and thus be part of a War in Heaven. Unlike other Guardian empires they will not try to form or join a federation.

Requests[edit | edit source]

  1. Allow inoculations: Sent to organic empires. Mean time to happen is 100 years. A negative happiness modifier is applied, until the results show themselves. 10 years later the results will appear and can be either positive or negative. The mean time to happen is shortened to 66% if they awakened in the meantime.
  2. Allow code changes: The machine empire variant of inoculations. Same rules for good/bad results apply.
  3. Provide worker units: With a mean time to happen of 50 years, a Machine Intelligence with at least 11 pops will be requested to give two pops to the Ancient Caretakers.
RequestInitial modifierIncompatible outcome (10 years)Compatible outcome (permanent)
Inoculations
  • Fallen empire - Stellaris Wiki (242)−5% Happiness if not Xenophobe
  • Fallen empire - Stellaris Wiki (243)−10% Happiness if Xenophobe
  • Fallen empire - Stellaris Wiki (244)−20% Happiness
  • Fallen empire - Stellaris Wiki (245)−10% Pop growth speed
  • Fallen empire - Stellaris Wiki (246)−10 years Leader lifespan
  • Fallen empire - Stellaris Wiki (247)+5% Pop growth speed
  • Fallen empire - Stellaris Wiki (248)+10 years Leader lifespan
Code changesFallen empire - Stellaris Wiki (249)+10% Robot upkeep
  • Fallen empire - Stellaris Wiki (250)+5% Robot upkeep
  • Fallen empire - Stellaris Wiki (251)−20% Robot resource output
Fallen empire - Stellaris Wiki (252)+5% Robot resource output

Tasks[edit | edit source]

  1. Attack Empire: With a mean time to happen of 100 years, an empire will be asked to attack a fellow empire. Unlike other tasks this one can target empires that refused requests or tasks from the Ancient Caretakers. The time for the attack is 20 years, with up to 1 year overtime.
  2. Colonize a planet: With a mean time to happen of 200 years, the Custodians request the colonization of a planet. The planet will be near or inside the player's borders and eligible for colonization, when the request is given. Within 20 years at least 5 grown pops must be on the colonized planet. Care should be taken if the habitable worlds setting was raised because this task does not add a point of interest on the galaxy map.
  3. Stop waging war: With a mean time to happen of 100 years, the empire is tasked to outlaw war. Empires that already do are excluded. If accepted, the policy must be changed to No Wars within 20 years.
  4. Stop colonizing: With a mean time to happen of 100 years, the empire is tasked with not colonizing anymore. This task can no longer appear after 100 years have passed. Empires with planets under colonization are excluded. If accepted, the empire must refrain from any colonization for the next 10 years.

Technology[edit | edit source]

Fallen empire - Stellaris Wiki (253)

Please help with verifying or updating this section. It was last verified for version 3.10.

Fallen empire - Stellaris Wiki (254)

Enigmatic Observers fleet

Fallen Empires start with all standard, rare and dangerous technology options already researched, including all technologies limited by ethics, as well as with ten levels in most repeatable technology and five levels in the rest. They also possess a unique Dark Matter Reactor and Deflector which can be reverse engineered and are the second-best deflectors and best reactor available in the game. They do not, however, have any of the special technologies that are only available through reverse engineering, from Leviathans or from special events. Also they are usually explicitly exempt for any and all of the Crisis Faction Spawn checks.

Fallen Empires have no labs on any of their planets and do not research further repeatable techs. After becoming Awakened Empires, they may build labs, and will research new technologies but do so very slowly, often taking upwards of 1000 months for even a single additional repeatable.

Ships[edit | edit source]

Fallen empire - Stellaris Wiki (255)

Please help with verifying or updating this section. It was last verified for version 3.10.

Fallen Empires do not use the standard ship types that are used by normal empires. Instead, they have Escorts, Battlecruisers and Titans. None of the values of those ship fully conform to any player buildable ships. They may also construct Colossi.

  • Escorts behave like destroyers, but their firepower and defense is closer to that of a cruiser. Escorts generally carry 4 Small weapons and 4 Point Defense, and a Large weapon to fight bigger ships. They use picket behavior and have 1500 Hull, 140 base speed, and base 35 evasion with thruster modules equivalent to a destroyer.
  • Battlecruisers behave like battleships, but have far better firepower and durability. Battlecruisers generally carry 1 XL weapon, 2 Large weapons, 2 Hangars and 4 Medium weapons. They use line behavior and have 3500 hull, 100 base speed, and 10 base evasion with thruster modules equivalent to a battleship.
  • Titans are the largest ships in the Fallen Empire's navy, rivaling several battleships and even surpassing Fallen empire - Stellaris Wiki (256) Titans built by normal empires in power. Titans carry 1 Titanic weapon, 8 Large weapons, 4 Hangars and 4 Medium weapons. They use artillery behavior and have 10000 hull, 100 base speed, and 2 base evasion with thruster modules equivalent to a titan.
  • Outpost is their defense platform. They occupy 2 platform capacity, but are much more powerful than regular platforms. Outposts carry 2 Large weapons, 5 Medium weapons and 2 Point Defense.

The exact military power, hull points, armor and shields may vary somewhat due to different weapon systems and access to Strategic Resources. Difficulty and admiral will also affect their combat strength.

Fallen Empires' ships and starbases use a powerful and unsalvageable weapon, the terrifying Titan Lance, comparable to the Perdition Beam which can destroy most warships with a single shot. They also possess several highly advanced ship components which can be salvaged from debris: Dark Matter Reactor (Reactor T6), Dark Matter Deflector (Shield T6) and Dark Matter Thrusters (Thruster T5). Their ships also possess a built-in self-repair which regenerates 2% of their maximum armor and hull per day.

While their ships are very powerful, sleeping Fallen Empires do not build new ones even to replace ones that have been destroyed. Instead, they will receive reinforcements (2 Battlecruisers and 8 Escorts each time) from events if they're at peace. However, if a Fallen Empire awakens, they will replenish their fleets normally. Escorts have a build time of 200 days while their counterparts the Destroyers take 120 days to build. A Battlecruiser's build time is 600 days compared to the 480 days it takes to build a Battleship. Titans take 1800 days to build, like ordinary Titans.

Fallen Empires, Awakened or otherwise, never re-design their ships, so player may tailor their ship designs to hard-counter them.

TypeTitanBattlecruiserEscortCitadelOutpostNotes
Fallen empire - Stellaris Wiki (257) Machine Intelligence

Alpha-class

  • Fallen empire - Stellaris Wiki (258) 1 Titan Lance
  • Fallen empire - Stellaris Wiki (259) 4 Strike Craft T4
  • Fallen empire - Stellaris Wiki (260) 8 Laser T5
  • Fallen empire - Stellaris Wiki (261) 4 Disruptor T3
  • Fallen empire - Stellaris Wiki (262) 10 Shield T6
  • Fallen empire - Stellaris Wiki (263) 10 Armor T5
  • Fallen empire - Stellaris Wiki (264) 3 Shield Capacitors
  • Fallen empire - Stellaris Wiki (265) Jump Drive
  • Fallen empire - Stellaris Wiki (266) Sensor T4
  • Fallen empire - Stellaris Wiki (267) Thrusters T5
  • Fallen empire - Stellaris Wiki (268) Reactor T6
  • Fallen empire - Stellaris Wiki (269) Sapient Computer (Artillery)

Beta-class

  • Fallen empire - Stellaris Wiki (270) 1 Lance T2
  • Fallen empire - Stellaris Wiki (271) 2 Strike Craft T4
  • Fallen empire - Stellaris Wiki (272) 2 Laser T5
  • Fallen empire - Stellaris Wiki (273) 4 Disruptor T3
  • Fallen empire - Stellaris Wiki (274) 4 Shield T6
  • Fallen empire - Stellaris Wiki (275) 4 Armor T5
  • Fallen empire - Stellaris Wiki (276) 2 Shield Capacitors
  • Fallen empire - Stellaris Wiki (277) Jump Drive
  • Fallen empire - Stellaris Wiki (278) Sensor T4
  • Fallen empire - Stellaris Wiki (279) Thrusters T5
  • Fallen empire - Stellaris Wiki (280) Reactor T6
  • Fallen empire - Stellaris Wiki (281) Sapient Computer (Line)

Gamma-class

  • Fallen empire - Stellaris Wiki (282) 1 Launcher T2
  • Fallen empire - Stellaris Wiki (283) 4 Plasma Cannon T3
  • Fallen empire - Stellaris Wiki (284) 4 Point Defense T3
  • Fallen empire - Stellaris Wiki (285) 3 Shield T6
  • Fallen empire - Stellaris Wiki (286) 3 Armor T5
  • Fallen empire - Stellaris Wiki (287) 1 Shield Capacitor
  • Fallen empire - Stellaris Wiki (288) Jump Drive
  • Fallen empire - Stellaris Wiki (289) Sensor T4
  • Fallen empire - Stellaris Wiki (290) Thrusters T5
  • Fallen empire - Stellaris Wiki (291) Reactor T6
  • Fallen empire - Stellaris Wiki (292) Sapient Computer (Picket)

Citadel

  • Fallen empire - Stellaris Wiki (293) 1 Torpedo T3
  • Fallen empire - Stellaris Wiki (294) 1 Strike Craft T4
  • Fallen empire - Stellaris Wiki (295) 12 Mass Driver T5
  • Fallen empire - Stellaris Wiki (296) 2 Plasma Cannon T5
  • Fallen empire - Stellaris Wiki (297) 2 Disruptor T5
  • Fallen empire - Stellaris Wiki (298) 14 Shield T6
  • Fallen empire - Stellaris Wiki (299) 12 Armor T5
  • Fallen empire - Stellaris Wiki (300) 1 Auxiliary Fire-Control
  • Fallen empire - Stellaris Wiki (301) Reactor T6
  • Fallen empire - Stellaris Wiki (302) Sensor T4
  • Fallen empire - Stellaris Wiki (303) Combat Computer T3 (Starbase)
  • Fallen empire - Stellaris Wiki (304) FTL inhibitor

Sigma-class

  • Fallen empire - Stellaris Wiki (305) 2 Laser T5
  • Fallen empire - Stellaris Wiki (306) 5 Disruptor T3
  • Fallen empire - Stellaris Wiki (307) 2 Point Defense T3
  • Fallen empire - Stellaris Wiki (308) 3 Shield T6
  • Fallen empire - Stellaris Wiki (309) 3 Armor T5
  • Fallen empire - Stellaris Wiki (310) 2 Shield Capacitors
  • Fallen empire - Stellaris Wiki (311) Reactor T6
  • Fallen empire - Stellaris Wiki (312) Sensor T4
  • Fallen empire - Stellaris Wiki (313) Sapient Computer (Platform)
  • Fallen empire - Stellaris Wiki (314) Uses Omega-class Colossus, equipped with Fallen empire - Stellaris Wiki (315) Neutron Sweep.
  • Fallen empire - Stellaris Wiki (316) Entirely energy weaponry. Largely Shield based defenses advised.
  • Fallen empire - Stellaris Wiki (317) All ships are equipped with Sapient Combat Computers, granting extra accuracy and fire rate.
Fallen empire - Stellaris Wiki (318) 15,000 Hull Points

Fallen empire - Stellaris Wiki (319) 26,100 Armor

Fallen empire - Stellaris Wiki (320) 32,760 Shields

  • Fallen empire - Stellaris Wiki (321) 225 Speed
  • Fallen empire - Stellaris Wiki (322) 6.0% Evasion
  • Fallen empire - Stellaris Wiki (323)/Fallen empire - Stellaris Wiki (324) 2041.7 dmg / day
Fallen empire - Stellaris Wiki (325) 3,000 Hull Points

Fallen empire - Stellaris Wiki (326) 10,440 Armor

Fallen empire - Stellaris Wiki (327) 12,096 Shields

  • Fallen empire - Stellaris Wiki (328) 225 Speed
  • Fallen empire - Stellaris Wiki (329) 18.0% Evasion
  • Fallen empire - Stellaris Wiki (330)/Fallen empire - Stellaris Wiki (331) 966.8 dmg / day
Fallen empire - Stellaris Wiki (332) 600 Hull Points

Fallen empire - Stellaris Wiki (333) 3,262 Armor

Fallen empire - Stellaris Wiki (334) 3,465 Shields

  • Fallen empire - Stellaris Wiki (335) 315 Speed
  • Fallen empire - Stellaris Wiki (336) 56.1% Evasion
  • Fallen empire - Stellaris Wiki (337)/Fallen empire - Stellaris Wiki (338) 255.1 dmg / day
Fallen empire - Stellaris Wiki (339) 104,000 Hull Points

Fallen empire - Stellaris Wiki (340) 109,584 Armor

Fallen empire - Stellaris Wiki (341) 27,720 Shields

  • Fallen empire - Stellaris Wiki (342) 0 Speed
  • Fallen empire - Stellaris Wiki (343) 0.0% Evasion
  • Fallen empire - Stellaris Wiki (344)/Fallen empire - Stellaris Wiki (345) 1738.5 dmg / day
Fallen empire - Stellaris Wiki (346) 30,000 Hull Points

Fallen empire - Stellaris Wiki (347) 7,830 Armor

Fallen empire - Stellaris Wiki (348) 9,072 Shields

  • Fallen empire - Stellaris Wiki (349) 6 Speed
  • Fallen empire - Stellaris Wiki (350) 0.0% Evasion
  • Fallen empire - Stellaris Wiki (351)/Fallen empire - Stellaris Wiki (352) 483.3 dmg / day
Fallen empire - Stellaris Wiki (353) Fanatic Materialist

Savant-class

  • Fallen empire - Stellaris Wiki (354) 1 Titan Lance
  • Fallen empire - Stellaris Wiki (355) 4 Strike Craft T4
  • Fallen empire - Stellaris Wiki (356) 8 Plasma Cannon T3
  • Fallen empire - Stellaris Wiki (357) 4 Disruptor T3
  • Fallen empire - Stellaris Wiki (358) 10 Shield T6
  • Fallen empire - Stellaris Wiki (359) 10 Armor T5
  • Fallen empire - Stellaris Wiki (360) 3 Shield Capacitors
  • Fallen empire - Stellaris Wiki (361) Jump Drive
  • Fallen empire - Stellaris Wiki (362) Sensor T4
  • Fallen empire - Stellaris Wiki (363) Thrusters T5
  • Fallen empire - Stellaris Wiki (364) Reactor T6
  • Fallen empire - Stellaris Wiki (365) Sapient Computer (Artillery)

Scholar-class

  • Fallen empire - Stellaris Wiki (366) 1 Lance T2
  • Fallen empire - Stellaris Wiki (367) 2 Strike Craft T4
  • Fallen empire - Stellaris Wiki (368) 2 Launcher T2
  • Fallen empire - Stellaris Wiki (369) 4 Disruptor T3
  • Fallen empire - Stellaris Wiki (370) 4 Shield T6
  • Fallen empire - Stellaris Wiki (371) 4 Armor T5
  • Fallen empire - Stellaris Wiki (372) 2 Shield Capacitors
  • Fallen empire - Stellaris Wiki (373) Jump Drive
  • Fallen empire - Stellaris Wiki (374) Sensor T4
  • Fallen empire - Stellaris Wiki (375) Thrusters T5
  • Fallen empire - Stellaris Wiki (376) Reactor T6
  • Fallen empire - Stellaris Wiki (377) Sapient Computer (Line)

Sage-class

  • Fallen empire - Stellaris Wiki (378) 1 Launcher T2
  • Fallen empire - Stellaris Wiki (379) 4 Disruptor T3
  • Fallen empire - Stellaris Wiki (380) 4 Point Defense T3
  • Fallen empire - Stellaris Wiki (381) 3 Shield T6
  • Fallen empire - Stellaris Wiki (382) 3 Armor T5
  • Fallen empire - Stellaris Wiki (383) 1 Shield Capacitor
  • Fallen empire - Stellaris Wiki (384) Jump Drive
  • Fallen empire - Stellaris Wiki (385) Sensor T4
  • Fallen empire - Stellaris Wiki (386) Thrusters T5
  • Fallen empire - Stellaris Wiki (387) Reactor T6
  • Fallen empire - Stellaris Wiki (388) Sapient Computer (Picket)

Citadel

  • Fallen empire - Stellaris Wiki (389) 1 Torpedo T3
  • Fallen empire - Stellaris Wiki (390) 1 Strike Craft T4
  • Fallen empire - Stellaris Wiki (391) 11 Mass Driver T5
  • Fallen empire - Stellaris Wiki (392) 5 Laser T5
  • Fallen empire - Stellaris Wiki (393) 14 Shield T6
  • Fallen empire - Stellaris Wiki (394) 12 Armor T5
  • Fallen empire - Stellaris Wiki (395) 1 Auxiliary Fire-Control
  • Fallen empire - Stellaris Wiki (396) Reactor T6
  • Fallen empire - Stellaris Wiki (397) Sensor T4
  • Fallen empire - Stellaris Wiki (398) Combat Computer T3 (Starbase)
  • Fallen empire - Stellaris Wiki (399) FTL inhibitor

Cloaker-class

  • Fallen empire - Stellaris Wiki (400) 2 Launcher T2
  • Fallen empire - Stellaris Wiki (401) 5 Disruptor T3
  • Fallen empire - Stellaris Wiki (402) 2 Point Defense T3
  • Fallen empire - Stellaris Wiki (403) 3 Shield T6
  • Fallen empire - Stellaris Wiki (404) 3 Armor T5
  • Fallen empire - Stellaris Wiki (405) 2 Shield Capacitors
  • Fallen empire - Stellaris Wiki (406) Reactor T6
  • Fallen empire - Stellaris Wiki (407) Sensor T4
  • Fallen empire - Stellaris Wiki (408) Sapient Computer (Platform)
  • Fallen empire - Stellaris Wiki (409) Uses Enforcer-class Colossus, equipped with Fallen empire - Stellaris Wiki (410) Global Pacifier.
  • Fallen empire - Stellaris Wiki (411) Very similar to Fallen Machine Empire. Largely Shield based defenses advised.
  • Fallen empire - Stellaris Wiki (412) All ships are equipped with Sapient Combat Computers, granting extra accuracy and fire rate.
  • Fallen empire - Stellaris Wiki (413) Admirals have the Fallen empire - Stellaris Wiki (414) Cyborg trait, granting Fallen empire - Stellaris Wiki (415) +10% Ship weapons damage, Fallen empire - Stellaris Wiki (416) +10% Ship weapons range, and +10% Orbital bombardment damage.
Fallen empire - Stellaris Wiki (417) 15,000 Hull Points

Fallen empire - Stellaris Wiki (418) 26,100 Armor

Fallen empire - Stellaris Wiki (419) 32,760 Shields

  • Fallen empire - Stellaris Wiki (420) 225 Speed
  • Fallen empire - Stellaris Wiki (421) 6.0% Evasion
  • Fallen empire - Stellaris Wiki (422)/Fallen empire - Stellaris Wiki (423) 1954.5 dmg / day
Fallen empire - Stellaris Wiki (424) 3,000 Hull Points

Fallen empire - Stellaris Wiki (425) 10,440 Armor

Fallen empire - Stellaris Wiki (426) 12,096 Shields

  • Fallen empire - Stellaris Wiki (427) 225 Speed
  • Fallen empire - Stellaris Wiki (428) 18.0% Evasion
  • Fallen empire - Stellaris Wiki (429)/Fallen empire - Stellaris Wiki (430) 932.9 dmg / day
Fallen empire - Stellaris Wiki (431) 600 Hull Points

Fallen empire - Stellaris Wiki (432) 3,262 Armor

Fallen empire - Stellaris Wiki (433) 3,465 Shields

  • Fallen empire - Stellaris Wiki (434) 315 Speed
  • Fallen empire - Stellaris Wiki (435) 56.1% Evasion
  • Fallen empire - Stellaris Wiki (436)/Fallen empire - Stellaris Wiki (437) 226.2 dmg / day
Fallen empire - Stellaris Wiki (438) 104,000 Hull Points

Fallen empire - Stellaris Wiki (439) 109,584 Armor

Fallen empire - Stellaris Wiki (440) 27,720 Shields

  • Fallen empire - Stellaris Wiki (441) 0 Speed
  • Fallen empire - Stellaris Wiki (442) 0.0% Evasion
  • Fallen empire - Stellaris Wiki (443)/Fallen empire - Stellaris Wiki (444) 1738.5 dmg / day
Fallen empire - Stellaris Wiki (445) 30,000 Hull Points

Fallen empire - Stellaris Wiki (446) 7,830 Armor

Fallen empire - Stellaris Wiki (447) 9,072 Shields

  • Fallen empire - Stellaris Wiki (448) 6 Speed
  • Fallen empire - Stellaris Wiki (449) 0.0% Evasion
  • Fallen empire - Stellaris Wiki (450)/Fallen empire - Stellaris Wiki (451) 475.0 dmg / day
Fallen empire - Stellaris Wiki (452) Fanatic Spiritualist

Eternal-class

  • Fallen empire - Stellaris Wiki (453) 1 Titan Lance
  • Fallen empire - Stellaris Wiki (454) 4 Strike Craft T4
  • Fallen empire - Stellaris Wiki (455) 8 Plasma Cannon T3
  • Fallen empire - Stellaris Wiki (456) 4 Plasma Cannon T3
  • Fallen empire - Stellaris Wiki (457) 10 Psionic Shield
  • Fallen empire - Stellaris Wiki (458) 10 Armor T5
  • Fallen empire - Stellaris Wiki (459) 3 Shield Capacitors
  • Fallen empire - Stellaris Wiki (460) Psi Jump Drive
  • Fallen empire - Stellaris Wiki (461) Sensor T4
  • Fallen empire - Stellaris Wiki (462) Thrusters T5
  • Fallen empire - Stellaris Wiki (463) Reactor T6
  • Fallen empire - Stellaris Wiki (464) Precognitive Interface (Artillery)

Avatar-class

  • Fallen empire - Stellaris Wiki (465) 1 Arc Emitter T2
  • Fallen empire - Stellaris Wiki (466) 2 Strike Craft T4
  • Fallen empire - Stellaris Wiki (467) 2 Particle Launcher T2
  • Fallen empire - Stellaris Wiki (468) 2 Torpedo T3
  • Fallen empire - Stellaris Wiki (469) 4 Plasma Cannon T3
  • Fallen empire - Stellaris Wiki (470) 4 Psionic Shield
  • Fallen empire - Stellaris Wiki (471) 4 Armor T5
  • Fallen empire - Stellaris Wiki (472) 2 Shield Capacitors
  • Fallen empire - Stellaris Wiki (473) Psi Jump Drive
  • Fallen empire - Stellaris Wiki (474) Sensor T4
  • Fallen empire - Stellaris Wiki (475) Thrusters T5
  • Fallen empire - Stellaris Wiki (476) Reactor T6
  • Fallen empire - Stellaris Wiki (477) Precognitive Interface (Line)

Zealot-class

  • Fallen empire - Stellaris Wiki (478) 2 Torpedo T3
  • Fallen empire - Stellaris Wiki (479) 4 Plasma Cannon T3
  • Fallen empire - Stellaris Wiki (480) 4 Point Defense T3
  • Fallen empire - Stellaris Wiki (481) 3 Psionic Shield
  • Fallen empire - Stellaris Wiki (482) 3 Armor T5
  • Fallen empire - Stellaris Wiki (483) 1 Shield Capacitor
  • Fallen empire - Stellaris Wiki (484) Psi Jump Drive
  • Fallen empire - Stellaris Wiki (485) Sensor T4
  • Fallen empire - Stellaris Wiki (486) Thrusters T5
  • Fallen empire - Stellaris Wiki (487) Reactor T6
  • Fallen empire - Stellaris Wiki (488) Precognitive Interface (Picket)

Citadel

  • Fallen empire - Stellaris Wiki (489) 1 Missile T5
  • Fallen empire - Stellaris Wiki (490) 1 Strike Craft T4
  • Fallen empire - Stellaris Wiki (491) 11 Mass Driver T5
  • Fallen empire - Stellaris Wiki (492) 4 Laser T5
  • Fallen empire - Stellaris Wiki (493) 1 Disruptor T5
  • Fallen empire - Stellaris Wiki (494) 14 Shield T6
  • Fallen empire - Stellaris Wiki (495) 12 Armor T5
  • Fallen empire - Stellaris Wiki (496) 1 Auxiliary Fire-Control
  • Fallen empire - Stellaris Wiki (497) Reactor T6
  • Fallen empire - Stellaris Wiki (498) Sensor T4
  • Fallen empire - Stellaris Wiki (499) Combat Computer T3 (Starbase)
  • Fallen empire - Stellaris Wiki (500) FTL inhibitor

Faith-class

  • Fallen empire - Stellaris Wiki (501) 2 Plasma Cannon T3
  • Fallen empire - Stellaris Wiki (502) 5 Plasma Cannon T3
  • Fallen empire - Stellaris Wiki (503) 2 Point Defense T3
  • Fallen empire - Stellaris Wiki (504) 3 Shield T6
  • Fallen empire - Stellaris Wiki (505) 3 Armor T5
  • Fallen empire - Stellaris Wiki (506) 2 Shield Capacitors
  • Fallen empire - Stellaris Wiki (507) Reactor T6
  • Fallen empire - Stellaris Wiki (508) Sensor T4
  • Fallen empire - Stellaris Wiki (509) Precognitive Interface (Platform)
  • Fallen empire - Stellaris Wiki (510) Uses Cleanser-class Colossus, equipped with Fallen empire - Stellaris Wiki (511) Neutron Sweep.
  • Fallen empire - Stellaris Wiki (512) High torpedo reliance with additional energy weapons.
  • Fallen empire - Stellaris Wiki (513) Long range ships with extra point defense and balanced defenses advised.
  • Fallen empire - Stellaris Wiki (514) Ships use Shroud technologies which cannot be reverse-engineered.
  • Fallen empire - Stellaris Wiki (515) Admirals have the Fallen empire - Stellaris Wiki (516) Psychic trait, granting Fallen empire - Stellaris Wiki (517) +10% Ship weapons damage and +10% Shield hardening.
Fallen empire - Stellaris Wiki (518) 15,000 Hull Points

Fallen empire - Stellaris Wiki (519) 26,100 Armor

Fallen empire - Stellaris Wiki (520) 42,120 Shields

  • Fallen empire - Stellaris Wiki (521) 225 Speed
  • Fallen empire - Stellaris Wiki (522) 6.0% Evasion
  • Fallen empire - Stellaris Wiki (523)/Fallen empire - Stellaris Wiki (524) 1983.2 dmg / day
Fallen empire - Stellaris Wiki (525) 3,000 Hull Points

Fallen empire - Stellaris Wiki (526) 10,440 Armor

Fallen empire - Stellaris Wiki (527) 15,552 Shields

  • Fallen empire - Stellaris Wiki (528) 225 Speed
  • Fallen empire - Stellaris Wiki (529) 18.0% Evasion
  • Fallen empire - Stellaris Wiki (530)/Fallen empire - Stellaris Wiki (531) 814.0 dmg / day
Fallen empire - Stellaris Wiki (532) 600 Hull Points

Fallen empire - Stellaris Wiki (533) 3,262 Armor

Fallen empire - Stellaris Wiki (534) 4,455 Shields

  • Fallen empire - Stellaris Wiki (535) 315 Speed
  • Fallen empire - Stellaris Wiki (536) 51.0% Evasion
  • Fallen empire - Stellaris Wiki (537)/Fallen empire - Stellaris Wiki (538) 226.9 dmg / day
Fallen empire - Stellaris Wiki (539) 104,000 Hull Points

Fallen empire - Stellaris Wiki (540) 109,584 Armor

Fallen empire - Stellaris Wiki (541) 27,720 Shields

  • Fallen empire - Stellaris Wiki (542) 0 Speed
  • Fallen empire - Stellaris Wiki (543) 0.0% Evasion
  • Fallen empire - Stellaris Wiki (544)/Fallen empire - Stellaris Wiki (545) 1738.5 dmg / day
Fallen empire - Stellaris Wiki (546) 30,000 Hull Points

Fallen empire - Stellaris Wiki (547) 7,830 Armor

Fallen empire - Stellaris Wiki (548) 9,072 Shields

  • Fallen empire - Stellaris Wiki (549) 6 Speed
  • Fallen empire - Stellaris Wiki (550) 0.0% Evasion
  • Fallen empire - Stellaris Wiki (551)/Fallen empire - Stellaris Wiki (552) 609.7 dmg / day
Fallen empire - Stellaris Wiki (553) Fanatic Xenophobe

Imperium-class

  • Fallen empire - Stellaris Wiki (554) 1 Titan Lance
  • Fallen empire - Stellaris Wiki (555) 4 Strike Craft T4
  • Fallen empire - Stellaris Wiki (556) 8 Artillery T2
  • Fallen empire - Stellaris Wiki (557) 4 Mass Driver T5
  • Fallen empire - Stellaris Wiki (558) 13 Shield T6
  • Fallen empire - Stellaris Wiki (559) 7 Armor T5
  • Fallen empire - Stellaris Wiki (560) 3 Shield Capacitors
  • Fallen empire - Stellaris Wiki (561) Jump Drive
  • Fallen empire - Stellaris Wiki (562) Sensor T4
  • Fallen empire - Stellaris Wiki (563) Thrusters T5
  • Fallen empire - Stellaris Wiki (564) Reactor T6
  • Fallen empire - Stellaris Wiki (565) Combat Computer T3 (Artillery)

Supremacy-class

  • Fallen empire - Stellaris Wiki (566) 1 Mega cannon T2
  • Fallen empire - Stellaris Wiki (567) 2 Strike Craft T4
  • Fallen empire - Stellaris Wiki (568) 2 Artillery T2
  • Fallen empire - Stellaris Wiki (569) 4 Mass Driver T5
  • Fallen empire - Stellaris Wiki (570) 4 Shield T6
  • Fallen empire - Stellaris Wiki (571) 4 Armor T5
  • Fallen empire - Stellaris Wiki (572) 1 Shield Capacitor
  • Fallen empire - Stellaris Wiki (573) 1 Afterburner T2
  • Fallen empire - Stellaris Wiki (574) Jump Drive
  • Fallen empire - Stellaris Wiki (575) Sensor T4
  • Fallen empire - Stellaris Wiki (576) Thrusters T5
  • Fallen empire - Stellaris Wiki (577) Reactor T6
  • Fallen empire - Stellaris Wiki (578) Combat Computer T3 (Line)

Glory-class

  • Fallen empire - Stellaris Wiki (579) 1 Artillery T2
  • Fallen empire - Stellaris Wiki (580) 4 Autocannon T3
  • Fallen empire - Stellaris Wiki (581) 4 Flak T2
  • Fallen empire - Stellaris Wiki (582) 3 Shield T6
  • Fallen empire - Stellaris Wiki (583) 3 Armor T5
  • Fallen empire - Stellaris Wiki (584) 1 Afterburner T2
  • Fallen empire - Stellaris Wiki (585) Jump Drive
  • Fallen empire - Stellaris Wiki (586) Sensor T4
  • Fallen empire - Stellaris Wiki (587) Thrusters T5
  • Fallen empire - Stellaris Wiki (588) Reactor T6
  • Fallen empire - Stellaris Wiki (589) Combat Computer T3 (Picket)

Citadel

  • Fallen empire - Stellaris Wiki (590) 1 Torpedo T3
  • Fallen empire - Stellaris Wiki (591) 1 Strike Craft T4
  • Fallen empire - Stellaris Wiki (592) 12 Mass Driver T5
  • Fallen empire - Stellaris Wiki (593) 2 Plasma Cannon T5
  • Fallen empire - Stellaris Wiki (594) 2 Disruptor T5
  • Fallen empire - Stellaris Wiki (595) 14 Shield T6
  • Fallen empire - Stellaris Wiki (596) 12 Armor T5
  • Fallen empire - Stellaris Wiki (597) 1 Auxiliary Fire-Control
  • Fallen empire - Stellaris Wiki (598) Reactor T6
  • Fallen empire - Stellaris Wiki (599) Sensor T4
  • Fallen empire - Stellaris Wiki (600) Combat Computer T3 (Starbase)
  • Fallen empire - Stellaris Wiki (601) FTL inhibitor

Devastator-class

  • Fallen empire - Stellaris Wiki (602) 2 Artillery T2
  • Fallen empire - Stellaris Wiki (603) 5 Mass Driver T5
  • Fallen empire - Stellaris Wiki (604) 2 Flak T2
  • Fallen empire - Stellaris Wiki (605) 3 Shield T6
  • Fallen empire - Stellaris Wiki (606) 3 Armor T5
  • Fallen empire - Stellaris Wiki (607) 1 Shield Capacitors
  • Fallen empire - Stellaris Wiki (608) Reactor T6
  • Fallen empire - Stellaris Wiki (609) Sensor T4
  • Fallen empire - Stellaris Wiki (610) Combat Computer T3 (Platform)
  • Fallen empire - Stellaris Wiki (611) Uses Reaper-class Colossus, equipped with Fallen empire - Stellaris Wiki (612) World Cracker.
  • Fallen empire - Stellaris Wiki (613) Entirely kinetic weaponry. Largely armor based defenses advised.
  • Fallen empire - Stellaris Wiki (614) Most ships replace one Shield Capacitor with an Afterburner, allowing them to close in quicker but at the cost of shield durability.
Fallen empire - Stellaris Wiki (615) 15,000 Hull Points

Fallen empire - Stellaris Wiki (616) 26,100 Armor

Fallen empire - Stellaris Wiki (617) 42,120 Shields

  • Fallen empire - Stellaris Wiki (618) 225 Speed
  • Fallen empire - Stellaris Wiki (619) 6.0% Evasion
  • Fallen empire - Stellaris Wiki (620)/Fallen empire - Stellaris Wiki (621) 1983.2 dmg / day
Fallen empire - Stellaris Wiki (622) 3,000 Hull Points

Fallen empire - Stellaris Wiki (623) 10,440 Armor

Fallen empire - Stellaris Wiki (624) 11,088 Shields

  • Fallen empire - Stellaris Wiki (625) 225 Speed
  • Fallen empire - Stellaris Wiki (626) 19.8% Evasion
  • Fallen empire - Stellaris Wiki (627)/Fallen empire - Stellaris Wiki (628) 1063.0 dmg / day
Fallen empire - Stellaris Wiki (629) 600 Hull Points

Fallen empire - Stellaris Wiki (630) 3,262 Armor

Fallen empire - Stellaris Wiki (631) 3,150 Shields

  • Fallen empire - Stellaris Wiki (632) 343 Speed
  • Fallen empire - Stellaris Wiki (633) 60.5% Evasion
  • Fallen empire - Stellaris Wiki (634)/Fallen empire - Stellaris Wiki (635) 399.3 dmg / day
Fallen empire - Stellaris Wiki (636) 104,000 Hull Points

Fallen empire - Stellaris Wiki (637) 109,584 Armor

Fallen empire - Stellaris Wiki (638) 27,720 Shields

  • Fallen empire - Stellaris Wiki (639) 0 Speed
  • Fallen empire - Stellaris Wiki (640) 0.0% Evasion
  • Fallen empire - Stellaris Wiki (641)/Fallen empire - Stellaris Wiki (642) 1738.5 dmg / day
Fallen empire - Stellaris Wiki (643) 30,000 Hull Points

Fallen empire - Stellaris Wiki (644) 7,830 Armor

Fallen empire - Stellaris Wiki (645) 9,072 Shields

  • Fallen empire - Stellaris Wiki (646) 6 Speed
  • Fallen empire - Stellaris Wiki (647) 0.0% Evasion
  • Fallen empire - Stellaris Wiki (648)/Fallen empire - Stellaris Wiki (649) 730.6 dmg / day
Fallen empire - Stellaris Wiki (650) Fanatic Xenophile

Keeper-class

  • Fallen empire - Stellaris Wiki (651) 1 Titan Lance
  • Fallen empire - Stellaris Wiki (652) 4 Strike Craft T4
  • Fallen empire - Stellaris Wiki (653) 8 Artillery T2
  • Fallen empire - Stellaris Wiki (654) 4 Laser T5
  • Fallen empire - Stellaris Wiki (655) 10 Shield T6
  • Fallen empire - Stellaris Wiki (656) 10 Armor T5
  • Fallen empire - Stellaris Wiki (657) 3 Shield Capacitors
  • Fallen empire - Stellaris Wiki (658) Jump Drive
  • Fallen empire - Stellaris Wiki (659) Sensor T4
  • Fallen empire - Stellaris Wiki (660) Thrusters T5
  • Fallen empire - Stellaris Wiki (661) Reactor T6
  • Fallen empire - Stellaris Wiki (662) Combat Computer T3 (Artillery)

Custodian-class

  • Fallen empire - Stellaris Wiki (663) 1 Mega Cannon T2
  • Fallen empire - Stellaris Wiki (664) 2 Strike Craft T4
  • Fallen empire - Stellaris Wiki (665) 2 Laser T5
  • Fallen empire - Stellaris Wiki (666) 4 Mass Driver T5
  • Fallen empire - Stellaris Wiki (667) 4 Shield T6
  • Fallen empire - Stellaris Wiki (668) 4 Armor T5
  • Fallen empire - Stellaris Wiki (669) 2 Shield Capacitors
  • Fallen empire - Stellaris Wiki (670) Jump Drive
  • Fallen empire - Stellaris Wiki (671) Sensor T4
  • Fallen empire - Stellaris Wiki (672) Thrusters T5
  • Fallen empire - Stellaris Wiki (673) Reactor T6
  • Fallen empire - Stellaris Wiki (674) Combat Computer T3 (Line)

Warden-class

  • Fallen empire - Stellaris Wiki (675) 1 Artillery T2
  • Fallen empire - Stellaris Wiki (676) 2 Mass Driver T5
  • Fallen empire - Stellaris Wiki (677) 2 Laser T5
  • Fallen empire - Stellaris Wiki (678) 4 Point Defense T3
  • Fallen empire - Stellaris Wiki (679) 3 Shield T6
  • Fallen empire - Stellaris Wiki (680) 3 Armor T5
  • Fallen empire - Stellaris Wiki (681) 1 Shield Capacitors
  • Fallen empire - Stellaris Wiki (682) Jump Drive
  • Fallen empire - Stellaris Wiki (683) Sensor T4
  • Fallen empire - Stellaris Wiki (684) Thrusters T5
  • Fallen empire - Stellaris Wiki (685) Reactor T6
  • Fallen empire - Stellaris Wiki (686) Combat Computer T3 (Picket)

Citadel

  • Fallen empire - Stellaris Wiki (687) 1 Missile T5
  • Fallen empire - Stellaris Wiki (688) 1 Strike Craft T4
  • Fallen empire - Stellaris Wiki (689) 11 Mass Driver T5
  • Fallen empire - Stellaris Wiki (690) 4 Laser T5
  • Fallen empire - Stellaris Wiki (691) 1 Disruptor T5
  • Fallen empire - Stellaris Wiki (692) 14 Shield T6
  • Fallen empire - Stellaris Wiki (693) 12 Armor T5
  • Fallen empire - Stellaris Wiki (694) 1 Auxiliary Fire-Control
  • Fallen empire - Stellaris Wiki (695) Reactor T6
  • Fallen empire - Stellaris Wiki (696) Sensor T4
  • Fallen empire - Stellaris Wiki (697) Combat Computer T3 (Starbase)
  • Fallen empire - Stellaris Wiki (698) FTL inhibitor

Watcher-class

  • Fallen empire - Stellaris Wiki (699) 2 Artillery T2
  • Fallen empire - Stellaris Wiki (700) 5 Laser T5
  • Fallen empire - Stellaris Wiki (701) 2 Point Defense T3
  • Fallen empire - Stellaris Wiki (702) 3 Shield T6
  • Fallen empire - Stellaris Wiki (703) 3 Armor T5
  • Fallen empire - Stellaris Wiki (704) 2 Shield Capacitors
  • Fallen empire - Stellaris Wiki (705) Reactor T6
  • Fallen empire - Stellaris Wiki (706) Sensor T4
  • Fallen empire - Stellaris Wiki (707) Combat Computer T3 (Platform)
  • Fallen empire - Stellaris Wiki (708) Uses Adjuster-class Colossus, equipped with Fallen empire - Stellaris Wiki (709) Global Pacifier.
  • Fallen empire - Stellaris Wiki (710) Kinetic focus, along with some laser weaponry. Balanced defenses or slight armor focus advised.
Fallen empire - Stellaris Wiki (711) 15,000 Hull Points

Fallen empire - Stellaris Wiki (712) 26,100 Armor

Fallen empire - Stellaris Wiki (713) 32,760 Shields

  • Fallen empire - Stellaris Wiki (714) 225 Speed
  • Fallen empire - Stellaris Wiki (715) 6.0% Evasion
  • Fallen empire - Stellaris Wiki (716)/Fallen empire - Stellaris Wiki (717) 2186.0 dmg / day
Fallen empire - Stellaris Wiki (718) 3,000 Hull Points

Fallen empire - Stellaris Wiki (719) 10,440 Armor

Fallen empire - Stellaris Wiki (720) 12,096 Shields

  • Fallen empire - Stellaris Wiki (721) 225 Speed
  • Fallen empire - Stellaris Wiki (722) 18.0% Evasion
  • Fallen empire - Stellaris Wiki (723)/Fallen empire - Stellaris Wiki (724) 1003.3 dmg / day
Fallen empire - Stellaris Wiki (725) 600 Hull Points

Fallen empire - Stellaris Wiki (726) 3,262 Armor

Fallen empire - Stellaris Wiki (727) 3,465 Shields

  • Fallen empire - Stellaris Wiki (728) 315 Speed
  • Fallen empire - Stellaris Wiki (729) 51.0% Evasion
  • Fallen empire - Stellaris Wiki (730)/Fallen empire - Stellaris Wiki (731) 287.0 dmg / day
Fallen empire - Stellaris Wiki (732) 104,000 Hull Points

Fallen empire - Stellaris Wiki (733) 109,584 Armor

Fallen empire - Stellaris Wiki (734) 27,720 Shields

  • Fallen empire - Stellaris Wiki (735) 0 Speed
  • Fallen empire - Stellaris Wiki (736) 0.0% Evasion
  • Fallen empire - Stellaris Wiki (737)/Fallen empire - Stellaris Wiki (738) 1738.5 dmg / day
Fallen empire - Stellaris Wiki (739) 30,000 Hull Points

Fallen empire - Stellaris Wiki (740) 7,830 Armor

Fallen empire - Stellaris Wiki (741) 9,072 Shields

  • Fallen empire - Stellaris Wiki (742) 6 Speed
  • Fallen empire - Stellaris Wiki (743) 0.0% Evasion
  • Fallen empire - Stellaris Wiki (744)/Fallen empire - Stellaris Wiki (745) 709.3 dmg / day

Notice: Some Citadels may have a Command Center building, which provides Fallen empire - Stellaris Wiki (746) Command Center component (+10% fire rate).

Strategy[edit | edit source]

Fallen empire - Stellaris Wiki (747)

Please help with verifying or updating this section. It was last verified for version 3.10.

General rules:

  • Fallen empire - Stellaris Wiki (748) Galactic Contender Ascension Perk gives Fallen empire - Stellaris Wiki (749)+33% Damage to Fallen Empires — sleeping or awakened. If you plan fight against Fallen Empires early, it can increase your ships' effectiveness. However, it is generally recommended to save the ascension perk slot for something more valuable if you have other means to bridge the power gap (numerous allies, endgame technologies, a large fleet etc.)
  • Each empire prefers a specific set of weapons tied to their ethics. Ships should be tailored to an empire's specific loadout to maximize effectiveness. While an awakened Fallen Empire can build new ships, it will never redesign them.
  • Corvettes, Destroyers, and Frigates are not recommended to fight Fallen Empires without a substantial numerical advantage. Fallen Empires field high numbers of Fallen empire - Stellaris Wiki (750) Strike Craft and other weapons with high Tracking, which renders Evasion largely ineffective. Cruisers and Battleships however have the survivability and firepower to fight them more effectively.
  • Escorts are the core of Fallen Empire fleets. Their extensive Fallen empire - Stellaris Wiki (751) Point Defense renders explosive weapons all but useless, and their versatile loadouts can handle enemy ships at all combat ranges. Overall, they greatly outgun small ships available to standard empires (Corvettes, Destroyers, and Frigates) and remain a threat to larger ships.
  • Battlecruisers are far more durable than Escorts and equally threatening. Battlecruisers always have two Fallen empire - Stellaris Wiki (752) Strike Craft modules and one Fallen empire - Stellaris Wiki (753) XL weapon, making them very effective at range. They are only slightly stronger than dedicated Artillery Battleships though, as many of their extra weapons lack sufficient range to be brought to bear all at once.
  • Fallen Empires can have only one fleet with a single Titan, whereas Awakened Empires can have multiple fleets with a Titan. This lone Titan is generally not a significant factor due to lack of numbers.
  • Generally, full bypass weapons such as Disruptors or Arc Emitters are the most effective against Fallen Empires due to their lack of hull bonuses or hardening. Disruptors are especially deadly if used to ambush them at hyperlane entrances. Due to their extra Disengagement Chances though, it is likely that multiple battles will be needed to finish off Fallen Empire ships this way.
  • Fallen Empires start with 10 levels of every repeatable technology and level 10 Admirals, though it is likely at least one Admiral will have died of old age by the time standard empires can seriously consider fighting them. When awakened they will attempt to research more repeatables, but this will be very slow and essentially a non factor. Replacement Admirals do not receive special bonuses to starting level.
  • Fallen Empire home planets are heavily fortified and require massive invasions to occupy, though even border colonies are deceptively strong due to their extensive repeatables for Ground Armies. Orbital bombardment is essentially mandatory to conquer the worlds without an army strength of 2k+. An empire with access to the Colossus can use the Neutron Sweep to clear out the inhabitants and then recolonize the planet, although since this will cost you the unique buildings it is likely not the best idea.
  • Fallen Empire fleets are more powerful than the diplomacy menu or fleet power counter might suggest. Their fleets can easily destroy battlegroups twice as powerful if not well optimized. Before declaring early wars on Fallen Empires, consider the possibility of losing most, or even all, of your assault fleets. Because of that, other players in multiplayer or powerful AIs will most likely declare war on you during your war with a Fallen Empire, so either leave some of your fleets behind or build up significant starbase defenses.
  • Fallen Empire troop transports should ideally be defeated in space as they can capture even heavily fortified planets rather easily due to their extensive repeatables. Any garrisons they leave will also benefit from these bonuses, making it quite costly to recapture planets lost to their ground armies. Since they cannot make claims though, it may also be worth ignoring lost planets to press for an offensive campaign.
  • Unless you have a massive fleet power advantage, it is not advisable to fight in a star system in which a Fallen Empire has a Citadel unless you have already defeated and weakened their fleets. Fallen empires fight very aggressively, providing plenty of opportunities to fight them in your territory and in star systems of your preference.
  • One of the Fallen Empires' greatest advantages over even superior empires is their speed and maneuverability on the strategic scale. Battlecruisers and Escorts can outpace equivalent vessels well into the lategame with their Dark Matter Propulsion technology, and their fleets always completely ignore the borders of any other empires allowing them to avoid combat entirely before sweeping through undefended systems, further exacerbated by their ability to take Wormholes or active Gateways anywhere in the galaxy. Jump Drives are frequently necessary to pin down a fleet before it can escape a player's range, further helping negate the numerical advantages of any opponents due to the 200-day jump drive recharge debuff.
  • If you have access to War Doctrines, it is generally not advised to select the Hit and Run policy, as high technology discrepancies mean that the Fallen Empire can destroy most ships nearly instantaneously, without giving them any time to disengage. For this same reason, if you have access to the No Retreat policy, selecting it provides a very good bonus (Fallen empire - Stellaris Wiki (754)+33% fire rate) for relatively inconsequential disadvantages (your ships are likely to end up being destroyed anyway if they try to flee so the inability to do so is of no concern).
  • If you have Fallen empire - Stellaris Wiki (755) Galactic Paragons, the Fallen empire - Stellaris Wiki (756) Inspiring Agendas tradition in Fallen empire - Stellaris Wiki (757) Statecraft tree give access to Oppose the Fallen agenda. When prepared, it gives only Fallen empire - Stellaris Wiki (758)+5% Damage against Fallen Empires, but when launched the bonus grows to Fallen empire - Stellaris Wiki (759)+25% Damage and stacks with the bonus from Galactic Contender. If you plan to wage war against Fallen Empire and already have Fallen empire - Stellaris Wiki (760) Statecraft tree (it may be not worth choosing it only for this bonus), prepare this agenda in advance to launch it and gain another damage bonus when needed.

Sleeping Empire[edit | edit source]

A still-sleeping Fallen Empire cannot build ships, which makes them vulnerable to a war of attrition or a decisive defeat. If you have Defensive Pacts, you may provoke the Fallen Empire into declaring war so you have allies to improve your chances of winning. A Federation is even better, as friendly AI empires will typically agree to an offensive war if there is even a moderate chance at victory.

The main goal in the first war (if not outright conquest) should be to acquire their technology via salvage, as this can drastically improve the chances in any future wars. If you are not confident in a total conquest, focus on their core planets as these supply the majority of their economy and have valuable buildings. Fallen Empire border colonies are by comparison very underdeveloped and not particularly useful if captured in isolation.

Be warned that taking any Fallen Empire planets increases the chance of one FE awakening massively (to a near certainty), if that did not already happen. This applies to all Fallen Empires, which means that even if you manage to completely annex a Fallen Empire, you might end up waking up another. Be aware that with standard game settings, the fleet power requirement for awakening is very easy to satisfy at end-game by any empire, so it is wise to assume awakening and include it to your long-term strategy.

Critically, Fallen Empires (excluding destruction of Holy Worlds) cannot awaken when engaged in war. If you are certain that you are strong enough to erase them from the galaxy map, do it while they still sleeping to prevent them from awakening. Otherwise, you may also declare extended wars to destroy their fleets without pressing claims, dragging out the period where they cannot awaken. This is most effective with friendly AI empires to slow down your war exhaustion gain.

Fallen empire - Stellaris Wiki (761) Available only with the Leviathans DLC enabled.

If you want to avoid a War in Heaven, prioritize destroying empires of one of opposing ethics, as Fallen Empires of non-opposing ethics are less likely to start it.

Awakened Empire[edit | edit source]

There are several ways of fighting an Awakened Empire, depending on your position when they awaken

All empires may use the Containment casus belli (which will lead to a Total War) against an Awakened Empire regardless of ethics. This can greatly shift empire borders if a quick victory is not attained.

The strongest empires can face an awakened Fallen Empire head-on and defeat them in one go, especially if bringing allies. Otherwise, the long-term goal should be to acquire as much territory as possible, in particular that of other still sleeping Fallen Empires. Be advised that any system Awakened Empires capture will mean an additional starbase they might build to reinforce their fleets more quickly.

If conventional war does not seem feasible, temporarily submitting to the Awakened Empire is an alternate strategy. Once they awaken, Fallen Empires will acquire decadence. Decadence reduces their income and fleet power while also increasing the rebelliousness of their subjects. Be patient, build up your forces and wait for the right moment to rebel and overthrow them.

If an endgame Crisis occurs, the Benevolent Interventionists or the Watchful Regulators may become Guardians of the Galaxy. They will stop trying to reduce empires to signatories or satellites and form a federation instead, so it's unnecessary to fight them if they awaken late enough. Alternatively, opportunistic players may use this to beeline their core territories while their fleets are away fighting the Crisis.

War in Heaven[edit | edit source]

Fallen empire - Stellaris Wiki (762) Available only with the Leviathans DLC enabled.

A War in Heaven will dramatically change the power balance of the entire galaxy in a short time, since it can quickly become a three-way battle royale that lasts until two of the warring factions are eliminated.

Regardless of which side you choose, remember that War in Heaven is a Total War casus belli, which means that any occupied systems will immediately change ownership. Choose your side wisely and keep in mind that the most important thing is always to survive while trying to either outlast or destroy your opponents. A careless choice may mean the end of your empire.

  • If you're too close to one of the awakened empires, joining their side may become the best choice unless you're strong enough to stop their fleets or stall ground offensives.
  • In nearly all other cases, joining the League of Non-Aligned Powers will be the best choice. Normal AI empires will overwhelmingly favor joining the League, so it is all but guaranteed that most or even all empires will unite against the Awakened Empires. This will provide an enormous front that is nearly impossible for either Awakened Empire to fully conquer.
  • If you became more powerful than the Awakened Empires you are safe to remain neutral. Awakened Empires will not declare war on empires with greater Relative Power.
  • If the Galactic Imperium has been formed, both Fallen Empires will automatically declare war on the emperor in addition to each other, and all members of the Imperium will automatically join the Emperor as a war ally. Note that you cannot claim systems that have already been claimed by a war ally once the war has started. You will not be given the option to side with a fallen empire or stay neutral in this case.

Empire titles[edit | edit source]

Fallen and Awakened Empires typically use empire names different than that of regular empires, usually ones hinting that they once were much more powerful and widespread than they currently are.

TypeFallen empire - Stellaris Wiki (763) Fanatic MaterialistFallen empire - Stellaris Wiki (764) Fanatic SpiritualistFallen empire - Stellaris Wiki (765) Fanatic XenophileFallen empire - Stellaris Wiki (766) Fanatic XenophobeFallen empire - Stellaris Wiki (767) Machine Intelligence
Sleeping
  • Archivists
  • Chroniclers
  • Conservers
  • Guardians
  • Protectors
  • Watchers
  • Ancients
  • Forerunners
  • Progenitors
  • Remnant
  • Shard
  • Vestige
  • Continuance
  • Continuity
  • Continuum
Awakened
  • Directors
  • Enforcers
  • Regulators
  • Crusaders
  • Fanatics
  • Zealots
  • Arbitrators
  • Mediators
  • Peacekeepers
  • Reclaimers
  • Reconquerors
  • Restorers
  • Custodian Process
  • Defense Protocol
  • Final Directive

References[edit | edit source]

Game concepts

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Celestial bodiesCelestial bodyColonizationTerraformingPlanetary featuresPlanet modifiers
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