Minor mistake at 0:40 The xenophobes, as you have probably found out at least once, will declare war if you take any SYSTEMS (not planets) next to their space. Carry on!
Man, glad you clarified that. I instantly assumed that there was a new mechanic to take planets without claiming the system :p Lol I love your videos man. So much changes in the game when I play it every few months, it's so nice to have your tireless efforts in explaining stuff. I can't imagine how much work you put in testing, researching, and writing scrips for stuff. Not to mention setting stuff up in game! You're among my top five gaming youtubers, and my fave stellaris one.
On a few chances, some religious Fallen Empires has handed me the holy worlds. I tend to play as a Religious Empire: So if i have a high enough respect, then i am allowed to use the holy worlds. So i create my own three holy worlds, then i use the holy world trick. the Fallen empire will attack anyone that assualts the holy worlds. So placing my own holy worlds in the right place, will cause the reaction. So anyone attacking my holyworlds gets the fallen empire to attack them.
The biggest possible power move is building a starbase right next to the xenophobic empire, but you're so powerful they physically can't do anything to you
better: 1. surround them 2. only take a a line into the middle of their empire 3. make the starbases there strong enough to hold them back by themselves
even better 1.install ACOT+submods 2.Reach alpha tier 3.reimaginate the following in order : defense platform, anti capital defense, starbase 4.build starbase onxenophobic empire 5. upgrade it to precursor starbase 6. watch them suffer (fitting up your precursor starbases are near free)
@@Thyti-m6g A lot harder if you also have Gigas and gave them some (or a lot of) Planetcrafts. But that also makes it the ideal ship harvester: every one you wreck in your territory you can rebuild, and the FE's take a lot longer to get those back. It's the interstellar version of 'stop hitting yourself'.
Spiritualist FE will likely declare war on you if you colonize one of their Gaia worlds. The Xenophobe FE will likely declare war on you if you own a system next to theirs. You can do this to guarantee a defensive war against these FEs. There are a few modifiers that increase your ship build speed and increase your fire rate if you are in a defensive war and fight in your territory.
One of my defensive pact allies decided to colonize these and drag everyone into a super early FE war. But, the upside was I got to sneak into the FE's systems and attack their starbases for easy/early dark matter tech while my AI ally gets obliterated lol.
I tried this 3 times now, and every single time the FE just ignored the offending starbase and took the long way around to get to my systems. !@#$ Fallen Empires
The only chill Fallen Empire is the Ancient Caretakers since they can't declare war on you ( Unless you declare war on them yourself) can't be insulted and cannot take part in War in Heaven. They can aid the galaxy in defeating the Contingency. That is if they don't awaken to be Beserkers.
They can declare war on you actually. If you ignore their demands to not go to war or not colonize planets, they will get pissed and declare a punishment war.
I once created a link of systems between my enemy and a xenophope fallen then proceded to trade them to the fallen empire. Guess who was now on the border and subsequently at war with a fallen empire? Still my proudest stellaris moment.
With everything you need to beat the fallen empires, what you get as reward becomes irrelevant as there's probably no one in the galaxy that could oppose you.
Me around year 2350: "We ain't playing no more, till we've had a war! We ain't had nothing but boring peace for fifty stinkin' years!" Fallen Empire: *Insults me* Me around year 2355: "LOOKS LIKE COLONIALISM IS BACK ON THE MENU BOYS!"
One of my favourite memories in early Stellaris was when I had built one of the greatest empires in the galaxy, and a millitant fallen empire on my border just awakened. I knew that I would have to fight them eventually, but I also knew if I gave them time to build I would be super murdered. So I struck first. I launched a preemtive invasion with all my fleets and they all died. However the invasion had the desired effect. I had wiped out all their large battle cruisers, titans and every other large fleet. I they played the production game, where thanks to my huge empire I could build ships at designated shipyards at a rate the freshly awoken empire with its 4 worlds could not hope to match. I was able to replace my fleet in only a year and was then on the offensive while the fallen empire had only mustered a meagre force. They result was the complete domination of the militant xenophobic Fallen Empire and its conquest and incorporation into my democratic government.
There's two very different aspects to fighting fallen empires. There's winning against their fleets where bypass weapons and tailored defenses are a huge advantage and there's taking down the starbases which have massive amounts of both hull and armor as well as fairly balanced weapons loadouts making it much harder to find any weaknesses to exploit. A fleet of torpedo equipped ships would do well but that would mean building a whole other fleet that you can't even use in the fight against their fleets unless you want it torn to shreds before it can fight the starbases it's meant for.
Artillery computer is a kind of a trap for battleships. It does work when you don't have X slot on ships, but once you have it ships stop firing X slots after couple of shots and start run around taking damage. Best to switch to Line and equip Disruptors. Battleships will keep firing their X slots even in point blank and if fallen ships dare to make it close, disruptors will slaughter them. At least this setup always works much better in fights against fallen for me and there is an advantage being caught up point blank.
I usually do something like this, except I screen with a couple dozen Corvette's optimized for evasion set up to engage first, and a single battleship with carrier computer to increase the engagement bubble. I can usually get through an entire FE w/o losing a single battleship using this tactic on GA.
The enemy normally had 150 wp range, you use FAE 150 range too. If you use artillery you had range advantage with fewer loses with speed utilities, combine titan in it for 250 wp range.
Something to take into account is that disruptor 3 and cruisers are easier and faster to get than battleship and arc 2. Also, if you manage to get the FE on the offensive, which is easy for the xenophobe and spiritualist, you can camp the jump lane so the you don't give them a range advantage and use some home territory bonuses. Meanwhile, the battleships are kinda ducked if they can the jump lane or get a close and personal fight for some other reason.
I never declare war on the FE. I build a strong fleet and provoke a war, then take everything, leaving them with one main core planet. I keep them alive for fleet experience and target practice.
Once I get close to the FE in terms of fleet power, I just bait them into attacking my starbases while I have my fleets wait in ambush. Once their fleet power is busted down to an acceptable level, I attack.
I would like to see fallen empires be actually dangerous throughout and entire game play. Maybe give the fallen empire components that allow for complete bypass of shields and armor, and keeps you fleet from retreating. Then make studying that technology an event that you have to work through.
“Bypass weapons are essential to defeating a Fallen Empire.” I regularly defeat them with kinetic weapons. It’s bonuses that are essential: Empire Wide modifiers to ship statistics (such as Fire Rate, Damage, Shield Hit Points), specific weapon bonuses, leader bonuses, etc. This is what really matters.
Thanks for the guide 😊. Kind of matches what I have been doing in Stellaris for the last 4 weeks (finally getting the 'Last, Best Hope' achievement 😊. So painful,but glad it's done 😊
I was wondering. These naked battleships might benefit from crystal hull plating. Iirc it only costs a few crystals per ship and no alloys. So even like this alloys should still be limiting factor.
Here after I lost 600k FP of phase disruptor corvettes in my Ironman run because I got into a critical resource shortage after capturing a FE star-base that had dark matter upkeep (I hadn't researched dark matter drawing yet and therefore had no dark matter income, dark matter resource shortage gives -75% sublight speed and -30% resource output from jobs)
new way to beat fallen empires's escorts and battlecruisers: buy the machine age dlc, take cosmogenesis ap perk, take galactic contender ap.... spawn lots and lots of riddle escorts and enigma battlecruisers with nanotech, shields and shield hardeners (up at least to 50% shield hardening at least unless u have a generous supply of nanites and archaeotech engineers ap, in wich case its better to fit them with ancient shield hardeners or however the orange shield was called up to a 100% shield hardening making ur shields impervious to shield penetration) and some paradox titans, complete the whole cosmogenesis crisis path, build the horizon needle, create a vassal near your empire, give him all your systems with megastructures, embark the pops from every planet within your empire to the horizon needle, go to the nearest black hole or do the situation to go to the center of the galaxy, become a true fallen empire, chose to continue the game, select the vassal you gave all your systems and megastructures, start over again you are welcome
I'm super new and have spawned right next to a religious fallen empire and those 2 Gaia worlds are so tempting but I know that if I touch them I'll be wiped off the map XD
If you want to have some real fun fighting these guys. Use GigaStructural Engineering and put them at max difficulty where they have dozens of Behemoth Planetcrafts and Atack Moons. And then use Ancient Cache of Technologies and Acquisition of Technology. And flip them the bird after you get Alpha Technologies to start the War In Hell. You'll see what fighting an Ancient Fallen Empire should actually look like.
I'm on a game now with gigastructures where the FE is way too strong I'm not sure if I messed up a setting but they're as strong as you're suggesting and I've had to resort to creative exploits to deal with them
@@cancarmine4327 Ho if your having trouble with them. Then you'd love Max Difficulty Aeternum. Last time I went against them there were so many wrecked celestial warships in the galaxy. You could recreate the Solar System more then Ten Times over.
I used the naked Battleship 😂it worked I just Leeroy Jenkin them against the fleet and they destroyed a majority of the ships and then died which let my fleet to come in and clean up 10/10 will do it again
Ironically in my game I’m playing with some newer friends I built my fleet to counter the militarist ships that use mainly torps strike craft and armor
If you border a fallen empire.. 1) join a nearby federation 2) piss off the fallen empire by claiming all their systems. 3) once the fallen empire declares war on you, see the federation rush in, defeat the fallen empire, and then transfer all the systems to you. 4) you can leave the federation afterward, laughing.
Did you actually pull that off? Since whenever I am in a Federation, I am the strongest member in that Federation relatively soon. In the event the Federation (minus you) is strong enough to take a FF, I am likely strong enough to do myself.
@@najex1 Yes I did pull that off. I was roughly as strong as the fallen empire, but the Federation was stronger. So doing it myself would have been risky or at least costly.
Started a new game as a machine empire going cosmo. Spawned next to spiritual fallen empire. Of course they hate me because im souless (but spiritualist. Drives them crazy). But i found the head relic and now they have no choice but to give me their fleets. Muahahaha. Salt the wounds
Currently in a Great War with my entire federation between the two empires at war, and in my hubris I refused any ugly Xenos from joining the non aligned federation… wish me luck, just unlocked the GDF so maybe it’s doable but my vassals are getting their planets cracked
Technical question here. If the fleet retires and you get to fight them again, you also gain another debris field to research and get more of the fallen empire tech progress, right? Or does the debris, in terms of the additional tech you get, grow exponentially with the amount of ships destroyed? I think it's a 10% progress for the techs for every debris field, thus making you able to get all the FE dark matter techs if you manage to win 10 battles against them.
You do get a chance for another debris field with each engagement you win. The tech progress is per debris field! To quote the wiki: "Each component debris provides 10% progress on the technology, or 10% progress on the prerequisite technology if the prerequisite technology is unresearched." So more engagements = more debris fields = more tech progress for each tech, generally speaking
@@MontuPlays then, prolonging the battles with them, as long as you can keep winning and researching the debris, would be beneficial from a technological point of view, and from a military one too, as your admirals will get more xp from the extra combat and you will be able to upgrade your ships faster without forfeiting other research!
@@TheRewasder97 if you can afford to replace all those extra ships, if your economy is great, then yes! I was looking mainly at the lowest cost to take them on!
@@MontuPlays true, this would be a lower priority than, say, ending the war quickly and get access to their super pumped out worlds. Particularly the ring worlds and ecumenopolis.
So what is the issue with the disruptors causing a higher disengagement rate? When a low hull ship is struck with small amounts of damage multiple times, is it more likely to jump out of the system than a ship being struck with a higher damage weapon?
@ 8:25 not sure what I’m doing wrong (other than playing vanilla) but my carrier core cannot equip the two missiles in the small slots, and my broadside stern can’t equip the whirlwind missiles even though both are unlocked… also broadside stern only has two “A” component slots instead of 3 shown in the video… I’m on year 2361 btw don’t know if that helps.
What about tech rushing so hard you catch up to the Fallen Empires in armour/shield/damage multipliers? Then you can just fight them like anybody else.
Just fought the Materialist fallen empire as a driven-assimilator. I destroyed all their fleets and then just brought my nano-machines superweapon to assimilate all their world, that and doing the same to all the those Gaia worlds in one system was like 500 pops in 20 years.
I hate spiritualist fe’s because I researched synthetics and they contacted me saying stop so I was ok I can barely fight their weakest fleets BUT IM A MATERIALIST I LITERALLY CANNOT DO IT so here I am I have 2 years
I think it may have been a bug, but a few times I have colonised holy worlds (in one run, I colonised two) before meeting the spiritualist fallen empire, and they didn't a-move into me.
Hey Montu, can you do a guide on proper economy management basics? I always get overwhelmed and stuck in analysis paralysis when trying to make my empire actually good. Sincerely, a 2.7k hour player who sucks at micromanagement.
I'm not Montu, but I can give you a basic guide! So for reference, I'm an approx 1.8k hours played player. I've been playing exclusively on GA for vanilla for years, but I've long since moved beyond using vanilla difficulties and into modding the game's AI to increase the challenge. So I think I'm reasonably qualified to help. Preface: Identify your empire. If you're having trouble with resource management, try using species/civ combinations that give you less resources to worry about. The least complex combination I can think of would be a lithoid hive mind with the subterranean origin. If you're having trouble, it's okay to cut out some of the complexity until you're more comfortable. Step 1: Assuming you're playing as a standard empire, the next important thing is to realize that only some of the resources represent stockpiles of importance. Some of this will come down to your strategy: high unity income isn't necessarily important depending on your build, but high alloy income almost always is. If you're having trouble with economy management, come up with a strategy ahead of time in terms of what you want your empire to do, and run with that strategy in mind from the get go. Not every single strategy will work as well as others or in all scenarios - experiment! Step 2: Build towards your overall strategy. One strategy that is tried and true for Stellaris is prioritizing research, and even after the recent nerfs to tech gain, it's still something that can be quite powerful, so we'll use that as an example. If your plan is to have lots of research being built throughout your empire, that means you'll need a strong income of consumer goods, the basic resources to sustain your CG income and research facilities, and a steady supply of exotic gas to keep those higher tier research facilities going. Take a look at your research facility - check how much resources the game says it needs to keep running, and then figure out how many districts it'll take to run that facility. This'll be different depending on *several* factors so I can't just tell you exactly what ratio to get. Your species traits, your species assigned living conditions, your planet - it's features and habitability, your tech level, your stability, your pop happiness, and more can and will all factor into what the cost to production ratio is for your research buildings in this scenario. This will be widely true for just about everything as well. This is something you'll have to figure out on your own by looking at the costs and doing some quick mental math. BUT, as a rule of thumb, a single industrial district, along with a mineral and electricity district, will probably be enough to handle two tier 1 research buildings in the early game with some resources to spare barring modifiers if you're keeping your mining stations being built in a timely fashion. Food is a little bit different because you can more easily offset your food income with starbase buildings, so I wouldn't count on having the need for *too* many of those early game. At least for a normal species build. In essence, this is the process you'll need to engage in. Figure out how many basic districts you need to support the advanced districts slash buildings you'll need for your build, that give you the complex resources you'll need to produce advancement in tech, unity, or shipbuilding, and stick to advancing your number of those until you have a strong enough economy to snowball. Step 3: Once you've got that down, keep your menial resource production in excess of the minimum requirements to fulfill that demand by about +100 in your core categories by around 2225 give or take ten years - meaning EC/Food/Minerals. As long as you keep those to around +100 you'll be generally safe to continue building up your alloys/unity/research. Frankly, gas/crystals/motes should never really become an issue once you get a few nodes online (and in most games this'll probably take you longer than 2225 - I would expect to see this coming online in a normal playthrough closer to 2240 to 2260), be they planetary or space, but as long as you stay at around +5 you'll *easily* be comfortable throughout the entire game. If you feel you need more time, bribe an AI neighbor or two into being your friend and get a defensive pact with them. A lot of people don't realize just how strong of an option this can be under the right circumstance. This all being said, Stellaris can be an *extremely* complex game if you let it, in terms of resource management, but you usually don't need to go that far. Just focus on growing your important resource while keeping the other resources stable, and you'll be okay more often than not.
@@insertnamehere6659 You're welcome. Some folks have already done videos on this in the past, and there's a number of guides for this on steam as well. I'm not really a "makes videos" type of person, so I'll settle for just pointing people in the right direction with walls of text. xD
Hey Montu, do you know if you can trigger a War in Heaven by changing one of the Empire's ethics with console commands? I swapped a Fanatic Xenophile FE's ethics to Fanatic Materialist so they could beef with the Spiritualists in the future. Asking because I'm really deep into a save that I really like and I want a War in Heaven to happen naturally so the mid/late game doesn't get boring lol
Whenever i fight fallen empires, they have something like 350-400K fleets, sometimes even more. Does your assessment of naval cap required to win take that into account or is it only against 150k fleet as shown in the video?
Im strting my 1st campaign, a few hours in, there's been 2 wars but it felt like nothng happened lol. Its so quiet, seems uneventful, idk, no sounds, no dialogue, no drawings, no in game video of any action going on. Im getting into the game quite a bit but then idk.
We need an Intergalactic Expansion. That ads a New game plus Origin that lets you start the game as colonists/refugees/invaders from a previous galaxy/playthrough into a new one. They should also ad a new end game crisis (probably something cat related, that seems yo be the community’s jam) and have the ability to find anomalies/relics and dynamic precursor events related to other previous playthroughs with your player made empires. Maybe add some Intergalactic correspondence based quests and factions where you can contact anouther players civ asyncronisly (in a similar manor to spore). New player crisis were you create the Tachyon Shatter Space Ark, a massive Giga structure spaceship capable of transporting the whole galaxy’s population to a new galaxy, at the cost of every last Mineral, Alloy, and Strategic reasource in it, will you bow down to your saviour overlord and assist with the construction or will you defend your resources and delay its completion.
Normal Fallen empires won't make claims. so you can claim all there worlds, then wait for their fleet to leave to attack you, then you can just take all there planets. Even if they capture some of your worlds they still die when you cap all there core worlds. No need to fight the fleet
i once found an archeology site next to xenophobic FE and after i built an outpost i immediately started excavating it. FE demanded to abandon the outpost so i chose to accept their will however you can't excavate the archeology site without an outpost so the game rebuilt it for me, breaking the game and letting me and neighbouring AI empires build an outpost in other systems next to xenophobic FE and it could do nothing about it😂
0:47 Please tighten up on information accuracy, Montu! The Xenophobic FEs get upset when you build Outposts in systems that connect directly to one of theirs via a Hyperlane. It's *not* about settling/colonising planets.
this guide is obsolete. use it as guide line but that's all now fallen empire ( Spiritualist even more ) have got shield hardening. so that mean bypass weapons are not as good as before. Moreover some ethos has got Armor hardening. so it means that missile are weaker because shield hardening make them less efficient and they can steal be destroyed by PD disruptor and arc emittor are a lot weaker against FE in general. You can still use it and have success but it will be a lot harder and you will lose more ships.
Similar builds, but they expand, take vassals, build new fleets and might bring Colossus to the party. I've never seen them alter ship design, but when awakened their fleets are much bigger and if applicable their opposite ethics FE gets awakened as well and War in Heaven begins.
How to defeat fallen empire easy? Just build 2 mercenary enclave maxed... Rent 2 fleet and crush them on the FE fleet.... Then send your own fleet 😅🤣 Mercenary enclave are broken 2 enclave maxed make you the strongest fleet in the galaxy for like the first 100 years at the very least even in grand admiral 😅 (exept Fanatic purificator who manage to dominate...) If you are supremacist you will get so much diplo weight too for the galactique senate 🤣 Don't need to build a fleet an pay the fee for it for a very long time... And when you finally start building fleet, you will be strong enough to build 8 or 10 full fleet.... When you don't rent your mercenary fleet you are the weakest of the galaxy (in fleet) and you become the strongest just by paying some energy 🤣 Some weak empire may get overconfident and attack you but its fine just take their capital and resettle pop on yours world, its like nihilistic aquisition but it wont take ascention perk and it wont give diplomatic malus too XD And the funiest is, when you have done resettle all the pop, just give back the empty planet 😂 So they will colonise it again 🤣
FE is just too weak in an admiral difficulty play. They can barely defeat AI empires in 2300. And when they become awaken around 2400, they are just "kids in the playground of giants."
Dominate the galaxy through diplomacy, and get the Galactic Community to declare a crisis against the fallen empire you want to take down. Fallen empires might be powerful, but even they will have a problem when up against almost an entire late game galaxy.
I didn't even realise the different ethics had different weapons; I just focused on the fact I needed bypass weapons to get around the high armour and shields.
Guys if you didn’t know the computers are based on the median of your weapons by median I meant he fucking median so if you have 8 guns on a ship it will chose the 4th guns range so if you have a full artillery but the 4th is a low range weapon then the ship will rush in close range
The spiritual fallen empire ships are basically the configuration i use on my ships on most playthroughs. Love plasma and arc emitters and torpedoes/neutron launchers.
I found corvette spam is a cheap alternative to fighting crisis ships. You expect the ships to die if they get hit so you give them all engine to boost speed/evasion & if your a crisis empire you can add 1 living metal to allow your corvettes to go from battle to battle without needing to stop for repairs. Next load all your corvettes with disruptors and watch them melt fall/AI country ships alike. You should need around 80K-120K worth of fleet power to do this without any bonuses on you. Also exploit the AI by parking your corvettes right where the enemy is warping in just so they can't fire their min range weapons.
I am new to stellaris, still on my first playthrough (UNE). On year 2234 I made a federation, on year 2268 i opened the L-Gate and have been fighting the tempest for like 60 years. During this time, like 40% of the galactic nations were destroyed and 40% heavily damaged. By year 2350 almost everyone joined my federation, and recently one of my allies expanded next to the isolationists. In the first war we had a massive battle against this FE (my allies + 200k federation fleet + 160k my own fleet). It was a disaster, 30% of our fleets were wiped out. But we managed to maintain status quo as we occupied a lot of their territory. In the second war two years after, in two major battles the entire FE fleet was demolished (+12% war exhaustion and +13% war exhaustion) and I and my greatest ally split the FE in half. It felt amazing to destroy their 7 star fleet
According to the Stellaris wiki the fallen empire ships have some amount of hardening so the penetration is probably a bit old idk how long this has been the case but I don’t see someone saying anything in the comments.
I'm glad to see a design (3rd one) very similar to the universal battleship design I use for everything. Although I would be curious if the layout I use is more effective here, the only difference is it swaps out the carrier core for a hanger core with 4 whirlwind missiles/1 strike craft. I tend to favor killing ships quicker vs. defending with point defense, and given they didn't end up doing a single point of damage to you with strike craft, I would be wondering if the tradeoff for defense here is worth it compared to overwhelming their point defense with 6x whirlwind missiles.
Montu, I would recommend swapping the S-slot weapons for Nano-cloud-launcher missiles on the proper-anti-aging ships. That way, the point defense gets absolutely overwhelmed instead of merely being distracted.
Minor artifacts cost is too high to generally bother with those. On just 40 battleships you would need roughly 800 minor artifacts for those two s slot components (iirc they are about 10 a piece).
@@MontuPlays If you're fighting a Fallen Empire, you've generally planned it out ahead of time. If you're playing wide and end up with five archaeological sites (not including the Precursor chains), you'll already be getting an income of about four minor artifacts per month if you get average luck, though it could be anywhere between zero if you're really unlucky and fifteen if you get perfect luck. This means that if you have average luck, it'll take 200 months (17 years give or take a few months) to build up that fleet of battleships. If you're going after them for just the tech, then that's honestly not a bad investment. If you have better luck than most and get an income of five or even ten minor artifacts per month, you can chop that time down to fourteen or six years, respectively. Still a major investment, to be sure, but still worth it. If you get absolutely horrendous luck and get no minor artifact income whatsoever, though, then yeah, I can safely say that it would not be worth it to go for the nano-cloud missile launchers. Notably, I've played with a Vultaum precursor chain as a ME, and managed to get eleven (nearly twelve) minor artifacts per month. On the previous playthrough, it was the Yuht precursors instead, and I managed to get twelve per month on that one. Both times, I've done every archaeological site I could get my hands on. Don't neglect your Precursor chains, they provide a major boost to the amount of Minor Artifacts you get!
True. Though I've noticed, for me at least, given the size of my empire by the time I usually go after fallen empires, and the fact I tend to get around 15-25 minor artifacts a month, the artifact cost for three or four fleets worth (so long as they die at replaceable levels) is more than reasonable for a couple slots to be swapped out for something extra spicy
@@MontuPlays Eh, depends on how your playthrough is going. If you get a relic world and put archeostudies facility on it, you can totally justify building these. Whenever I get that combination I always end up with so much minor artifact income that I can't spend it all unless I need to totally retrofit my entire navy.
Does anyone know if theres is a limit for "Modify Species Special Project Cost"? (With Under One Rule Origin + Tradition Tree i can reach -100% Reduction Cost) Edit: Can i remove Aquatic trait with Genetic Ascension while i have Anglers?
@@danskilars8608still think they should Buffed so they can easily survive early and mid game. They should get new exklusive portrait only for fallen empire(for example maybe a copy portrait of eldar in warhammer). Plus a origion which you play as one and have good relation. Buff the war in haven in strenght depending how difficult you have scale your crisis. More innteraction and more Diplomatie for fallen empire. Make one for crisis (for example which there is a ancient empire which is not fallen Yet and not able to be beaten by Player or other faction Yet and then they created a reason which cause them to fall and created a situation which treathten the entire Galaxie (Like eldar in 40k).
One time, a few years ago, me and my vassals were in war against a fanatic pacifist(they started it) and their federation, when a fallen xenophobe empire that was between us and was bullying me the entire time ,woke up, but it was so late in the game that only 1 year later their worlds were cracked(humanely). To this day i haven't seen someone talk so much shit yet fold so quickly.
Minor mistake at 0:40
The xenophobes, as you have probably found out at least once, will declare war if you take any SYSTEMS (not planets) next to their space.
Carry on!
Man, glad you clarified that. I instantly assumed that there was a new mechanic to take planets without claiming the system :p
Lol I love your videos man. So much changes in the game when I play it every few months, it's so nice to have your tireless efforts in explaining stuff. I can't imagine how much work you put in testing, researching, and writing scrips for stuff. Not to mention setting stuff up in game! You're among my top five gaming youtubers, and my fave stellaris one.
On a few chances, some religious Fallen Empires has handed me the holy worlds. I tend to play as a Religious Empire: So if i have a high enough respect, then i am allowed to use the holy worlds. So i create my own three holy worlds, then i use the holy world trick. the Fallen empire will attack anyone that assualts the holy worlds. So placing my own holy worlds in the right place, will cause the reaction. So anyone attacking my holyworlds gets the fallen empire to attack them.
The biggest possible power move is building a starbase right next to the xenophobic empire, but you're so powerful they physically can't do anything to you
better:
1. surround them
2. only take a a line into the middle of their empire
3. make the starbases there strong enough to hold them back by themselves
even better
1.install ACOT+submods
2.Reach alpha tier
3.reimaginate the following in order : defense platform, anti capital defense, starbase
4.build starbase onxenophobic empire
5. upgrade it to precursor starbase
6. watch them suffer (fitting up your precursor starbases are near free)
@user-sy5kz2fw1l better than even better:
1. Install giga engineering
2. Get the Quasi Stellar Obliterator
3. Profit
@@Thyti-m6g A lot harder if you also have Gigas and gave them some (or a lot of) Planetcrafts.
But that also makes it the ideal ship harvester: every one you wreck in your territory you can rebuild, and the FE's take a lot longer to get those back.
It's the interstellar version of 'stop hitting yourself'.
Fallen Xenophobic Empire: Hoho!?! Dewa juubun chikazukanai youi?!!
Spiritualist FE will likely declare war on you if you colonize one of their Gaia worlds. The Xenophobe FE will likely declare war on you if you own a system next to theirs. You can do this to guarantee a defensive war against these FEs. There are a few modifiers that increase your ship build speed and increase your fire rate if you are in a defensive war and fight in your territory.
One of my defensive pact allies decided to colonize these and drag everyone into a super early FE war. But, the upside was I got to sneak into the FE's systems and attack their starbases for easy/early dark matter tech while my AI ally gets obliterated lol.
I tried this 3 times now, and every single time the FE just ignored the offending starbase and took the long way around to get to my systems. !@#$ Fallen Empires
The only chill Fallen Empire is the Ancient Caretakers since they can't declare war on you ( Unless you declare war on them yourself) can't be insulted and cannot take part in War in Heaven. They can aid the galaxy in defeating the Contingency. That is if they don't awaken to be Beserkers.
They can declare war on you actually. If you ignore their demands to not go to war or not colonize planets, they will get pissed and declare a punishment war.
@@perrytran9504 Oh. Okay. It's just that I very rarely get any requests from them actually.
I once created a link of systems between my enemy and a xenophope fallen then proceded to trade them to the fallen empire. Guess who was now on the border and subsequently at war with a fallen empire? Still my proudest stellaris moment.
😂
I'm having this same idea tho with leading the FE to the void dragon (although I have zero idea if it'd work)
With everything you need to beat the fallen empires, what you get as reward becomes irrelevant as there's probably no one in the galaxy that could oppose you.
@@UberFoXi like when mod players assume everyone use mods/same mods as them
Tbh i like getting FE tech before crises
@@UberFoX Sir, i dont know what game you're playing, but this is Stellaris.
No wonder the FE in the trailer lost. The enemy had bypass Weaponry.
Lol
Me around year 2350: "We ain't playing no more, till we've had a war! We ain't had nothing but boring peace for fifty stinkin' years!"
Fallen Empire: *Insults me*
Me around year 2355: "LOOKS LIKE COLONIALISM IS BACK ON THE MENU BOYS!"
Lol.
One of my favourite memories in early Stellaris was when I had built one of the greatest empires in the galaxy, and a millitant fallen empire on my border just awakened. I knew that I would have to fight them eventually, but I also knew if I gave them time to build I would be super murdered. So I struck first.
I launched a preemtive invasion with all my fleets and they all died. However the invasion had the desired effect. I had wiped out all their large battle cruisers, titans and every other large fleet. I they played the production game, where thanks to my huge empire I could build ships at designated shipyards at a rate the freshly awoken empire with its 4 worlds could not hope to match. I was able to replace my fleet in only a year and was then on the offensive while the fallen empire had only mustered a meagre force. They result was the complete domination of the militant xenophobic Fallen Empire and its conquest and incorporation into my democratic government.
There's two very different aspects to fighting fallen empires. There's winning against their fleets where bypass weapons and tailored defenses are a huge advantage and there's taking down the starbases which have massive amounts of both hull and armor as well as fairly balanced weapons loadouts making it much harder to find any weaknesses to exploit. A fleet of torpedo equipped ships would do well but that would mean building a whole other fleet that you can't even use in the fight against their fleets unless you want it torn to shreds before it can fight the starbases it's meant for.
Best to kill the fleet first, then you can take down the starbases at your leisure
@@MontuPlays This. Once the fleets are gone, they ain't coming back.
Spiritualist FE has psionic jumpdrive (not salvageable) and psionic shields (also not salvageable).
Artillery computer is a kind of a trap for battleships. It does work when you don't have X slot on ships, but once you have it ships stop firing X slots after couple of shots and start run around taking damage. Best to switch to Line and equip Disruptors. Battleships will keep firing their X slots even in point blank and if fallen ships dare to make it close, disruptors will slaughter them. At least this setup always works much better in fights against fallen for me and there is an advantage being caught up point blank.
I usually do something like this, except I screen with a couple dozen Corvette's optimized for evasion set up to engage first, and a single battleship with carrier computer to increase the engagement bubble. I can usually get through an entire FE w/o losing a single battleship using this tactic on GA.
The enemy normally had 150 wp range, you use FAE 150 range too.
If you use artillery you had range advantage with fewer loses with speed utilities, combine titan in it for 250 wp range.
Something to take into account is that disruptor 3 and cruisers are easier and faster to get than battleship and arc 2.
Also, if you manage to get the FE on the offensive, which is easy for the xenophobe and spiritualist, you can camp the jump lane so the you don't give them a range advantage and use some home territory bonuses.
Meanwhile, the battleships are kinda ducked if they can the jump lane or get a close and personal fight for some other reason.
I never declare war on the FE. I build a strong fleet and provoke a war, then take everything, leaving them with one main core planet. I keep them alive for fleet experience and target practice.
I love how this video came out just before the "play as a fallen empire" video
I was just looking for a fallen empire build today itself...
Praise be the Omnissiah!
Once I get close to the FE in terms of fleet power, I just bait them into attacking my starbases while I have my fleets wait in ambush.
Once their fleet power is busted down to an acceptable level, I attack.
I seek revenge so tell me the secrets
I would like to see fallen empires be actually dangerous throughout and entire game play. Maybe give the fallen empire components that allow for complete bypass of shields and armor, and keeps you fleet from retreating.
Then make studying that technology an event that you have to work through.
“Bypass weapons are essential to defeating a Fallen Empire.”
I regularly defeat them with kinetic weapons. It’s bonuses that are essential: Empire Wide modifiers to ship statistics (such as Fire Rate, Damage, Shield Hit Points), specific weapon bonuses, leader bonuses, etc. This is what really matters.
Thanks for the guide 😊. Kind of matches what I have been doing in Stellaris for the last 4 weeks (finally getting the 'Last, Best Hope' achievement 😊. So painful,but glad it's done 😊
Man this is going to be hecking usefull thank you friend
@@TechnicallyGrey safe conquests!
I was wondering. These naked battleships might benefit from crystal hull plating. Iirc it only costs a few crystals per ship and no alloys. So even like this alloys should still be limiting factor.
Here after I lost 600k FP of phase disruptor corvettes in my Ironman run because I got into a critical resource shortage after capturing a FE star-base that had dark matter upkeep (I hadn't researched dark matter drawing yet and therefore had no dark matter income, dark matter resource shortage gives -75% sublight speed and -30% resource output from jobs)
Great video, Fallen Empires melts like butter
new way to beat fallen empires's escorts and battlecruisers: buy the machine age dlc, take cosmogenesis ap perk, take galactic contender ap.... spawn lots and lots of riddle escorts and enigma battlecruisers with nanotech, shields and shield hardeners (up at least to 50% shield hardening at least unless u have a generous supply of nanites and archaeotech engineers ap, in wich case its better to fit them with ancient shield hardeners or however the orange shield was called up to a 100% shield hardening making ur shields impervious to shield penetration) and some paradox titans, complete the whole cosmogenesis crisis path, build the horizon needle, create a vassal near your empire, give him all your systems with megastructures, embark the pops from every planet within your empire to the horizon needle, go to the nearest black hole or do the situation to go to the center of the galaxy, become a true fallen empire, chose to continue the game, select the vassal you gave all your systems and megastructures, start over again
you are welcome
Dude i just lost a game cause i was too afraid to go against the Vissarians with 400k fleet. But now im confident.
Me too bro 😭 my 200k fleet against their 566k fleet
I got obliterated. Had no bipass weaponry. Next time we gonna destroy
did i just read xenophile murder geckos?
holy shit, times have changed😂
I know right. This game has a sick sense of humour sometimes
Perfecting timing! War in Heaven just started in my game.
I'm super new and have spawned right next to a religious fallen empire and those 2 Gaia worlds are so tempting but I know that if I touch them I'll be wiped off the map XD
If you want to have some real fun fighting these guys.
Use GigaStructural Engineering and put them at max difficulty where they have dozens of Behemoth Planetcrafts and Atack Moons.
And then use Ancient Cache of Technologies and Acquisition of Technology. And flip them the bird after you get Alpha Technologies to start the War In Hell.
You'll see what fighting an Ancient Fallen Empire should actually look like.
I'm on a game now with gigastructures where the FE is way too strong I'm not sure if I messed up a setting but they're as strong as you're suggesting and I've had to resort to creative exploits to deal with them
@@cancarmine4327 Ho if your having trouble with them. Then you'd love Max Difficulty Aeternum.
Last time I went against them there were so many wrecked celestial warships in the galaxy.
You could recreate the Solar System more then Ten Times over.
I once flipped the bird on them, but was already superior to them militarily. It's funny how they bark then.
Then I got railed by Aionda.
I used the naked Battleship 😂it worked I just Leeroy Jenkin them against the fleet and they destroyed a majority of the ships and then died which let my fleet to come in and clean up 10/10 will do it again
Ironically in my game I’m playing with some newer friends I built my fleet to counter the militarist ships that use mainly torps strike craft and armor
If you border a fallen empire..
1) join a nearby federation
2) piss off the fallen empire by claiming all their systems.
3) once the fallen empire declares war on you, see the federation rush in, defeat the fallen empire, and then transfer all the systems to you.
4) you can leave the federation afterward, laughing.
Did you actually pull that off? Since whenever I am in a Federation, I am the strongest member in that Federation relatively soon. In the event the Federation (minus you) is strong enough to take a FF, I am likely strong enough to do myself.
@@najex1 Yes I did pull that off. I was roughly as strong as the fallen empire, but the Federation was stronger. So doing it myself would have been risky or at least costly.
new players: "how to defeat a fallen empire" also new players when they discover forge worlds: 😲
Started a new game as a machine empire going cosmo. Spawned next to spiritual fallen empire. Of course they hate me because im souless (but spiritualist. Drives them crazy). But i found the head relic and now they have no choice but to give me their fleets. Muahahaha. Salt the wounds
Currently in a Great War with my entire federation between the two empires at war, and in my hubris I refused any ugly Xenos from joining the non aligned federation… wish me luck, just unlocked the GDF so maybe it’s doable but my vassals are getting their planets cracked
Technical question here.
If the fleet retires and you get to fight them again, you also gain another debris field to research and get more of the fallen empire tech progress, right? Or does the debris, in terms of the additional tech you get, grow exponentially with the amount of ships destroyed?
I think it's a 10% progress for the techs for every debris field, thus making you able to get all the FE dark matter techs if you manage to win 10 battles against them.
You do get a chance for another debris field with each engagement you win. The tech progress is per debris field!
To quote the wiki: "Each component debris provides 10% progress on the technology, or 10% progress on the prerequisite technology if the prerequisite technology is unresearched."
So more engagements = more debris fields = more tech progress for each tech, generally speaking
@@MontuPlays then, prolonging the battles with them, as long as you can keep winning and researching the debris, would be beneficial from a technological point of view, and from a military one too, as your admirals will get more xp from the extra combat and you will be able to upgrade your ships faster without forfeiting other research!
@@TheRewasder97 if you can afford to replace all those extra ships, if your economy is great, then yes! I was looking mainly at the lowest cost to take them on!
@@MontuPlays true, this would be a lower priority than, say, ending the war quickly and get access to their super pumped out worlds. Particularly the ring worlds and ecumenopolis.
So what is the issue with the disruptors causing a higher disengagement rate? When a low hull ship is struck with small amounts of damage multiple times, is it more likely to jump out of the system than a ship being struck with a higher damage weapon?
6:35 This smells delectably cheesy
@ 8:25 not sure what I’m doing wrong (other than playing vanilla) but my carrier core cannot equip the two missiles in the small slots, and my broadside stern can’t equip the whirlwind missiles even though both are unlocked… also broadside stern only has two “A” component slots instead of 3 shown in the video… I’m on year 2361 btw don’t know if that helps.
Anoter thing, is there a lore about why fallen empires cannot rebuild ships?
I used to build destroyers with 1 large slot on the front and cloud lightning, too bad it's gone now
I do love a game with those empty FE ringworlds. So much space to fill.
Do not uise zenith of fallen empires because any ships orbiting their planets will explode and have over 100k army power on the ground.
You get a big ass fleet with jump drives, and jump into thier core worlds as soon as you declare war.
after over 1k hours i am almost to 2250 for the first time
What about tech rushing so hard you catch up to the Fallen Empires in armour/shield/damage multipliers? Then you can just fight them like anybody else.
Its a sad state of affairs when i enjoy watching montu playing stellaris rather than actually playing the damn game myself. 🙃
Just fought the Materialist fallen empire as a driven-assimilator. I destroyed all their fleets and then just brought my nano-machines superweapon to assimilate all their world, that and doing the same to all the those Gaia worlds in one system was like 500 pops in 20 years.
Oh great Montu, I have to know. Which Fallen Empire, Awakened or Dormant, do you think is the biggest threat?
I hate spiritualist fe’s because I researched synthetics and they contacted me saying stop so I was ok I can barely fight their weakest fleets BUT IM A MATERIALIST I LITERALLY CANNOT DO IT so here I am I have 2 years
Wait wait wait wait. So i dont need to have a higher power number? A 30+K fleet can defeat a 150+K fleet? WHAT?
I think it may have been a bug, but a few times I have colonised holy worlds (in one run, I colonised two) before meeting the spiritualist fallen empire, and they didn't a-move into me.
You can colonize FE Holy Worlds without penalty if you have the Head of Zarquan relic.
well i played in regular difficulty and both fallen empire had 750k power fleet :/ i dont know how to fight them, it's always a game over for me
where is the clip at 0:07 from???
🤔
How do you get the statecraft? or is this the newest update
Fleets are easy to destroy but please how do you crush those 300k starbase
The fallen empires dont scale. All you need to beat them is access and lots of soldiers.
what should the combat computer be for the disruptor cruiser ship loadoat ?
awesome
Hey Montu, can you do a guide on proper economy management basics? I always get overwhelmed and stuck in analysis paralysis when trying to make my empire actually good.
Sincerely, a 2.7k hour player who sucks at micromanagement.
I'm not Montu, but I can give you a basic guide!
So for reference, I'm an approx 1.8k hours played player. I've been playing exclusively on GA for vanilla for years, but I've long since moved beyond using vanilla difficulties and into modding the game's AI to increase the challenge. So I think I'm reasonably qualified to help.
Preface: Identify your empire. If you're having trouble with resource management, try using species/civ combinations that give you less resources to worry about. The least complex combination I can think of would be a lithoid hive mind with the subterranean origin. If you're having trouble, it's okay to cut out some of the complexity until you're more comfortable.
Step 1: Assuming you're playing as a standard empire, the next important thing is to realize that only some of the resources represent stockpiles of importance. Some of this will come down to your strategy: high unity income isn't necessarily important depending on your build, but high alloy income almost always is. If you're having trouble with economy management, come up with a strategy ahead of time in terms of what you want your empire to do, and run with that strategy in mind from the get go. Not every single strategy will work as well as others or in all scenarios - experiment!
Step 2: Build towards your overall strategy. One strategy that is tried and true for Stellaris is prioritizing research, and even after the recent nerfs to tech gain, it's still something that can be quite powerful, so we'll use that as an example. If your plan is to have lots of research being built throughout your empire, that means you'll need a strong income of consumer goods, the basic resources to sustain your CG income and research facilities, and a steady supply of exotic gas to keep those higher tier research facilities going. Take a look at your research facility - check how much resources the game says it needs to keep running, and then figure out how many districts it'll take to run that facility.
This'll be different depending on *several* factors so I can't just tell you exactly what ratio to get. Your species traits, your species assigned living conditions, your planet - it's features and habitability, your tech level, your stability, your pop happiness, and more can and will all factor into what the cost to production ratio is for your research buildings in this scenario. This will be widely true for just about everything as well. This is something you'll have to figure out on your own by looking at the costs and doing some quick mental math. BUT, as a rule of thumb, a single industrial district, along with a mineral and electricity district, will probably be enough to handle two tier 1 research buildings in the early game with some resources to spare barring modifiers if you're keeping your mining stations being built in a timely fashion. Food is a little bit different because you can more easily offset your food income with starbase buildings, so I wouldn't count on having the need for *too* many of those early game. At least for a normal species build.
In essence, this is the process you'll need to engage in. Figure out how many basic districts you need to support the advanced districts slash buildings you'll need for your build, that give you the complex resources you'll need to produce advancement in tech, unity, or shipbuilding, and stick to advancing your number of those until you have a strong enough economy to snowball.
Step 3: Once you've got that down, keep your menial resource production in excess of the minimum requirements to fulfill that demand by about +100 in your core categories by around 2225 give or take ten years - meaning EC/Food/Minerals. As long as you keep those to around +100 you'll be generally safe to continue building up your alloys/unity/research. Frankly, gas/crystals/motes should never really become an issue once you get a few nodes online (and in most games this'll probably take you longer than 2225 - I would expect to see this coming online in a normal playthrough closer to 2240 to 2260), be they planetary or space, but as long as you stay at around +5 you'll *easily* be comfortable throughout the entire game.
If you feel you need more time, bribe an AI neighbor or two into being your friend and get a defensive pact with them. A lot of people don't realize just how strong of an option this can be under the right circumstance.
This all being said, Stellaris can be an *extremely* complex game if you let it, in terms of resource management, but you usually don't need to go that far. Just focus on growing your important resource while keeping the other resources stable, and you'll be okay more often than not.
@@ASNS117Zero Holy shit my guy, you need to make a video on this ASAP. Thank you, by the way!
@@insertnamehere6659 You're welcome. Some folks have already done videos on this in the past, and there's a number of guides for this on steam as well. I'm not really a "makes videos" type of person, so I'll settle for just pointing people in the right direction with walls of text. xD
What ships work best for destroying their stations though?
im the only one here having FE only 400k deathstacks? always. What is this puny 150k on vid? how they are so weak?
not just you, the FE near me started at 398k and now mid game he has 504k fleet.
Hey Montu, do you know if you can trigger a War in Heaven by changing one of the Empire's ethics with console commands?
I swapped a Fanatic Xenophile FE's ethics to Fanatic Materialist so they could beef with the Spiritualists in the future.
Asking because I'm really deep into a save that I really like and I want a War in Heaven to happen naturally so the mid/late game doesn't get boring lol
Whenever i fight fallen empires, they have something like 350-400K fleets, sometimes even more. Does your assessment of naval cap required to win take that into account or is it only against 150k fleet as shown in the video?
Im strting my 1st campaign, a few hours in, there's been 2 wars but it felt like nothng happened lol.
Its so quiet, seems uneventful, idk, no sounds, no dialogue, no drawings, no in game video of any action going on.
Im getting into the game quite a bit but then idk.
Bit of a camper move, but i wait for FEb fleet power to get chewed out from fighting federations and mop up whats left.
We need an Intergalactic Expansion. That ads a New game plus Origin that lets you start the game as colonists/refugees/invaders from a previous galaxy/playthrough into a new one. They should also ad a new end game crisis (probably something cat related, that seems yo be the community’s jam) and have the ability to find anomalies/relics and dynamic precursor events related to other previous playthroughs with your player made empires. Maybe add some Intergalactic correspondence based quests and factions where you can contact anouther players civ asyncronisly (in a similar manor to spore). New player crisis were you create the Tachyon Shatter Space Ark, a massive Giga structure spaceship capable of transporting the whole galaxy’s population to a new galaxy, at the cost of every last Mineral, Alloy, and Strategic reasource in it, will you bow down to your saviour overlord and assist with the construction or will you defend your resources and delay its completion.
watch it at play back speed 1.25
Normal Fallen empires won't make claims. so you can claim all there worlds, then wait for their fleet to leave to attack you, then you can just take all there planets. Even if they capture some of your worlds they still die when you cap all there core worlds.
No need to fight the fleet
i once found an archeology site next to xenophobic FE and after i built an outpost i immediately started excavating it. FE demanded to abandon the outpost so i chose to accept their will however you can't excavate the archeology site without an outpost so the game rebuilt it for me, breaking the game and letting me and neighbouring AI empires build an outpost in other systems next to xenophobic FE and it could do nothing about it😂
Don't lie, only reason you did it was this cinematic trailer.
Could anyone tell me why you use the dark matter emgine or generator. I find the penalties to large to bother with them
0:47 Please tighten up on information accuracy, Montu!
The Xenophobic FEs get upset when you build Outposts in systems that connect directly to one of theirs via a Hyperlane. It's *not* about settling/colonising planets.
Oh yeah, that's just a mistake. It's a well known fact that is the spiritualist fallen empire.
I'll add a pinned comment
@@MontuPlaysCool.
this guide is obsolete. use it as guide line but that's all
now fallen empire ( Spiritualist even more ) have got shield hardening. so that mean bypass weapons are not as good as before.
Moreover some ethos has got Armor hardening.
so it means that missile are weaker because shield hardening make them less efficient and they can steal be destroyed by PD
disruptor and arc emittor are a lot weaker against FE in general.
You can still use it and have success but it will be a lot harder and you will lose more ships.
Don't spiritualists have Psi Shields?
Yes, and psionic jump drives. You can see that at 1:40
Any advice against awakened empires?
Similar builds, but they expand, take vassals, build new fleets and might bring Colossus to the party. I've never seen them alter ship design, but when awakened their fleets are much bigger and if applicable their opposite ethics FE gets awakened as well and War in Heaven begins.
:3
:3
:3
man i tried this shit and got wiped instantly :/
For those who don't have time to watch. Allow me to tell you the three ways to beat them:
1. Big gun
2. Bigger gun
3. Biggest gun
Simple.
Don't lose.
How to defeat fallen empire easy? Just build 2 mercenary enclave maxed... Rent 2 fleet and crush them on the FE fleet.... Then send your own fleet 😅🤣 Mercenary enclave are broken 2 enclave maxed make you the strongest fleet in the galaxy for like the first 100 years at the very least even in grand admiral 😅 (exept Fanatic purificator who manage to dominate...) If you are supremacist you will get so much diplo weight too for the galactique senate 🤣 Don't need to build a fleet an pay the fee for it for a very long time... And when you finally start building fleet, you will be strong enough to build 8 or 10 full fleet.... When you don't rent your mercenary fleet you are the weakest of the galaxy (in fleet) and you become the strongest just by paying some energy 🤣 Some weak empire may get overconfident and attack you but its fine just take their capital and resettle pop on yours world, its like nihilistic aquisition but it wont take ascention perk and it wont give diplomatic malus too XD And the funiest is, when you have done resettle all the pop, just give back the empty planet 😂 So they will colonise it again 🤣
Just invade them, they have almost no fleet.
FE is just too weak in an admiral difficulty play. They can barely defeat AI empires in 2300. And when they become awaken around 2400, they are just "kids in the playground of giants."
Dominate the galaxy through diplomacy, and get the Galactic Community to declare a crisis against the fallen empire you want to take down. Fallen empires might be powerful, but even they will have a problem when up against almost an entire late game galaxy.
I didn't even realise the different ethics had different weapons; I just focused on the fact I needed bypass weapons to get around the high armour and shields.
Guys if you didn’t know the computers are based on the median of your weapons by median I meant he fucking median so if you have 8 guns on a ship it will chose the 4th guns range so if you have a full artillery but the 4th is a low range weapon then the ship will rush in close range
The spiritual fallen empire ships are basically the configuration i use on my ships on most playthroughs. Love plasma and arc emitters and torpedoes/neutron launchers.
Yeah me to i cant wait for the New dlc where you can get they ship models
my boy pumping out the videos
I found corvette spam is a cheap alternative to fighting crisis ships. You expect the ships to die if they get hit so you give them all engine to boost speed/evasion & if your a crisis empire you can add 1 living metal to allow your corvettes to go from battle to battle without needing to stop for repairs. Next load all your corvettes with disruptors and watch them melt fall/AI country ships alike. You should need around 80K-120K worth of fleet power to do this without any bonuses on you. Also exploit the AI by parking your corvettes right where the enemy is warping in just so they can't fire their min range weapons.
I am new to stellaris, still on my first playthrough (UNE). On year 2234 I made a federation, on year 2268 i opened the L-Gate and have been fighting the tempest for like 60 years. During this time, like 40% of the galactic nations were destroyed and 40% heavily damaged. By year 2350 almost everyone joined my federation, and recently one of my allies expanded next to the isolationists. In the first war we had a massive battle against this FE (my allies + 200k federation fleet + 160k my own fleet). It was a disaster, 30% of our fleets were wiped out. But we managed to maintain status quo as we occupied a lot of their territory. In the second war two years after, in two major battles the entire FE fleet was demolished (+12% war exhaustion and +13% war exhaustion) and I and my greatest ally split the FE in half. It felt amazing to destroy their 7 star fleet
According to the Stellaris wiki the fallen empire ships have some amount of hardening so the penetration is probably a bit old idk how long this has been the case but I don’t see someone saying anything in the comments.
Well, now they do use hardening components.
I'm glad to see a design (3rd one) very similar to the universal battleship design I use for everything. Although I would be curious if the layout I use is more effective here, the only difference is it swaps out the carrier core for a hanger core with 4 whirlwind missiles/1 strike craft. I tend to favor killing ships quicker vs. defending with point defense, and given they didn't end up doing a single point of damage to you with strike craft, I would be wondering if the tradeoff for defense here is worth it compared to overwhelming their point defense with 6x whirlwind missiles.
Montu, I would recommend swapping the S-slot weapons for Nano-cloud-launcher missiles on the proper-anti-aging ships. That way, the point defense gets absolutely overwhelmed instead of merely being distracted.
Minor artifacts cost is too high to generally bother with those. On just 40 battleships you would need roughly 800 minor artifacts for those two s slot components (iirc they are about 10 a piece).
@@MontuPlays If you're fighting a Fallen Empire, you've generally planned it out ahead of time. If you're playing wide and end up with five archaeological sites (not including the Precursor chains), you'll already be getting an income of about four minor artifacts per month if you get average luck, though it could be anywhere between zero if you're really unlucky and fifteen if you get perfect luck. This means that if you have average luck, it'll take 200 months (17 years give or take a few months) to build up that fleet of battleships. If you're going after them for just the tech, then that's honestly not a bad investment. If you have better luck than most and get an income of five or even ten minor artifacts per month, you can chop that time down to fourteen or six years, respectively. Still a major investment, to be sure, but still worth it.
If you get absolutely horrendous luck and get no minor artifact income whatsoever, though, then yeah, I can safely say that it would not be worth it to go for the nano-cloud missile launchers.
Notably, I've played with a Vultaum precursor chain as a ME, and managed to get eleven (nearly twelve) minor artifacts per month. On the previous playthrough, it was the Yuht precursors instead, and I managed to get twelve per month on that one. Both times, I've done every archaeological site I could get my hands on. Don't neglect your Precursor chains, they provide a major boost to the amount of Minor Artifacts you get!
True. Though I've noticed, for me at least, given the size of my empire by the time I usually go after fallen empires, and the fact I tend to get around 15-25 minor artifacts a month, the artifact cost for three or four fleets worth (so long as they die at replaceable levels) is more than reasonable for a couple slots to be swapped out for something extra spicy
@@MontuPlays Eh, depends on how your playthrough is going. If you get a relic world and put archeostudies facility on it, you can totally justify building these. Whenever I get that combination I always end up with so much minor artifact income that I can't spend it all unless I need to totally retrofit my entire navy.
I always have an abundance of minor artifacts so this for sure thanks!
So, I defeatead their fleet, but I can't destroy their starbases. i require some help. (xenophobe FE).
Does anyone know if theres is a limit for "Modify Species Special Project Cost"? (With Under One Rule Origin + Tradition Tree i can reach -100% Reduction Cost)
Edit: Can i remove Aquatic trait with Genetic Ascension while i have Anglers?
I hoped they going to Release a dlc which Buff a fallen empire and make them More active. They current state make them weak and boring
With gigastructures they are not so boring
@@danskilars8608still think they should Buffed so they can easily survive early and mid game. They should get new exklusive portrait only for fallen empire(for example maybe a copy portrait of eldar in warhammer). Plus a origion which you play as one and have good relation. Buff the war in haven in strenght depending how difficult you have scale your crisis. More innteraction and more Diplomatie for fallen empire. Make one for crisis (for example which there is a ancient empire which is not fallen Yet and not able to be beaten by Player or other faction Yet and then they created a reason which cause them to fall and created a situation which treathten the entire Galaxie (Like eldar in 40k).
One time, a few years ago, me and my vassals were in war against a fanatic pacifist(they started it) and their federation, when a fallen xenophobe empire that was between us and was bullying me the entire time ,woke up, but it was so late in the game that only 1 year later their worlds were cracked(humanely). To this day i haven't seen someone talk so much shit yet fold so quickly.