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Stellaris Dev Diary #43 - The Fallen

Hello everyone and welcome to another Stellaris development diary. This is the fourth part in a multi-part dev diary about the 'Heinlein' 1.3 patch that we are currently working on. Additionally, from this point on we will also start to cover some features in an upcoming content DLC that will be released alongside Heinlein. This content DLC will not be a full expansion, but rather a smaller pack of events and scripted content focusing on a particular area of the game. Please note that everything mentioned thus far, and everything mentioned from now on that isn't explicitly marked as paid content will be free in the Heinlein patch. Details about the DLC such as name, price and release date will come in a future announcement, and further content will be covered in coming dev diaries. The focus of today's dev diary is Fallen Empires, who are about to receive a number of reworks, changes and additions.

The Fallen
Fallen Empires are my favorite part about the Stellaris setting. The idea of a precursor empire, milennia old, whose borders once stretched across the galaxy, their glory now faded, their great advancements forgotten, but the power of their ancient fleets and technology still far above that of any fledgling empire. Enigmatic actors on the galactic scene, whose morals and ambitions have been warped by ages of self-imposed isolation. For me, it invokes images of the Galactic Empire from the Foundation and the Vorlons and Shadows from Babylon 5. However, the implementation of Fallen Empires never quite matched my visions - originally meant to be completely passive, they were retooled fairly late in the development to give them some basic personality and goals as enforcers of particular taboos. While these goals make for some memorable experiences for new players (I've seen more than a few stories of careless colonization of Holy Worlds) they by necessity require Fallen Empires to behave in a highly predictable manner that, once understood, turns them back into actors of little consequence to the player. For this reason, fleshing out Fallen Empires and adding an element of unpredictability to them has been high on my priority list ever since I became Game Director, and this is what we're aiming to do in the Heinlein patch and accompanying DLC.

Sleepers Awake (Free Feature)
The idea of Fallen Empire 'awakening' was mentioned by Henrik Fåhreaus/doomdark a number of times during development as something we were interested in doing, but ultimately is something that ended up being cut for time. In Heinlein, all Fallen Empires will have a chance to awaken as a result of certain external factors. The exact conditions and chance under which each Fallen Empire will awaken depends on their ethos, but some examples include:
  • Endgame Crises threatening them or the galaxy
  • Regular empires growing too strong/technologically advanced
  • Other Fallen Empires being defeated by regular empires
  • Other Fallen Empires awakening first

When a Fallen Empire awakens, their personality, government and country type change. Their previous restriction on building ships, colonizing and conquering is lifted and they become what we call an Awakened Empire. Awakened Empires have one of the following four personalities:
  • Militant Isolationists become Jingoistic Reclaimers, and will try to conquer the galaxy
  • Holy Guardians become Doctrinal Enforcers, and will try to convert the galaxy to their faith.
  • Enigmatic Observers become Benevolent Interventionists, and will try to force all other empires into becoming a signatory to a galactic peace treaty.
  • Keepers of Knowledge become Watchful Regulators, and will try to force all other empires to accept their technological primacy.

Awakened Empires will start to rapidly expand, colonizing surrounding systems and conquering those races who will not submit to their demands. In each case, you will be able to avoid their wrath by submitting to them as a subject, with a special subject type for each of the four:
  • Jingoistic Reclaimers have Thralls, tributaries who may not colonize but can fight among each other.
  • Doctrinal Enforcers have Dominions, tributaries with enforced spiritualist ethics and government.
  • Benevolent Interventionists have Signatories, subjects who may not wage war, enslave or purge, but are otherwise independent.
  • Watchful Regulators have Satellites, who must pay a share of their research to their overlord and are required to ban all AI.

Once a Fallen Empire awakens, they will not stop until their galactic ambition is achieved or they are defeated by a coalition of lesser races. Only a few events will cause them to change their plans, such as the presence of an endgame crisis or the start of the War in Heaven (more on that below).
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Personality Changes (Free Feature)
Among the four Fallen Empire personalities we created for release, two of them didn't really work out: The Keepers of Knowledge and Enigmatic Observers. The Holy Guardians and Militant Isolationists restrict you from a certain part of space - sure, that part may be a deliciously tempting size 20 Gaia World, but ultimately you can always find another place to expand. The Keepers of Knowledge and Enigmatic Observers, however, restrict playstyles - if you get one of the former in your galaxy, you can forget about having sentient robots until you're strong enough to take them on. As there's little you can do about this other than hope for the right type of Fallen Empires to spawn, it's not very fun and ultimately just limits player strategies in a rather arbitrary way. For this reason, we've decided to revamp the Keepers of Knowledge and Enigmatic Observers.

While not awakened, they will not concern themselves with restricting the overall actions of the 'lesser' empires: Instead, they will pursue specific goals and ambitions that sometimes require them to interact with these very empires. These goals and actions take the form of Requests and Demands: If you have established communications with Keepers of Knowledge or Enigmatic Observers, they will sometimes contact you and either give you a task (for example, to hunt down a splinter faction of their species or recover a cache of technology from one of their old worlds) or make a demand (for example, one of your pops for their 'galactic preserve'). Completing their tasks will result in an opinion boost and a reward (such as technology or perhaps even a Fallen Empire ship), while repeatedly rebuffing their demands may result in a declaration of war to put you in your place.

The awakened versions of these two will take on some of the characteristics of the old, non-awakened versions, with Benevolent Interventionists seeking to enforce galactic peace and Watchful Regulators trying to regulate the level of technological advancement in the galaxy. They will also act as the first line of defense against galactical crises, taking it on themselves to unite the lesser races against such existential threats.

New Designs (Free Feature)
A small detail that I felt was lacking in Fallen Empires was the absence of any unique designs. All the Fallen Empires used the same (fairly lacking) Avatars and Eclipses, and ultimately their ships were inferior to what a regular empire that had been around for a century or two could produce. Both of these issues will be addressed in Heinlein, with each Fallen Empire ethos now having their own unique designs to use (and build, if they are awakened). For example, Keepers of Knowledge exclusively utilize energy weapons to strike their enemies at a distance, while Militant Isolationists combine afterburners and projectile weapons to get up close to their foes and tear their ships up at point-blank range. Additionally, a whole new ship class called Titans has been introduced as a (for now) exclusive new weapon in the Fallen Empire arsenal. Titans are enormous ship, the equivalent of several battleships, extremely durable and armed with a vast array of lethal weapons. They will sometimes be found in the starting fleets of Fallen Empires, and Awakened Fallen Empires will be able to build a limited number of them.
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The War in Heaven (Paid Feature)
We've talked about what happens when one Fallen Empire awakens, but what happens if there's two of them? For those with the DLC, two empires of opposing ethos (for example, Xenophobe and Xenophile) awakening can result in the War in Heaven event triggering. This event will cause the two Awakened Empires to go to war over the fate of the galaxy, dragging in the lesser species to fight on their side. All empires will be presented with a choice - join one of the two Awakened Empires and bet on their victory, join a league of non-aligned empires and hope you can stand against them both, or stand alone and risk being trampled underfoot when the war comes your way. Unlike a normal war, the War in Heaven is a cataclysmic event that will not end once a few worlds have been captured or a few battles won - it will be a fight to the death that ends only when one Awakened Empire stands victorious or both have been subjugated. If one of the Awakened Empires wins, they will show favor to those who supported them and be merciless to those who opposed them.
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That's all for today! Next week we'll be talking about some changes coming to space creatures, how they spawn and how they scale, coming in Heinlein.
 
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You sound like France when they though that Germany should go through The Maginot Line, and they just go around.

All joking aside, "your rules do not apply, children" is so firmly established as part of the Fallen Empires' nature that letting them use jump drives in a hyperdrive-only galaxy is not at all beyond the pale.

That said, if the devs want to experiment with it, they might find a cleverer idea. You never know. Though the custom FE hyperdrive might be, like, able to leapfrog over trouble points anyways...
 
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That said, if the devs want to experiment with it, they might find a cleverer idea. You never know. Though the custom FE hyperdrive might be, like, able to leapfrog over trouble points anyways...

Something like a 5 system jump rule, so they could travel through several along the lane without having to actually stop in them.
 
So since dedicated ship roles are being added in, what role does a FE titan have? Will it have special abilities that even battleships won't have? Or does it just have several XL sized slots instead of the one spinal mount that a battleship can carry?
 
You sound like France when they though that Germany should go through The Maginot Line, and they just go around.

Unlike the French, we get to define the parameters of our Universe, to create a scenario we enjoy playing. We can decide whether the Ardennes is or is not a barrier. It is not the game's place to subvert its own settings on a whim.

You've already said you modded it out of the game, anyway, so why does it bother you then? That's the point of being able to mod the game: to make it more in line with what you consider to be fun, and change things that the development does that you disagree with.

It bothers me because I put hours into a session only to have the rules abruptly changed, breaking flow and immersion- rules which were supposed to be immutable, as they were presented to us. To be fair, I went back and looked at the settings screen again, and the tooltip explicitly states that the allowed FTL option controls only what normal empires can choose, so I guess I can't fault the implementation of fallen empires. However, currently the FEs are pretty tame and keep to themselves. Disregarding the researchable jump drive tech for a moment, the FEs by themselves don't really break the style of the game determined by that FTL setting. They are a mere sideshow in what is still a warp game, or a hyperspace game, or a wormhole game. If FEs awaken, though, or you end up with a war in heaven, the very nature of your game session is completely changed in a way which might be unwelcome. I think that is a bad idea. Surely it should be a possibility for people who want it, but some of us don't, and the options meant for us don't fully work in their current state.

I was able to mod researchable jump drive techs out of the game for future sessions, but I haven't found a way to prevent FEs from spawning with it. I am hugely looking forward to this new stuff coming out, but I don't want it to come at the expense of gameplay options and variety.
 
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Glad to see this. I'm one of the folks that's been more critical of this release (and I get a little exclusive banner under my name to prove it...) but this is exactly the sort of thing I think the game needs. Some dynamic content that changes the flow of the game, that's generous to the base game and the DLC portion is big and interesting and not something cut from the game earlier.
 
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Something like a 5 system jump rule, so they could travel through several along the lane without having to actually stop in them.
I really think that the upgraded hyperdrives should already offer something like this. That FTL type really doesn't scale well, it's really good early on but doesn't really get any better.
 
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Question: Will we be able to actively work to trigger Fallen Empires awakening? I'm thinking something along the lines of being the Silver Surfer to Galactus, or Whammu to the Pillar Men; but in general, being sort of agents working to restore our slumbering masters to glory.
 
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This excites me
 
The Fallen
Fallen Empires are my favorite part about the Stellaris setting. The idea of a precursor empire, milennia old, whose borders once stretched across the galaxy, their glory now faded, their great advancements forgotten, but the power of their ancient fleets and technology still far above that of any fledgling empire. Enigmatic actors on the galactic scene, whose morals and ambitions have been warped by ages of self-imposed isolation. For me, it invokes images of the Galactic Empire from the Foundation and the Vorlons and Shadows from Babylon 5. However, the implementation of Fallen Empires never quite matched my visions - originally meant to be completely passive, they were retooled fairly late in the development to give them some basic personality and goals as enforcers of particular taboos. While these goals make for some memorable experiences for new players (I've seen more than a few stories of careless colonization of Holy Worlds) they by necessity require Fallen Empires to behave in a highly predictable manner that, once understood, turns them back into actors of little consequence to the player. For this reason, fleshing out Fallen Empires and adding an element of unpredictability to them has been high on my priority list ever since I became Game Director, and this is what we're aiming to do in the Heinlein patch and accompanying DLC.

Thinking about this actually lead to an interesting point: Are we talking about fallen empires or sleeping giants? I would put the Vorlons from Babylon 5 in the latter category. They never fell and lost a lot of their knowledge, abilities and so on. The Shadows also never truly fell since them loseing hte war was more part of the game the Vorlons and Shadows are playing with the younger races. For true fallen empires what we currently see is likley a good indicator. Like the Eastern Roman empire still superior to everyone around but due to circumstances stagnating and quite defensive. The awakening of such an empire would be more like the campaign of Justinian to restore the Roman Empire with the option of it either to work or the empire falling into stagnation again.

What I really like is that you finally changed the two fallen empires that either hate slavers or robots. Its really annoying how without fail evertime you think: Oh lets play with robots you get conntact to the wrong FE not at the begining but several hours into the game ...
 
So since dedicated ship roles are being added in, what role does a FE titan have? Will it have special abilities that even battleships won't have? Or does it just have several XL sized slots instead of the one spinal mount that a battleship can carry?
Titan's only role is "just bigger".
It can one-shot kill battleship, so its probably just battleship+.
It might not have any particular weakness, but hundreds of torpedo corvettes will probably overwhelm its point defenses. If they get through its escorts first.
Depends on its specification in final version, obviously.
 
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Man oh man, I can't wait for this expansion!

Also: DLC's name: "War in Heaven". I see what you did here, Paradox (Necrons vs Old Ones ;-))

Nah, Wiz already came out and said it wasn't a WH40k reference. Besides, War in Heaven is a phrase as old as the concept of Heaven. It's the equivalent of arguing that Tolkien invented Elves and Dwarves.
 
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The "War in Heaven" is apparently based on the Vorlons and Shadows in Babylon 5. Never seen it, but judging by pop-cultural osmosis, I understand it was a war between spooky spiky dark bugs who ask "what do you want?" and glowy energy dudes who ask "who are you?", and both sides are apparently assholes.
 
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