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Probably not a short time.
Since there have been a lot of Fallen Empire changes in Vanilla since I last tested this (circa 3.0) that I would need to merge in.
Speaking of which, I should probably add a disclaimer that this will likely break things in 3.1 and up
Thank you already.
And I am aware of cases where the power comparison check can overflow and mess up relative power computation (like the FEs thinking they are much weaker then human empires while they are still stupidly strong).
Not really sure how I can fix either of those in the current engine (and also, this mod is way behind on updates)
It is happening that the fallen empires rise very soon, even if there is no one who can threaten them (in the last game they rose after 26 years of play, imagine the entire galaxy united in a federation with their corvettes xDDD)
And I also have the option that they do not check the relative power activated (in case the values are misconfigured and corrupt and it still happens) yesterday in a multi they rose in the year 85 and the most powerful player has 200,000 fleet when they have 1 million
I can add an option to just disable early awakening entirely, only the rest of the mod applies.
(I wonder when Paradox will realize that you can just make your integer type a larger sized datatype, even if you are doing fixed point arithmetic with it)
Due to how powerful attack moons are, their fleet power rolls over at around ~650k due to Stellaris's integer limit, becoming a value of 1. This causes them to be counted as having lower comparative fleet power than they actually do, which in turn makes it so their reinforcements are typically very overwhelming rather than equalizing the playing field.
Unless Gigstructural makes the FEs have a gigantic power boost post awakening that doesn't show up at all pre-awakening, in which case the current logic can't account for these types of mods