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At this point, it is probably a good idea to go through what each of the technology branches in the content menu does. This will of course be familiar to 3.0 users.
Automated Industries unlocks vanilla Fallen Empire buildings (via adding a direct clone of the vanilla buildings in this mod), and once you have researched them all, you will unlock upgrades for them that consume more strategic resources as upkeep, but produce more resources. With the appropriate Lost Technologies, you can unlock an even higher tier of these buildings with the highest being the crisis rewards. This branch is required if you want to create Utopian Worlds which utilizes the same automated technologies but in your districts as well.
Societal Ascendance provides 2 tiers of technologies that describe the evolution of your society towards fanaticism. The first tier unlocks an ethic building only usable if you have the corresponding ethic, the second tier unlocks an ethic building only usable if you have a corresponding fanatic ethic. Unlocking this also means ‘The Path to Fanaticism’ event could trigger for Sandbox Mode players, meaning you can use this opportunity to begin a special project to convert all your pops to a single, fanatic ethic, and drop the minor ethic. Once the minor ethic is dropped, new ethic related civics for your empire should be available to you.
A Question of Style unlocks Fallen Empire ship types that you see in vanilla. Escorts, Battlecruisers and Fallen Empire Titans are new ship classes that are available to you once you have researched the technologies to build them. You will be given an opportunity to change your graphical culture to be more Fallen Empire appropriate, and if you have Engineering Perfection, you will be given extra technologies for hull and build speed upgrades. New sections for these ship types will be available if you find the lost blueprints among the Lost Technologies that you find, and the most powerful sections are only unlocked by defeating the crisis.
Masters of Warfare replaced the old Technology Mastery of 3.0, and is now used to unlock all ship components provided by this mod. Dark Matter Weapons are researched normally through technology, their damage roughly 50% higher than that of the highest vanilla tier. Their damage potential can be further enhanced by repeatables which will increase their damage and fire rate. Lost Technology Weapons cannot be researched normally (they’re lost) and must be found first. Otherwise they do 2x more damage than vanilla and the ship components provide 2x the stats. There are also repeatables which increase the damage and fire rate of Lost Technology weapons. Original Empire Weapons are available only if you are the Original People, or you have destroyed the crisis’ ships. They are 4x vanilla and their damage increase bonuses depend upon player choices and how they choose to engage with the story.
Ambitions of Power unlocks 5 technologies which offer a range of campaigns and powerful unity ambitions, with the last 3 being exclusive to Sandbox Mode players. The last one unlocks the Ascendancy Affairs Office, which we have already covered.
Engineering Perfection acts as the second gate to Automated Industries, A Question of Style, and Masters of Warfare. It also unlocks Utopian Worlds if combined with Automated Industries. Utopian Worlds are built from Gaia, Ecumenopolis, Ringworlds, or level 3 habitats for regular empires, and Hive/Machine or Ringworlds for Gestalts. Utopian Worlds utilize the automated technologies so each district now contains automated buildings, saving you building slots and also massively increasing your economic output. This output can be further increased if you have Lost or Original Empire Technologies. Automation however, takes away jobs too. Unemployed pops will become Hedonists living off excesses of your empire on these worlds. Hive Mind Drones may become confused, and Machines may be infected with a strange virus. This feeds into the Decadence mechanic that is set in the main menu.
This mod contains a number of digsites relating to Fallen Empires and the Great Crusade should you be interested in some lore, and the completion of which will grant you Lost Technologies, similar to the Archaeotech introduced in Stellaris 3.7. The idea is that the weapons used in the Great Crusade were bigger, stronger, and costlier than what the Fallen Empires use today, and as such were retired or were decommissioned along with the great recession that followed. These are powerful components and weapons with the Archaeoengineers perk (Sandbox only) giving them extra oomph. The completion of each digsite also grants you Lost Technology insights, further increasing Lost Technology Weapon damage and fire rate (up to +160%). +100% may be achieved via repeatables. With the +33% from the Archaeoengineers Perk the highest potential damage bonus for Lost Technologies is +293%, which makes Lost Technologies quite a bit stronger than 3.0 should you get all these bonuses (and you will need them…)
Say you are unlucky and didn’t come across any digsites (They are found in FE capitals, Materialist Archive, uninhabited Tomb Planets, Molten/Shattered/Broken planets, RE Origin capital), an event will pop up after some time that enables you to use the Recover Lost Technologies decision, which costs 2000 Minor Artifacts. There it will open a menu and you can choose whichever technology you want to unlock, but it will share a 2-year cooldown with arcane deciphering. The Lost Technology Menu is supposedly a backup for when you are unable to acquire them via digsites and is intended to prepare you for the endgame.
Should you need more Minor Artifacts, you can check out the new Archaeomuseum building that is new to 4.0. It provides 3 jobs (5 if you have Archaeoengineers) which produces 1 Minor Artifact Each and each job has an upkeep of 100 energy and 10 consumer goods (or 10 alloys for gestalts). This building is planet unique, increases minor artifact cap by 500 and will ensure a steady trickle of Minor Artifacts to your empire. The Hoard Minor Artifacts Ambition provides you a base monthly income of artifacts and allows your Dimensional Fabricators to ‘scoop’ up a small amount of minor artifacts from a different dimension.
There are currently four ways to ‘fall’ as an Ascended Empire, which is a Sandbox Mode feature. The first and most straightforward path is to renounce your ascendancy directly from the Ascendancy Affairs Office, while the second is if one loses the banish ascendancy wargoal and was banished and put down with a harsh treaty. And then there are two situations that will pop up and the completion of which will turn you into a Fallen Empire (formerly Lost Empire in 3.0). These situations can go both ways so you can always try to fight the downward spiral at a great cost to you. The first one is conditional to the setting of Ascended Empire Minimum Fleet Requirement, and should an Ascendancy fall beneath this number, unless they are at war, the situation will begin. This situation will progress until your fleet power is back to the minimum amount set, and will regress once you have regained your strength. This is to prevent weak Ascended Empires from claiming dominion over the galaxy where they have literally no power to remain there.
The second way to fall is decadence. Again set from the menu, after the preset number of years, hedonist pops might show up in your empire as automation takes their jobs, their equivalent (new in 4.0), confused drone and custodian drones may appear in gestalt empires for other reasons, and they will accumulate slowly (one worker pop every 2 months), or if you are on a utopian world, all unemployed pops will be hedonists/decadent pops. At 5 hedonist jobs, the Hedonist Party will form and let you know their demands - high standards of living, reproductive freedoms etc. They are mostly pacifists who don’t really like it when the state goes to war and prefer to stay at home, playing games in the comfort of luxuries. At 10% Hedonist to population ratio, Ascendancy Affairs Office may gain an option to unlock a planet decision on some of your worst affected planets, that offers a Hedonist ‘Rehab’, which has a 70% chance to succeed. If you succeed you can put these pops back to work, and if you do not, they may resent the state for their conversion therapy and have lowered pop happiness.
At 15% Hedonist to population ratio, the Decadence Situation will start at stage 4, which can progress or regress depending on your approach. Each stage brings a new negative modifier to your empire (based on Awakened Fallen Empire Decadence but split up in stages).
Once you have completed your transition to a Fallen Empire, your subjects will be converted to Scions and you will have lost your ascended empire civics, instead gaining 2 civics similar to the Fallen Empires in vanilla. If you are banished however, you could be forced to sign a peace treaty with nasty debuff civics and your overlord will destroy you should you ever attempt to return to power.
Otherwise the Ascendancy Affairs Office is still available to Fallen Empires as of now, and it is my plan to expand it and the features of playing as a Fallen Empire.
The Zenith of Fallen Empires Sandbox Mode offers 2 Origins, representing the aftermath of the two different sides of the central conflict of the story that took place 10000 years ago. The Ringworld Empire was, although destroyed during the war, an important member of the coalition that brought the Fallen Empires to victory, and thus Fallen Empires are particularly receptive to the return of the Ringworld Empire to the galactic stage. Ringworld Empires are ‘boosted’ with unique events, neighboring megastructures and as well as progress bonuses during ascension, as well as their own unique dig site and access to lost technologies.
On the other side of the conflict was the Original People Origin, their people long imagined to be hunted to extinction by the Fallen Empires 10000 years ago. The Original Empire was destroyed during the war, and their people’s return to the galactic stage will be met with suspicion by the Fallen Empires. Original People have access to their own ships and technologies otherwise not researchable normally in game, their own events, digsites, neighboring megastructures as well as progress bonuses during ascension. They will be attacked by the coalition of Fallen Empires if they attempt to ascend or attempt to rush a Fallen Empire before ascension.
This mod features an end-game crisis that appears in the form of a mysterious, militarist Fallen Empire known as the Ancient Custodians appearing on the galactic stage when one of the 3 vanilla crisis factions have spawned (unbidden, prethoryn, contingency). They claim to be the historical guardian of the galaxy against existential threats, and will attempt to unite younger races to their cause to repel the invaders. The Ancient Custodians will offer up to 3 deals depending on player choice and each deal will increase the Ancient Custodian’s effectiveness in combat.
The other Fallen Empires will be unhappy to learn that the Ancient Custodians have returned and will attempt to convince younger races to take their side instead. It is revealed later that the Ancient Custodians are in fact remnants of the Original Empire once thought destroyed during the Great Crusade, and that they have returned to reclaim their heritage and take revenge against the precursor empires that have defeated them. Another crusade ensues where the players can choose to take the side of the Fallen Empires, or the Original Empire, or help none of them.
If the Fallen Empires are defeated, the Original Empire may awaken and start their domination campaign against those that have defied them in the past, or stayed neutral in the conflict, until all of the galaxy is subjugated under their banner. Should the player be successful in defeating Original Empire ships and capturing their planets, they will be able to access Original Empire technologies as reward, which are the highest tier technologies provided in this mod.
As of Patch 4.0.7, these are the power levels of the Original Empire initial fleet at spawn.
Vanilla: 8.5M
Normal: 31.8M
Hard: 75.5M
Veteran: 125.7M
Nightmare: 239M
Nightmare difficulty for Original Empire is not intended to be beatable with just ZoFE alone, while Veteran may be attempted if you are playing the Sandbox origins (Original People, Ringworld Empire). In terms of fleet power balance, Original Empire is roughly capable of taking on 4 Fallen Empires of a higher difficulty. E.G. Veteran Original Empire can take on 4 hostile Nightmare Awakened Fallen Empires.
We’ve briefly gone over the most important features of the mod, but there are lots of nuances to discover for yourself too! You can share what you find on the ZoFE Discord[discord.gg], home to many veterans of the series who have played this mod for years, who are willing to answer your questions if you have any, or just in general partake in the discussion of lore and discoveries in the world that is ZoFE.
Thank you for reading!