Combine him with multiply fast moving battering rams and catapults and your defense will target him even as they are destroyed. Because Only 14, Gold Costs I have had fun developing my community and trying to combat other peoples communities.
The power of champions gives the attackers an unfair advantage no matter what your defenses are the champions can defeat you. I also have many problems with connection errors.
The game should allow for a change of emperor by community vote or something. Now on level 3 to 4, and it requires hundreds of gold to speed up buildings, that otherwise take 12 hours or more to upgrade.
Gold is not cheap from the MS store. And I only get about 10 gold from trade routes per day. This game is literally a waste of time.
It takes forever to gain enough resources to build and equip your empire. But the most ridiculous aspect of the game is that you cannot configure your defenses to act in their own best interest.
Defensive weapons like catapults and cannon should be targeted on the invading weapons with the most destructive power, not wasting their time targeting individual soldiers.
If no siege weapons are in range, they should direct ALL their firepower on the "heroes" of the invading force, who often have the power to turn your defending troops against you or to run away.
I spent much time building up my empire, but I now realize I was caught in a time sink that robbed me of time I should have spent doing something useful.
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May contain mature content. You may not access this content. Tiny Troopers Rated 4. Unlike normal empires, a Fallen Empire is fully developed at the start of the game, but due to their large and powerful fleets they should not be provoked until your fleet strength and technology is comparable.
They always start with two fleets between 40k and 85k Fleet Power. Fallen Empires use a unique ship and station art style which is exclusive to them, which distinguishes them from ships of ordinary empires; there are visual variants of this style and different weapon and gear selections for each type of Fallen Empire, but the general number of slots is about equal.
It is impossible to vassalize a Fallen Empire, and they are rarely interested in peace offers short of total surrender to all demands once a war has begun.
When engaging in a conflict with them, it is essential that an empire be fully prepared to deal with the consequences and be prepared to follow through on any demands made.
There are 4 types of Fallen Empires, 5 with Synthetic Dawn, and only one of each type can exist in a game. The max number of Fallen Empires within the game depends on the galaxy size.
However if a galaxy is too populated both regular empires and fallen empires sliders have been set to max then some Fallen Empires might not be created.
This does not happen every time and depends entirely on empire placement. For example, it is possible for a human Fallen Empire to be generated.
Despite their size and power, the Fallen Empires will remain passive, staying in their borders unless provoked.
They have the Lethargic Leadership and Empire In Decline civics , which restrict them from colonizing and conquering worlds and building new ships.
However they will get new fleets yearly if their Fleet Power is low and they are at peace 8 Battlecruisers and 10 Escorts.
Unlike other AI empires - which require the completion of a special research project before communication is established - Fallen Empires will instantly contact empires who unwittingly enter their space, having been aware of the empire before it left its home system.
Once revealed, organic Fallen Empires are typically Dismissive towards normal empires, and will not accept trades or agreements of any kind.
They always start with their borders closed, but some Fallen Empires will open them and accept trade if relations improve sufficiently to become patronizing.
Requests are not available if at war or the empire is genocidal. Tasks are missions to go to war against another empire within 20 years to fulfill the goals of a Fallen Empire in exchange for greatly increased Opinion and an increased chance of receiving gifts.
Fortunately only your rivals can be picked as targets. Tasks can only be given to player Empires. However failing the task by not completing it in time gives greater Opinion penalties.
If the target empire is destroyed or changes policy on its own the task is canceled without any effect on Opinion. Tasks are not available if at war or if the empire is genocidal.
Demands are ultimatums from Fallen Empires if their opinion drops below If accepted the effects are usually identical to losing the war about these goals, except without war the Ruler is not executed and there is no danger to lose ships in a possibly futile battle.
If the Fallen Empire was rivaled by the offending empire they will skip making the demands and declare war to impose them from the start. If a Fallen Empire lost any planet in a war they will stop making demands regardless of Opinion.
To be tagged as a gift recipient the empire must have less than k Fleet Power and not be at war. As a next step, the specific gift is rolled.
Every gift can be granted more than once to any Empire, with the following weights:. Awakened Empires stop being passive and make a bid to dominate the galaxy or defend it from a Crisis based on the form of Awakening.
Unlike Fallen Empires, an Awakened Empire can build new ships, colonize planets, and conquer worlds. Awakened Empires have considerable technological and starting resource advantages even compared to mid- or late-game empires, and thus their awakening can have drastic consequences for a game in progress but also make them one of the best guardian forces in the galaxy.
A mechanic affecting awakened Fallen Empires to prevent them from permanently deciding the fate of weaker empires, decadence slowly weakens their ascendancy and makes it possible to temporarily submit to a Fallen Empire, only to throw it off later when their success has blinded them.
When an endgame Crisis occurs a Fallen Empire can awaken after 5 years with the declared goal of ending said crisis.
If one of them has already awakened before the crisis, they will become guardians as soon as the crisis starts. Guardians have protecting the galaxy as their sole goal.
If the Empire awakened before the crisis they will stop their vassalization plans and attempt to rally the galaxy instead.
Only one Guardian Awakening can occur. Guardians of the Galaxy will always agree to a Federation no matter what opinion they held before the awakening.
The chance for any Fallen Empire to awaken is rolled outside of moddable code, as such no details about the chances can be given.
The Holy Guardians or the Militant Isolationists will never awaken as guardians and should they have awakened before the crisis, they will continue with their domination plan instead.
Once awakened, the Guardian empire goes through the full awakening effects. All player empires will be notified. All AI empires will get one of the following Opinion bonuses towards the Awakened Empire to cooperate with it equal chances:.
Once the crisis has been defeated the Guardian empire will leave the current Federation and become a regular empire. Guardian awakenings do not roll for Ancient Rival.
However they are guaranteed to awaken if the Contingency activates right after the sterilization hubs come online. Play against your friends There are several multi-player campaigns where you can get into some heated battles with your friends.
Asian Dynasties In this expansion, you have the option to choose from among three new campaigns depending on your starting civilization.
The War Chiefs Continue the saga in an all-new campaign as the Black family witnesses the birth of a new nation.
Minimum System Requirements OS: Age of Empires Games on Sale Now! Go here to browse the entire sale, or read on below for all the Age related goodies.
January Contest and December Winners. Greetings Wololo Warriors, and welcome to the first contest of ! But first, the winners from last month!