星球大战™ 战争帝国 - 金包

星球大战™ 战争帝国 - 金包

星球大战™ 战争帝国 - 金包

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Surviving the early game as the Empire in Awakening of the Rebellion So you want to play the Empire, eh? The Empire in AotR plays in a very similar way to the way they do in the base game. Your best options for dealing damage are still big ships and your fighters are still pretty bad one on one. The big difference is that your early options for building your fleet are kind of meant to deceive you. Close range options tempt you into big head on clashes with the enemy. While this may be a fun way to play it often leads to high casualties and many losses down the line. Cheap Gozantis allow you to spam out fighters early, yet they are fragile and often dont provide much value. Worst of all the once invincible seeming ISD is now but a pawn in a larger game and can get easily overrun. This guide is meant to show you guidelines to use those early game units to the best of their ability. Getting those early conquests and setting yourself up for an evolving strategy in the mid game. This guide can be applied more generally, but will need to be adapted to your game and difficulty. General Offensive Tactics (Space) Arguments can be made over the merits of close combat, however in my experience it is far better in the early game to engage at range when possible. (Dont get it twisted, you will have to fight at close range and you will need to be prepared) In most offensive battles, the AI will wait at it's defenses for you to get close enough and then charge at you with all it's got. (We will get into defensive strategy later) I've had many of my fleets destroyed trying to face the enemy head on, and often that is a good way to lose fighter superiority. The ideal combat situation is for you to do as much damage as possible while the enemy can't fight back. Here are some quick guidelines to what your fleet comp and formation should look like: What to bring: Artillery like the Victory I or Arquitens Some Dreadnaughts to soak up damage in the front line Star Destroyers (if you use Ozzel it is highly recommended that you also use Vader to balance his debuff) Carracks (They are very cheap and great once the AI charges at you)(PS: try and bring as many carriers as possible, they will be included but it is quite possible you wont get many until you invest into tech) Fleet formation: Deploy the fleet far from the front line to give you time to deploy fighters and fight off any scouts Put the Dreadnaughts in the very front at broadside angle ( you can change the angle of ships by holding right click and moving the arrow that appears) Dont fret over Dreadnaught losses, it is better to save your other ships than to save the tank Place your ISDs just behind them just close enough to allow the long range weapons to fire If you brought Victorys place them with the ISDs If you brought Arquitens use them until the AI charges, then retreat them before they get destroyed Keep in mind that artillery is weak to fighters and bombers, I recommend keeping a close eye on their health Place the Carracks just behind the Dreadnaughts and retreat them once health is low or they are under heavy fire Any carriers (excluding Gozantis and Battle Carriers) should be in the very back where they can replenish fighters when lost. Only use them in combat when necessary Remember these are just guidelines and often the chaos of combat will cause you to need to think on your feet. Fighter Overview You may have noticed that I have not been talking about fighters this whole time. That does not mean they are not important, in fact they are the 'make or break' of any combat situation. If you do not eliminate enemy fighters, they will pick apart your fleet ship by ship. There are three basic ways of approaching fighter superiority on the battlefield: [1] Sheer Numbers [2] Better Fighters [3] AA (Anti-Air) As the Empire you will mostly be using 1 and 3, with the Rebels using mostly 2, and the Black Sun being annoying and using all three. Be aware if you build your fleet around expensive fighters, be wary of logistics as you will need to replace them at a dedicated fighter shipyard. The Empire thrives on carriers, but they have many draw backs. You will be waiting long periods for deployment times and you have a limited amount, if any, replacements. You have very limited options for carriers and the best ones are locked behind tech. (I recommend doing missions that include getting Acclamators and Venators, as they are some the best carriers early game) So, you have the carriers, what do you do now? Fighter Tactics Your main fighter will be the basic TIE. It is good as a scout or as a swarm to take down enemy fighters. You will mostly be using them for intercepting enemy fighters, keeping them close to your bigger ships. Tips for Fighters: Put them in a command group (using Left Ctrl + 1-9) and micro them to single targets for maximum damage (you can do this for all ships but Fighters benefit most) Keep them away from enemy AA, they will not survive for long Prioritize targets like Bombers or Strike Fighters Keep an eye on how many losses you take and make sure to include replacements in your command group Use Vader and the ships he gets as a supplement to your TIEs Republic ships carry V-wings, use the V-wings as a supplement to your TIEs Be careful around fighters labeled 'Alpha-Strike', they are meant to destroy large groups of fighters with an initial volley of missiles (target them after this initial volley for minimal casualties) Make sure your fighters dont wander, stray TIEs are easy pickings Use TIEs to rush undefended enemy artillery As the Empire, you will not have many Heavy Fighters until later in the game, but the few you will have will be invaluable to your fleet's security. The most common source for early heavy fighters is Republic ships (which carry the ARC-170), and Vader (who carries the TIE-Brute). (PS you can also use Gozantis, which are cheap and mass producible, but gives no replacements, takes up pop space, and are locked behind tech) Tips for Heavy Fighters: Keep them in the center or back line of your formation to protect the fragile artillery and carriers When protecting ships, prioritize Bombers and other Heavy Fighters When using them aggressively, prioritize Gunships and Corvettes, while avoiding Heavier AA and Interceptors Be aware of the stats of the ship (this should be applied generally, but is especially important for Heavy Fighters) Be aware that while Heavy Fighters pack a punch, they are not dogfighters, keep them far from the front line unless necessary It is possible to use Heavy Fighters to escort Bombers, but be aware that they will take heavy casualties if done incorrectly When escorting other ships, use Heavy Fighters as a holding tool, allowing the other ships to get through The TIE bomber is what you will be using for the majority of the game until you unlock the TIE Defender (the TIE Punisher is just the heavier and more expensive cousin, consider it as another TIE Bomber instead of its own ship). Bombers generally target larger ship's hardpoints and are weak to most enemy Fighters and AA. Tips for Bombers: Keep them in the back line until most enemy Fighters and AA are eliminated Prioritize targeting Enemy ship's shield generators and engines first, then taking out their most valuable hardpoints (ex: heavy guns, hangars, missile bays, ect.) Gozantis are the best source of cheap TIE Bombers (most carriers only carry one or two, so it is wise to have some Gozantis for swarming) TIE Bombers can not dogfight and are very fragile, do not use them to engage anything smaller than a gunship unless necessary You can use map elements like nebulas to your advantage, as TIE Bombers have no shield or special ability General Defensive Tactics (Space/Galactic) I am going to be honest, I am a lousy defender in space. And while it is mostly my fault, most AotR players will tell you that defending against the twentieth AI death stack is not very easy. The most general thing I can tell you is to expect to lose every time, and just see how much of the AI you can take down with you. However, with the proper preparation you can defend almost anything with skill. The Empire gives you many good defensive stations, the heaviest and most expensive being the Golan III. However most players cant afford a Golan III at every planet, and placing a garrison fleet everywhere is impossible. So you must follow a system that will be tailored to your individual game and game state. (Long story short, I cant give detailed plans or formations, just general galactic map tactics) A few methods that I've used are: The Bastion Method Use of central reinforced bastions, focusing heavy defenses on a few planets Build large static defenses on important planets Have a medium size fleet on that planet for both defense and counter attack If you have access to your local or main offensive fleet, it can be used in the same way Reinforce frontline planets with cheaper ground based defenses, keeping most of the space defenses to your designated bastions(PS dont just have one bastion, choose a few that have ideal building slots/maps for an ideal defense) The Divisional Method Use of regional defense fleets and light static defenses on many planets Build regional defensive fleets to counter incoming forces Build light defenses on all frontline worlds while investing most of the credits into the regional fleet Move the fleet to either defend against an incoming attack or to counter attack if the initial defense was lost Keep many ground defenses, as many times the light space defense and fleet may not be enough Be sure to prioritize the survival of the regional fleet, if it is destroyed the whole region may be under threat The Offensive Method Use of counterattacks and diversions rather than defense, only using it when needed Put a few defenses into important or chokepoint worlds, focusing more on counter attack than defense Use your main fleet or regional fleet to counterattack when the enemy fleet has overrun your forces Use ground forces to defend, keeping the enemy from taking the planet Use offensive fleets to attack systems left undefended because of their attack The AI often does one planet at a time, but dont bank on this when deciding to counter attack The Scorched Earth Method When you know for a fact you are going to lose Try and retreat when defeat seems assured Focus more on retaking planets when at a stronger point in the game, than defending them now Selling off any defenses or facilities on the planet to allow you to salvage what you can Strike back at the enemy when they are diverted and while the planetary defenses are still weak (Use one or more based on the state of your game) General Offensive Tactics (Ground) Ground is much more variable in comparison to space because of the variety of planets you will be fighting on. Infantry and vehicle combat dynamics and tactics will generally be the same, and so that is what we will discuss. The most simple attack force will look something like this: 3-6 Stormtrooper squads (the Army troopers are not a substitute) 2-3 Light Walkers (ATST and/or ATPT, ATDP if nessisary) 1-2 Heavy Vehicles (Veers or ATATs when you have the tech) It is best to have many reserves, and often you will have one main attack force built up from the beginning of the game. Other good ground units to have are: Transports (like ITTs) Artillery (once you have the tech) Air support Army Medics Heros Dedicated Anti-Tank (ATST/R) Most Stormtrooper variants (they are built for offense) Tanks (A uniquely mobile asset for the Empire) Army troopers (mostly to be used as a probing force or as cannon fodder) Some general tips on Ground Combat: Infantry is often best countered with infantry Vehicles are expensive and necessary for victory, protect and put them behind your infantry Be careful of enemy air, they will slowly damage your units over time Destroy all enemy turrets, if you let them be, they will damage large amounts of your army and nullify your tactics Use bombardments for enemy bases or defenses in large areas, use bombing runs for specific targets or small areas Dont just throw your units at enemy defenses, use each unit for its own niche for best effect You can always attack again, be willing to retreat if you messed up Keeping one troop from a unit in the back can save the whole unit if the rest are destroyed After a successful invasion, keep a small portion of the army at said planet and retreat the rest to a safe place (this is to avoid losses in the event of a counterattack) Look for the enemy base and make your way over, either avoiding or engaging enemies until you get to their base The AI will often try and set up a defensive stronghold before they retreat to their base, try and avoid it if you dont have the adequate counters (ex: for the bunker turret have lots of infantry) General Defensive Tactics (Ground) The Empire starts the game with a large amount of ground based units deployed on all your planets. While it may be tempting to take them all and reinforce your frontline, under no circumstances should you ever do this. The Rebels have units that bypass your space defenses and go straight to ground combat. They can and will appear at any of your planets. While it isnt very dangerous, and their forces are weak to any real defenses, they are extremely annoying. They will strike at your money making planets and force you to go and take them again. So it is best to build defenses instead of just moving them. Each planet should have at least: 1-3 units of Infantry (Army troopers recommended, Stormtroopers if needed) 1-2 vehicles (ITTs and ATDPs are good cheap options) A garrison building (the governor's palace does count, but you will need more units to compensate)Generally the best ground defense is built apon the garrison building. That is where you will get most of your units. This is generally, of course there are exceptions. If you have a planet under siege (i.e. they have space but not ground), it is best to have as many units as possible. Other defensive buildings like shields and turrets must be tailored to the individual planet, but most of the time you will at least need one of them. Good units to have: A good amount of Stormtroopers (Army troopers are ok at defense but need vehicle support to be effective) Stormtrooper Gunners in particular (if you dont have the tech, Army gunners are a substitute) Artillery (when you have the tech) Snipers of any kind (extremely useful against infantry) Walkers/Tanks Anti-Infantry vehicles (ATPT) ATAA (when you have the tech) Mercs that can be hired in map Heros Some general tips on Ground Combat: Build turrets strategically, they cant fight off a whole army, but can supplement defenses Try and exploit chokepoints Be wary of a static defense, the enemy has bombing runs that can eliminate whole armies Be aware of flanking routes, special buildings, and the local population Look at the map as a whole, any modifiers, and any terrain that can be used to your advantage Build some AA turrets, they are extremely useful Be aware of the health of your units, and make sure you can retreat when necessary Keep the enemy away from your main structures at all costs If defeat is assured, either take as many units down with you or retreat (most likely losing all of your units anyway) Heros are OP, keep yours safe, and try to bait the enemies out Conclusion This guide is only the basics, you will need to build your own strategies and find your own niche in AotR. However, I hope this guide provides a foundation for you to build apon with time. If I got anything wrong or you have any suggestions, feel free to let me know. -Sexton out

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以下是通过Steam安装此模组的文字步骤: 1. 准备必要条件:你需要一个Steam账号、《星球大战:帝国战争 堕落之军》游戏,以及WinRAR等解压软件。 2. 从网站的镜像区域下载模组。 3. 进入浏览器的下载页面,使用解压软件提取文件。 4. 将文件放入你的Steam文件夹,路径为Programfiles(86x)->Steam->Steamapps->common->Star Wars Empire at War->corruption->Mods。如果没有名为【Mods】的文件夹,请在Corruption文件夹中创建一个。 5.打开你的Steam库,找到《星球大战:帝国战争》,右键点击选择属性,然后点击“设置启动选项”。在启动选项中输入swfoc MODPATH=MODS/star_wars_clone_wars_IV,注意不要加引号。这是最容易出错的一步,请务必仔细检查。完成后你就可以游玩克隆人战争mod了。如果有任何问题,请重复上述步骤。确保启动的是《星球大战:帝国战争:堕落之军》,而非原版的帝国对叛军版本。祝你玩得愉快!

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The idea of this guide is to explain how to use different space units, and what purpose they serve in Star Wars Empire at War. This guide is meant to be for the Forces of Corruption expansion, and I will include units exclusive to that expansion. As of 9/12/17, this guide became semi-irrelivant, because Steam Workshop means you have no reason not to mod the living hell out of this game, but It's still useful for "vanilla", quote unquote, since we're including FoC, I guess. Units pt1: Fighters Starfighters should be the most numerous units in any fleet you deploy, except maybe bombers. They're fast, and they're agile enough that Frigates, capital ships and space stations really aren't equipped to fight them, but they probably pack the least punch of any class of ship. That might sound like a dealbreaker, but they're more than adequate for killing other fighters and bombers, they have all the firepower they need for it in fact, just don't expect them to bring down anything bigger than they are without overwhelming numbers. Fighters have a fairly simple purpose in space battles: A) They are your scouts, they can spread out quickly and watch for enemy units moving in on your forces. B) They protect your units by attacking enemy fighters and bombers. In battle, bombers are a big deal, and fighters are one of the only good ways to deal with them. Because of that, your fighters will have two jobs: protect you big ships and space station from the enemy bombers, and to protect your bombers from the enemy fighters. In the late stages of a battle, the fighters' job changes to become hunters, as they will fan out across the map to locate and destroy enemy fighters and bombers before they can retreat. Units pt2: Bombers Bombers may be the Most powerful units in Star Wars Empire at War, and they will certainly be the blunt of many an offensive. Bombers are much like fighters, too small to be adequately targeted by anything bigger than a corvette, but Bombers are slower (still faster than most frigates), and while they're more durable, they lack good weaponry to battle enemy fighters, their lasers probably being the worst in the game. The exception to this is the B-Wing and Tie Defender bombers, which can easily hold their own against enemy fighters, and are darn fast to boot. They could probably serve as fighters themselves if they had to. But the majority of bombers have to rely on a less direct weapon to be useful, and they succeed massively: Bombers are distinguished from fighters by the fact that they carry proton torpedoes, slow powerful weapons that are just as impractical as turbolasers against fighters and bombers, but cause huge damage when they impact larger ships and space station. Torpedoes also ignore shielding, letting a few squadrons of bombers work together to quickly eliminate a ship's shields before their capital ships even enter firing range. Bombers are best used to tactically strike the enemy frigates, capital ships and space stations, either to destroy them on their own, or to take down the shields and destroy them in conjunction with larger ships of their own. Units Pt3: Corvetts and missile cruisers. Corvettes are small, fast cruisers, much larger than fighters and bombers, but also smaller than any frigate. Corvettes are armed to take down ships smaller than themselves, and can rip through fighters and bombers very effectively with precise, fast-firing lasers being used to great impact to guard any allied ships larger than themselves. Corvettes don't do massive damage when compared to larger ships, but their ability to consistently hit fighters and Bombers makes them invaluable. Missile cruisers are long-range attack ships, firing waves of missiles that ignore shielding. They can be used to great effect against large space stations and capital ships from behind your lines, and can use their barrage ability to eliminate fighters and bombers in a circular area. Missile cruisers consistently suffer from poor armor and shielding, as well as poor speed and maneuverability. These are your artillery units, built to assist your other ships from a distance by bombarding the enemy with missiles, but if the enemy attacks them with most anything, even fighters, they won't make it. Keep them away from the battle itself, and they can be devastating. Units pt4: Frigates Frigates are medium-sized ships, and easily the most varied class in the Game. In the mid-to-early stages, they will serve as your main firepower, when Capital ships are unavailable, or too expensive. In later parts of the game, they will support and draw fire from your capital ships. Frigates are also the best option for battling enemy corvettes, as they're faster and more able to follow the smaller ships than the larger capital ships. Different frigates serve different purposes over time in a game of Empire at War. Few players can afford enough capital ships to garrison their border systems with them, so the duty will often fall to Frigates. Other frigates have individual abilities or specializations that make them powerful. The Empire's interdictor frigates can prevent your enemies from retreating in space battles, while the Rebel's MC 40 frigates pack enough proton torpedoes to put a squadron of bombers to shame, and can offensively serve a similar purpose. Frigates are also the first class that has hardpoints: You don't just tell your ships "Shoot the frigate", you tell them "Shoot that Frigate's shield generator/laser banks/missile launchers". All Larger ships and Space Stations also have hardpoints. Units pt5: Capital Ships Capital Ships are your big guns, in many cases they will be the primary thrust of your offensive, being used to eliminate enemy frigates, corvettes and space stations, and even facing down enemy capital ships. Capital ships are heavily armed and armored, and can be used to great impact in the battlefield. They will consistently outgun enemy Frigates, and will often have heavy shielding and a lot of hardpoints to disable before destruction. Also worth noting are Space Stations. These non-mobile platforms are built around planets under your control, and consistently provide reinforcements in battle. The Level of your space station drastically changes the size, firepower, construction capabilities and garrison of your space station. Factions pt1: The Rebel Alliance The Rebels rely mostly on strong fighters and bombers. While they have access to good frigates and capital ships, their real power is that they have the best small ships. X-wings and A-wings are fast, and fairly durable as well, they will rip into enemy fighters and bombers with extreme prejudice, and devastate your foes' ability to scout the battle field or counter your bombers. X-Wings can close their S-foils to increase speed, at the expense of attack power. The ability can be toggled freely, so it is recommended you watch them and switch them between "scout/movement" and "attack" modes. A-wings can attract the attention of enemy weapons, providing effective cover for your bombers. The rebels have two hero units that count as fighters as well, Rogue squadron and the Millennium Falcon. Rogue squadron is an upgraded squadron of X-wings with the added "Strike" ability, boosting their speed, damage and rate of fire for a short period. The Millennium Falcon has the speed of a fighter, and turret weapons that function like the guns of a corvette. While considerably less well-armed than the larger ships, they do pack quite the punch for their size. The millennium falcon can also make itself invulnerable for short periods. Y-Wings and the superior B-Wings carry high-yield proton torpedoes, and will be used to destroy everything from Acclimators to Keldabe battleships to space stations. They will require the help of your fleet to protect them from fighters and corvettes, but they will be devastating to anything they can use their missiles on. Y-Wings can use Ion cannons to damage enemy shields, while B-wings can toggle the same S-foils ability as the X-wings. Corillian corvettes are standard anti-fighter ships, and effective. They're faster than other corvettes thanks to their ability, which takes power from their shields and weapons to allow them to move faster for a short period of time, to escape or to rush into battle. Corillian Gunships are similar corvettes, but are less well equipped to battle fighters and bombers, instead packing missile launchers to damage frigates as well, though they do plenty of damage to fighters if they connect, which is not uncommon. The Hero unit, the Sundered Heart, is an upgraded Corellian Corvette with the ability to release an AoE debuff to enemy damage. The Marauder cruiser is the Rebel missile frigate, capable of bombarding the enemy with missiles in a circular area. For Frigates, The rebels have three: The Nebulon-B, a fairly durable ship, but nothing to write home about. The Assault frigate, which packs more punch, though its durability comes into question. These two ships share the shield boost ability, which redirects energy from their weapons and engines to their shields, sacrificing speed and damage for surviveability for a short time. The final frigate is a new Forces of Corruption addition: The MC30. This ship has a bay of proton torpedo launchers on the front, that will unleash salvos of shield-piercing bombs on the enemy . It also has a cluster bomb ability to defend itself, where it releases a payload of bombs around itself in a circle, and effective measure to deal with enemy fighters and bombers. Rebel Capital ship is the Mon Cal cruiser, a tough ship with heavy turbolasers and Ion cannons to deal with enemy shields. Even better than the Mon Cal cruiser however, in the hero unit Home One, which is larger, carries more weaponry, and can order your entire fleet to attack a single target. All Rebel capital ships have the shield boost ability like many of the rebels' frigates. Factions pt2: The Galactic Empire The empire relies primarily on their larger ships in battle, with their fighters and bombers supporting them, rather than the other way around, like for the Rebels. Most Imperial fighters and Bombers must be deployed from their frigates and capital ships. Their fighters are the TIE Fighter, a weak, fast and easy to kill fighter that will be used in large numbers against the enemy. TIE Interceptors, available in stronger frigates and capital ships, as well as high-level space stations, are faster and do more damage, becoming more a match for your enemies' starfighters. Interceptors and basic fighters have the hunt ability, where they will spread out and hunt down any enemies they find. TIE Scouts can use a sonar power to reveal circular patches of the Fog of War, and TIE Phantoms are more durable versions of tie Fighters that can cloak themselves for invisibility. The Imperials can deploy Boba Fett in his ship Slave 1 as a fighter as well, where he is equipped with the powerful seismic charge power, which can be deployed to eliminate whole enemy squadrons. TIE Bombers are slow and easy to kill, but hit as hard as any other bombers. TIE defenders have shields and can battle enemy fighters as well as bomb enemy frigates and capital ships. They have the ion cannon ability, as well as the power to boost their weapon damage (lasers, not torpedoes) at the expense of their speed and shields. TIE Defenders must be brought into battle by squadron however, rather than through garrisons aboard larger ships. Tartan Cruisers are the Empire's corvettes, and a skilled players' best friend. They will be your primary defense against enemy fighters, as your own fighters are often inadequate for the task. They can boost their rate of fire as well, at the expense of shields and engines, to perform a high risk-high reward assault. Broadside cruisers are the Imperial missile cruiser, and can bombard a circular area with missiles from long range. Acclimator frigates are strong cruisers, with the ability to boost their weapons like Tartan cruisers, as well as a garrison of a squadron of tie fighters, and a squadron of bombers. The Interdictor cruiser is a small frigate, not significantly larger than an acclimator, nor particularly better-armed. Lacking any garrison of fighters or bombers, the interdictor serves the purpose of preventing the enemy from retreating from battle, or from bringing in new ships within a radius around it. The Interdictor can also disrupt all missiles within a radius around it, making it useful for countering enemy missile frigates. Victory frigates are more powerful than acclimators, and more heavily armed as well. They can deploy a second squadron of fighters, and all their fighters are interceptors. They can boost weapon damage as well. The Imperial Star Destroyer Capital ship packs more firepower than the Victory, the same compliment of fighters, and respawns those fighters after death for a longer time as well. The Star Destroyer lacks a Weapon damage power, but instead can tractor beam smaller ships (corvettes and frigates) in place, trapping them to be destroyed. The Empire has two hero Star Destroyers. Peitt has the power to use a proton beam to heavily damage a single enemy hardpoint or ship, and Thrawn has a version of the increased weapon damage power that does not weaken his engines or shields. The Imperials can also upgrade Darth Vader to wield the Executor, a powerful Star Destroyer twice the length of a normal ship, with a large compliment of fighters that must be manually deployed. If the empire builds the death star and deploys it in battle, it not only provides a significant garrison to assist (One Imperial Star Destroyer, Two Victory Frigates and two Tartan cruisers, all without taking up so much as a single space in your maximum number of ships you're allowed to deploy), but can instantly destroy enemy ships periodically, no matter their strength. If held in battle long enough, the Death star can destroy enemy planets, removing the need for a planetary invasion, any soldiers or buildings on the planet, but also any bonuses or credits the planet generated, all money now being generated by space stations built in the asteroid field. This can be done in the overworld as well. Factions Pt3: The Zann Consortium The Zahn Consortium is a strange faction. They lack the garrisoned fighters and Bombers of the Empire, and the powerful fighters of the Rebels. They seem to rely on powers to make themselves the victors. Their fighters are the Starviper, a tough enough ship, perhaps equal to the X-Wing, with the ability to deploy buzzdroids, essentially making a patch of space cause damage to any enemy fighters and bombers that enter it. The Consortium heroes, IG-88 and Bosk, have fighters. IG-88 can hack enemy systems to weaken them, and Bossk can deploy sensor jamming. The Skipray Blastboat is a heavy bomber, and hard to kill, with the power to disrupt enemy sensors around them. The Crusader corvette destroys enemy fighters and bombers for the Consortium, and can use a point-defense system to destroy missiles and torpedoes in a close proximity, also damaging fighters. The Vengeance Frigate lacks shields, but can do heavy damage, with several of its guns piercing shields, it is comparable to the Alliance assault frigate, and has heavy armor. It is also capable of cloaking and of self-destructing when near death. The Interceptor frigate is armed with missiles as well as laser cannons for battle, and can bombard the enemy with a brief barrage of missiles. The Aggressor Capital Ship has only light weaponry, but can fire a slow-moving blast against enemy capital ships and space stations, doing heavy damage. these ships can self-destruct to damage foes around them. Tyber Zahn, the Consortium's leader, has a special Aggressor that can cloak itself. The Keldabe battleship is a more traditional Capital ship, but lacks shielding. Instead, it drains shields from its targets, giving it protection by draining it from the enemy. It is worth noting that, at least in space, The Consortium can use a fair number of Rebel and Imperial units if they corrupt enemy worlds with the "Piracy" form of corruption. This allows them to build the enemies' corvettes, missile frigates, and I believe a Nebulon-B Frigate as well. All these ships are built for significantly lower prices than the consortium would otherwise pay for comparable ships.

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我用游戏原版的旧捷克语和几个翻译工具整理出了捷克语版本……这是适用于黄金版的模组形式……还不是很完美,但希望能凑合用 :)

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在《全面战争:战锤3》(A Total War Saga: Thrones of Britannia)中,许多/大多数帝国玩家讨厌但又一直在做的事情。在没有战斗机支援的情况下滥用歼星舰 这是一种部署银河系中最强大战舰却无法击中任何比大型城市还小目标的“艺术”: 步骤1:建造大量歼星舰(主要是歼星舰1型,因为它们更便宜) 步骤2:将它们投入看似容易获胜的战斗 步骤3:意识到敌人几乎全是战斗机 步骤4:当你那些昂贵的“毁灭多力多滋”被撕成碎片时,穿着标准帝国制服的你只能目瞪口呆 步骤5:撤退并损失至少2-5艘歼星舰,具体数量取决于它们被摧毁的速度(或者有多少艘引擎被炸掉、被离子炮击中或其他类似的蠢事) 步骤6:等到你获得一些战斗机技术后再次进攻,却发现敌方有大约15艘超级容易对付的主力舰与ISD作战 参与有大量载具但轻步兵较少的地面战斗会思考的陆军士兵能用他们的水枪或任何朝着叛军大致方向射击的东西摧毁一切: 步骤1:大力投资地面载具和地面载具科技 步骤2:使用基础步兵,因为你把所有钱都花在了地面载具和地面载具科技上 步骤3:输掉所有花在地面载具和地面载具科技上的钱,因为这些基础步兵的材质比被雨水浸泡过的硬纸板稍微坚固一点,配备的玩具枪也是类似的存放方式 步骤4:在Steam指南里对此感到不满,并从过去的错误中吸取教训——删除存档文件,开始新游戏 用ATAT步行机对抗步兵 我甚至不想搞什么有趣的分步说明了,我只想在这里吐槽一下。它们是AT-AT步行机 它们配备了极具爆炸性的火炮 为什么它们就不能用主炮攻击步兵呢 主炮=大爆炸=大量伤亡 为什么 就不能 用 主炮 炸 步兵 啊 我讨厌在地面战斗中手动操作战斗机 我讨厌战斗机的寻路AI(大型载具的也一样,但这不是重点) 它们总是很难进行有效的攻击,大多数时候甚至不会开火,只是在目标周围盘旋。这意味着它们必须进行微操作才能发挥作用,更不用说让它们存活了: 步骤1:建造大量地面战斗机(任何类型,但普通TIE战斗机最便宜) 步骤2:部署它们并让它们瞄准附近的敌人 步骤3:观察它们进行一次有效的攻击后,便会在战场的其他区域盘旋,每隔几分钟才向敌人开火一两次 步骤4:在战斗后期四处寻找它们,结果却发现它们在甚至没有摧毁任何东西的情况下就被击落了 步骤5:不从过去的错误中吸取教训,每次都这样做,直到耗尽初始批次的战斗机 步骤6:重复上述过程

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根据我的游玩体验以及对这款游戏的深度模组修改经历,我学到了很多当初希望有人能告诉我的事情。 第一点:步兵通常没什么用。除了能为大型载具充当肉盾,以及执行占领任务外,所有步兵基本都属于支援单位,而非主力作战单位。不过《克隆战争》系列的两个模组是例外。 第二点:点防御舰至关重要。组建一支小型舰艇舰队,它们能灵活穿梭,拦截质子鱼雷(并摧毁发射鱼雷的敌人),这对于应对AI会发射的数量多得离谱的导弹来说,是个非常有效的对策。要了解哪些舰船具备拦截或干扰导弹的能力,并确保始终携带几艘。 第三点:舰船舰长都是笨蛋。虽然有些模组增强了原版游戏的寻路功能,但星际军事学院培养出的AI有时会表现得十分笨拙,这一点需要格外留意。下达移动指令时,暂停游戏,按下“W”键,为你的前进舰队仔细规划路径。AI不会这么做,这也是你能轻松击败它们的原因。对于大型舰船而言,这一点尤为重要。如果有舰船开始原地打转,点击它并按下“S”键,这会让它立即停下,你就能重新规划其航线。同样,舰船在接到攻击指令时会试图直接冲向目标,【切勿让它们这样做】。AI不清楚最佳射击角度,如果放任不管,它们可能会直接驶过目标。第四点:战斗机飞行员也不怎么聪明,但微操战斗机却能让它们变得极其高效。要让它们远离震荡导弹,引导它们攻击轰炸机群,并确保你宝贵的轰炸机安全,这对你的成功至关重要。由于战斗机战斗的流动性,暂停并下达命令可能效果不佳。 第五点:了解你那些【强力单位】。小的疏忽往往会导致某些单位变得超强或超弱。这在模组社区中是常有的事。AT-RT通常很强力,AT-AT则通常很弱。在大规模生产军队前要弄清楚这些。 第六点:掌握你的工业。使用银河地图旁的四个黄色按钮,可以查看行星的建筑和太空等级上限、信用点收入以及行星上的英雄。基础收入高的星球会为其上建造的矿场提供更好的加成,而在收入较低的星球上建造矿场则无法在20回合内回本。收入较低的星球应转而专注于单位生产。你可以将这些星球建造的单位派往矿场星球进行防御(如果需要的话)。AI热衷于抢占矿场星球。 如果我有任何遗漏,在此表示歉意。

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This is for new players wishing to not die or completely crumble within the first 20 minutes of playing the Imperial Remnant from Thrawn's Revenge. [Well it's that time again, going to put an in-progress for updating this guide for 3.3 folks] -- I will say this as far as I can tell the main progression system alongside era start maps seem to be the main focus of this update. On top of this Imperial legitimacy seems to be the new thing that's much more fleshed out than the bones we saw in 3.2, especially in obtaining Palpatine. Currently very busy but whenever I can get a chance to roll out a real campaign, someday, I will update the guide, Stayed Tuned! The Teetering Edge of Annihilation -- Foreword & Intro So, like many, you might have either played this game when you were younger, seen the various youtube channels that keep it alive, and/or saw that this game has a workshop and is the only other Star Wars rts that isn't Galactic Battlegrounds. In that, you chose Thrawn's Revenge, seeing that it contains many Danger Doritos and big Spicy Cigars (and not to mention it being very well rated), and in your quest to live out the power fantasy that is being the Empire, you load up an Imperial Remnant campaign and find yourself feeling more, well, like the rebels. Welcome to the Imperial Remnant. You are no longer the Empire, you no longer have evil space wizards saving your ass, you already lost the Death Star, twice, and all you have left is just the scraps of various rag tag fleets alongside no access (off the bat) to any SSD's. And within the first 10 minutes you'll be hearing ENEMY FLEET APPROACHING and/or PLANET LOST constantly. That's fine, as the Imperial Remnant, you'll be losing many different planets that are way too far away for you to respond effectively. Now before we get any further into this guide, I highly recommend that you play as the Pentastar Alignment first as a beginning faction. This is for new players that still want to play mods and access Thrawn's Revenge without feeling as though you're living a rude awakening, or for players like me that have played EaW as a kid and just got back into the game. The Pentastar alignment both fulfills the fantasy of being the Empire, and gives you an SSD hero by week 20 (while also gaining access to a hell of a lot more SSD's after the fact). It's a great starting faction in learning the basics of the mod while also having the greatest starting position of all, you only have so many lanes into your empire and you can effectively turtle and conquer. Anyways, for those that want to have fun from the get go and very little early game challenge, the Pentastar Alignment is for you. Another great beginning faction is the Empire of the Hand, same case with Pentastar but this time no SSD's, though, they still have a great starting position and have probably the best balanced fleet in the game. This guide is also built on just my experiences and what hints and tips I've picked up in my numerous attempts on trying to get the Empire properly into Era 2 and beyond, without feeling as though a handful of defeats will actually mean game over. It's not perfect, it's not super pro, but I think it may be enough for players to at least find that comfy position when looking over your faction (rather than the typical nail-biting one). Also, this will be based on the 140 planet start (the biggest GC). If you're playing any that include the Empire of the Hand, just adjust in knowing you'll have another front to your left of the core to deal with and you should be fine. Anyways, now that we got that out of the way, how about we start actually talking about the Imperial Remnant and how to dry your tears for an era gone by? [Era 1] Things Fall Apart -- Realizing you can still win by losing So, you're sticking with the one true Empire, and you want to see them brought up back to unlimited power. Well, the Era 1 Empire is a Sith forsaken joke. It really is a remnant. You start off with fleets that consists of Acclimators, carriers, Imp1/2/T Star Detroyers and a further mix of strike cruisers paired with either Vic 1's or 2's. Everyone else for the most part gets some super star destroyer off the bat, and early access to Battle Cruisers. NOW, you do start with a hero that does have an Allegiance Battle Cruiser (which...is ok) though, in my opinion you should not stick around in Era 1 (the starting era essentially) for too long. However, we'll get to those points soon enough. First things first, recognize early on that you are going to lose a lot of planets. The Imperial Remnant is stretched allover the damn place and the thing I recommend is securing the core as best you can. You really don't want anyone taking Coruscant or Kuat (especially Kuat). Kuat will be your ultimate shipyard, Coruscant your moneymaker. But for early game, you as the empire are broke AF, you are making nil, and are almost in a deficit for the mod resources (industry/agriculture etc). That's also why you should not lose any fleets if you can help it, play those naval battles even if you know you're definitely going to lose so that you can retreat them. Most of the time they'll jet over to the nearest planet but if there is none, then they'll do what we want in hyperspacing all the way back to the core. With that, know that Kessel and it's nearest planet will be lost, Ciutric and it's accompanying planets will be lost, and Fondor alongside it's planets...will be lost (though you can hold on Fondor for a bit with their fleets). Those planets may be consumed by the AI in due time, but as said, with the clever use of the retreat button, not everything will be eaten. So other than practicing the art of retreating bravely to the core, in Era 1 you start with Sage on Coruscant, the man with a silly hat. He will be your initial starting move, as he gives price reductions on building stuff, which while small, is very important considering the economic state of the Empire, and trying to afford Isard. With him on Coruscant, build the Arkayd Building, a Tax building alongside a trade port. Once you got that in the build queue, peddle his ass quickly to Kuat. Once on Kuat, have him build the KDY yards. After you click on the KDY yards and have it set in the build menu, you can either just wait for creds to afford Isard, or...if you really want to (which will delay the credits needed for Isard but not too significantly) you can push him to build the Damorian Manufacturing Yards in Brentaal (top left hyperlane connecting to Kuat). I only say this as if you want, you can still get it later on, but unlike KDY giving you a discount on the core Imperial Navy (ie, the Danger Dorito Force), all that DMY gives are discounts on Carrot Carrack cruisers and the Tartan patrol Cruiser. I don't use those, other than the ones what you start with, I instead supplement those both with either having enough escort carriers to be my AA (or Lancers), and Strike Cruisers being the switch to Carracks. I'll explain this more on Era 2 though, as for now, you're literally scrambling to SURVIVE. So once that's all good and proper, you can now focus solely on combining fleets together as you wait on creds for Isard. Place fleets on points you deem defensible in your core, and push back whatever monstrosities the AI sends. For this, you don't need to worry about the Independent planet pocket to your immediate left in the core. You can't conquer them, they can't conquer you. They're just there. Byss also is a place you don't need to worry about, AI can't touch it, you can't touch it, most that you can do with Byss is move fleets through it (sometimes~), but not on it. It'll matter somewhat later on. Also, any other independent planet you find that isn't that left pocket is still conquerable, and won't invade. The Hapans (purple/magenta empire to your northeast borders from the core) actually now do function as an empire, however I find them to still be rather passive. What you need to worry about is essentially EVERYBODY ELSE. The Maldrood (red) in your core, south of Coruscant (they have a Secutor and a handful of ISD's); the Eriadu's (white) which will most likely take your southern regions from the core before the Republic eats them up; Zsinj (brown) is going to crash in from the northeast, and well, SSD everything, and Kaine will do the same in the northwest if you give the Pentastar Alignment (blue) enough time (Week 20). Oh, and the New Republic (orange) of course, they'll throw their Spicy Cigars at you whenever they feel like it. Era 1 isn't about conquering, save for maybe the Maldrood planets near Coruscant and whatever you feel is weak enough, instead, it's holding on, combining, saving, and waiting for Isard. For now, you can take the above as reference points on where to place your retreated/combined fleets against. And just to reiterate, there is no real reason to stay in this Era once you have enough creds to afford Isard, as you don't get anything remarkable. You don't have any means of obtaining an SSD without her, and you'll be heavily handicapping yourself for the most part. Hell, your strongest unit, a hero, so once he dead its gone, is an Allegiance Battle Cruiser, the weakest in my opinion of the Dreadnought/Heavy bunch when everyone else can throw ExecSSD's, MC80 Home One's, and Praetors at you from all directions. But, don't lose hope, the build time for Isard is short and you have one thing the AI lacks. A brain. Take advantage of the AI in every way, you're already playing one of the most handicapped factions in the game with the most handicapped starting position in the game. You'll need to not only cheese the AI, but make use of what you have as the Remnant to the best of your ability, as not only does the AI field heroes that are far superior to your own in this era, they can very much outpace you in terms of battle cruisers and the likes. But they're also occupied in fighting among themselves and only occasionally invading you. Remember, they're dumb and move their forces far more than you do, just have response fleets, always have a lead ship, and don't feel shy to retreat and maybe even combine fleets with others to face a bigger threat. Take advantage of asteroid fields and nebula's. And know the value of a planet, is it worth taking back immediately with the big AI fleet on it? Even if it's close to the core? Be patient and strike when you feel proper. Now, you may be seeing me mention Isard a lot. To give some context, if you hate having to micro in killing SSD's or spamming fighters at it while killing the chaff surrounding them, or are tired of actually needing to use your forces correctly within nominal fleet battles, Isard literally saves your empire until Week 60 (where she leaves :I). When you buy Isard as a hero, not only does she switch up the Saturday Morning Cartoon evil villain cast of Imperial characters, she is the cast (though there are a couple others tacked on alongside her). She's an Executor SSD, and is only 10k~ to recruit. Normally to build one (in her era, Era1 that is) it takes 30k credits to do so (with the KDY discount). Get her as soon as you can afford it, as unfortunately, the Empire, the very thing that created SSD's and their variants, has nada in that department until she comes along (as you can probably garner). And even then, you will pretty much be relying on Dorito spam considering that until you decide to either get Thrawn, or naturally have him arrive (Week 60~) you will have no real access to any Battle Cruiser(s). And also by hiring her, you are now thrown into a much more civilized era, Era 2. [Era 2] The Empire Strikes Back -- Isard and SSD funtimes So, with the beginning era being more of a scramble to consolidate some means of force in the core, once you hire Isard, you'll find yourself more on the offensive now that you have a big ol' bargaining chip. Here is where the economy and fleet make up are more important now, since no longer are you waiting to be defeated to grab up whatever's left in the outer edges of the galaxy, instead, you now have just enough to start fighting back. In this, I will try my best in explaining an okayish fleet. It's hard, as you'll be facing a myriad of threats that then demand a different response, typically however as the Imperial Remnant, you are strapped for creds, and have no access to good ships (at this time). What I think is the best early game fleet is as follows: 3-4 Tector-Destroyers, ISD 1's and 2's can also have their place as the third or fourth ship as a capital, but if you want to be economic, stick with Tector's as they've got staying power. Mainly since you'll be facing many big threats with essentially middle line forces, you'll need to be both soaking and dishing back damage as best as you can, hence the need for the heavy Tector bois. Now, they don't really get any fighters (the Tector that is), which is why the Escort Carrier Frigate is going to be your best friend, get about 5-10 of those per fleet, so long as you have five or more, you'll be okay in the department against fighters, and even dominate some fights with them. For any frontline frigates to make up the rest, go for 5-10 Strike Cruisers and maybe a handful of Victory's (2-3 is fine, maybe even 4 if you can afford it). There you'll have your fleet, now, if you really do need better AA defense, consider getting lancers to supplement, about 4 or 5 I find is best as they do real great damage against any fighter fuzzball coming towards you. I find that this fleet is good in facing New Republic fleets which are going to be constantly pestering you, especially if you have the 4 Tector (or 3 Tector + 1 ISD1/2) stack with 4 Vic's and however many Strikes/ECarriers left over. This fleet can take down those scary MC80 Home One cigars alongside SSD heroes, so long as you deploy right and try to use the map and AI to your advantage (while cheesing by focus firing on hardpoints). You can of course make adjustments or completely disagree with the above composition considering that there are a lot of other ships that the empire can still field, but I do know one thing. The main issue with the Imperial Remnant is that they don't have a lot of choice in what they get to field economically, mainly due to you already scrambling to piece together rag tag groups, alongside their serious gap of decent high-tier units to invest in. Hence, you'll be needing to spam something okay to stand against the numerous threats you'll be facing when you start losing ships, without also hemorrhaging an already collapsed wallet. Gone are the days of fielding an SSD as the focal point of a fleet, now we instead have God Tector, bless it's soul. However, we do have one power fantasy we can still cling to, Isard. With her fleet, take 2-3 Tectors (or ISD's in general), 5 Escorts, and well anything else you fancy. Once you field that beast of an SSD, you'll be able to only field so much after the fact, as when she's on the field, you can only get at most 2 Tectors out with maybe 2 carriers which will most likely hit the limit. If you want a little more on the field, instead of deploying Tectors, you can probably throw in a bunch of lancers to keep fighters off of her, and/or Strike Cruisers/Vic's to help kill anything that she's pointing at. But, if you're good at microing the hardpoints of anything, I find that 2 tectors, and 2+ escort carriers with Isard can kill even other SSD battle groups so long as it isn't a God awful 400+ point death ball. Be careful however, with the new update, SSD's aren't invincible. I recommend using Isard as much as you can since she'll leave once her time's up, but also, damage is sustained on an SSD when it goes below 90 hull (it will heal over time with creds being deducted passively). Also, a ship I really don't recommend building is the Acclimator. If they were the carrier variant I would wholeheartedly recommend them, but instead, we have the assault version. The assaults are way too much of a glass cannon. They do decent damage, but are probably the first ships in any of your ragtag fleets to die, as they don't have good staying power and are pricey for what they are, I'd rather just get a Victory over them if I need to up a fleet's damage but not outrightly buy a capital of some sort. As even the Victory 1's have more staying power than the Acclimators. But if you really want them, a wolf pack of 5 I find is best (but good luck keeping them alive). But, the question is how are we going to afford those fleets? Well, once you secure your status quo in the core, you should probably start worrying about what planets to pump up creds with, and what will be the fortress/recruiting worlds. I always go by the old rule, any planet you see that is making 120+ as as base income deserves a tax/mine building + trade port. Anything lower than that can be your worlds that hold unit factories, and your resource buildings (the Agroport/Industry buildings). And remember, when you have a fleet over a world, it tanks their economies so maybe think on moving them around to reveal actual income from planets if they're not immediate defense points. One recommendation I suggest off the bat is to pump up creds with tax buildings/tradeports in lucrative worlds, then immediately try to get some Industrial/Agriculture buildings up somewhere, as with the Empire, any further building of factories or barracks will literally tank those resources, so best to get those setup soon. After that you can then worry on building a Naval academy elsewhere so that you can start training crews for your future fleets. Also careful on the tax buildings, the more you build the more the planet's influence tanks, leading to rebellion. Just don't build more than 1 tax building unless you know what you're doing, trade ports are fine to build however, as they don't affect influence. Also, for the more savvy economic players, if you have the pop and the creds, try to get another Exec SSD on Kuat, as once Isard leaves (week 60 or by your choice in hiring Thrawn), her SSD and that build option for them leaves as well. So best to at least have one left over that isn't Isard. It takes 300 crew pop, 33000~ creds and a spoonful of anxiety inducing patience. Other than that, you can start deciding on whether to use Isard as a SSD defense killer when either Zsinj or Kaine come in out of nowhere, or you can blitz up north and try to conquer the Pentastar alignment before they can even get Kaine (week 20). You can also consider placing her near the core as a defensive guarantee and just securing any other planets around you, such as that Maldrood pocket that's too close to Coruscant, and further securing the southern planets leading to the New Republic. Either way, at this point its the direction you want to chose, rather than the hell that is Era 1. What I really recommend though is that if you see Kaine and/or Zsinj anywhere, have Isard immediately go and KILL them, you really don't want to be dealing with that noise when she leaves. After they die, you'll pretty much be the only SSD around for awhile. And, well, I won't blame you one bit if you have to restart this campaign multiple times. Getting to this point takes a lot of effort and attention, and even luck. So take your time to feel it out and get a groove. These 2 Era segments are probably the hardest to get through, but once you get to that point where you're finally here and in control, its a grand ol' feeling. Too bad it lasts until you have to actually use Tactical Genius. Welcome to the next part of the party, Era 3. Thrawn's Revenge. [Era 3] Heir to the Empire -- The Big Blue Man Goodbye Isard, goodbye SSD build option, goodbye Tectors, goodbye...everything that was duct tape holding this hell-coaster together. Now, all we have is pure tactical genius. Siiigghhhh Eh it ain't all bad. For the most part, you should be used to being severely handicapped by now, even with Isard. With Thrawn, ie the Duke, the OG One Man Blue Man Group, the..well, One True Heir to the Empire, you're basically further extending your practice in masochism tactical genius. So what changes? Well obviously, Thrawn comes with his heroes, and you lose your previous cast + Isard. Hopefully you invested in keeping an SSD around that wasn't her so that if the occasion ever arises, you can pull it out to help in any (usually defensive) battles. As a sidenote too, Era 3 states it happens in week 60, but I was able to milk it to about 70 when it forcefully changed. Anyways, with this new hero lineup, not much is different save for having 2 Ace Tie Squadrons, and a capture shuttle hero (and your typical ISD/Victory carrying heroes that aren't Thrawn). The shuttle, with enough cheese, can net you many different ships, now, off the top of my head I can't list every ship you can capture, but so long as it's in the capital category and about the size of a ISD (an on down), it's capturable. Alongside that, on most descriptions for ships, it should say whether it's capturable or not as well, if you feel hesitant in sending him out. You also get some ground heroes, one being the insane clone master jedi from the book itself whom Thrawn brings along. He's pretty good, especially if you're tired of facing jedi spam from the New Republic. But, as mentioned, we also lose our God Tector spam, and are now stuck with Interdictors, Allegiances and the usual ISD1/2 lineup for building anything big. Technically you now have the Empire's equivalent to a Battle Cruiser for this era, the Allegiance that is, but I find that they're a step back from having that good cheap spam that the Tector brought. They're 9100 to build with the KDY discount and are okay as a center role for fleets. I hope you didn't lose too many ISD-T ships during Isard's reign since as for now, we can't reliably replace Tector's (unless you really want to throw trash into your fleets with ISD1 spam), ISD2's are also good, don't get me wrong, but they're a bit pricier for the fleets. And even midgame you'll be still having to fight for your right to exist, thus making your economy fluctuate every other week. Another reason for why the Allegiance hurts over the Tector. Also, welcome to the era of big fleet spam. Most factions now, if they want to knock off your good fleets that are bordering your empire, will send death balls. They may not all have SSD's, but they sure do pack a lot of capitals for the journey. This is why it's best to use Isard to kill off any SSD heroes that crop up, considering that by this point in the game, them paired with the deathball fleets are monstrous to behold. Luckily if you did do the above, many of the death ball fleets may not be completely killed when first encountered, but the overall game is to chip away at them, or leave them be for a bit (ie retreating) so that they could start shuffling their forces and leaving behind only a remnant. Not always the case, but as mentioned in the previous era, the AI is dumb and doesn't always hold onto their new possessions very well. Again, don't give up when you see these massive threats, as when the AI recognizes a strong navy at one of your edges, they will try to break it, but that doesn't mean they start just pouring in either. Retreat, hold, chip away, and attack with a lead ship, its not all bad when you can throw your forces in a corner or behind a asteroid field and just have a death funnel for the AI, before jetting out and doing it all over again. What I further recommend for this era is almost a repeat of Era 1, hold onto your fleets, play super tactically and pick your battles, while also building Allegiances to be a focal point in your already established fleets. By now I hope you have over 3 good fleets you can rely on, as things get shifty in this era. Here, even your good fleets will occasionally be tripped up by said death balls, making you reconsider your battles. If you lose any Tectors (I occasionally do) just supplement them in the meantime with ISD2's if you can afford them, ISD1's if you can't. Try not to stay in this era too long, as I feel the only benefit is Thrawn's Massive ability, alongside Allegiances (somewhat). As for fleet composition, what I find as a good mix for pure KILL fleets is just 1 Allegiance tied to about 4-5 ISD-T's (or whatever ISD's you have in your fleet) alongside 4 Vic's, the rest can be escort carriers with maybe one or two strike cruisers guarding them. Having them in a line with your escort carriers tucked safely behind them is a pretty good barrage of lasers and fighters. Thrawn also grants you a far better bomber than the Ties, the Scimitar, which is basically a Tiefied Skipray. So now your escort carriers can help you do further damage to any incoming fleet. Still not the best fighters, actually the Imperial Remnant arguably has the worst fighters in the game (CSA maybe could compete in that category if you didn't always face 100's of them) but hey, a fighter ball when it's in your favor is a sight to behold. Also if you're tired of fleets running, you can get an Interdictor. I believe there's also the immobilizer frigate that fulfills the same role and is cheaper, but for both ships they are squishy and used more as a retreat-denier when you really want to utterly annihilate a fleet. I find that the AI doesn't even attempt a retreat when you have either deployed in a fleet, so you don't even need to micro their ability for the most part. I suggest to keep either in reserve and only deploy them when needed, as they are a terrible frontline unit. Thrawn himself is in the Chimaera, a modified ISD1. Now, ISD1's suck in contrast to what's being fielded during these turbulent times, but Thrawn's ISD1 is from HELL. Though, it's still an ISD1 and can be killed like any other, but, he also gets an ability that reduces cooldown for units and increases firepower, so if you have a good fleet with him in it, the KILL power gets even better. And he also unlocks the quest for the Katana fleet, there's a region in the southwest corner of the galaxy that has a "world" called Deep Space. If you send a fleet there with Thrawn in it, you then activate the quest. There, you spawn in with your entire fleet (even with a lead ship), and you have three troop shuttles that are then used to capture the dreadnoughts you see. You also have to fight a New Republic fleet there and once they're dead, the quest ends and whatever dreadnoughts you captured are yours. To capture them, with your quest shuttles, just order them near a dreadnought and wait for the top left corner to say that you've captured them, and then move onto the next one. Try not to get them mixed up with your normal shuttles. You can probably cheese the hell out of this quest by tearing the New Republic fleet away from your shuttles and not trying to immediately blow them up, but for the most part just try and get as many as you can without dying. Also, you don't necessarily need to do this quest, as all it is is basically a big old grab bag of 30+ dreadnoughts all floating about, and seeing how many you can pick up. Even if you do this sloppily, you can easily get about 5 or more free dreadnoughts. Anyways, that's pretty much all that's changed, you can stick around this era for awhile and enjoy the Allegiances, or have it switched naturally if Thrawn's killed (given some time) or by "buying" era 4 like we did with Isard. Era 4...well if you're tired of Thrawnly tactics, get ready for SSD Funtimes 2. [Era 4] UNLIMITED POWAAA -- Grandaddy Palpy is back! Well, if you've survived up to this point, get ready for the reward of just well, surviving. As we pretty much noticed, everyone had fun in building their fancy schmancy battle cruisers and wrecking havoc with their various SSD heroes, with us only having a brief stint with Isard. Now however, not only has the emperor come back, he's ready to clean house, and re-obtain his One True Empire. And he ain't just using words. Oh lawd, you haven't lived until you've achieved era 3 Imperial Remnant. This ♥♥♥♥ is probably the funnest part of the mod as you get the ultimate SSD in my opinion. You get Palpatine, you get Byss, you get a cloning facility on Byss, you get a dark Jedi ground unit, you get a black ISD1 that can go invisible (as a hero) and MOST IMPORTANTLY you get the Sovereign Class AND Eclipse Star Dreadnought. Or as I like to call Emperor Palpatine's Big Black ships. Honestly at this point, so long as you tuck them into your best fleets, you've won. You've won as the Imperial Remnant. If you thought the executors were broken, god, you haven't lived when you deploy a Sovereign and seeing it not only take up a 4th of the ♥♥♥♥♥♥♥♥ minimap but also fielding an ability of basically one-shotting MC80 home ones, while taking on 2 more just by guns alone. Like, you basically have a death star that was then amalgamated into a corrupted ass Executor. You've won. You've actually won, you can build the Sovereign up to 4 times (if you lose them) and the Eclipse once, while also still retaining the Thrawn-era lineup of ships. And as said, both of these SSD's retain the ability of one-shotting ships, even other big battle cruisers, much like the orbital bombardmant ability on the ground, only this time it's in space and is mounted on already hulked-out beasts. So for here, I won't say much. Just build a dreadnought facility on Byss, claim your Eclipse for 50k~, and on Kuat, build your Sovereign then go have fun kicking the hell outta of everyone that was doing the same to you. At this point, you pretty much are the only dude with proper SSD's, not battlecruisers, not big capitals, but full on map-dominating SSD's (assuming the other enemy heroes have been killed by now). And as for fleet makeup, pretty much the same as Isard in what you can field, maybe even less so since these take up a large margin of space, and offer maybe a fleets worth or more for guns (not to even mention their deathstar-like kill ability). And as for fleets lacking the win-button, the same Allegiance build that strived during Thrawn's era will still work, just, more tactic brain involved rather than fantasy-fulfillment. Other than that, just milk the hell out of this era and keep on chugging. Don't let Palpatine die or else that'll force the next era on and you'll lose your new fancy ships (the build option for them, that is). Have fun! [Era 5 & Beyond] Cementing the Endgame -- Thrawn had his revenge Welp...here we are. The final eras. You may be reading the beyond part and wondering "Wait? Isn't there era 6? Isn't era 5 also fleshed out and cool? Isn't there so much more?" Yeah, but, once you hit era 4 and have fortified fleets with your eclipse and sovereign, you have pretty much landed in the endgame of the mod. As from here, it's just a further revolving door of heroes, units, and what to conquer next while occasionally pushing back an AI faction that sent a deathball fleet. And from the previous fleet compositions I described, they will pretty much be blanketed across these eras save for the future introduction of the Praetor (which will not change much really). Anyways, at the end of era 4, you get the so-called death of Palpatine (and/or have purchased the "upgrade" to do so) hence landing you with one of his royal guards as the grand leader. Welcome to era 5, where the guy you had emptying your trash cans decides he wants to rule the galaxy. Era 5 is much like Era1, it's an era you don't really need to stick around with as it doesn't really give you many benefits unit-wise, and the heroes you do get are...not bad though not amazing either. You get you're usual Victory/ISD capital ship wielding heroes, you get a Sith lord ground unit, you get a spy that can reveal info on adjacent planets, and yet, you are still are stuck in the Allegiance/ISD1/2 lineup, hence making any potential defeats costly for whatever good ships you still have lying about. Which is why you should go for Era 6 when you feel it necessary (as quickly as possible in my opinion). As by going into Era6 with Daala's option, you gain access to your 4th Super Star Destroyer (an Executor), which is painted black and called the Knight Hammer. And you also get access to Praetor Dreadnoughts alongside Tector's again (with Interdictors & Allegiances being traded out). To those that remember the times when the Empire had access to the Venators, with this section detailing them, as of 3.2 and the updates to the various warlord factions Venators no longer apply to the empire. We don't get a taste of the old times anymore, unfortunately. Nonetheless, as you can probably garner, your navy will basically be at it's peak in terms of what units you can build (which will further be enhanced by Era7). The Praetor can replace the Allegiances as the focal point of fleet, with the Allegiances instead turning to a support for the Praetors (or the Praetors being a backup bargaining chip, whatever you feel is appropriate to your playstyle), and you can tack on the Knight Hammer to whatever fleet you deem worthy. Either way, even without the SSD, you now, 4 eras in, have access to a Proper Proper Battlecruiser (as Praetors are big and have a lot of Dakka). And you can build them willy nilly (ie--as many as you want) unlike our SSD's. And we have God Tector back to beef up any of our normal ISD frontliners. Alongside that, I'll assume that your core is pretty much as fortified and as secure as can be, and that you maybe made some inroads into other factions. From here, I suggest you focus on a single front and just keep the others at bay, utilizing your SSD's as true defense points and maybe using one for wherever you go conquering. Before that however, I suggest getting your Knight Hammer SSD built first, then after it's built, going immediately into the endgame era 7 with Pellaeon. As Pellaeon will give you your last SSD through Teran Rogriss (who commands a Bellator), hence giving the count to 5 total, with the normal Executors being able to be revived 3 times (idk about Sovereigns after Era 3 on whether they can be rebuilt or not). Thus, by Era 7, you should have access to most of the range of Empire ISD's (save for the Allegiance), 5 SSD's, and a heaping bowl of rage against the machine AI. From here, like Era 2, it's wherever you wanna go until your campaign loses steam or you win the game. You're pretty much unstoppable with your SSD's, building capability, and should be able to suffer even disastrous setbacks with said elements (and retaliate!). Which, with the chapter after this, may be said setback! Good luck, as from here it's pretty much painting the galaxy and occasionally killing desperate AI death balls against your SSD fleets (or getting through the endgame crashes and/or lag). What I don't understand is many saying that the remnant gets more and more "remnant" by the end eras, I instead find the opposite. I will say however, with my recent 3.2 playthrough, there is some truth to that. Just to explain the former, even with Era-3, we were still contending with okay capitals and surviving off of our SSD's (while still facing enemy battlecruiser-focused fleets from every corner), yet by Era 4 and beyond, we now have the proper firepower to match the fleets of warlords and the New Republic, namely with the introduction and reintroduction of both the Praetor and Tector. However with the latter, I kind of miss the Allegiance in some ways as being a nice in-between Dreadnought, as it serves as a nice centerpiece to a fleet. As Praetor's are great and all, but unfortunately they cost a decent amount of pop, and creds, while the Allegiance helped be just a nice heavy(ier) Star Destroyer, like, a Tector's big brother you call on to even the odds. 1 Allegiance to 4 ISD's felt like the perfect mix for killing anything in your way (of course backed up by the previously mentioned fleet mockup for support). As by the end of the eras, you're just left with the Praetor being you're highest tier ship to build, while still being stuck with that usual loadout of ISD's (1/2/T's), I feel if the allegiance was kept to the end, fleets you can make would be far more viable in terms of pop you would need to harness towards those latter eras. Either way, the Empire isn't too remnant by the end, but you do feel that lack of a good middle ship that the Allegiance helped foster. And well, in the end, I won't say that's how you play the Imperial Remnant, but that's how I did and got to a point on basically being unstoppable. I know that this era was a bit late in being on this guide, but I felt it appropriate to at least finish beyond Era 3 and include the remaining ones in just one section, considering that by Era 4 with Palpy, things are stabilized so much so that not much guiding is necessary (unless you just rush the choice-chain). However, I did want to offer some tips, such as at least conquering with a full set of SSD's, alongside highlighting certain Eras that are more just intervals or bridges to the next. I hope this guide helps anyone struggling as the former Big Ball Energy Empire, and that you at least had some fun reading it. Good luck, and happy conquering. [Era 7 Addendum] Be careful not to choke on your aspirations -- Pellaeon Woes Well well well, you thought you had it all, right? That era 5 and beyond was the safe part now that we've snowballed right? We have SSD's out the ass, an economy going good, rebels the New Republic rightfully kicked to the curb alongside everyone else daring to challenge your claim to the Empire muzzled. We essentially won the game right? Right? Well you're in for a nasty surprise, I forgot, and was subsequently surprised to find out an SSD infestation holdout in that little teensie weensie pocket of independent planets near Byss that we kind of forgot about. The Duskhan League apparently functions there, in lore they're a theocracy that broke away when the Empire was down bad after all these subsequent Legends-era defeats it faced, essentially creating the Black Fleet Crisis. A lot more can be said on this, but the stories themselves alongside Wookipedia have a much better depiction of what truly occurs. Ingame however, you can be riding high, finally able to hit pop caps for building great well balanced, and well spoiled fleets until suddenly, an SSD hero reminding you of the dark times decides to either crash into your planets near Byss or Bilbringi. You think to yourself, wait a minute how did this happen I'm smarter than this? Unfortunately, with the subsequent updates, I was completely caught in them rising up and invading me with said hellish fleet. This occurs during the last era with Pellaeon with flavor text you can easily miss. Nothing you can't take care of, but do recognize that now, that Independent pocket in the bottom left of the central core (N'Zoth and it's sister planet) unlocks and are now just there waiting to send out ungodly fleets once you hit Era 7. If you can survive and take out their first wave fleet which includes a healthy amount of Victory's, a classic Executor SSD alongside a ♥♥♥♥ ton of torpedo balls then you should be alright for awhile. I say awhile, as subsequent vengeance fueled counter-invasions on their home turf revealed that they have another 2 SSD's just potentially sitting on N'Zoth. I can't remember the name of the bigger one, but it's essentially a bellator in terms of looks that's the size of an Executor, while the other is the size of a Bellator (a Sorannan class). So yeah, when you hit Pellaeon's era, do understand that you may want to shift a fleet, a good one, near N'Zoth to defend against your new adversaries. Either parking them (or two of them) on either Borleons or Odik II. Or instead of defending and waiting for destruction on both, once you get to Era 7, or before, have a really really damn good fleet on either one of those planets to immediately strike N'Zoth. You'll be facing 2-3 SSD units potentially alongside a ♥♥♥♥ load of chaff surrounding them so be prepared to face a Valhalla star wars equivalent battle on that planet if you plan to go down that route. On top of that, by claiming N'Zoth as well, you'll get the smallest ship out of their dreadnoughts. Not the baller Bellator-esque mega SSD, but the little brother of it, the Rakehell (Sorannan class). It's a nice, slightly larger than an Allegiance yet smaller than a Bellator and lacking dakka a Praetor has dreadnought, but it's big and works as a nice new freebie for a fleet. Good luck and happy conquering! You've been warned! [Every Era] Ground Warfare -- Rattatatat Storm Trooper Attack I decided to have this mainly as a separate section due to Ground Combat being...well less than optimal for not really just the mod, but the game as a whole. Other than Awakening of the Rebellion (which even then I still prefer Naval over Ground despite their achievements), Ground Combat is a big hit or miss for a lot of people considering that at some point you glob together as a death ball of troops and hope that they STAY WHERE THEY ARE, while lawn mowing any poor troopers to get in your way. And it doesn't change much, or at all through the eras (save for ground heroes you get) and is pretty much stagnant in where it is. Era 3 gets some different, stronger ATAT's and a big siege unit, but for the most part the tactics stay the same. Never has the feature "guard" been so missed and so overtly absent in a game. So to start, every unit in Thrawn's Revenge has their role, and if they really don't have a role, then they certainly have a gimmick of some sort that gives them some staying power. Here is what I believe is the essential core army for our burgeoning empire: 2 ATAT's, they help in killing things from far away, maybe not having outright kill power through damage but they got range and health. 1-2 ATAA walkers as they help against anything pestering your army from the skies, 1 Imperial Dropship for bumrushing the 2nd LZ (if the enemy gives you a chance) and 5-7 storm trooper squads. From here you can either field 1-2 artillery units (I say 2 since sometimes 1 can die or get outrightly stolen by commando's or Chewbacca), 2 ATST's for ground support and light anti-tank abilities, and a pair of Century Tanks, they are godlike. Also you can grab a chariot squad for repairs if you don't like waiting for bunkers to spawn medics. I recommend not building the army troopers (as they're weak in all departments) unless you're really strapped or just want a generic spam garrison on some planet (remember though, ground units also eat up pop points that can go into the navy, the real means of dominating the galaxy). Also, since infantry has a mind of its own a lot of the time, whether they're Stormtroopers or not, they die easy to just about anything because of them either moving to engage without your orders, tank treads eradicating entire companies in this mod, or outright attrition. So be on top of microing your army, as most of the time it's not really engaging the enemy, but trying to corral your own damn units. As for any the other units the Empire can field, well, I find that they're either too squishy, too gimmicky without providing anything more, and/or just not being as good as the other units you can be investing in. The only one I'm iffy on is the ATPT, as it's not a bad unit if you want bring a couple along. They're really good in supporting infantry against infantry but they're glass cannons in that department and are complete wet noodles against anything armored. So that's up to you. There are also the suicide Tie Maulers that can blow themselves up and take down walkers so long as said walkers have been adequately damaged, but they are too squishy for that ability to be anything of note (and it takes awhile for them to fire up that ability as well). Anyways, as for tactics, every battle with be the same. The mod recently has tweaked the AI not to immediately bumrush your LZ off the rip, so instead, just try your best on getting to the second LZ to drop your full army. And, take it somewhat slow, you have the advantage as an attacker considering that you have unlimited bombing runs and the Godlike orbital bombardment ability. They just have a garrison and buildings that can be easily mitigated with said abilities (unless they have a planet shield, things then get weird and awful). You could also drop an Imperial Dropship off the bat so long as you already have an infantry platoon on the ground, with that you can bumrush the 2nd LZ if it isn't too hot, and then just repeat the above. What I recommend as a balanced drop army is 2 Platoons of Infantry, 1 ATAT, 1 Artillery and either ATST's, or Century Tanks. Support bunker first on the LZ (as medics can heal every unit save for aerial) and from there, you can adjust to whatever they start sending your way and/or just spam a death ball with the rest of your army by the time you get the 2nd LZ (and maybe drop a chariot for further battle repairs). That's pretty much it, Ground Combat is...a chore to put it lightly. Sometimes it's fun but it is lacking when compared to Naval Combat. It's just a big game of attrition and survival. As for defensive battles, well, can't help you there. It's really a toss up of whether you had any units there to begin with on the planet they're invading, and whether the AI decided not to bring their entire l e g i o n in invading a rock. For the most part, if you do decide to defend a planet ground wise, build bunkers, a mix of both infantry and support, and spam turrets. Then grind out the enemy until they decide to retreat. Again, a toss up as you can have the perfect defense until a successful bombing run crashes in killing your best (even with AA turrets), or find a world ending laser blast kills your structures thus preventing any further spawns. You win some you lose some. Overall, that's ground combat in a nutshell, and that's pretty much how it's going to be across the various mods. Not bad, but not the greatest. Just take it slow, and chug along. Good luck! [Every Era & Warlord/Imperial Faction] The One True Empire -- Legitimacy System So on top of everything we are managing now that this beautiful mod grants us, whether it be managing new resources, playing with fancy SSD's, and/or crying conquering, they've introduced to us something new. Every Imperial faction as far as I know now utilizes the legitimacy system. Now, what does that essentially mean? For every planet you conquer as an Imperial faction of some sort, whether it be warlord or the actual Remnant that this guide caters to, you gain a point that will essentially go into a lottery that if it hits, will unlock a recruitment option for a new minor group you can hire (basically a collection of heroes to join your empire as units). That, and when you reduce a rival Imperial power down to three planets, they'll automatically be annexed by the empire that has the largest amount of legitimacy. Which hopefully should be you at this point (in my experience, the warlords become way more remnant with the Republic being the real scary endgame threat, but, ymmv). Certain planets as well hold more legitimacy than others, such as Coruscant holding 5 points. Every point gives a ten percent chance to to net a minor group from the tiers going downward, and when it hits, you be granted a group from the pool on your relevant tier. What do you gain from these minor groups? Well to explain it better, it goes by tiers, starting from Tier V and progressing downwards to Tier I (V being the lowest, 1 being the juicy stuff). The further down the tier list, the better the heroes get, and you don't lose your odds at going down the tiers if you lose legitimacy, it all just collects passively. Eventually once you hit that last juicy Tier, Tier 1, that in turn will grant you some Dreadnought (Heavy BIG Dreadnought that is, not the medium tier cruiser). Now, I don't have the full list of minor groups you can collect, but as far as I know, once you hit the Tier 1 lottery pool with the legitimacy system pulling from there, you have a guaranteed chance to at least get 1 dreadnought hero once. This can mean that in the endgame with enough planets under your belt, or conquering then reconquering a planet you're battling with against the AI with enough legitimacy, you can, as the Imperial Remnant, have 6 SSD's by the end of the eras. This is from information that I've garnered from both Corey Loses (the lead creator of the mod) explaining this within his video that demonstrates changes for 3.2, while also scouring for info on reddit (thanks to a user called _Jawwer_ for explaining some of the plumbing to this). If there's anything I've left out or perhaps a user knowing full well the minor groups you can integrate with their specific heroes, I'm willing to amend this section with given info as time goes on. I also read as well that if you want to cheese through the tiers on the lottery system, just let Coruscant constantly rebel with you losing it (spam tax buildings) with you then reconquering it ad naseum until you got all your neat new peeps. Happy conquering! The Long Awaited Updoodle -- Long Summary and Notes for 3.2 tl;dr too on top tl;dr -- Tax buildings must be balanced out with influence buildings, I go 1 to 1 on building them for your money maker planets. Just don't tank your influence below 3/4, building an influence building takes away creds, so just build 1 tax building on a planet and build a moff palace to help level that out on every planet you conquer. SSD's no longer as powerful but still great, just baby them more and don't over rely on them to be your big stick, and don't be afraid to take them on with a capital-based fleet. Fighters/bombers more scary, compensate for that (more lancers/e-carriers). AI more cautious and calculating, don't get too comfy on undefended planets, they will start to flood in with smaller fleets when you have a breach. ------------------------------------------------------------------------------------------------------- So it's been awhile hasn't it? I apologize for the long wait on updating this. To be quite honest I felt rather burnt out on EaW after doing the guide, especially considering that I never thought it get as popular as it did. Back when I did this guide, I just felt as though there was a lack of serious guides for anyone getting into TR, with it being the biggest mod at the time (and with it still arguably being that). Especially for peeps who have a kink for floating doritos wanting to bring back the spice. Before & after publishing this guide, I went through a whirlwind of playing every other cool mod and essentially living this game for four months before getting burnt out on it. 3.1 Released with me wanting to touch up on the guide with the very visible and decrepit [3.1 update soon] tag I threw up, but unfortunately, burn out, real life, and other new things to play got in the way. Now though, with 3.2 and a significant amount of time passing, I got the itch again to chew up the galaxy and simp for Space Daddy Palpy. So, getting back into the new hell that is Thrawn's Revenge 3.2, I set my game's priority to high, allocated my two cores to be absolutely maxed out, then pulled up my guide to see if it can survive the new version. And for the most part, I can say that it can, as in spite of the readjustment to the era system + legitimacy, it's still largely the same progression feel, just smoother. The only thing that I feel is new for how the campaign stretches is that the midgame is more hellish but in a different way. Rather than fighting against the AI's legion, the death fuzzballs full of everything, it feels as if the AI is more proactive in attacking unguarded planets with strike teams, usually consisting of fleets filled with a handful of frigates with 2 capitals who are maybe surrounding a battle cruiser (sometimes 3 unfortunately), then further striking if you don't stop to defend the planets now open for the taking. Not to mention that battle cruiser spam start to become the center of many balanced fleets they consistently attack you with, whether they be MC spicy cigars from the republic, or horrificly overgrown danger doritos from your many offspring warlords. Either way, same ol' applies as well where a good fleet on a well guarded planet being attacked usually means the AI w a n t s that planet, sending their good ol' deathballs. That and the economy system with influence truly makes the Empire at times feel utterly destitute. You can no longer just spam Tax agencies on a planet which previously knocked up creds to be in the thousands on certain ones, now you need to balance them with influence buildings just to have the planet not fall to a rebellion (I usually go 1 to 1 for building them, 1 influence to 1 tax building). Just don't build more than 1 tax building on a planet, and build a moff palace to balance out the penalty, don't go below 3 or 4 influence. Influence buildings imo aren't worth it considering that the best they do is just 0 out your income for a planet, while you still have the option of getting away with semi-low influence without necessitating a rebellion. So, are things ultimately still the same for big ball energy OG Empy? Sure, for the most part. The Empire's make-up still feels as it did previously, a catch-all faction that needs to ride on utilizing a balanced fleet, heavy on capitals, supported by frigates and e-carriers to get by in the new hell the galaxy's in. No more cheats until Palpatine gets back essentially. I still recommend Tector's as your replacements to ISD's lost, but mix them with ISD2's if you can, mainly to get more shield damage, and still support heavily with E-carriers or even lancers as now fighters and bombers are much more dangerous. Which I enjoy, considering that fighters/bombers back then felt more like visual flare than actual support. On top of that, I don't know if it's my imagination, but SSD's feel more balanced. Maybe it's due to the new fighter meta, or a reconfiguration of how shield damage is calculated, but SSD's feel much more squishy and viable in tackling when you have a fleet of at least 4-5 capitals with many destroyers and frigates to back them. Previously it felt like a hellish slog, but now if you focus fire, you can easily kill an SSD without needing to rely on another SSD. As the shield it sports gets sprayed down much easier now, versus the old feel on just grinding it down. Not to say that it's easy, more so just easier if you have the odds in your favor. Same can be said though for the Empire as well however, in which the gimme's usually come as SSD's with you now needing to baby them more, especially with the persistent damage they can receive. If an SSD's hull goes below 90%, you'll be seeing that damage in the next battle unless creds are spent to fix it up throughout the weeks (which happens passively in the background). And with the babying, it seems like steamrolling with SSD's has been nerfed slightly, SSD's are still the big bargaining chips that can be a fleet all on their own, but with the persistent damage on top of them not being as invincible as they once where means that you can't just full send them as consistently as the previous versions. Take care to truly make other more balanced fleets rather than over reliance on the SSD's to carry you as the Empire, especially since everyone else can make dreadnoughts save for you until the final eras. Anywho, I will be updating this guide gradually and cleaning it up for 3.2. I don't think I need to change much, but there are some additions y'all can see that are different from the initial guide.

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本指南将教你如何制作自己的作弊模组,你甚至可以让它只对玩家产生影响。 指南步骤: 1. 如果你想制作A 1c1s模组,请导航至(驱动器)/.../steamapps/common/workshop/32470/(模组)/data/XML/units。 2. 然后下载notepad++(必需)。 3. 下载notepad++后,打开你选择的xml文件(如果你只想编辑一个派系,只需选择那些标有该派系名称的文件),按ctrl + h,然后进入替换选项卡,进入搜索模式并点击“正则表达式”。 4. 然后在查找框中输入上面的代码,在替换框中输入下面的代码。 【重要提示:请务必备份你要修改的文件】 船舶船员成本:*?===== 星球大战:帝国战争 ===== 舰船船员成本:0 <===== 仅扩展版 ===== ======================================================================| <Tactical_Build_Cost_Multiplayer>.*?</Tactical_Build_Cost_Multiplayer> <Tactical_Build_Cost_Multiplayer>1</Tactical_Build_Cost_Multiplayer> ======================================================================| <Build_Cost_Credits>.*?</Build_Cost_Credits> <Build_Cost_Credits>1</Build_Cost_Credits> ======================================================================| <Build_Time_Seconds>.*?无法识别或无法翻译,已删除。(我在使用替换工具替换单位的人口使用量时遇到了问题,它选择的内容比我输入的要少。所以如果你也遇到这个问题,并且数值显示为<POPULATION_VALUE>0>*?</POPULATION_VALUE>,那么你需要输入以下内容:) 查找:<POPULATION_VALUE>0>*?将其替换为:<人口数值>0< 你也可以对建筑执行此操作,不过我不知道它们是否有不同的代码 如果本指南能帮助到他人,我或许也会制作相关指南

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