STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

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Fall of the Republic CIS Overview
Autorstwa: Kalani
Hello there! This guide is for the mod Fall of the Republic. We will explain all ground and space units for the Confederacy of Independent Systems. Updated for 1.3.
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Empire at War Expanded
The new versions of Empire at War Expanded use different ressources to add more 4x like strategic aspects to the gameplay. Besides Credits there are certain limitations for your empire while the economy system has been revamped multiple times. The Clone Wars have slowed down with upkeep of units and higher credit costs, including a smaller starting fleets. The Galactic Conquest Game mode is now longer than before.

Credits
The galactic currency is the primary ressource of income to purchase structures and units. Ships have an upkeep cost, fleets of big size cost more credits per cycle. Trade Stations and Mining Facilities increase income as well. If a planet has a high Base Credit income it can be 2x by a tax agency. Note that a planet like Yavin IV have 0 Base Income making taxes obsolete. Check the summary screen to see the most efficient separatist worlds and boost their income even further. Consider conquering other rich planets or Mining worlds early to increase your military size.

Ship Crews
Are used for the global construction of space ships. More ship crews can be recruited with the Naval Academy Structure. Generally the bigger the ship, the higher the Credits and Ship Crew cost. If you dont have Ship Crews left you wont be able to construct more ships. Geonosis and other planets have the special option to build a tactical droid factory for Field Commanders.

Population Limit
Determines the maximum number of ships and units that can be build. It can be increased with more planets and Golan Space colonies.

Infrastructure
Your faction has a global Infrastracture Score based on how many building slots of every owned planet are in use. Each building grants +1 and each empty slot -1. This means that each planet that has been conquered should be build up with ground and space structures. However neglecting infrastructure will increase the credit cost of every building and unit drasticly. A 100% penalty will be applied if the score hits negative zero points, making it hard to improve your economy or military even if you are in a strong position to conquer more planets. The system is intended to avoid overextension or snowballing by conquering to many planets in a short time.

Influence Level
The Influence Level represents the local loyalty of each planet. Building Structures and developing planets will improve the Influence. On the contrary, exploiting taxes, blockades and being in a credit deficit will lower the influence level and can create local unrest. Its also important to note that every faction in EaWE has its own capital building, giving extra ressources and Influence. The separatist capital world, the Seperatist Senate is Raxus Secundus. The republic capital is of course Coruscant. When a planet is captured it will beginn most of the times with a mediocre influence level, before any other things can be constructed, a local government building must be constructed first. Influence can even be exploited with additional taxation or labour camps for faster production. It is important because it determines how much income a planet will generate, while planets with unrest will decrease their income and potentially join the opposing faction. Some High Influence planets even unlock new units to recruit.

Companies
These are special structures that can only be build on specific planets. Building a company will give a discount to all of its products and reduces the building time of their units on the planet.
A Corporation may also increase the influence level of a planet. A list of all avaible companies can be found ingame.

Army
Barracks

Separatist Forces invading Naboo


B1 Battle Droid Platoon
Light infantry that comes in very high numbers, but are very weak and only equiped with blasters. Since they are not really strong, you basically use them as shields for your other units because they block allied and enemy movement with their huge platoons.


B2 Super Battle Droid Platoon
Heavy infantry thats equiped with wrist blasters and rockets. Versatile unit for combined arms operations.


STAP Company 
Speeders that provide quick reconnaissance , with their high speed they can give support fire against enemy Infantry.


BX Commando Droid Company
Small Commando squads. Very fast droids with long range snipers rifles. Ideal for guerilla attacks.


Crab Droid Company
Anti Infantry unit, less mobile then a Droideka but more armored.


Droideka Company
A similar unit to the crab droid with better speed and shield capabilties. B2 Battle Droids come in higher numbers so you want the Droidekas for their speed and shield while B2´s deal the real damage.


Dwarf Spider Droid
Most expensive Droids of the barracks, with dedicated anti-vehicle canons

Light Factory





Platoon Attack Craft Company (PAC)
Multiple light Troop Transports. Less armored than the MTT.


OG-9 Homing Spider Droid Company
This light walker is armed with both anti - infantry and vehicle weaponry making it a versatile unit
Consists like the Hailfire of weak armor.


GAT Company
Early war tanks of the confederate army. Faster and more Anti Vehicle oriented.


HAML Company
Dedicated Anti-Air Platform


Hailfire Droid Tank Company
Quick mobile Artillery which should be placed in the rear of your Platoons, protected by stronger untis. Its rockets are effective against every vehicle and can easily take down republic gunships.

Heavy Factory



HAG-M
A single Heavy Artillery Tank. It can defend itself against infantry and has long range. Struggles a bit more against heavy armor. Shreds light targets even more.


J-1 Proton Cannon Company
Also Heavy Artillery with long range. Shreds infantry to pieces and can even deal high damage to most heavy armed vehicles. Comes with 2 artillery pieces.

AAT-1 Company
Medium tank that fills in a classic combat role but should always be send with infantry


Multi-Troop Transport (MTT)
Heavy transport. It has anti vehicle canons and can deploy improved B1 Droids for support


Persuador Droid Enforcer Company
Medium tank which is armed against vehicles and can roll over big ammounts of enemy Infantry


MAF Gunship
Early war gunship. Can fly above most obstacles and attacks the enemy buildings directly. Be careful about anti air turrets. HMPs are now unlocked in era 4


Magna Octuptarra Droid Company
A very heavy and slow walker which annihilates enemy vehicles. Its best to deploy later in a battle to get it near the enemy base for the final push.

Mission Rewards

Protodeka


Super Tank


Dont just spam vehicles, give them infantry escorts, specialize planets with only barracks or factorys to improve production.

Advanced Factory - not avaible
Navy
Fighters

Vulture M1 Squadron
Standard fighter


Hyena Bomber Squadron
Bomber


Scarab Fighter Squadron
Heavy fighters that have more health


Nantex Fighter Squadron
Interceptor

Light Frigate Shipyard


Gunship Starfighter

Gozanti Cruisers 
Close combat Gunship squadron that annihilates Fighters and Corvettes.

Corvettes

Hardcell Missile Ship 
Well armed with canons and long range missiles to engage other ships. Should be behind bigger ships.


C-9979 Carrier 
Armed with some canons, it drops 4 Fighters and 1 Bomber Squadron.

Light Frigates

Diamond Cruiser 
Serves a pure anti fighter role


Lupus Missile Frigate
An old trade federation vessel to attack larger ships


Kolivex Cruiser
All around Frigate with 1x Nantex Fighter
Can only be be constructed on Geonosis


Munifex Light Cruiser
New pre war ship with light canons and the only light frigate with Ion canons to attack ships with shields

Small Ships should always be escorted by bigger ships and vice versa.

Heavy Frigate Shipyard

The infamous Separatist Capital Ships




Auxilia Pursuit Destroyer 
Battleship against middle sized ships. Its main emphasis are on the canons and the shields, making it a good ship for the frontline.


Captor Heavy Munitions Carrier 
Counterpart to the Auxilia Destroyer. This version makes space for a hangar in the front to deploy fighters, at the cost of the armament and shield, changing it to a support role.
4x Vulture, 2x Bomber and a Scarab Fighter Squadron.


Munificent Star Frigate
In direct comparison with the Auxilia very weak armored. Can at least jam sensors to evade rockets for a limited time. It has more heavy Weaponry for both long and close range.


Recusant Class Light Destroyer 
A frigate with strong long range turbolasers. Best deployed with carriers for fighter support.

Capital Shipyard



DH Omni Support Vessel 
Support Vessel that can repair nearby fighters and ship modules. The main role however is the placement of 4 interdicton mines to block the nearby hyperspace travel. Not really made for combat


Providence Class Carrier/Destroyer 
A balanced battleship with everything that you would need in a space battle with 2 Squads of vulture, Scarabs and bombers, as well as a good armament with a full salvo ability to fight other capital ships

Dreadnought Shipyard

Lucrehulk Core Destroyer
Scrapped down not under construction. (Death Star lol)



Lucrehulk Battle Carrier 
Large Capital Ship with huge ammount of fighters and canons on it. Is itself very slow and needs an escort. Can tank much damage.



Subjugator Class Heavy Cruiser 
The biggest ship in the CIS navy with an insane armament of turbolasers and the special Ion pulse canon which can inflict high damage on enemy capital ships.

MIssion Rewards

Control Lucrehulk
Boosts fighter strenght
Heroes
Sith Agents


Sith Lord Count Dooku
Land Command Tier 3 Force Sensitive, Spy
Faction Leader: Can respawns after his first death.


Dark Acolyte Asajj Ventress
Land Command Tier 4 Force Sensitive, Spy
Ginivex Class Starfighter for space battles


Dark Acolyte Sev‘Rance Tann
Land/Space Command Tier 3  Force Sensitive, Creative
Ginivex Class Starfighter for space battles


Dark Acolyte Sora Bulq
Land Command Tier 4 Force Sensitive

Supreme Commander of Separatist Forces


General Grievous
Land and Space Command Tier 2
Recusant class Dreadnought. Has Magna Guard escort on ground battles.
Able to upgrade to a Providence and subjugator class if on a Dreadnought shipyard
The General is famous for his tactical retreats. Will downgrade to the previous vessel if it is destroyed.

Field Commanders

General Whorm Loathsom
Land Command Tier 3
AAT Tank

Fleet Admirals


Admiral Trench
Space Command Tier 2
Providence Class Dreadnought 
Respawns after his first death


TF-1726
Command Tier 4
Munificent Star Frigate


Bounty Hunters

Durge
Land Command Tier 4 Bounty Hunter
Has a chance to respawn after death

Administrators

Viceroy Nute Gunray
Skilled Administrator 1 -30% Credit costs




Tactical Droid
Command Tier 3/4 - Command either space or land battles
Recruited by Tactical Droid Factories over time

Extra
4 Elite Fighter Squadrons
Can recruit random Bounty Hunters and Mercenaries
Separatist Alliance
The government mechanics of the CIS function decentralized, as shown by the Separatist Council. In the beginning of the clone wars the seperatist sub-factions are less integrated and fight under their own autonomy. This will centralize in other era starts. All factions beginn with a Opinion of 50 and give missions with special rewards and opurtunities. 5 Opinion costs 3000 Credits. At 100 it will join the alliance completly. Various factions grant different units and heroes to unlock.

Commerce Guild


Shu Mai
Commercial Acumen +30% Income
Diamond Cruiser


Iaco Stark
Command Tier V
Agressive
Skilled Administrator IV
Recusant Class Light Destroyer

Artillery(N/A)


New upscaled ship types
Providence and Recusant Class Dreadnoughts


Recusant Class Dreadnought 


Providence Class Dreadnought 

Similiar to the Bulwark II, the Dreadnoughts are upsized versions with even more strenght in their respective role.

Trade Federation


Lok Durd
Command Tier 3
Artillery Engineer
AAT


Mar Tuuk
Command Tier 3
Lucrehulk class droid command ship

Infantry (N/A)


Banking Clan


Admiral Pors Tonith
Command Tier 2
Lucrehulk Battle Cruiser


Captain Canteval
Command Tier 5
Munificent Star Frigate

Techno Union


Wat Tambor
Skilled Administrator II


Domb Treetor
Command Tier 3
Captor- Class Heavy Cruiser

Infantry (N/A)


Research and Progression
With time more units and heroes will be unlocked to escalate the war. Weeks are replaced by cycles. Era 2 ends in 12 cycles, every other after 24 cycles to represent one full year.

22BBY Early War
Research Hull Latching

Add vulture fighters to Munificent and Recusant Variants.

Sabaoth Squadron

Special Shipyard that builds Mercenary Ships and Pirate Heroes.





21BBY Mid War
Outdated Units
Scarab Fighters and GAT Tanks are sorted out of the separatist forces

New Heroes
Super Tactical Droids are introduced

General Kalani Command Tier 2 BX Battle Droids


Admiral Auto-O Command Tier 2 Providence Class Destroyer

New Units


Lucrehulk Battleship
In contrast to the carrier, this version makes space for even more shields and weaponry at the cost for some of the hangars. Unlocked for free
20k Credits


Tri Fighters
Interceptors that replace the outdated scarab fighters automaticly.


Pursuer Enforcement Ship
Gunship Squadrons that are faster and more numerous

20BBY Mid-Late War

Bulwark Battlecruisers Mk. I research

Including one new hero
Only possible on Foerost or Sullust


Dua Ningo
Command Tier 3 
Bullwark I


Bulwark class Battlecruiser Mk I
A balanced Battleship. In direct comparison to the providence, the Bulwark class focuses more on ship to ship combat with its better shields and ammount of turbolasers.

19BBY Late War

New Units

HMP Gunships are introduced. They come with 2 ships and have missiles.


Droideka Mk II Company
This is also an upscaled version of the original, upgrading the unit with more weapons, but decreasing the Company size. Adding also Ion canons, it is still used for its anti infantry role.
Can only be constructed on Hypori

Bulwark Battlecruisers Mk II Research



Bulwark class Battlecruiser Mk. II
An upscaled version of the previous version, making it a capital ship with even more strenght in its roll to fight other large ships. Both Bulwarks can be build at Heavy Frigate Shipyards



Captain Rel Harsol
Space Command Tier 4 - Munificent Frigate

Unlockables
Heroes and Units that are introduced by events and not time

Occupation of Mandalore
Decision requires conquest of Mandalore with high loyalty
High Loyalty also grants acess to mandalorian platoons and fighters

Fall of Mon Cala

Commander Merai - Requires conquest of Mon Calamari
Space Command Tier 4, Fighter Commander
Auxiliary Lucrehulk Command Ship

Betrayal at Rendili

Mellor Yago - Requires conquest of Rendili
Space Command Tier 5
Dreadnought Heavy Cruiser

Separatist Resurgence

Gizor Dellso - Will appear in Mustafar if Count Doku and trench or Ningo are dead.
Command Tier 5 Skilled Administrator 5
Providence Class Destroyer/Carrier


Kendo Ultho - also appears in Mustafar with Dellso when CIS Leadership is eleminated.
Command Tier 5
A6 Juggernaut
Strategy
The information will be based on the medium sized conquest. Depending on the Era start, the CIS is more or less integrated. In the beginning of the war this gives you a better overview on your map. The Separatist allies easily hold the ground on its own and can even go on the offensive. Its your choice which faction to integrate first. I personally go for the Commerce guild to get those improved Dreadnoughts for the seperatist navy. They are also safely located together with some other CIS planets near Raxus.

In the beginning of the Clone Wars, economy and military spending needs to balanced out. In terms of income Dathomir has access to build a mining facility. Beginn to construct taxation buildings on 400 Income Planets followed later by 300. For your military construct Frigates and corvettes for your fleets in Serenno and Raxus. Followed by cheap Battle Droids for ground battles. Later slowly reinforce the defense of the important cut off planets Sullust and Christophsis.

Separatist Forces can be grouped around multiple main theaters around the Outer Rim. Group R Dooku, gather separatist fleets around Raxus in the east. Group G Grievous up north concentrated around Serenno. Lastly Group T Trench forces on Christophsis. Group nearby units into a fleet and you should be ready for offensive action against the republic. While the CIS consolidates in the Outer Rim and captures the cut off republic planets, the enemy will do the same in the core. Decide to either sell all units and structures, abandon planet, retreat or hold the ground on those planets. Especially on higher difficulty and big GCs. Group G can directly invade the weakly defended Mandalore which will later trigger the Rise of Mandalore Event. Avoid independent forces through the conquest of Corsin to connect the Mid Rim territories with the Confederacy, as republic fleets from Kuat will surely invade Balmorra and Cato Neimodia. Continue Grievous campaign at Umbara to secure an important mining world. The Confederacy Group R fleet should directly conquer the Mining World of Garos IV. Followed up by the conquest of the important Mon Calamari Shipyards. This finishes opening moves. After that they can clear the Rhen Var pockets which holds republic forces near the capital and react to republic attacks. Group T is closed off at Christophsis an attack on Rodia is impossible due to an orbital canon so stay on the defense as enemy fleets will aproach from Nelvaan. When ready rush down a fleet to reinforce and approach Geonosis. Get the Viceroy out of Sullust to help in developing newly conquered planets.

Independent Forces are neutral in the clone wars and dont attack any faction. Their local defense forces are very strong and should be bypassed by conquering weaker republic planets. Strong republic defense planets are also deployed on important worlds such as: Eriadu (Tarkin Estate) Geonosis (1st Battle of Geonosis) Kamino (Clone Army) Kuat (Core Shipyards) Coruscant (Republic Capital)
Tactics
In this section I will talk about tactics for your army, as most players tend to dislike ground battles in Empire at War. Some maps are really narrow while others wide open. The start is always the hardest phase, the defender has all of his units deployed. The attacker is limited in the ammount of units and has to secure other Reinforcement points quickly before the republic surrounds him. B1 Battle Droids should always bee part of your army. They will absorb all the damage and protect your stronger units. Different kind of columns or formations will always set your infantry in the front, vehicles like the OG or AAT in the middle and long range units like the Hailfire in the back. Pay attention to combined arms tactics, an MTT with an Droideka squad alone can inflict much damage.

Once a second point is captured, heavy vehicles can land on the battlefield. Personally, I only deploy one hero at the beginning for the command tier bonus. With the second wave, the march on the enemy base can beginn. All military buildings will keep spawning enemy units until destroyed, so they are high priority targets for your bombers. As for defense on a planet, look for choke points on a map and defend these, but in these you want to avoid big columns in case of enemy bombardement. Lastly always have some credits for ground battles, turrets and support buildings will help great in both offense and defense. The mod now has the option to build field bases at reinforcement points, these produce additional droid units to reinforce the battle. Bombardements can now be disabled completly if the base has an orbital shield.

Just like on ground battles, separatist doctrine focuses on swarm tactics and numerical superiority. Fighter Squadrons come in multiple layers and .The separatist frigates like the Munificent and Recusant can deal high damage if they are protected by the bigger Capital Ship, like the Providence or even better an Lucrehulk Command Ship. As many of the confederate vessels like the Recusant have long range Turbolasers, bring enough carriers to support these ships with the separatist swarm fighters for protection from bombers. The Navy should also exploit the fact that the republic cant produce Venator Star Destroyers until cycle 12.
End
Fell free to give feedback and other recommendations in the comments. I will try to continue with the guide and keep it updated.

Thank you for reading!

https://steamcommunity.com/sharedfiles/filedetails/?id=1976399102
Komentarzy: 27
misterchief547 21 stycznia o 15:50 
woh
Helios 9 października 2024 o 12:28 
Great guide. Very informative and useful. Any chance of a republic version too?
*NFN* Braktologisk institutt 20 września 2024 o 5:25 
Nice work, thanks for this!
Anybody knows a similar guide for the Republic?
DARKH0BBIT 7 sierpnia 2024 o 19:14 
@WeenoTM its personally one of my favourite units. yes you only get one unit at a time but this is essentially a infinite droid factory, when that droid dies pump another an march it forward. though i do wish it allowed for a couple squads at a time, 3 feels like it would be a good spot i think. or at least have 3 mtt in one unit to save unit spots for other types of units.
WeenoTM 2 kwietnia 2024 o 20:44 
Is the MTT even worth it? It only gives a single light AT squad
veshaun24 28 marca 2024 o 16:18 
Is there going to be a overview for the republic
Kalani  [autor] 9 maja 2023 o 12:53 
Updated with unit pictures and additional data for quick reference.
Darth Porgus 4 marca 2023 o 5:14 
Would you like to make a guide about the Republic Faction as well?
Ackbaraddin 8 sierpnia 2022 o 8:24 
Please we need Republic guide
Dragontalon 486 22 marca 2022 o 15:05 
Are you going to do a similar guide for the Republic?