STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

(OUTDATED) Awakening of the Rebellion 2.6
Few handy little tips
So this mod does not play that much like vanilla FOC so a few things to know...

-Land bases no longer always produce garrisons like they did in vanilla so having an actual army on the ground is essential to defending planets. Space stations have finite numbers of fighters, corvettes etc that they will produce during space battles so keep that in mind

-Both rebels and empire have a tech level 4 of sorts. Rebels gain tech 4 when Bail Organa is sent to enough planets to turn the rebels into the new republic and they will gain new ground and space units as well as new heroes. Empire has to have Bevel Lem.....whatever his last name is go to byss and build a research facility there. He is obtained by amassing 115k. Once this is done you can build the Death star II on endor (for 60k) if Grand moff jerjod is there and a space station is built.On byss you can pay 100k to research tech 4 for the empire. Now it takes a really long time to build but the empire gains about a half-dozen heroes and new types of star destroyer to build. So if you can get to tech 4 with enough money to build the new ship types it is basically gg as either faction.

-Chiss, corellian, and hapes shipyards will produce their special units during space battles for use.

-Capital shipyards will typically produce the defending faction's capital ship during space combat ex. imps get ISD I, rebs get MC80 liberty. Black Sun does not build shipyards so they do not benefit from this

-Both kyle katarn and leia organa have a full rebel special forces team that follows them into combat and both heroes can raid a planet at once so ground troops on even out of the way planets isnt a bad idea to protect your buildings from those heroes.

-All space units heal over time so bombers will need far larger concentrations to damage capital ship hardpoints with any success if the target is still shielded and only being engaged by the bombers.

-Many unique hero ships are rewards for completing missions so do em ex. arc hammer, executor, bloodsomething battleship

-In the awakening of the rebellion GC the empire and rebellion will be at a pseudo tech 4 if you are fighting one or both of them. They will have access to most of their heroes but typically will not use their more advanced ships. I have yet to see the rebels use a republic star destroyer or the imps use a ISD III. That said ive only played on medium so maybe they get really cheesey on hard. I did fight a pair of allegiance SSDs so the AI does have the option for their use apparently though they just seldom do. Rebel AI also seems stuck in the rebel era for ground as they do not use T4B or T2B tanks which are both unlocked once you form the new republic but they can use Jedi knight units from the new republic so it is a bit inconsistent as to what the AI uses.

-If you are struggling as the rebellion loosing hoth with give you a free MC 80c and taking kuat gives you a mandator. Both ships are strong but cannot be rebuilt as they are unique. That said you can build more MC 80cs but they are not the unique version that aside from the name is identical (to my knowledge) to the normal ones. Also simply holding mon calamari with mon mothma present will give you some free MC ships.

-Black sun is the weakest of the factions as they do not get any huge leap forward as far as i know so what you start with is what you will end with in terms of tech. That said some of their space units are pretty good but typically cant stand 1v1 against most of their imp or rebel equivilant. Sadly do not expect to be able to rely on canderous tank spam duirng land battles as they have been nerfed a bit as they no longer have mass drivers. They are still good units but building an army of nothing but them doesnt work as well as it used to. So if you want a bit of a challenge then pick the black sun.

-Global space techs should be built in a place that the AI will typically not attack or built on a planet surrounded by fortified ones so it will make it harder to attack. If you loose say global space tech 2 as the imps then you can no longer units unlocked by that tech level until you rebuild it. If you have all three space techs but loose one then you can still build ships from the other two space tech levels you have so you are no completely screwed if you loose one.

-If a unit has an improved variant of it then the only downside to building it is a price increase, other than that it is a flat buff compared to the non improved version ex. improved AT-AA has a stronger cannon that is somewhat effective against ground targets as well.

Now this isnt everything and only pertains to what i have played so far but i though it would be decent to post a few little changes this mod makes that players can expect to encounter. Also this only applies to 2.6 so probably ignore it whenever 2.7 comes around.
Last edited by Bob Sandvagene; Mar 5, 2018 @ 5:27pm