STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Phoenix Rising v2.0
 This topic has been pinned, so it's probably important
evilbobthebob  [developer] Dec 18, 2017 @ 12:23pm
New to Phoenix Rising?
Welcome to the Phoenix Rising mod! These hints will help you get started.

Skirmish Mode
  • For skirmish mode, use CUSTOM MAPS only. Vanilla maps will not work correctly with the mod
  • In land skirmish, the CSA is currently unfinished and lacks a number of units.

Galactic Mode
  • To build starships, first construct a space colony, then a shipyard. The level of the yard determines the ship classes you can build.
  • To build ground units, construct a barracks or factory. The type of building determines the unit classes you can produce.
  • To conduct research or upgrade units, build a research facility or research station on a planet with production facilities.
  • To increase your income, build mining facilities, XQ5 platforms, or freighters.
  • Unit cards have extensive information about cost, build time, manufacturer, armament...
  • Planets can provide powerful bonuses to production or research. Some of them are galaxy-wide boosts.
  • Some units lack hyperdrives. They travel very slowly between planets.
  • To increase production speed of a unit class, build more than one of the same production facility for that class.
  • To see what space structures are in orbit, select a planet and hover over its income in the main interface.
  • Transport class income only applies after the unit has been moved at least once.
  • Freighter class units are for generating income and should not be used as combat units unless you have no choice!

Space Combat
  • Starships have hull and shielding. You must reduce the hull to zero to destroy a unit.
  • Unit cards show weapons as Number, Type, Damage.
  • Turret mounted weapons are marked with • . Linked weapons are marked with ×.
  • Armor absorbs damage equal to its rating. If a weapon pierces armor, it is denoted with ( ) after the damage value.
  • Shields absorb a percentage of damage denoted in ( ) after their SP rating.
  • Missile weapons have limited ammunition before reloading. The ammunition count is shown inside ‹›.
  • Unit range is displayed as Maximum - Minimum (Sight Range).
  • The volume of a unit affects its tactical population cost and integrity. A larger volume is easier to hit with heavier weapons.
  • Acceleration also determines a ship's top speed.
  • Maneuverability is very important for Fighters. The bigger the better!
  • Utility class units can repair other units that are close to them.
  • Rapid Lasers are very effective against Fighters and Bombers.
  • Ion cannons can temporarily disable ships once their shields are down. They also deal full damage to shields.
Ground Combat
  • Most infantry are armed with grenades that are deadly at close ranges.
  • Many civilian structures can be garrisoned by infantry.
  • Bombing runs target their payload along their entire flight path.
  • Turbolasers can deal splash damage, making them deadly to infantry groups.
  • Repeating weapons do less damage per shot but at a high rate of fire.
  • Infantry are slow moving. Bring transports!
Hero Abilities
Not exhaustive
• Leadership - units under your command have a greater line of sight because of your leadership. This special case quality
is available for free to all military leaders and improves with rank.
• Morale - units under your command can perform abilities more frequently because of positive morale.
• Offense - units under your command deal more damage by conducting an offensive strategy.
• Defense - units under your command take less damage by conducting a defensive strategy.
• Tactics - units under your command attack from greater range by executing superior tactics.
• Maneuvers - units under your command move faster by executing superior maneuvers.
• Technical - units under your command have stronger hulls / better health thanks to an emphasis on technicians.
• Engineering - units under your command have stronger shields thanks to an emphasis on engineers.
• Logistics - units under your command have more energy reserves on account of coordinated logistics.
• Enforcement - independent kills are worth something due to your connections with enforcement, lawful or otherwise.
• Intelligence - strategic information is visible to you thanks to a background in surveillance of some kind.
• Diplomacy - goods and services cost less on-site due to your persuasive negotiations.
• Motivation - goods and services build/progress faster on-site due to your compelling presence.
• Business - you generate commerce proportionate to a planetary economy with your business acumen.
• Finance - you generate wealth independent of a planetary economy with your financial fortune.
• Politician - reduces time of Strife on newly captured planets
• Soldier - provides personal ground combat damage and health boosts
• Pilot - provides personal space combat damage and health boosts (starfighters only)
Last edited by evilbobthebob; Apr 29, 2018 @ 9:22am
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Showing 1-3 of 3 comments
Wibbles Aug 8, 2019 @ 6:22pm 
How do i take over and build on the platforms in space? I send my starships to them and i never can build anything like in the vanilla version. Also do the freighters actually produce credits?
Last edited by Wibbles; Aug 8, 2019 @ 6:22pm
evilbobthebob  [developer] Aug 10, 2019 @ 1:08pm 
Space platforms do not provide anything in PR. Freighters do produce credits in both skirmish and GC, just not a huge amount in skirmish
Zaithia Dec 25, 2019 @ 12:35pm 
How do I Access the manual for the mod?
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Showing 1-3 of 3 comments
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