STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Awakening of the Rebellion 2.11.9: Jump To Hyperspace
Voidrin May 18, 2021 @ 1:17am
How to survive as the empire in 2.9?
As the title suggest I need help. These are some of my main problems in this new version:

Every ship I use is so weak against the rebels and black suns (You have little amount of ships to use and even then your counterparts are too strong without upgrading your tech level, which takes too long). The fight in fighters and bombers are so one sided that unless you bring a huge contigent of gozantii's you would almost certainly lose ships in every space battle.

You have so few income that you can't even build up your ground forces without losing ships in space that you need to regularly rebuild. Thats not even mentioning on how you're losing shipyards...

A.i is too ♥♥♥♥♥♥♥ op in this 2.9 version, not enough time to build or rebuild. The amount of troops/ships you have is miniscule. Making any offensive and defensive actions you take extremely costly. I had to react more than making any offensive actions even then space battles are a headache than ground battles are.

All the good ♥♥♥♥ for countering rebel and black sun ships that are now monstrously op are locked in tech 2-3. The core has little to no infastracture making the build up even more insanely difficult.

I tested the other campaigns as well and the empire's position is just as insanely difficult.
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Showing 1-15 of 19 comments
diaper for life May 18, 2021 @ 2:19am 
watch my you tube video https://youtu.be/6blKVBspgpE
build small ships , trade ship to increased your income, dont build isd not worth it
Stricken May 18, 2021 @ 6:05am 
play on hard instead of expert :p As brandon said, focus on smaller, cheaper units. Arquintens in the back, Dreadnoughts as main frontliner ships and Caracks as flankers (rear of enemy ships when they are unable to shoot back). I am playing as rebels and it is not as simple as it used to be :p
Last edited by Stricken; May 18, 2021 @ 6:05am
Undercooked Toast May 18, 2021 @ 10:05am 
How do you build up fleets while managing defense simultaneously? After investing in generating revenue, I'd avg around 6-7k credits a week. Dreadnaughts, Caracks, and Arquintens are at least half my weekly income.
Lord Tareq May 18, 2021 @ 11:45am 
Originally posted by Stricken:
play on hard instead of expert :p As brandon said, focus on smaller, cheaper units. Arquintens in the back, Dreadnoughts as main frontliner ships and Caracks as flankers (rear of enemy ships when they are unable to shoot back). I am playing as rebels and it is not as simple as it used to be :p

It's the one thing I don't like about this mod: Building ISD's is a waste of credits. It's a bit counter-intuitive really. And its a real shift from the early versions of this mod where facing an ISD early game as the Rebels was something quite intimidating.
diaper for life May 18, 2021 @ 9:10pm 
trade ships its a most heres my equation for every plant 1 large trade ship and 1 small up to 15 after that it will slow the game down too much
Frostwhisper May 19, 2021 @ 2:59pm 
Originally posted by Undercooked Toast:
How do you build up fleets while managing defense simultaneously? After investing in generating revenue, I'd avg around 6-7k credits a week. Dreadnaughts, Caracks, and Arquintens are at least half my weekly income.

You need a much stronger economy than that. I'm playing an Imperial game atm in which I'm on week 33 and making 23k credits per turn. For the first 15-20 weeks the only ships I built were a half-dozen bomber Gozantis to deal with all the corvettes defending the new space stations. Everything else went into economy. You start off with three planets that can build asteroid mining facilities (Kessel, Chandrila, and Borleias) and one that can build tibanna gas refineries (Ord Ibanna). Get those going ASAP and you've got 4k per turn right there... 5k per turn if you take Zhar early which imo you should do when playing Imperial. You also start with several planets that can build ground mining facilities, and you want to get those online ASAP. The sooner you get these economic buildings online, the more money they'll generate for you over the course of the game.

As for how to survive without building ships for the first 15-20 weeks, you start with enough ships to conquer a lot of planets if you can do so without losing your ships. The dockyards aren't particularly dangerous except for their garrisons, but the defensive stations will hurt you. Try to lure the defenders away from the stations if you can--you don't want to fight a dozen corvettes, a dozen squads of fighters, and a station at the same time. In disagreement with a couple of the other responders, I find that the ISD with power to engines is a good ship for luring defenders away from a station. They chase it every time and it usually survives.
Flumpykins ツ May 20, 2021 @ 2:03pm 
Originally posted by Lord Tareq:
Originally posted by Stricken:
play on hard instead of expert :p As brandon said, focus on smaller, cheaper units. Arquintens in the back, Dreadnoughts as main frontliner ships and Caracks as flankers (rear of enemy ships when they are unable to shoot back). I am playing as rebels and it is not as simple as it used to be :p

It's the one thing I don't like about this mod: Building ISD's is a waste of credits. It's a bit counter-intuitive really. And its a real shift from the early versions of this mod where facing an ISD early game as the Rebels was something quite intimidating.

I would argue things are in a really good place right now.

Thanks to the new space station overhauls and their free garrisons, you essentially have the illusion of a vast and intimidating empire with ISD I's stationed at key systems. The only ISD's you need to build are the ones you use to go on the offensive with. Besides, ISD I's are not that intimidating. They were meant to crush smaller ships and maintain order through instilling fear to hostile systems. They aren't meant to take on entire fleets of bombers and small ships etc. Their turbo lasers don't have the accuracy, nor the fire rate to engage many ships at once. In Rogue One, for example, two ISD I's and the space station struggle to subdue the Rebel fleet (only one major ship, the MC75) at Scarif quickly.

Point being, as long as you invest in stations, ISD's will be available throughout the galaxy. Once you hit ISD II's though, which are built for full scale warfare in response to the Rebels, things get good. They have substantial firepower, shielding and range meaning that you can bombard space stations outside of the enemies guns. Those are the bad boys who duke it out at Endor.

(ISD 1 Max range: 4000)
(ISD 2 Max range: 4700ish)

Hope this helped :D
Originally posted by Frostwhisper:
Originally posted by Undercooked Toast:
How do you build up fleets while managing defense simultaneously? After investing in generating revenue, I'd avg around 6-7k credits a week. Dreadnaughts, Caracks, and Arquintens are at least half my weekly income.

You need a much stronger economy than that. I'm playing an Imperial game atm in which I'm on week 33 and making 23k credits per turn. For the first 15-20 weeks the only ships I built were a half-dozen bomber Gozantis to deal with all the corvettes defending the new space stations. Everything else went into economy. You start off with three planets that can build asteroid mining facilities (Kessel, Chandrila, and Borleias) and one that can build tibanna gas refineries (Ord Ibanna). Get those going ASAP and you've got 4k per turn right there... 5k per turn if you take Zhar early which imo you should do when playing Imperial. You also start with several planets that can build ground mining facilities, and you want to get those online ASAP. The sooner you get these economic buildings online, the more money they'll generate for you over the course of the game.

As for how to survive without building ships for the first 15-20 weeks, you start with enough ships to conquer a lot of planets if you can do so without losing your ships. The dockyards aren't particularly dangerous except for their garrisons, but the defensive stations will hurt you. Try to lure the defenders away from the stations if you can--you don't want to fight a dozen corvettes, a dozen squads of fighters, and a station at the same time. In disagreement with a couple of the other responders, I find that the ISD with power to engines is a good ship for luring defenders away from a station. They chase it every time and it usually survives.


But what do you do next? Like, you can only craft 6 gozanti bombers and 6 fighters, 6 dreadnoughts, some on the top and then it caps out on the unit limits. Atm I need to capture Umbara, numbers wise my fleet is two times bigger the rebel's one but they have like 24 interceptor squadrons and I have no way to beat it, and if I can beat then that will be only with heavy loses on auto-resolve. Empire just can't compare with Rebels in 1 on 1 fights and to actually be able to build normal anti-fighter small ships I need to invest another 20-some thousands in upgrading and wait for another 15 minutes. How do you deal with that?
Voidrin Mar 23, 2023 @ 4:32am 
Originally posted by ♥♥♥♥♥♥ Нос.TBA:
Originally posted by Frostwhisper:

You need a much stronger economy than that. I'm playing an Imperial game atm in which I'm on week 33 and making 23k credits per turn. For the first 15-20 weeks the only ships I built were a half-dozen bomber Gozantis to deal with all the corvettes defending the new space stations. Everything else went into economy. You start off with three planets that can build asteroid mining facilities (Kessel, Chandrila, and Borleias) and one that can build tibanna gas refineries (Ord Ibanna). Get those going ASAP and you've got 4k per turn right there... 5k per turn if you take Zhar early which imo you should do when playing Imperial. You also start with several planets that can build ground mining facilities, and you want to get those online ASAP. The sooner you get these economic buildings online, the more money they'll generate for you over the course of the game.

As for how to survive without building ships for the first 15-20 weeks, you start with enough ships to conquer a lot of planets if you can do so without losing your ships. The dockyards aren't particularly dangerous except for their garrisons, but the defensive stations will hurt you. Try to lure the defenders away from the stations if you can--you don't want to fight a dozen corvettes, a dozen squads of fighters, and a station at the same time. In disagreement with a couple of the other responders, I find that the ISD with power to engines is a good ship for luring defenders away from a station. They chase it every time and it usually survives.


But what do you do next? Like, you can only craft 6 gozanti bombers and 6 fighters, 6 dreadnoughts, some on the top and then it caps out on the unit limits. Atm I need to capture Umbara, numbers wise my fleet is two times bigger the rebel's one but they have like 24 interceptor squadrons and I have no way to beat it, and if I can beat then that will be only with heavy loses on auto-resolve. Empire just can't compare with Rebels in 1 on 1 fights and to actually be able to build normal anti-fighter small ships I need to invest another 20-some thousands in upgrading and wait for another 15 minutes. How do you deal with that?

So I posted this question 2 years ago, and the only way I believe to bring up your economy fast and being able to scrounge up as many ships and troops as possible, is to never stop attacking your enemies. I made like imperial troops every time I gain money with the rest on economy early on as I was taking huge swath's of planets down south of the map towards kamino and mustafar.

Reasoning? To ensure that rebels and blacksun have to fight every inch of my planets all the while I blow their shipyards and take over planets to bring down their troop recruitment capability. All the while the core and mines and trade area down south is being completely taken over me. This strategy needs to be fast as possible to prevent the black sun from being a total nuisance which is even more of a threat than the rebels. Destroying their shipyards fleet down south is absolutely necessary. Cause the ones in the east (Mandalore) are more of a threat to the rebels.
Originally posted by Voidrin:
Originally posted by ♥♥♥♥♥♥ Нос.TBA:


But what do you do next? Like, you can only craft 6 gozanti bombers and 6 fighters, 6 dreadnoughts, some on the top and then it caps out on the unit limits. Atm I need to capture Umbara, numbers wise my fleet is two times bigger the rebel's one but they have like 24 interceptor squadrons and I have no way to beat it, and if I can beat then that will be only with heavy loses on auto-resolve. Empire just can't compare with Rebels in 1 on 1 fights and to actually be able to build normal anti-fighter small ships I need to invest another 20-some thousands in upgrading and wait for another 15 minutes. How do you deal with that?

So I posted this question 2 years ago, and the only way I believe to bring up your economy fast and being able to scrounge up as many ships and troops as possible, is to never stop attacking your enemies. I made like imperial troops every time I gain money with the rest on economy early on as I was taking huge swath's of planets down south of the map towards kamino and mustafar.

Reasoning? To ensure that rebels and blacksun have to fight every inch of my planets all the while I blow their shipyards and take over planets to bring down their troop recruitment capability. All the while the core and mines and trade area down south is being completely taken over me. This strategy needs to be fast as possible to prevent the black sun from being a total nuisance which is even more of a threat than the rebels. Destroying their shipyards fleet down south is absolutely necessary. Cause the ones in the east (Mandalore) are more of a threat to the rebels.

That's actually really helpful, thank you. I guess I have to keep Umbara in blockade for now and shift my focus to the south. The only problem being is that on Umbara they have space capital ships research and killing that will help a lot. The other problem is I really try to complete, you know, story missions and story missions is calling me north, to Thrawn, so I really have to split in two for this one.
Voidrin Mar 24, 2023 @ 4:27am 
Originally posted by ♥♥♥♥♥♥ Нос.TBA:
Originally posted by Voidrin:

So I posted this question 2 years ago, and the only way I believe to bring up your economy fast and being able to scrounge up as many ships and troops as possible, is to never stop attacking your enemies. I made like imperial troops every time I gain money with the rest on economy early on as I was taking huge swath's of planets down south of the map towards kamino and mustafar.

Reasoning? To ensure that rebels and blacksun have to fight every inch of my planets all the while I blow their shipyards and take over planets to bring down their troop recruitment capability. All the while the core and mines and trade area down south is being completely taken over me. This strategy needs to be fast as possible to prevent the black sun from being a total nuisance which is even more of a threat than the rebels. Destroying their shipyards fleet down south is absolutely necessary. Cause the ones in the east (Mandalore) are more of a threat to the rebels.

That's actually really helpful, thank you. I guess I have to keep Umbara in blockade for now and shift my focus to the south. The only problem being is that on Umbara they have space capital ships research and killing that will help a lot. The other problem is I really try to complete, you know, story missions and story missions is calling me north, to Thrawn, so I really have to split in two for this one.

Yeah complete the thrawn quest as soon as possible to bring admiral dala as fast as possible with you and the other 3 ships on the sector at the maw. Once you do that you just keep doing that and try not to lose the planets up north as those area are really hard to reconquer if it gets build up enormously by the rebels and blacks sun.

During my old playthrough I lost that sector in totality with me just hanging by the thread at ord mantell and bilbringi. It was very difficult as those two planets were practically protecting my core from massive invasions and assualt drops by rebel infantry. When I did finally return up north, I had to dedicate like an immense amount of tanks, tie striker, IDP or laats to really retake it. Even then I lost alot, only my immense economy allowed me to recover my losses in that sector.
Lord Of Pain Mar 24, 2023 @ 7:55am 
there is a bug where thrawn isnt buildable in reg GC, Imps did get stronger since begining of 2.9
Originally posted by Voidrin:
Originally posted by ♥♥♥♥♥♥ Нос.TBA:

That's actually really helpful, thank you. I guess I have to keep Umbara in blockade for now and shift my focus to the south. The only problem being is that on Umbara they have space capital ships research and killing that will help a lot. The other problem is I really try to complete, you know, story missions and story missions is calling me north, to Thrawn, so I really have to split in two for this one.

Yeah complete the thrawn quest as soon as possible to bring admiral dala as fast as possible with you and the other 3 ships on the sector at the maw. Once you do that you just keep doing that and try not to lose the planets up north as those area are really hard to reconquer if it gets build up enormously by the rebels and blacks sun.

During my old playthrough I lost that sector in totality with me just hanging by the thread at ord mantell and bilbringi. It was very difficult as those two planets were practically protecting my core from massive invasions and assualt drops by rebel infantry. When I did finally return up north, I had to dedicate like an immense amount of tanks, tie striker, IDP or laats to really retake it. Even then I lost alot, only my immense economy allowed me to recover my losses in that sector.

Although you gave me some strategy advise, I still have no idea what to do with 30 rebel fighter squadrons. I literally have no way to deal with them. As I said before, in order to obtain proper anti-fighter i need to upgrade medium space craft up to 2 or 3 level, but I need to counter them now. Like, straight up, what do I use against 30 squads of cutlass-9 fighters? 30. They eat out all of my gozantis, dreadnoughts, carracks, isd's and after my gozantis die out, it's just useless to fight them. Note that I'm playing on normal (my first normal playthrough in this mod) and this is just the fleet they collected on week 40 I think. Since then they just terrorize me with it, completely ignoring Black Sun. Is my playthrough just ruined or what?
Lord Of Pain Mar 26, 2023 @ 2:35am 
recommend getting fighter 1 asap, as they give u tie avengers and IPVs which are very good in this mod fighters work well against other fighters corvettes can provide support as imps. First get ur eco up and running by building mines on malastare arragau kessel and abregado rae. Fighter tech allows u to get better fighter squads which are much better anti fighter than reg ties. Once u have gotten these go for frig 1 and ull unlock ton falks and star galleons.
Lord Of Pain Mar 26, 2023 @ 4:44am 
capton x2 is currently playing as imps on expert so can be a good guide for faction https://youtube.com/playlist?list=PLmjC4PJKhZ-7ufxl58-RhEzRWvkfXp0Cc
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