STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Empire at War Remake 3.5 Revisited
 This topic has been pinned, so it's probably important
BigCheese256  [developer] Nov 29, 2022 @ 12:00pm
GC Full Changelog and Overview
INITIAL RELEASE
29/11/2022

All factions start with 2 types of planet - a homeworld and outposts.
- Homeworlds are the most important world for each faction, which has a bonus to pop cap, credit income and begins with a level 5 (Golan III) starbase. This makes them near impossible to conquer before tech level 3, and is where heroes from the 3 major factions spawn.
- Outposts are more vulnerable, starting with a level 3 starbase. On the full map the major factions begin with 1 homeworld and 2 outposts, each with a medium-strength low level battlegroup in orbit. On the large map major factions begin with just their homeworlds and a single battlegroup, while disabled minor faction outposts have a level 4 (Golan II) starbase.
- The mini-galaxies have a powerful force in orbit and are not intended to be conquered.
- Due to the above, victory condition changed from conquering all planets to controlling all homeworlds simultaneously. This removes the need to destroy the Starforge as well.

Homeworlds are:
- Coruscant (Empire)
- Yavin IV (Rebels)
- Tatooine (Underworld)
- Kuat (Warlords)
- Mon Calamari (Rebel Extremists)
- Malachor V (Sith Cultists)
- Maldalore (Mandalorians)
- Mustafar (CIS)
- Kamino (Republic Holdouts)

Galactic conquest currently consists of 2 maps (large and full) with 3 different AI control options (No AI, Co-op and Observer).

- No AI means the AI has no control over the player faction. You control your forces in battle and on the galactic map, which is the normal gameplay experience.
- Co-op means the AI has partial control over the player faction. You control the galactic map, but the AI controls your units in battle.
- Observer mode gives the AI full control of the player faction, both combat and the galactic map. You can still move the AI's fleets around and build units if you want though.



Only starbases and 2 structures can be built on each planet, with starbases being reworked.

- Gas Depots provide a bonus 50% to planet income, with a limit of 1 per planet. These should be built everywhere, and require a level 1 starbase.
- Battlegroup Commands give access to Battlegroups, Captains and Admirals as long as the prerequisite starbase is in orbit, and requires a level 1 starbase to be built. In battle it serves as a support hangar, having a large number of turbolasers, ion cannons and some missile launchers. Has the same garrison as the faction's level 2 starbase.
- Level 1, 2 and 3 starbases are identical to their 4.0 versions with identical garrisons, however attached modules like shipyards are gone.
- Level 1 starbases can build all fighters, bombers, gunships and corvettes.
- Level 2 starbases can build fighters, bombers, gunships and corvettes and frigates.
- Level 3 starbases can build everything.
- The level 4 starbase is a single Golan II platform buildable from tech level 2, identical to 4.0 but with a much more powerful garrison based on their 4.0 garrisons doubled. They also come with several faction specific capital ships, either 2, 3, 4 or 6 depending on their strength.
- The level 5 starbase is similar, a single Golan III platform identical to 4.0 buildable from tech level 4. It has a garrison even stronger than the Golan II, with a higher number of more powerful fighters, the same capital ships as the Golan II and additional high tech capital ships, either 1, 2, 3 or 4 depending on their strength.
- Buildable fighter roster has been changed, generally being moved down one tech level from 4.0 and being more powerful than those from current tech level carriers.



- Tech levels increase for all factions automatically at set intervals, currently 1200 seconds apart for tech level 2 and 1400 for every tech level after that but subject to change. When this happens, newly available heroes at that tech level will spawn and existing upgradable heroes will auto-upgrade. Additionally, carrier ships will automatically upgrade their fighter garrisons.
- Reaper and Final Order invasions begin when 600 planets have been conquered (but may be increased to 800 or 1000). Reapers are controlled by the CIS (representing the Geth) and Final Order controlled by the Sith Cultists. Expect a big power boost for these two factions when the invasion begins.



The minor factions from 4.0 were changed a bit.

- Minor faction carriers don't upgrade.
- All minor faction heroes are buildable heroes - they don't spawn or respawn.
- Hutt Cartels subfaction is gone, though Popora the Hutt is now a buildable hero for the Underworld.
- Warlords are mostly unchanged. Similar to the Empire but with a smaller ship roster and lacking access to more advanced fighters. They start in the galactic core with an Allegiance and some ISD's.
- CSA has been remade as the "Rebel Extremists", which are to the Rebels what the Warlords are to the Empire. They focus on Sullustian, Mon Calamari and Bothan ships while not having access to more advanced Rebel fighters. They can't build New Republic ships but can build the MC-80 Home One class instead. They keep the CSA's heroes and Invincible Dreadnaught.
- Mandalorians are unchanged.
- Hapes are mostly unchanged, but have been given access to New Republic ships in the late game. This is based on an alliance between the Hapes and NR in the expanded universe.
- Sith Cultists are unchanged.
- CIS is unchanged.
- Republic is unchanged.
- Some colour changes - Rebel Extremists use the Hutt Cartel dark green faction colour, and Empire uses the CSA's light blue faction colour.
- All corvettes have a build limit of 10.



AI changes on the galactic map.

- AI has been tweaked to be more aggressive than 4.0 but less crazy than 3.5. It won't fight a battle if it doesn't think it can win and is more likely to retreat, and prioritises starbase construction. Poorly defended and high value planets are primary targets, but will also attempt to crush well defended planets with overwhelming force.
- AI is forbidden from building fighters, bombers and gunships to improve GC framerate.
- Many other AI changes that don't affect gameplay but were necessary in porting over the 4.0 AI.
Last edited by BigCheese256; Nov 29, 2022 @ 1:54pm
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BigCheese256  [developer] Nov 29, 2022 @ 1:50pm 
One thing I do want to do is make the pirates more interesting, as right now they are unchanged from 3.5 and can be beaten easily by auto-resolve. I'm not sure how though so am looking for suggestions.
BigCheese256  [developer] Dec 2, 2022 @ 1:20pm 
02/12/2022
- Rebel tech level and hero spawn fix for the complete map
- A countdown display was added showing the time until tech level advances
Last edited by BigCheese256; Dec 2, 2022 @ 1:21pm
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