STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Awakening of the Clone Wars
Sharing Some Thoughts
Sharing Some Thoughts

Even though I haven’t fully completed any scenario yet, I wanted to share my thoughts. I’ve played all my campaigns on the highest difficulty level (I’ve played this game too much to choose an easier setting). I don’t play skirmishes at all, so my review is focused solely on Galactic Conquest.
This mod feels like a dream come true. After playing AotR, I quickly began wondering what a Clone Wars mod from this team would look like. And here it is—almost perfect.
What always bothered me in FotR was that after about 30-40 cycles, it felt as if we were already in a post-Clone Wars era. Thankfully, that’s not the case here. The gameplay fits the era perfectly, and I absolutely love it.
I love the limited-service system. It encourages you to juggle heroes strategically.
I like how tech progression differs between the factions. On the Republic side, it’s somewhat familiar from AotR’s Empire and Rebellion. Separatist tech is closer to Black Sun. I think the split-tech approach for CIS is a genius move—each path offers something unique, letting you tailor gameplay to your preferences.
Diplomacy is excellent—I missed a mechanic like this. Dooku persuading worlds to join is a perfect fit. Occasionally, he takes part in tactical battles, but most of the time, he’s focused on other tasks.
I’m happy to see distinct differences between the Republic and CIS gameplay, both on the ground and in space.
I noticed some people complaining about the power level of Jedi, but I think they’re well-balanced. The decision to remove self-healing is a good one, given how many Force users there are. When used correctly, Jedi still provide a powerful advantage in battles. I’m glad they’re not “one-man armies” that are impossible to kill without a specific counter.
Pro tip: I like the Sullustan Soldier + Grievous combo—you can recruit them immediately. Grievous starts fairly close to them.
Some units could use a bit of balancing (e.g., the Providence, which is a bit too strong), but overall, it’s fine.
As in AotR, I love your maps—they avoid unnecessary sprawling and look amazing. Your models are simply unmatched. <3
A Few Gripes:
The events are brilliant in concept but currently a bit clunky in practice since time doesn’t pause during them. As a result, you end up clicking as quickly as possible to avoid any attacks during the event—an attack during an event breaks the game, preventing you from starting any battles. I hope this gets fixed in the future, as the concept is fantastic. I’ve been waiting for something like this in EAW for a long time. I’d love to see this mechanic expanded.
Anakin’s progression seems to take too long. Of course, it depends on your playtime, but I don’t expect my grand layout to last more than 150 cycles. If I’m playing as the Separatists, Anakin often spends more than 50% of the time as a Padawan, frequently dying. I’m not sure how long it takes him to transition to his Revenge of the Sith version cuz in republic campain I’m only get to his first progress.
One thing I didn’t like was the difference in hero mechanics compared to AotR. In AotR, major heroes could be rescued, while others died permanently—I liked that system. I understand the decision to allow heroes to be recruited again, but something feels off. It’s easier to revive a random hero than a main character like Anakin or Ventress. For example, if a tactical droid dies, I can buy it back immediately, and within 2-3 cycles, it’s back as long as I spend the credits. For someone like Trench, it’s a bit longer (10-15 cycles), but for Ventress, I can wait 20-30 cycles before getting a mission. This kind of waiting made sense when it was the only way to bring heroes back. I hope this system gets tweaked. If not, maybe a submod that reverts to the old system would help. Fighting the same random commander five times gets tedious. It’s different when you face someone like Trench or Kenobi repeatedly—they’re key figures in the war.
Turrets seem a bit too strong. Sometimes, planetary offensives feel harder than they should be because the defense (outside of turrets) is minimal. A bigger issue is how easy defense becomes once you’ve built up enough turrets—it can feel almost trivial when it shouldn’t.
Conclusion:
This mod is phenomenal. I’ve listed a few issues, but the overall experience is outstanding—exactly what I wanted.
I’d love to see an addition to the difficulty settings, something like Cruel AI in EAWX, as well as new maps. I enjoy smaller maps—they make gameplay more challenging and force you to think carefully about your moves. Since only two large maps are available, I created my own random scenario Mon Calamari from AotR. It turned out to be a difficult map with highly aggressive AI—just the kind of challenge I enjoy.
To sum up, I think this mod has the potential to become the best of all time. For now, AotR holds the top spot due to a few bugs here, but I can see it’s only a matter of time.