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- Use Palpatine's discount as much as possible (20% on everything). His discount even carries over to nearby system within the circle that appears when you click on a planet.
- I split all my ships in two roughly equal fleets - one on the east side and one on the west side.
- Don't try to defend all the Intersections at once. Instead of defending them all, counter attack with your fleets whenever the enemy means to approach one of them. Pretty much like the Empire operates in the Star Wars Universe. Instead of having troops everywhere, they used sector fleets to maintain order.
- I built mines as early as possible (ground mines > space mines in early game)
- Attack whenever you can to destroy enemy installations in space. Planets are usually poorly defended and no match for the imperial ISDs. Force them to spend their Credits to replenish their buildings.
- You can try and let the Rebels take Sullust. That will cause nearby planets to become neutral. Though you buildings will get destroyed, your forces are moved into the orbit and you can instantly retake them. You should receive 3 Harrow-class SDs for free.
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- Combat bonuses (or discounts etc.) don't stack.
-You can buy Field Commander after you lost (sold) the Field Commanders your are given at the beginning of the GC. 10 max.
- AT-ATs and E-WEBs are very powerful and key elements of your ground force.
- Keep your Venator-class SDs alive! Air supremacy is the key. Though with some easy XML edits you can make them buildable again.
- IMHO Carrack-class cruisers and Lancer-class frigates are pretty bad and not worth it. The Loronar-class is a well rounded escort ship (You need an advanced frigate shipyard and Global Space Tech Level 2 I believe).
- Always have 2-3 imperial agents somewhere and use them to get rid of smugglers.
One final suggestion. Start a GC as the Empire, sell your stuff and simply build the different buildings and Tech Upgrades to have a feeling for what they unlock. For the ISD 1 you need Global Space Tech Level 1 and for the ISD 2 Global Space Tech Level 2 (+better shipyards).
Hope this helps. Note that I play on medium difficulty.
Cheers
How would you recommend spending your initial income? Building planetary mines using Palpatine everywhere you can?
What would your first moves in the first 'week' of the game be if I might ask?
Cheers
I believe I build ground mines on Atzerri using Palpatine. And whenever I had funds left I bolstered my defense with cheap infantry (though I don't know how wise that was in retroperspective).
Forming two equal fleets with whatever is given to you at the start. One to defend the east side and one the west side of your territories. Then I would send ground troops from the core to the planets behind the intersections for good measure, but without leaving any planet completely without ground troops (don't know how well the ai utilizes stealth forces).
You shouldn't be too cautious with you two fleets to be honest. The imperial ships are very powerful and catching Ackbar or the MC80 Liberty off guard is a great win (especically because they can't replace the MC80 in the beginning).
For ground invasions, I would wait for AT-ATs. Improved AT-STs are nice, but in my opinion not effective on their own. It's like using escort ships only for space battles.
Cheers
And what about the missions? I was going to hold off until I could build a fleet to take the Rebel base but should that be attempted asap? I personally have always aimed to take the neutral planet within the intersection 'ring' that awards you that one space commander with his awkward (but powerful) Star Destroyer variant. Thoughts?
Cheers
The IPV? Never really used it. I rather micromanage my fighters I get for free to combat enemy fighters. Though 2.7 will see some AI improvements regarding fighters. They will be much more organized on the map.
The Alpha-class Xg-1 Star Wing is an extremely good fighter. You need a frigate shipyard and the fighter extension for it, but I don't know what Space Tech is required (probably 2).
You can do the missions whenever you want really. Doing the mission where you have to destroy the rebel base early on will give you access to the Executor faster. (It doesn't matter if the Black Sun conquered the planet first, you just have to take it under control).
That's good to know regarding the Rebel base mission and the Super Star Destroyer. I was not sure if it was better to rush it. Do you typically hold off? Or are there any that you hold off on and others that you rush?
Cheers
Thanks!
Let's keep this civilized, shall we?
You mean the Quasar Carrier?
Pretty sure you need to advance your Global Space Tech and build the relevant shipyards.
Hapan Battledragons are good against the Executor btw (the Executor is actually very underpowered in 2.6).
Edit: You need Global Space Tech 2 and the Medium Shipyard to build the Quasar-class.
Cheers
Thanks!
Glad I can help.
I was thinking about writing a guide for 2.6, but the boys in the Discord said, that 2.7 will have way better documentation.
I might still write a very simple one. Pretty sure the Steam version attracted a bunch of new players.
Cheers
It makes it quite realistic doesn't it? lol (to the Star Wars universe anyway).
In the early game, I find using the hero capital ships and pairing them with as many CR-90 Corellian Corvettes as you can plus some Nebulon-B Frigates if you can afford them... In addition to something like +10 X-Wings and +10 Y-Wings (preferably a lot more). The Rebel starfighters are a bit OP but it reflects the decision of the Rebellion to use high quality and/or durable starfighters rather than the cheap, throwaway starfighters that the Empire chose to go with under the Tarkin Doctrine.
Cheers