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I found most success by focusing on the south east first, Tatooine, Geonosis and co.
Xizor is the best one to start with and i kinda stick with him for most if not all of the game.
He is the one who makes money with lots of economy buildings and the best freighter in the game. Good light units. Decent source of heavy weapons, though a bit flimsy.
Produce a lot of Trireme Corvettes and HWK combat freighters. The Triremes are very cheap and effective enough vs fighters. The HWK murder anything larger by deploying their mass driver turrets. (Seriously, those things are totally overpowered)
And then you just kite the enemy, fly away from the enemy fleet, the turrets deal with the ships, the triremes deal with the fighters. The HWK themselves got heavy firepower and can deal with gunboats and corvettes.
Secure Christophsis and the surrounding area. This planet is one of, if not the biggest money printer in the game.
Research Xizor to level 2 to get the big XTS freighter and start building those to print more money. Cantinas etc on any planet you have room.
This should give you enough of a foothold to start building big and expand.
Hutt units, you can unlock their research by doing their mission, are the tanky ones. Their ships give you the most durability for the credits spent on them. But they don't do a whole lot of damage. Their damage dealers are their pretty darn nasty gunships. Those things pack a serious punch.
Hutt ground units though, i just can't make work. Their beast just seem to die without doing much, thanks to being melee units.
They got some economy buildings too. Oh and the funny salvager units.
IG-88 has a bunch of funky and weird units which i simply don't have a place for in my playstyle. I just dunno what to do with those.
I find myself going just Xizor and then maybe Hutts later. I dont really use the others.
Xizor already gives you plenty of firepower with the acclamator and venator refits. Tons of moneys, and then the Hutts can add some tank and small unit power to the mix, and some money too.
I'm not too fond of what the Hutts offer. Yeah, they have solid ships and can take a lot of punishment, but their damage output isn't the best and a lot of their ground units are more for melee which I just don't think works well. IG-88 seems interesting on paper, but I think he needed some better units. Like the Homing Spider Droid and the Lucerhulks being so bad makes me weep since those are my favorite capital ship in Star Wars.
For now, though, there remains the issue that the AI is able to play the Black Sun much better than you can as the player, because it doesn't have to follow the same economic rules that you do. It can start with any leader in any order. But when you as the player take the helm, suddenly the variety of options becomes confusing and full of dead ends because only Xizor really has the tools to build an economy in the beginning.
So I would suggest starting with Xizor, as others have said, as he is the most well rounded and the best economically. You can't use the other leaders' strengths if you don't have any money. Also don't be afraid to abandon planets or remove their defenses in favor of economic buildings. Once you've reached a place of actually being able to use most of your production facilities, then you can consider swapping to another leader based on what your needs are at the time.
This has been my experience on Hard difficulty, anyway. It may not matter as much on Normal.
And I got to say, in terms of player friendliness, I think the Rebels aren't exactly like that. I generally didn't really enjoy playing that faction. Maybe I didn't do something right or have a good strategy, but I could NEVER build money and a lot of the space units felt just frustrating to use. It felt like they weren't very player friendly and just a constant struggle on what to do.