STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Thrawn's Revenge 3.4 CSA and Hapes and Hutts Isolationist AI Submod
srd2k7  [developer] 21 Aug, 2023 @ 7:02pm
Design Notes - Why even make this submod?
This submod was created from some lingering annoyance with some of the more recent design decisions of the EAWX team.

While the EAWX team does a great job supporting a mod set in the Post-RotJ Legends setting, the intent to have everything 'balanced' means factions that have no real lore reason to be so empowered break immersion. While the progressive GCs are fun for being big dump sandboxes, things get cooky when the Hapan invade the Core and Zsinj gets shutdown by the CSA (and has been for many versions of the mod).

This mod sets out to adjust certain AI behavior and Era 1 and 2 starting balance to improve the campaigns' lore accuracy.

While the CSA and Hapes Consortium are neat factions in their own right, they were not galactic powers heavily engaged in the Galactic Civil War or Imperial Civil War. The CSA was conquered by Zsinj and after he died they stayed mostly to themselves inflicting 9-to-5 dystopia on its inhabitants. Hapes stayed more or less in their borders throughout the covered period. Zsinj's big advantage was Iron Fist, but in the TR mod he gets curbstomped in his little VSD by a combination of CSA, Greenpire, Maldrood, and PA.

To resolve these issues the mod changes the following:
- The CSA and Hapes use a different AI behavior profile where in they build up their own defenses but do not expand. So they are not a total push over but won't be doing anti-lore things.You will rarely seem them take a planet, usually because another faction left it completely empty.

- Zsinj has been given his starting SSD back. He is the only one to get one back but this enables his faction to not fall apart within the first 20 cycles of a campaign. He may still be overwhelmed eventually but the faction stays relevant at least until 8ABY.

- The Pentastar Alignment has had its AI modified as well. Base mod PA will expand at a decent clip. With this adjustment they will expand even less from 4ABY to 9ABY but will be building up during that time. Once their AI shfits to be more aggressive they will not revert to a more docile AI profile like they do at 12 ABY in the base mod.

These changes don't remove any mechanics from a player who is playing as the affected factions and will generally still be a fine campaign. The faction that benefits MOST from this change, for lore and fun reasons, is the New Republic. With these changes, playing as the NR, you will liberate the Southern part of the galaxy, head to the core, etc. and around 8ABY Zsinj's faction will still be alive (amazing I know) and a potent force. So you can have a Hunt for Zsinj and if you have taking out Greenpire regime leaders, the Pentastar Alignment will be perfectly situated to become the Dark Empire to face off with.

Future State: I am considering boosting the Dark Empire initial spawns to make it more challenging (fun) for a NR player.