STAR WARS™ Empire at War – Gold Pack Guide

Republic at War GC help and tips. for STAR WARS™ Empire at War: Gold Pack

Republic at War GC help and tips.

Overview

This guide is to help new comers to the mod Republic at War and some tips on playing Galactic Conquest. Specifically the Fall of the Jedi Galactic Conquest. The guide will also help you combat the seemingly overpowered AI too.

Things to know when starting.

First thing to know is that the Galaxy map is alot bigger than the vanilla game. So get to know your planets and where your key / core planets are (E.g. Coruscant, Kamino, Kuat etc.)


Most planets start off with just a barracks and a couple of clone trooper squads for the land garrison and the Space defenses are normally a level 1 space station with a frigate and a couple of corvettes. Defenses are key as you will be turtling alot as the Republic untill you get the big guns at Tech level 4 and 5.

The beginning.

When first beginning the GC, I reccomend pausing the game and viewing your planets and understanding where your core planets are and what your units do.

Go through all of your planets and build at least one light vehicle factory on each.
Also build any mining facilities or refinery if available. (Bespin gives a total of 4030 Credits if you build a refinery there.)
Building all possible refinerys on your starting planets will result in 11 thousand credits per day which is huge and extremely helpful for quickly fortifying your planets.

Build a research station on coruscant. It is your most defended planet with a level 5 space station from the start no matter what tech level you begin with. Start upgrading your technology.

Turbolaser cannons.

These planetary cannons can only be built in key / core planets in the game and cost a large sum of 20 thousand credits per cannon (15 thousand if Chancellor Palpatine is present). These cannons are extremely powerful and act similar to a hypervelocity gun or an Ion cannon from the vannila game. The destroy any ship in orbit in 1 shot, recharge very fast and can even target enemy ships hidden in the fog of war. I strongly reccomend buying one on each planet that allows it.
(I honestly think it is extremely overpowered and needs a nerf. I haven’t lost a single battle over a planet with one of these cannons present. A way it could be balanced is by not making it one shot capital ships, maybe 2-3 hits. And also remove fog of war targeting.)

Commando and Hero Raids.

Commando Raids work the same like they did for the Rebellion in Empire at War. You build a small force and bypass the enemy space defenses for a planetary battle.

Hero raids are also the same but are just a hero spam as nearly all of your heros have the stealth attribute.

These raids make it really easy to take planets without dealing with spacebattles.
At a low tech level spacebattles against CIS planets as the Republic are almost suidical as the CIS has a large advantage in space combat over the Republic.
I reccomend you start doing Hero raids as soon as you reach Tech level 2 as you will have four Jedi Available which is more than enough for most planets.

Bonus tip!: All new heroes start at Coruscant so check there each time you advance in technology!

Extra bonus tip!: Bacta Tanks and build pads are your best friends in hero raids. USE THEM!

Helpful or priority planets.

So you may be wondering “What planet should I attack? What is a threat to my planets?”

All of the planets in this are a threat. You can be attacked from anywhere in this conquest. It is complete carnage especially during the mid conquest. This CIS are relentless with their attacks. (This is where and why a lot of people complain about the AI being overpowered in this mod even on easy)

Planets you should take as soon as possible are:

  • Mygeeto: Once you capture this planet I reccomend building a mining facility. The planetary income will increase to over 4000 credits per day.
  • Cato-Nemoidia: In the heart of the your cluster of planets in the inner rim of the galaxy. Making it easy for the enemy to launch attacks from the inside. It will also further reduce technology advancement costs too.
  • Muunilist: Next to mygeeto and dantooine. You get a lot of relentless attacks at Dantooine if you successfully keep defending it. Taking both planets eases a lot of heat from dantooine and buys you more time on the galactic map before another battle. (Seriously I was having to deal with Dantooine invasions every 2-3 minutes before I took these planets).
  • Ryloth: Taking Ryloth removes the extra shield bonus Provinence Carries get from the CIS making space battles against these ships slightly easier. It’s also a planet with friendly indigenous forces that will aid you making it easier to both capture and defend.
  • Felucia: Take Felucia simply for the weather immunity bonus. It is extremely helpful in RaW for planets like Rhen Var with non-stop snow storms that reduce your units field of sight.

I reccomend taking these planets using Hero Raids.

Planets you need to be prepared to lose.

This applies to any space only planet.

This is simply due to CIS being very powerful with space combat in early – mid game as their early ships are a lot better than the Republics early ships.

Planets like these are:

  • The Maw
  • The Wheel
  • Polis Massa
  • Antar
  • Roche Asteroids

Don’t worry though. Once you start pumping out captial ships like venators you will get your revenge 🙂

Tech level 5.

This part of the guide contains a small spoiler and is only relavent to the “Fall of the Jedi” GC.

So if you have survived to tech level 4 congratulations! You now have a choice of staying at Tech level 4 or advancing to Tech level 5 for your final unlocks.

The reason why tech level 5 is so important and situational is because when you reach it, Chancellor Palpatine will “Execute Order 66”. If you have watched the movies more specifically Episode 3: Revenge of the Sith, this is when all of the clones are ordered to kill their Jedi leaders and any Jedi they see.

Effectively this removes all and any Jedi or Jedi Heroes you originally had from the game and the Galactic map and you remain with Chancellor Palpatine (Now known as Darth Sidious or the Emperor), Commander Cody, Darth Vader, and Delta Squad.

This means hero raids are now harder to do now and you no longer have all of the Jedi to help you in ground or space battles which they are both very useful to have for.

However you now have access to the final clone / empire units of the game including Victory I Star Destroyers and Imperial Star Destroyers giving you a fighting edge over the CIS in space combat.

You cannot build Imperial Star Destroyers in the GC. You are given 3 of them to use for the rest of the Conquest. They should appear above Coruscant. I do not know if you get them back when destroyed as I’ve never managed to lose them. Use them with care.

So in short the descision of Tech level 4 or level 5 is “Should I trade stealth for Space units”.

It’s also a moral / ethical choice of “Should I commit a mass genocide of all Jedi in the Galaxy?”

Bonus tip: This only happens in Fall of the Jedi Galactic Conquest.

Spacebattles and the OP AI

I’ve mentioned before about the CIS being overpowered or having a large advantage in space battles and i’m going to explain a bit about how you can deal with them.

If you don’t know why people say the AI is op then check out this screenshot.

That is why I buy turbolaser cannons on every planet I can.

Back to the guide!

1: Your space station is a powerful ally. USE IT.

Buy defensive upgrades from the space station if you haven’t already. The upgrades are cheap and very helpful. You might not notice it but they make a hell of a difference and can help turn the tide of battles. Upgrades like 25% extra ship health or 25% extra damage can really give you the advantage you need.

2: Don’t give up or autoresolve
“Never give up” – Clone Trooper squad when you select them. You should take their advice.

It might seem hopeless when the enemy attacks you with 5 lukrehulk ship and a bunch of frigates and there times you will lose no matter what you do. But you should always go down with a fight. Taking as many ships out as you can makes it easier if you plan on attacking back with a retaliation fleet.

3: Buzz droids. Stay away from them.

Buzz droids are a much larger nusiance in RaW than FoC. Especially when every vulture droid squadron has them and there are around 50 squadrons being spammed at you from droid carries / lukrehulks. Buzz droids can destroy your corvettes if you are careless enough to leave it in a cloud of them. They can even damage frigates but it is unlikely.

While playing in space battles where I had a defense that included over 60 squadrons of V-Torrent fighters I noticed them dwindling fast and it wasn’t the fighters causing it. It was the buzz droids. I was leaving my fighters after dogfights in the clouds of buzz droids left from the carnage. So pay attention to your fighters and keep them out of those yellow clouds or you will run out of fighters fast. And you need fighters.

4: Use your space station to help weaken ships.

Your space station is your most powerful and helpful ally on the battlefield. They call in endless reinforcements unless both hangars are destroyed, have many defenses and they have a long attack range.

Make it attack enemy ships key hardpoints like Shield Generators and Hangars. These can help turn the tide of the battle by quickly removing the shields of frigates before they can deal too much damage to your own. Or by removing the hangars you are denying them the fighters they need. They CIS main advantage is numbers and spam. Removing their ability to spawn endless fighters can give you the fighting advantage you need.

And don’t forget the garrisons and reinforcements. Keep checking your station for any more units that have appeared and aren’t doing anything!

End!

This is the end of my Help and Tips of playing Galactic Conquest on Republic at War!

I hope you enjoyed reading it and I hope it will help you in your future playthroughs!

If there is anything else you would like help on ask in the comments!

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