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* ColorCodedArmies: Of the Color Coded Mooks and Indicator kind. For the major factions, the New Republic is orange, the Imperial Remnant is green, the Empire of the Hand is ice blue, the Pentastar Alignment is navy blue, Zsinj is tan brown, Greater Maldrood is red, the Corporate Sector Authority is light purple and the Eriadu Authority is white. For the minor factions, Hapes is deep purple, the Duskhan League is lime green, and independent forces (ranging from the Hutts to minor warlords) are also lime green.

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* ColorCodedArmies: Of the Color Coded Mooks and Indicator kind. For the major factions, the New Republic is orange, the Imperial Remnant is green, the Empire of the Hand is ice blue, the Pentastar Alignment is navy blue, Zsinj Zsinj's Empire is tan brown, Greater Maldrood is red, the Corporate Sector Authority is light purple and purple, the Eriadu Authority is white. mint green, Hapes is deep purple, and the Hutts are lime green. For the minor factions, Hapes is deep purple, the Duskhan League is lime green, salmon red, Corellia is teal, the Mandalorians are yellow, the Chiss are bright yellow, the Ssi-Ruuvi Imperium is pink, and the Killik Hives are indigo. The various independent forces (ranging from the Hutts to and minor warlords) warlords, represented as one passive faction, are also lime green.all white.
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* AdaptationalBadass: In canon, Kosh Teradoc fell into a deep depression after the death of his brother Treuten and died a year after him when a bomb planted by Wraith Squadron killed him and destroyed his secret base on Ryvester. In Thrawn's Revenge, his Greater Maldrood is playable in Era 7, and though he starts with at most 2 planets, he can go on to conquer the galaxy.
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** The New Republic puts more emphasis on ''massive'' waves of starfighter attacks, and their fighters are the best in the mod, but their capital ships are slow and mostly meant to draw fire from Imperial equivalents until later eras. Certain heads of state can replace Mon Calamari designs with an equivalent (ex. Sian Tevv can replace MC40s and MC80 Home One types with Bulwark I and Bulwark III cruisers, respectively).

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** The New Republic puts more emphasis on ''massive'' waves of starfighter attacks, and their fighters are the best in the mod, but their capital ships are slow and mostly meant to draw fire from Imperial equivalents until later eras. Certain heads of state can replace Mon Calamari designs with an equivalent (ex. Sian Tevv can replace MC40s and MC80 Liberty cruisers and Home One types with Bulwark I and Bulwark III cruisers, respectively).
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typo


* MacrossMissileMassacre: Empire of the Hand ''Rokhea''-class gunships, which mount a ''terrifying'' array of proton torpedo launchers. One can take out an Imperial Star Destroyer all by itself easily, especially on higher difficulties, if it can survive the Star Destroyer's guns.

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* MacrossMissileMassacre: Empire of the Hand ''Rokhea''-class ''Rohkea''-class gunships, which mount a ''terrifying'' array of proton torpedo launchers. One can take out an Imperial Star Destroyer all by itself easily, especially on higher difficulties, if it can survive the Star Destroyer's guns.
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* DefeatMeansPlayable: If you are playing as the New Republic in a multi-era campaign, then to advance to Era 2 you must kill Director Ysanne Isard by destroying her Executor-class Star Dreadnought, the Lusankya. Then when you get to Era 4 you are given General Wedge Antillies and his ship, which happens to be the very same Lusankya you defeated back in Era 2, now sporting the New Republic emblem on its sides!

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* DefeatMeansPlayable: If you are playing as the New Republic in a multi-era campaign, then to advance to Era 2 3 you must kill Director Ysanne Isard by destroying her Executor-class Star Dreadnought, the Lusankya. Then when you get to Era 4 you are given General Wedge Antillies and his ship, which happens to be the very same Lusankya you defeated back in Era 2, now sporting the New Republic emblem on its sides!
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* MechanicalEvolution: Just as in [[DarkEmpire the source material]], World Devastators grow larger the more ships they destroy. Your first World Devastator, Silencer-7 under Titus Klev, begins in the Destroyer phase. After killing enough ships and stations (or just being there to collect the debris; it doesn't have to personally make the kill), it grows into the Battlecruiser phase and spawns a new World Devastator in the Frigate phase. When that Frigate destroys enough ships, it grows into the Destroyer phase, which later grows into the Battlecruiser phase and spawns a Frigate, which grows into a Destroyer, etc.

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* MechanicalEvolution: Just as in [[DarkEmpire [[ComicBook/DarkEmpire the source material]], World Devastators grow larger the more ships they destroy. Your first World Devastator, Silencer-7 under Titus Klev, begins in the Destroyer phase. After killing enough ships and stations (or just being there to collect the debris; it doesn't have to personally make the kill), it grows into the Battlecruiser phase and spawns a new World Devastator in the Frigate phase. When that Frigate destroys enough ships, it grows into the Destroyer phase, which later grows into the Battlecruiser phase and spawns a Frigate, which grows into a Destroyer, etc.
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* MechanicalEvolution: Just as in [[DarkEmpire the source material]], World Devastators grow larger the more ships they destroy. Your first World Devastator, Silencer-7 under Titus Klev, begins in the Destroyer phase. After killing enough ships and stations (or just being there to collect the debris; it doesn't have to personally make the kill), it grows into the Battlecruiser phase and spawns a new World Devastator in the Frigate phase. When that Frigate destroys enough ships, it grows into the Destroyer phase, which later grows into the Battlecruiser phase and spawns a Frigate, which grows into a Destroyer, etc.


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*ReturningBigBad: After an Imperial faction absorbs the Imperial Remnant or else two other Warlord factions and has 60% legitimacy, Emperor Palpatine will choose that faction to become the Dark Empire. Palpatine becomes the leader of that faction in addition to its existing leaders (ex. if Zsinj's Empire becomes the Dark Empire, Palpatine and Zsinj will both be considered leaders).

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* {{Nerf}}: Version 2.3 removed several factions' initial Super Star Destroyers from Era 1 galactic conquests. Now only Zsinj starts with a free Executor. The other "canon" SSDs now have special requirements before they appear.

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* {{Nerf}}: Version 2.3 removed several factions' initial Super Star Destroyers from Era 1 galactic conquests. Now conquests, with only Zsinj starts starting with a free Executor. The other "canon" SSDs now have special requirements before they appear.


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** As of 3.3, no faction starts with a free SSD, not even Zsinj, but can be upgraded to them as circumstances allow. In addition, if an Imperial faction absorbs the Eriadu Authority or the Pentastar Alignment before they can build the Night Hammer or the Reaper, respectively, and then go on to become the Dark Empire, they can upgrade Admiral Daala to the Knight Hammer or Admiral Pellaeon to the Reaper, provided they are the post-DE faction leader.
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* IFightForTheStrongestSide: The Legitimacy system for Imperial factions works this way. While playing as the Empire or an Imperial warlord faction, if you reduce another Imperial faction to 3 planets or less, eliminate all their leaders or heroes with the Warlord trait, and all of their Super Star Destroyers, that faction will join the Imperial faction with the highest Legitimacy score at the end of the next in-game week, bringing all of their remaining heroes and units with them. Conquering planets raises your Legitimacy score and gives you a chance to recruit other Imperial heroes, such as [[ComicBook/XWingRogueSquadron Nigel Nivers]], [[Literature/TheCallistaTrilogy Tol Getelles]], or [[ComicBook/StarWarsMarvel1977 Lumiya]].
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The Imperial Remnant can no longer build the Venator in any Era.


** As the Impererial Remnant "advances" through eras, they pick up older ships. Era 4 (under the command of Admiral Daala) sees the return of the ''Venator''-class Star Destroyer from ''Revenge Of The Sith''.

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Updated for 3.3.


Although the mod is based on and requires the Forces of Corruption expansion pack to play, all traces of the Zann Consortium and the corruption mechanic have been removed. In its place the mod adds several other new factions including Grand Moff Ardus Kaine’s Pentastar Alignment and Grand Admiral Thrawn’s Empire of the Hand.

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Although the mod is based on and requires the Forces of Corruption expansion pack to play, all traces of the Zann Consortium and the corruption mechanic have been removed. In its place the mod adds several other new factions including Grand Moff Ardus Kaine’s Pentastar Alignment Alignment, Treuten Teradoc's Greater Maldrood, Sander Delvardus's Eriadu Authority, Zsinj's Empire, and Grand Admiral Thrawn’s Empire of the Hand.



* AndNowForSomeoneCompletelyDifferent: Heroes come and go as the eras advance. This is especially true for the Imperial Remnant, since in the multi-era campaigns they get a new leader when the previous one is killed.

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* AndNowForSomeoneCompletelyDifferent: Heroes come and go as the eras advance. This is especially true for the Imperial Remnant, since in the multi-era campaigns they get a new leader when the previous one is killed. As of 3.3, this can apply to any faction that wins the Legitimacy minigame and earns Dark Empire, allowing you to progress from Palpatine to Pellaeon while keeping your original faction leaders.



** The AI in general uses its Heroes as its main attack forces. While this can shift over into DemonicSpiders for factions with lots of strong heroes (the Empire of the Hand, notably), killing said heroes largely neuters that faction's offensive ability. Some factions, especially on lower difficulties, seemingly give up attacking completely once they lose certain key heroes. In the case of some factions that are very dependent on their heroes, like the Pentastar Allignment, it can utterly maim them.
*** The reason AI Pentastar tends to suffer this is because most of their heroes are spaceborne, which leads to the AI making a Hero-only fleet. It can be very powerful, given that their leader Ardus Kaine has a Super Star Destroyer, but if they encounter something that can destroy that fleet, it will cripple their faction for the rest of the game.

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** The AI in general uses its Heroes as its main attack forces. While this can shift over into DemonicSpiders for factions with lots of strong heroes (the Empire of the Hand, notably), heroes, killing said heroes largely neuters that faction's offensive ability. Some factions, especially on lower difficulties, seemingly give up attacking completely once they lose certain key heroes. In the case of some factions that are very dependent on their heroes, like the Pentastar Allignment, Alignment, it can utterly maim them.
*** The reason AI Pentastar tends to suffer this is because most of their heroes are spaceborne, which leads to the AI making a Hero-only fleet. It can be very powerful, given that their leader Ardus Kaine has can acquire a Super Star Destroyer, but if they encounter something that can destroy that fleet, it will cripple their faction for the rest of the game.



*** High Admiral Treuten Teradoc, leader of the Greater Maldrood

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*** High Admiral Treuten Teradoc and Admiral Kosh Teradoc, leader leaders of the Greater Maldrood



* BreakOutTheMuseumPiece: Several factions use Clone Wars era technology. The Pentastar Alignment uses [[MacrossMissileMassacre Hailfire Droids]], Munificent-class star frigates, and LAAT Gunships. The Greater Maldrood uses Providence carrier/destroyers, Arquitens cruisers, and All Terrain Attack Pods. The Corporate sector also uses rather outdated transport vessels that have been converted to warships, such as Lucrehulks and Bulwarks. Nearly every faction also makes liberal use of Dreadnaughts, modified or not.

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* BreakOutTheMuseumPiece: Several factions use Clone Wars era technology. The Pentastar Alignment uses [[MacrossMissileMassacre Hailfire Droids]], Munificent-class star frigates, and LAAT Gunships. Venator-class Star Destroyers. The Greater Maldrood Eriadu Authority uses Providence carrier/destroyers, Arquitens cruisers, and light cruisers. Zsinj's Empire uses All Terrain Attack Pods. The Corporate sector also uses rather outdated transport vessels that have been converted to warships, such as Lucrehulks and Bulwarks. Bulwarks, as well as [[MacrossMissileMassacre hailfire droids]] and Providence-class carrier/destroyers. Nearly every faction also makes liberal use of Dreadnaughts, modified or not.not, and anyone who conquers Muunilinst and then acquires enough influence can build the Munificent-class frigate.



* CloningGambit: Grand Admiral Thrawn dies at the end of era 2, but prior to his death he prepared a clone of himself to be revealed ten years after his death is reported. In era 5, which takes place ten years after Thrawn's death, the aptly-named Thrawn Clone appears in the service of the Empire of the Hand and grants the same combat bonuses as the original Thrawn. It should be noted that the clone is fully aware that he is not the original Thrawn.

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* CloningGambit: Grand Admiral Thrawn dies at the end of era 2, Era 3, but prior to his death he prepared a clone of himself to be revealed ten years after his death is reported. In era 5, which takes place ten years after Come 17 ABY, the Empire of the Hand can investigate rumors of Thrawn's death, return. If it does, the aptly-named Thrawn Clone appears in the service of the Empire of the Hand and grants the same combat bonuses as the original Thrawn. It should be noted that the clone is fully aware that he is not the original Thrawn.



* DefeatMeansPlayable: If you are playing as the New Republic in a multi-era campaign, then to advance to era 2 you must kill Director Ysanne Isard by destroying her Executor-class Star Dreadnought, the Lusankya. Then when you get to era 3 you are given General Wedge Antillies and his ship, which happens to be the very same Lusankya you defeated back in era 1, now sporting the New Republic emblem on its sides!

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* DefeatMeansPlayable: If you are playing as the New Republic in a multi-era campaign, then to advance to era Era 2 you must kill Director Ysanne Isard by destroying her Executor-class Star Dreadnought, the Lusankya. Then when you get to era 3 Era 4 you are given General Wedge Antillies and his ship, which happens to be the very same Lusankya you defeated back in era 1, Era 2, now sporting the New Republic emblem on its sides!



** 3.2 Version and Imperial Legitimacy brings three additional examples to the table: an Imperial Player (Imperial Remnant or Warlord Faction) integrating the Imeprial Remnant with this mechanic will unlock the recruitment of Stormtroopers. Integrating the Greater Maldrood will likewise allow the recruitment of Victory II Crimson Command Star Destroyers. And besides these is the Integration Mechanic in general: Once an Imperial faction has three planets or less, no leader alive, no Super Star Destroyer alive, this faction will cease to exist and its surviving units and heroes will join whatever Imperial faction holds the highest Legitimacy score at the moment of their defeat. With some luck and planning, it can mean scoring both heroes and unique types of ships to bolster the player's forces (no other troops of these factions will be recruitable in the future though, besides the two Integration rewards already mentioned).

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** 3.2 Version and Imperial Legitimacy brings three additional examples to the table: an Imperial Player (Imperial Remnant or Warlord Faction) integrating the Imeprial Imperial Remnant with this mechanic will unlock the recruitment of Stormtroopers. Integrating the Greater Maldrood will likewise allow the recruitment of Victory II Crimson Command Star Destroyers. And besides these is the Integration Mechanic in general: Once an Imperial faction has three planets or less, no leader alive, no Super Star Destroyer alive, this faction will cease to exist and its surviving units and heroes will join whatever Imperial faction holds the highest Legitimacy score at the moment of their defeat. With some luck and planning, it can mean scoring both heroes and unique types of ships to bolster the player's forces (no other troops of these factions will be recruitable in the future though, besides the two Integration rewards already mentioned).



* GameplayAndStorySegregation: As mentioned above in DefeatMeansPlayable you destroy the Lusankya only for it to come back in a later era. The Chimaera is handled the same way in that its destruction marks the end of era 2 but it appears again in era 5. Though to be fair, although the ships return, their old commanders do not, so one could reason that the commander was killed but the ship was rebuilt or repaired. The opposite happens with Admiral Ackbar; if Home One is destroyed it is gone for good, but Ackbar himself survives and can return in a later era in command of the Galactic Voyager.

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* GameplayAndStorySegregation: As mentioned above in DefeatMeansPlayable you destroy the Lusankya only for it to come back in a later era. The Chimaera is handled the same way in that its destruction marks the end of era 2 Era 3 but it appears again in era 5.Era 7. Though to be fair, although the ships return, their old commanders do not, so one could reason that the commander was killed but the ship was rebuilt or repaired. The opposite happens with Admiral Ackbar; if Home One is destroyed it is gone for good, but Ackbar himself survives and can return in a later era in command of the Galactic Voyager.



* HeelFaceRevolvingDoor: Grand Admiral Thrawn in the multi-era campaigns. He starts out as the leader of the Empire of the Hand in era 1, but following the death of Ysanne Isard he leaves the Hand and becomes the leader of the Imperial Remnant for era 2. He is then killed at the end of era 2, but then in era 5 his clone appears and Thrawn once again serves the Empire of the Hand.

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* HeelFaceRevolvingDoor: Grand Admiral Thrawn in the multi-era campaigns. He starts out as the leader of the Empire of the Hand in era Era 1, but following the death of Ysanne Isard he leaves the Hand and becomes the leader of the Imperial Remnant for era 2. He Era 3. Whether he is then killed at the end of era 2, but then in era 5 or not after that, by 17 ABY his clone appears and Thrawn once again serves the Empire of the Hand.



* MacrossMissileMassacre: Empire of the Hand ''Warlord''-class gunships, which mount a ''terrifying'' array of proton torpedo launchers. One can take out an Imperial Star Destroyer all by itself easily, especially on higher difficulties, if it can survive the Star Destroyer's guns. And they aren't exactly a GlassCannon, either.

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* MacrossMissileMassacre: Empire of the Hand ''Warlord''-class ''Rokhea''-class gunships, which mount a ''terrifying'' array of proton torpedo launchers. One can take out an Imperial Star Destroyer all by itself easily, especially on higher difficulties, if it can survive the Star Destroyer's guns. And they aren't exactly a GlassCannon, either.



* NintendoHard: Several of the gameplay changes have made the game more difficult. Your shipyards are now virtually defenseless on their own and require dedicated protection. In space, warheads no longer bypass shields (there is a submod on the Steam Workshop that restores this ability, though). Infantry units are more fragile than ever. Minor Heroes are gone. Major Heroes die permanently. The AI has virtually unlimited credits. And the term “Raid Fleet” now refers to unaffiliated enemy fleets randomly ambushing you in the middle of a space battle, though if playing as the New Republic, if you anticipate them, you can let them and the enemy fleet tear each other apart, and then mop up.
** The Galactic Conquest scenario "From the Ground Up" is VERY difficult when played as the Imperial Remnant. Their starting position gives them little in the way of credit income and it is very easy for the New Republic to box them in. Thanks to the New Republic AI [[TheComputerIsACheatingBastard getting free Viscount-class Star Defenders ridiculously early in the game and using its virtually unlimited credits to spam Bothan Assault Cruisers]] it is virtually impossible to hold space or expand your territory.
%%* RightfulKingReturns: Palpatine in Era 3.
* SparedByTheAdaptation: [[VideoGame/DarkForcesSaga Jerec]], who was defeated by Kyle Katarn in ''Jedi Knight'' in 5 ABY, is alive and well as one of the heroes for the Pentastar Alignment.
* SpringtimeForHitler: When playing as the Imperial Remnant in a multi-era campaign, you have to get your own leader killed in order to advance to the next era. Of the four leaders you will need to sacrifice, three of them command some variety of Super Star Destroyer. These ships have such an insane amount of hitpoints, weapons, and starfighter complement that they can destroy entire enemy fleets all by themselves, so getting one to commit suicide may in fact be harder to do than destroying an enemy one, especially when playing against the AI.

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* NintendoHard: Several of the gameplay changes have made the game more difficult. Your shipyards are now virtually defenseless on their own and require dedicated protection. In space, warheads no longer bypass shields (there is a submod on the Steam Workshop that restores this ability, though). Infantry units are more fragile than ever.ever, though their weapon variety has increased dramatically. Minor Heroes are gone. Major Heroes die permanently. The AI has virtually unlimited credits. And the term “Raid Fleet” now refers to unaffiliated enemy fleets randomly ambushing Expand too rapidly, and you in the middle of a space battle, though if playing as the New Republic, if you anticipate them, you can let them and the enemy fleet tear each other apart, and then mop up.
** The Galactic Conquest scenario "From the Ground Up" is VERY difficult when played as the Imperial Remnant. Their starting position gives them little in the way of credit income and it is very easy for the New Republic to box them in. Thanks to the New Republic AI [[TheComputerIsACheatingBastard getting free Viscount-class Star Defenders ridiculously early in the game and using its virtually unlimited credits to spam Bothan Assault Cruisers]] it is virtually impossible to hold space or expand
will outpace your territory.
available infrastructure, inflicting debuffs on unit costs and build times.
%%* RightfulKingReturns: Palpatine in Era 3.
to whatever Imperial faction wins the Legitimacy game and becomes the Dark Empire.
* SparedByTheAdaptation: [[VideoGame/DarkForcesSaga Jerec]], who was defeated by Kyle Katarn in ''Jedi Knight'' in 5 ABY, is alive and well as one of the heroes for the Pentastar Alignment.
Alignment if starting in Era 1.
* SpringtimeForHitler: When Prior to 2.2, when playing as the Imperial Remnant in a multi-era campaign, you have to get your own leader killed in order to advance to the next era. Of the four leaders you will need to sacrifice, three of them command some variety of Super Star Destroyer. These ships have such an insane amount of hitpoints, weapons, and starfighter complement that they can destroy entire enemy fleets all by themselves, so getting one to commit suicide may in fact be harder to do than destroying an enemy one, especially when playing against the AI.



* TacticalRockPaperScissors: Each faction has its own strengths and weaknesses, and fighting them usually requires at least slight changes in strategy ([[NoKillLikeOverkill or enough forces that it doesn't matter]].) The Imperial Remnant focuses mostly on ''really'' big ships with lots of guns, at least until about Era 4 or 5 (when, canonically, most of their shipyards had been liberated by the New Republic), while the New Republic puts more emphasis on ''massive'' waves of starfighter attacks (again, until about Era 4 or 5, when the "New Ship Design" programs start building bigger and better capital ships, though starfighter spam remains a viable tactic). The Pentastar Alignment oddly works on both big and small ships, having access to ''Praetor-II''-class Battleships (huge battlewagons twice the size of an ''Imperial''-class Star Destroyer with armor, shields, and firepower to match) and smaller gunships and light carriers, but lacking a Super Star Destroyer equivalent outside of hero units and making extensive use of Clone Wars-era ships and ground units. Interestingly, as the Alignment captures planets close to the Core, they gain the ability to build more "standard" Imperial ships. The Empire of the Hand is something of a jack of all trades, and unusually for such a generalized faction can usually beat the others at their own game. While the Empire of the Hand lacks truly massive ships like Super Star Destroyers and can only build two different kinds of orbital defense stations (as opposed to everyone else's three), their orbital defenses are a bit more robust than normal, and their smaller-scale ships can be vastly more effective than similar ships for the other factions.
* TechTree: Subverted. The vanilla game’s system of getting better units by advancing your tech level is gone. Unit and hero availability is now based on the current era, which is advanced by killing the current leader of the Imperial Remnant and applies universally to all factions. Every era offers each faction a complete spread of soldiers, vehicles, and ship classes with which to fight their enemies. Some units and heroes will in fact be lost between certain eras, though they are generally replaced by more modern designs appropriate to the new era, such as the [=MC80=] Liberty-type Star Cruiser being phased out and replaced by the more modern and powerful [=MC90=] Star Cruiser in era 3. Also, many of the campaigns are locked into a specific era, meaning whatever is available to you during that era is all you get.
* TheComputerIsACheatingBastard: The AI gets virtually unlimited credits and tends to spawn Super Star Destroyers whenever it feels like it, [[ArbitraryHeadcountLimit up to ten.]]

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* TacticalRockPaperScissors: Each faction has its own strengths and weaknesses, and fighting them usually requires at least slight changes in strategy ([[NoKillLikeOverkill or enough forces that it doesn't matter]].) In space:
**
The Imperial Empire/Imperial Remnant focuses mostly on ''really'' big ships with lots of guns, at least until about Era 4 or 5 (when, canonically, most of is somewhat top-heavy, having access to ISD-Is, ISD-IIs, Tectors, and Allegiance battlecruisers, and their shipyards had been liberated by fighters are weak compared to the New Republic), while Republic's, but don't have any glaring deficiencies in their roster and can mimic the playstyle of any of the warlords fairly well.
** The
New Republic puts more emphasis on ''massive'' waves of starfighter attacks (again, until about Era 4 or 5, when attacks, and their fighters are the "New Ship Design" programs start building bigger and better best in the mod, but their capital ships, though starfighter spam remains a viable tactic). ships are slow and mostly meant to draw fire from Imperial equivalents until later eras. Certain heads of state can replace Mon Calamari designs with an equivalent (ex. Sian Tevv can replace MC40s and MC80 Home One types with Bulwark I and Bulwark III cruisers, respectively).
**
The Pentastar Alignment oddly works on both big and small ships, is geared towards swarming their opponents with fighters, having access to ''Praetor-II''-class Battleships (huge battlewagons twice the size of an ''Imperial''-class Venator and Secutor-class Star Destroyer with armor, shields, Destroyers, the Praetor-II carrier subtype, and firepower the Mandator-III Star Dreadnought. This fighter support is essential, however, as their ships are not as good in a slugging match as the Empire.
** The Eriadu Authority is even more top-heavy than the Empire proper, having access
to match) the Torpedo Sphere, the Praetor-II Battlecruiser, and the Bellator and Assertor-class Star Dreadnoughts, but their smaller capital ships, carriers, and anti-fighter defenses are lacking, and although they can research shields for their TIE fighters, these shields are not very strong.
** The Greater Maldrood focuses mainly on frigates
and smaller gunships capital ships, but the Altor Replenishment Ship is the biggest and light carriers, strongest fleet tender in the game and can heal multiple ships, allowing you to keep swarms of frigates alive, but lacking a Super they have few large capital ships, being limited to the ISD-I and Tector Star Destroyer equivalent outside of hero units Destroyers and making extensive use of Clone Wars-era the Bellator Star Dreadnought.
** Zsinj's Empire is similar to the Imperial Remnant in being somewhat top-heavy and otherwise generalist, but in a less straightforward way. Establishing pirate bases will allow you to build
ships that can mitigate the weaknesses in Zsinj's "legitimate" roster.
** The Hapes Consortium resembles the Greater Maldrood in their focus on corvettes
and ground units. Interestingly, as frigates, and they can flood the field with above-average fighters, similar to the Empire of the Hand. However, they have no capital ships larger than a Victory-class Star Destroyer.
** The Corporate Sector Authority resembles the Pentastar
Alignment captures planets close to the Core, they gain the in their ability to build more "standard" Imperial ships. swarm enemies with low-quality fighters. They can also purchase ships from outside their roster via the Ship Market.
**
The Empire of the Hand is something of a jack of all trades, and unusually for such a generalized faction can usually beat the others at leans toward being [[GlassCannon glass cannons]]; their own game. While the Empire of the Hand lacks truly massive ships like Super Star Destroyers and can only build two different kinds are more fragile than the nearest Imperial equivalent, but every one of orbital defense stations (as opposed to everyone else's three), their orbital defenses are a bit more robust than normal, and their smaller-scale ships can be vastly more effective than similar ships except for the other factions.
Intego battlecruiser can jump to hyperspace, allowing you to carry out hit-and-run attacks and minimize your losses. Their fighters are second only to the New Republic's.
* TechTree: Subverted. The vanilla game’s system of getting better units by advancing your tech level is gone. Unit and hero availability is now based on the current by year or by era, the latter of which is can be advanced by killing the current leader of the Imperial Remnant and applies universally to all factions.(or by research if you are playing as the Imperial Remnant). Every era offers each faction a complete spread of soldiers, vehicles, and ship classes with which to fight their enemies. Some units and heroes will in fact be lost between certain eras, though they are generally replaced by more modern designs appropriate to the new era, such as the [=MC80=] Liberty-type Star Cruiser being phased out and replaced by the more modern and powerful [=MC90=] Star Cruiser in era 3. 4. Also, many of the historical and regional campaigns are locked into a specific era, meaning whatever is available to you during that era is all you get.
* TheComputerIsACheatingBastard: The Enabling the Cruel AI gets function puts this trope into full effect, giving the AI virtually unlimited credits and tends to spawn Super Star Destroyers whenever it feels like it, [[ArbitraryHeadcountLimit up to ten.]]cutting down their build times drastically.



** The planet Wayland can produce infantry for 1 credit apiece; some players just throw mass produced [[spoiler: clone]] infantry at planet and autoresolve until they get it.

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** The planet Wayland Some planets, such as Wayland, Byss, and Khomm, can house cloning facilities allowing you to produce infantry for 1 credit apiece; at half price; some players just throw mass produced [[spoiler: clone]] infantry at planet and autoresolve until they get it.
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In December 2018, it was revealed a prequel known as ''[[https://www.moddb.com/mods/star-wars-thrawns-revenge-iii Fall of the Republic: Thrawn's Revenge III]]'' (later renamed as ''Empire at War Expanded: Fall of the Republic'', with Empire at War Expanded serving as the common name for EAW mods from the Thrawn's Revenge team) is in development. It is a mod for Forces of Corruption, same as Thrawn's Revenge, and takes place during the Clone Wars. Several DummiedOut soundfiles of Anakin, Obi-Wan, Clone Troopers, and the ARC-170 (plus an empty General Grievous folder) can be found in the files for Version 2.3 of ''Thrawn's Revenge'', likely early framework for ''Fall of the Republic''. It was released in January 2020, and it included a host of features that will also appear in Thrawn's Revenge, such as allied states and fleet repair. Other mods announced are ''Revan's Revenge'' (covering the Old Republic era, starting with the Mandalorian Wars) and ''Imperial Reign'' (covering the Galactic Civil War before the Battle of Endor).

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In December 2018, it was revealed a prequel known as ''[[https://www.moddb.com/mods/star-wars-thrawns-revenge-iii Fall of the Republic: Thrawn's Revenge III]]'' (later renamed as ''Empire at War Expanded: Fall of the Republic'', with Empire at War Expanded serving as the common umbrella name for EAW mods from the Thrawn's Revenge team) is in development. It is a mod for Forces of Corruption, same as Thrawn's Revenge, and takes place during the Clone Wars. Several DummiedOut soundfiles of Anakin, Obi-Wan, Clone Troopers, and the ARC-170 (plus an empty General Grievous folder) can be found in the files for Version 2.3 of ''Thrawn's Revenge'', likely early framework for ''Fall of the Republic''. It was released in January 2020, and it included a host of features that will also appear in Thrawn's Revenge, such as allied states and fleet repair. Other mods announced are ''Revan's Revenge'' (covering the Old Republic era, starting with the Mandalorian Wars) and ''Imperial Reign'' (covering the Galactic Civil War before the Battle of Endor).

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