Maintenance

What is Maintenance and why do I need it?

  • Maintenance is needed to build every item in the game except mines, refineries and characters. Your pool of maintenance from which you can use to build items is displayed in the right monitor at the top of the Command Center.
  • Each item costs a certain amount of maintenance points to exist in the game. If an item is scrapped or destroyed, its maintenance points are added back into the pool and can be used again.
  • Each pairing of one mine and one refinery that you control produces 50 maintenance points. The more pairs you have, the more maintenance you can acquire. Use the Galaxy Overview from your Agent's right click menu to see how many of each you have; you will want this number to be the same for both facilities in order to maximize your maintenance production.

How do I get more Maintenance?

To increase your maintenance, you can either

  • build more mine/refinery pairs
  • acquire them by winning over neutral planets or taking over enemy planets
  • have your Agent Manage Production (though he may not put them exactly where you would like him to).

Why am I losing Maintenance if I keep building Mines and Refineries?

  • Is the other side is sabotaging your mines and/or refineries?
  • Are many of your planets blockaded?
  • If so, the maintenance from those mines and refineries aren't able to come through the blockade and any build orders are waiting for the blockade to clear.

Loyalty, Control and Diplomacy

These concepts play an integral part to your success in the game.

Loyalty – the popular support for one side or the other

Control – the ownership of a system regardless of which side the population favors. It is entirely possible that the Empire controls a planet, but that it fully supports the Alliance.

Diplomacy – the ability to sway a system to favor your side

The actions you take in the game can affect loyalty and ultimately control of systems. For example, if you use diplomacy on one system in a sector that has several neutral planets and manage to sway that system to your side, you may also win over a few other neutral planets in that sector whose loyalty was greater than 50% for you.

Similarly, if you take over planets by force, the planet may go into uprising because they did not support you. If you blow up one of your planets with the Death Star in a sector where planets you control don't fully support you, you may send several of your planets into uprising and may even lose a few of them.

In general, events that happen on one system tend to affect the other systems in that sector to some degree. Some events, like destroying an entire sector, can have a global effect on all core sectors. Rim systems do not seem to have their loyalty affected by events elsewhere in the Galaxy.

Often times, control is only maintained on a planet because the controller is able to meet the garrison requirements to prevent it from going into uprising.

Note: In order to control an uninhabited rim planet, you must move at least one trooper regiment off of a fleet around that system to the system itself. You will notice, though, that the Garrison Requirement says it is zero. However, if you move that troop off before you develop the planet, you will lose control of that planet. Once a facility is built on that planet, you will have full loyalty and can move the troop on if necessary.

Manufacturing

Why can't I build?

Do you have the necessary facility free to build your item?

Use the GID to show Idle Shipyards, Construction Yards or Troop Training Facilities

Do you have enough Maintenance points to build the item?

Compare the number in the right monitor at the top with the amount needed to build the item (found either in the encyclopedia entry for that item or in the right box in the build window for that item).

Do you have enough Refined materials to build the item?

Compare the number in the middle monitor at the top with the amount needed to build the item (found either in the encyclopedia entry for that item or in the left box in the build window for that item).

You may order construction of any item, including Manufacturing Facilities, even if you run out of refined materials, but the building of the item(s) will be delayed until the materials become available. This is because the total amount of refined materials needed isn't taken out when the build order is put in; portions of the total amount are taken out during the building process. Make sure that you pay attention to all of your resources to assure your ability to strengthen your forces. The manual includes a tutorial to help you understand the steps that you need to take to ensure your success.

Is your planet blockaded?

Planetary facilities cannot be used when a planet is blockaded

Is your planet in uprising?

Planetary facilities cannot be used when a planet is in uprising.

Can I queue my build orders?

Not really. The closest thing to queuing is to build multiple of the same items. If you have a facility building one item and then tell it to build something else, it will stop building its existing item and begin building the new item.

Note: Changes in Production Cause Progress to Start Over

If you start production of an item, then later change the number of items being produced, you will lose all of the production progress that you have made so far. Wait until the production of the first items is complete then build more of that item instead of changing the amount before they are done.

Agent Management

What exactly happens when you have your agent manage things for you?

Manage Garrisons - The agent attempts to manage planetary garrisons so as to prevent uprisings and provide a minimal defense against invasion. The agent maintains a garrison in such a way that there is always one more trooper regiment on the planet than would be required to prevent an uprising. If the agent requires an additional regiment, and one cannot be found, additional regiments are built. If a system enters a state of uprising, the agent attempts to locate or build sufficient regiments to quell the uprising. If there are more regiments than are required to maintain order, additional regiments are scrapped to reduce maintenance requirements.

Manage Production - The agent attempts to maximize production (mining and refining) by building the maximum number of mines the planets controlled by the player currently support. In addition, the agent provides one refinery for each mine currently under control of the player. If the number of refineries exceeds the number of mines, the additional refineries are scrapped to maximize space. The agent will not scrap any other facilities in favor of mines.

Fleets

Why can't I use my fleet?

  • Is the fleet still in hyperspace?
  • Are any ships still under construction?
  • Do any ships have a disabled hyperdrive (signified by a red X in the fleet window)?

Why can't I assault a planet I'm blockading?

  • Is it your planet? You can't assault your own planets (even though it might prove to be highly entertaining to do so).
  • Do you have troops on your fleet?
  • Has the ship with the troops actually arrived at the planet or is it still en route?
  • Does the planet have 2 shields on it? If so, it is considered completely shielded from assault. You will have to sabotage or bombard at least one of the shields before you can attempt an assault.
  • Are there a lot of troops on the planet?
  • Is there a General on the planet? Be sure to do Espionage missions to find out. If there is one, he and his troops may be stronger than your attacking forces, preventing you from taking over the planet. Make sure you have a General with your forces and try again.

Notes:

  • Fleets arrive as fast as the slowest ship in that fleet.
  • Ships and fighter squadrons repair themselves over time. They repair faster if they are in a system with a friendly shipyard.
  • If you try to move more troops or fighters into a fleet than there is room for, none of them will make it onto the fleet. You have to move the exact amount or less.

Keys to Death Star Building

You're the Empire and you have this craving to blow up planets (at the very least you want to own one of those cool hats the Death Star gunners wear). However, there are a few things you need to know about the Death Star before you should decide if it is worth building:

  • They cost a lot of maintenance points. You probably don't want to do this at the start of the game
  • They take a long time to build. You might want to wait until you have multiple shipyards (advanced are even better) on one planet.
  • They are very vulnerable to fighter attacks. If you are using it to defend a planet, you might want to wait until you can build a Death Star Shield to protect it. If you are using it as part of your attack fleet, make sure you have enough fighters to protect it from fighter attacks.
  • Bringing a Death Star to a system without Hyperdrive fighters to protect it allows the Alliance to launch at least one Death Star attack mission.

Fighters

Every fighter image represents a full squadron of twelve fighters. A damaged fighter image means that some of the fighters were destroyed; the squadron will be repaired if you let it sit at one of your planets which has a shipyard. Note that the stats in the Encyclopedia are for a single fighter ship.

Characters and SpecForces (Special Forces)

Why can't my character/specforce do any missions?

Is your character injured?

Injured characters cannot perform missions or hold ranks. You have to wait until they heal.

Is you're character captured?

Obviously, you will be unable to utilize a character until they are rescued from captivity.

Are you targeting the right item for that mission?

You should always double-check to make sure the proper item is selected.

Is your character or specforce capable of doing the mission?

Based on a character's attributes, only certain missions will be possible.

My character is capable of doing the mission, but is not very successful. What could be wrong?

The character's attributes for that mission are low (see chart below). This would result in a Failed mission.

If performing the mission on an enemy planet, the other side might have to many defenders for you to succeed. This would result in a Foiled mission

If trying to win over a neutral planet, the other side might be trying to do the same thing.

Character Missions:

Mission Target Requirements
Reconnaissance N/A Cannot be done by characters
Espionage Planet None
Diplomacy Friendly or Neutral Planet None
Incite Uprising Enemy Planet None
Subdue Uprising Friendly Planet in Uprising None
Abduction Enemy Character None
Assassination Alliance Character Empire Characters Only
Sabotage Any non-friendly facility, troop, specforce, ship (cannot be used on Death Star) None
Death Star Sabotage Death Star Alliance Characters Only
Recruitment Friendly Planet Alliance: Luke, Leia, Han, Mon Mothma
Empire: Darth, Emperor
Ship Research Friendly Planet with Shipyard Must have ship research
Troop Research Friendly Planet with Training Center Must have troop research
Facility Research Friendly Planet with Construction Yard Must have facility research
Jedi Training Friendly Planet with Force  aware characters and either  Luke or Darth Alliance: Luke and Force capable character
Empire:
Darth and Force capable character

SpecForce Missions:

Alliance Target Mission
Longprobes Planet Reconnaissance
Bothans Planet Espionage
Guerillas Empire/neutral Planet
Alliance Planet in Uprising
Incite uprising
Subdue Uprising
Infiltrators Empire character
Empire/neutral facility, ship;
Empire specforce, Death Star
Captured Alliance Character
Abduction
Death Star Sabotage
Troop Sabotage
Rescue
Empire Target Mission
Probe Droid Planet Reconnaissance
Espionage Droid Planet Espionage
Imperial Commandos Alliance/neutral facility, ship;
Alliance specforce, troop
Alliance/neutral Planet
Empire Planet in Uprising
Sabotage
Incite uprising
Subdue Uprising
Noghri Death Commandos Alliance Character
Alliance Character
Captured Empire Character
Abduction
Assassination
Rescue

Mission Attributes

Different character attributes are used for each type of mission that a character can perform. Basically, the higher the value for the specified attribute, the better the person is at doing the mission. Note: a character with a zero value for an attribute can still attempt the mission; he/she will just have a very low chance of succeeding.

Mission Attributes used
Abduction Combat of character attempting minus combat of character to be abducted
Assassination Combat of character attempting minus combat of character to be assassinated
Diplomacy Diplomacy of character attempting minus Loyalty of planet for other side
Espionage Espionage of character attempting
Incite Leadership of character minus Loyalty to other side
Subdue Leadership of character minus loyalty of planet to other side
Recruitment Leadership of character minus loyalty to other side
Rescue Combat of character
Sabotage Average of character 's Combat and Espionage
Death Star Sabotage Average of character 's Combat and Espionage
Jedi Training Must be Force capable
Ship Research Must have Ship Research
Facility Research Must have Facility Research
Troop Training Research Must have Troop Training Research

Note: This table presumes you are able to attempt a mission without being foiled by detectors (troops, fighters, etc) or Commanding characters at that location.

How do I use Decoys?

Decoys are used to draw attention from the characters performing the real mission. To have someone be a decoy, they must be able to do the real mission on their own and you generally want to use someone who has a good espionage value.

Form a mission team by holding down the Control key on your keyboard while clicking on all the people you want involved in the mission (decoys and real mission members). Select 'Mission' from the right-click menu of any team member to bring up the 'Create Mission' window. Now, click on the decoy tab at the top right of the Create Mission window. Here, you can highlight and move any personnel you wish to assign as decoys, over to the right column. Then go back to the left-hand tab and verify you are sending them on the correct mission type and accept the mission. Keep in mind, you don't want to send too many people on a mission; it's a lot easier to sneak two or three people into an enemy location than 10 people.

Jedi Training and Force Growth

Force using characters are able to increase their attributes and heal faster than regular characters. When strong enough, they can also detect and foil enemy Force users and can detect traitors among their own personnel. There are five levels of force growth:

Novice (10+)

Trainee (20+)

Jedi student (80+)

Jedi Knight (100+)

Jedi Master (120+)

The numbers are never displayed in the game, but this gives you a general idea of how long it will take to move to the next level. Keep in mind that each time you get a Force growth message, the character receives one point of Force growth and also gains an increase in their leadership, combat, and espionage attributes.

To detect if someone is a Force user, the character must be on the same planet as Luke or Darth. While Darth is able to detect Force users right away, Luke will not be able to detect Force capable characters until he reaches the level of Jedi student, which usually happens when he comes back from Dagobah.

How can I increase my characters Force powers?

Send them on Jedi Training missions with Luke or Darth

Have them successfully complete other missions

How do I train Jedi?

Select both the character and Darth or Luke (depending on which side you are playing) and target a friendly planet.

Luke must be a Jedi Knight before he can train anyone.

Why should I make someone an Officer?

Commanders, Generals and Admirals all enhance their group's abilities.

Admirals – enhance reaction time of fleets in tactical

Generals – enhance strengths of troops for assault or defense and magnify defense facilities

Commanders – enhance effectiveness of fighters in tactical; can also be assigned to fighters on a system

In addition, they help detect and foil missions the enemy may be performing against you. It is not a waste to leave a character on a planet if s/he is in a command position.

How am I capturing Characters when I'm not trying to abduct them?

If the enemy is trying to conduct missions on one of your planets and you have a strong defensive force (troops with a General; fighters with a Commander on the planet, etc), you will often foil the missions and capture the character.

Note: If you wish to move a captured character, you will have to escort him with one of your characters.

Game events

Game events are situations that occur without the player's input, i.e. their occurrences are generated by the game itself and cannot be controlled by the player. For example, when characters are taken to Dagobah or Jabba's Palace, they can not be retrieved until they return on their own.

Galactic Events

Natural Disaster

may occur every 1-400 days

means loss of resources, energy and facilities

Resource events

may occur every 1-500 days

means new resources discovered

Prisoner escape

may occur every 1-30 days

System Events

Uprising Events

when garrison revolts against controller

means loss of facilities, escape of captured characters, capturing of opposing characters and loss of planet if not rectified

Informants

possibly every 30-100 days on a planet with low loyalty for its controller; increases if smuggling or uprising occurs

reveal info about a system to an opponent

Character Events

Injured

chance any time a character must evade capture or encounters another character

needs to be on friendly system to heal

injured characters cannot be assigned to missions nor command any military

if a minor character is injured, there is a 25% chance he is killed

Minor Character Discovers Force Ability

character with hidden Force ability is assigned to a mission with Luke when Luke has a Force value of 80 or more.

character assumes his base Force value

Luke Events

Dagobah

between 100 to 1000 days provided he is not on a mission

increases Force abilities

Encounter with Darth

first encounter -- discovers Darth's his father

if captured and Force is above 60, Vader takes him to the Emperor for the Final Battle

if captured and Force is below 60, he is treated like any other captured character

anytime they meet and Luke is not captured, his Force increase 25%

Final Battle

if Luke's Force is below 100, he is captured and injured

if Luke's Force is above 100, Vader and the Emperor are captured

Encounter with Emperor

If Luke is not captured, his Force value increases 20%

Evasion Bonus

Force increases every time he evades capture

Han Solo Events

Bounty Hunters

every 1 to 100 days, 30% chance of encounter

if successful, taken to Jabba

if they fail, inform Empire of his location

Jabba's Palace

taken there if bounty hunters were successful during the Bounty hunter event

if Han is held, Luke, Leia, and Chewie are compelled to rescue on their own

missions in progress are completed before the rescue attempt is activated

if they fail, they are captured

if all three rescuers are captured, they are taken to the Vader

if rescue is successful, Han is released

other characters attempting to rescue abort mission

Millenium Falcon

if Han is member of a mission or moving group that contains no SpecForces, all characters travel with a +50 hyperdrive modifier

Leia Events

Discovers Heritage

after Luke discovers Vader is his father and Luke is on a mission with Leia, she discovers her heritage and Force ability

her Force is set to 10

Encounter with Empire

when Force capable and encounters either Vader or the Emperor, Force increases by one

Evasion Bonus

when Force capable and evades capture, Force increases by one

Emperor Events

Seat of Power

when at Coruscant, the leadership attribute of all Imperial characters is increased by 50%

Where do I start?

Here is a list of suggestions of things to do at the beginning of the game.

Both sides: Use your GID to see what facilities you have and where. Locate all your characters. Protect your headquarters.

Alliance:

Recruit, Diplomacy, Research (ships) are all key to the Alliances success.

Have Mon Mothma start recruiting characters

Move Characters off of Yavin

Send most of them on Diplomacy missions

Have Wedge (and any other capable character) research Ship Design.

Build Defenses (Starfighters and Army Regiments)

Find suitable planet for main manufacturing centers (shipyards and training facilities).

Explore unknown planets for potential Super Shipyards

Empire:

Diplomacy on own planets

Recruit with the Emperor

Have Darth Recruit or doing Diplomacy

Find characters and assign them various commands or send on diplomatic missions

Send extra characters on sabotage missions against the Alliance manufacturing facilities.

Priority-Training Facilities, Construction Yards, Shipyards, Refineries

Build multiple construction yards.

Send fleets to various Rebel planets in search of Alliance ships.

Find suitable planet for main manufacturing centers.

Begin taking over Sesswenna Sector

Build regiments for garrisons

Build Fleet

Recruit

Blockaded Planets

When a planet is blockaded, the message from your agent may not appear before the planet is taken over. This is because it takes a while for the message to get to you. The blockade is a transitory step in the assault or bombardment process. Undefended planets can be assaulted very quickly.

If the enemy is blockading one of your planets and you try to evacuate by dragging the system defenses icon, you don't receive the warning about trying to evacuate a blockaded planet as you do when trying to drag the individual characters or fighters.

When your cursor is in target mode (such as when a Mission is selected from a character's right click menu), holding the shift key down will temporarily change the cursor back to the arrow. While in arrow mode, you may open or close windows to reveal and access your desired destination or target. Releasing the shift key will return the cursor to target mode.

Alliance HQ Under Blockade

If there is a big enough fleet blockading the planet where the Alliance HQ is located, it cannot be moved from under blockade.

Research Trees

Text in plain type indicates items you start with; those in bold are listed in the order they come up in research.

Ships

ALLIANCE EMPIRE
Dreadnaught (Alliance) Carrack Light Cruiser
Escort Carrier Death Star
Bulk Cruiser Galleon
Bulk Transport Dreadnaught (Empire)
Corellian Corvette Escort Carrier
Medium Transport Imperial Star Destroyer
X-wing TIE Fighter
Y-wing Victory Destroyer
Nebulon-B Frigate TIE Bomber
Mon Calamari Cruiser Lancer Frigate
A-wing TIE Interceptor
Corellian Gunboat Star Galleon
B-wing Assault Transport
CC-7700 Frigate Interdictor Cruiser
Assault Frigate Victory II Star Destroyer
Liberator Cruiser TIE Defender
CC-9600 Frigate Strike Cruiser
Dauntless Cruiser Imperial Star Destroyer II
Bulwark Battlecruiser Super Star Destroyer

Troops

ALLIANCE EMPIRE
Army Army
Fleet Fleet
Sullustan Stormtroopers
Mon Calamari War Droids
Wookiees Dark Troopers

Facilities

ALLIANCE EMPIRE
Construction Yard Construction Yard
GenCore I GenCore I
Mine Mine
LNR I LNR I
KDY v-150 KDY v-150
Refinery Refinery
Shipyard Shipyard
Training Center Training Center
Advanced Training Advanced Training
Advanced Construction Advanced Construction
LNR II Death Star Shield
Advanced Shipyard LNR II
GenCore II Advanced Shipyard
GenCore II

Tactical

Simulate v. Tactical

While it is quicker to simulate a battle, it is often more costly than playing out the battle. When you simulate, the other side is guaranteed at least one chance to attack you if you withdrawal. When you play it out, it depends on the speed of the enemy ships and the distance you are traveling to the next system.

Time it takes to withdrawal

The time it takes to leave is proportional to the travel distance between the battle planet and the nearest friendly planet. If you are not happy with the time, that's a different issue.

Tactical Death Star Withdrawal Time

When playing Star Wars Rebellion in the tactical game involving a Death Star, the time required to withdraw the Imperial fleet is greatly increased due to the gravitational effects of the Death Star. The Imperial player will not be able to withdraw the Death Star before the Alliance would have a chance at completing a Death Star attack run mission.

Attacking a Death Star with One Fighter Group

Even when you bring several fighter groups to a battle, only one can participate at a time in an attack on the Death Star.

Fighter information

You are unable to click on fighters to determine their status in the tactical battle.

Death Star Tactical Controls

When you, as the Empire, take the Death Star into battle, the Death Star control is added above the tactical control panel. It consists of a Death Star image (to tell you what it's for), a charge indicator (which tracks the charge of the Death Star laser) and a fire button (which allows you to fire the weapon.)

To blow up ships with the Death Star:

first click on the fire button. The cursor will change to a target.

Right click on the ship you wish to destroy. When the game is not paused, the laser will blow up the ship.

In order to fire again, you need to wait until the charge indicator shows that the laser is fully recharged.

If you decide not to use the Death Star after you have pressed the fire button, left click anywhere in the tactical battle display to dismiss the control.

Note: You cannot target fighters or the planet within the tactical portion of the game.