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.
|