The Galaxy Grants No Mercy
This mod is complex and often called incomplete. But it is truly simply misunderstood more often than not. Many glitches can be avoided all together simply by playing the game smartly. It will not be easy as the Galaxy shows no mercy for the weak...
If you need beginning tips or a bit on piracy and trade please refer to the previous guides I've written here and here.
Now let me impart a bit of what I've learned from leading the reborn Techno Union. The whole system of factions in this mod differs from all others. If you try to do things like you would regularly then you will fail horribly and blame it on the game. Now lets begin...
The Cause For Rebellion: Preparation
Amassing FundingThere can be many reasons or even necessity to rise up against the powers that be. Whether they be the Empire or the Cartel or even the Rebellion itself. However, to sucessfully do this without preperation is political sucide. So here are ways to prepare outside of the personally centered tips of past guides...
It is best to amass enough funding through trade or war to fund the upkeep and mass recruitment of forces to stand a chance at the first chance of rebellion. The banking system allows you to safely store funds for future use and have it gain small amounts of interest. A safe amount would be many tens of thousands, without money, no war effort can last long.
Money without men doesn't win a war or revolution for that matter. First, choose a preferred culture early on, this will save ya alot of trouble hopefully.
So here are some ways to prep to be able to recruit enough men to hold your own:
Cheap - Prepare minor worlds to be able to raise troops from them.
Moderate - You can and should build Cloning facilities or Droid foundrys ect on minor friendly worlds.
Costly - Recruit from Cantinas in greater numbers
Be sure to gather companions and upgrade them to be very useful. Most of all high engineering!
Take into account that even if you own no minor worlds you can still use them after you have them built. Meaning you could revolt and lose your minor planets and still be able to use them. How many you think you'll need is up to your discretion, but usually it's best to have to biggest most well equiped force you can.
War Is The Answer
A faction at peace is powerful. A faction at war can grow weary and spread out. Thus it is best to spark the flames of conflict. Planets and stations that change hands rapidly become ripe for you to seize. This can be done by forcing factions into wars by your own efforts and working to weaken both your enemies and allies.
Perhaps the time to rebel may even arise in such conflicts if you are too sucessful in your efforts as I was.
Reputation
First, you cannot convince Commanders to defect to your side. (Nor can you appoint companions) So first get that idea out of your head that your friends will turn their guns on the Emperor or Jabba. Though while in a faction they may help you fight and gain influence. Outside of it most will turn on you quickly.
However, that does not mean having good relations is a bad thing. It may allow you to avoid fights you can't win, and escape such conflicts. As will be mentioned later on, being friendly with a faction leader is important if you want any chance of making peace and then returning to their service with a portion of your gains. Perhaps that may even be the whole intent of your rebellion.
The required relation with them would be over at least 30 because when you first leave and are plunged into war it drops by 20 I'm quite sure. Once below 0-5 it seems you cannot make peace with them.
Overall, you need money, men and political machinations if you are to rise to seize power and hold it.
The Risks Of Rebellion: Revolution
Let's say you see an opportunity to seize power and you take it. This could come when you see a great weakness in your own faction or another. Or you could feel you have the worlds and resources to turn on your own leader. Who is also your greatest threat as they have one of the larger armies and commonly personally lead their troops. Their capture is your top objective in war...
Independent
Unless you've lead a personal war to capture their faction leader beforehand then the threat of an organized invasion against you is likely. And even if he were captured then many times a few commanders join together in assaults on their own. The weaker you are then the more likely they will come.
I am not sure if all would turn on you or only the faction you attacked. Either way having good faciton relations doesn't seem to hurt, you don't always choose who you must fight in either case.
Breaking Loyalties
If you turn on your master when he refusing to give you what is rightfully yours then it is best to be prepared. The good news is after you take a world and revolt commonly the patrols return to the world and join you. Granting you 100-200 troops! So be sure to protect these beforehand.
The best time to do this is after a major invasion while allowing them to lose as many troops as possible. Or you revolt and seize a world in a few hours if you have high engineering skills which is important. Then newly taken battle stations will surrender in the case of lets say they have 15-20 guys and you have 80, they will likely surrender.
I personally did this with a world I took and then after I revolted. I quickly seized the two nearby weak stations then recruited commanders which will be explained later.
Turning on the Hutts during their war with the Imperials(which I sparked), oddly enough the Rebels did not start at war with me nor have they declared war on me after months. As I never fought them in the past, nor did I have very high relations with them either. So it is unclear why this has occurred...
The Clear Risk
Now a Rebellion could end with you being broke and a public enemy of the Galaxy in most if not all areas. It will drain many resources and troops and relations at first. There is everything to gain and everything to lose. Both the Empire and the Hutts are likely the main forces to be feared in my view in their areas of the galaxy. What it will take to overcome them is speed, wits and perhaps even the force itself.
The war may be long before there is any stablity if ever. But during that time you answer to no one and may one day claim the galaxy as your own. Or simply take revenge against men like the Emperor or the Hutts.
And then form your own Cartel, Union, Empire or whatever you envision.
Recruitment Of Commanders And Faction Management
If you go into the camp screen you will see a faction management screen which gives you all the options you need to handle your faction. Let's do a brief rundown of each.
Commanders
Unlike any other mod, you cannot recruit faction lords or companions as commanders. You can recruit one commander for every Major Planet and Station. Now be sure to set your culture beforehand! This will affect your ships crew, your commanders look, their troops and also who you will be able to recruit from your minor worlds.
Now here are the steps to recruiting one:
1. Camp and go to your Faction Management screen.
2. Click Recruit A New Commander
3. Wait a few days and it should notify you when they've switched. And then they should appear with 100 faction men or so!
4. Then you can safely give them places to control and they will usually stay in and defend them.
Keep good relations with them. I once had a case where one of them didn't join me to fight repeatly and it caused me massive problems. Turns out I had negative relations with this commander and after I improved them he helped me from then on.
You can give them orders and personally call campaigns. And do tasks for them as well like regular.
Giving Troops
When in open space you can give them troops. This is useful and doesn't affect relations as far as I can see.
Though if you talk to them when inside a planet or station. When you attempt to give troops to them it gives it instead to the station or planet. If this is a glitch then it is a useful one because it allows you to beef up their defenses for them.
Managing Faction Territories
In this screen you can click on any planet or station owned by yourself and assign it to a commander. This does not improve or hurt relations as far as I've done it.
Sometimes you seem to personally keep the minor worlds even if you give them the station. Which is useful as it allows you to build more troop producing buildings on them.
Change Your Faction Culture
This can be decided before you even have a faction. However, once you do it is very important. I personally have never changed it after getting commanders and such because knowing how unstable the mod can be, it opens up a high chance of bugs in my opinion. So I make a choice and stick with it beforehand and it's worked out.
There are many different ones to choose from that would make troops you could previously only recruit in small numbers more highly accessable.
Lastly, when it comes to your faction name that is up to you. Just be lore friendly please. lol or I will personally send my droid army to wipe you from the face of the galaxy!
Diplomacy And A Way Out
The Diplomacy as noted ealier is far more random and predetermined by relations than anything else in this mod. When you own nothing I would assume you can pay to make peace with factions to commanders. But when you yourself are an ursuper of worlds then that is not an option anymore.
The enemies at times can be relentless and ruthless. The best hope for you is that they will clash with other factions. So let me tell you about the way out...
The Way Out
If you can track down a faction leader with somewhat friendly relations with you in a non hostile enviorment then you can ask to make peace with them. And by make peace I mean join them...
Commonly they will demand you give up a number of your holdings if they accept your offer at all. And if you refuse their offer your relations will drop by 5. This option does give some chance to be able to come out of a losing war with something to show or it could be your plan all along in a limited rebellion to recruit new commanders then rejoin with them to strengthen your original faction. Since I assume your own commanders join the new faction as well.
The best way to do this is to talk to them when they are inside a world or station. Not in open space where they may likely attack you, if you are at war with their faction. Then ask to make peace and hear their terms...
If you deem them unacceptable you can fight till absolute defeat or victory. The choice is yours...
Star Wars Conquest Guides
1. Star Wars Conquest Free-Traders And Beginners Guide
2. Star Wars Conquest Pitiliess Piracy and Basic Battle Guide
Below is a link for the Star Wars Conquest Mod on the steam workshop.
http://steamcommunity.com/sharedfiles/filedetails/?id=742671195
The Way Of The Sith Soundtrack
Below is a handpicked spotify soundtrack for a Sith leaning Character. It is a full two hours and a half long of only the best Star Wars Tracks from the movies. kotor and new pieces from Lucas King.
https://open.spotify.com/user/josh42392/playlist/1KCRrieednqW1HH3mgCu8z
Secondly here is a full Star War soundtrack for those who would be more interested in a Jedi or Neutral soundtrack with both.
https://open.spotify.com/user/josh42392/playlist/6B6JgibFjZTMAtNIlkUGr3
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=953489089
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