New Game Setup And Tips.
If playing on a large Canon galaxy reduce the Habitable Worlds to 0.25X or 0 to help prevent late game lag.
Habitable Worlds above 1X (2-5) will be considered as 1X.
The mod comes with 5 new advisor.
Imperial
CIS Droid
Chiss
Mon Calamari
Banking Clan
Economy
Ammunition: Used by ship weapons and ground troops.
Electronics Components: Used by ships
Your electronics production should be roughly half your alloy production for your ship cost.Hyperfuel: Used by ships.
Produced by Hyperfuel Refinery
Tibana gas: Used to make Ammunition
Produced from Cloud Cities and space deposits.
Bacta: Used by clinics if Medical Treatment Policy is set to Bacta
Produced by mining bacta deposits
Spice: Used by clinics if Medical Treatment Policy is set to Spice and upkeep for Criminal Outpost
Produced by mining spice deposits and from criminal hub.
Agrocite: Used by ships
Kyber crystals: Only used by the Galactic Empire to construct The Death Star.
Produced by mining kyber deposits
Specialization districtsA planet with at least 20 pop can have a specialization for the cost of 1,000 Unity.
Must researcher tech for each specialization.
Ecumenopolis get a more powerful version of the districts.
Administration
Normal Planets get Administration District
Upkeep 1 Credit
+2 Housing
+2% Resources from Jobs
+2 BureaucratsEcumenopolis get Government District
Upkeep 4 Credits 2 Alloys
+2 Housing
+2% Resources from Jobs
+4 BureaucratsTrade
Normal Planets get Market District
Upkeep 1 Credit
+2 Housing
+2% Trade Value
+3 Clerk Jobs
+2 Merchant JobsEcumenopolis get
Fortress
Normal Planets get Fortress District
Upkeep 1 Credit
+2 Housing
-5% Soldier Upkeep
+2 Soldiers JobsEcumenopolis get Heavy Fortress District
Upkeep 4 Credits 2 Alloys
+4 Housing
-10% Soldier Upkeep
+4 Soldiers JobsShipwright
Refinery
Normal Planets get Refinery District
Upkeep 1 Credit
+2 Housing
+1% Hyperfuel Technician Upkeep
+2 Hyperfuel Technician JobsEcumenopolis get Heavy Refinery District
Upkeep 4 Credits 2 Alloys
+2 Housing
+1% Hyperfuel from Jobs
+1% Hyperfuel Technician Upkeep
+2 Hyperfuel Technician JobsResearch
Normal Planets get Academy District
Upkeep 1 Credit
+2 Housing
+2% Researchers Output
+2 Researcher JobsEcumenopolis get University District
Upkeep 4 Credits 2 Alloys
+2 Housing
+2% Researchers Output
+4 Researcher Jobs
EcumenopoilsRuined Ecumenopolis
Designation Ruined Ecumenopolis -25% Building and District Upkeep
Rare Tech Ecumenopoils Restoration
Repairs a ruined Ecumenopoils
20,000 Minerals
2,500 Unity
7,000 Alloys
Rare Tech Planet Wide Urbanscaping
Ecumenopoils Construction
Requires planet to have 80 or more Pops
30,000 Minerals
3,000 Unity
10,000 Alloys
Megastructures
(Note The Death Star is under it's own section in the guide below the New Order.)
Hyperspace Relay Cost: 25 Influence 500 Alloys 250 Electronic Compounds
Speed up travel to other neighboring relays.
Upkeep: 2 Credits
XQ 2 Platform Cost: 1,250 Alloys 700 Electronic Compounds
Gives +6 Consumer Goods
Upkeep: 4 Credits 2 Hyperfuel
Can only be built in a system with a colorized planet
XQ 3
Requires Tech Advanced XQ Platforms
Upgrading XQ 2 to XQ 3 Cost: 2,000 Alloys 1250 Electronic Compounds
XQ 3 Produces 12 Consumer Goods and give +1% Trade Value
Upkeep 8 Credits 4 Hyperfuel
Asteroid Base Cost: 50 Influence 2,750 Alloys 1,500 Electronic Compounds
Get a Size 5 Asteroid Colony that start with 3 Pop
Designation Asteroid Base +15% Minerals and Strategic Resources -15% Miner Upkeep
Cloud City Cost: 150 Influence 4,000 Alloys 3,000 Electronic Compounds
Deep Space Station Cost: 150 Influence 4,000 Alloys 2,500 Electronic Compounds
ShipyardsThe normal Starbase shipyards can only build ships as large as cruisers large capital ships like Star Destroyers or Mon Calamari Star Cruisers can only be build at the mods new shipyards.
Planetary Shipyard Cost: 100 Influence 1,500 Alloys 1,000 Electronic Compounds
+5% Ship Build Speed
Upkeep 4 Credits
Orbital Shipyard Cost: 50 Influence 1,500 Alloys 1,000 Electronic Compounds
-15% Ship Build Cost
+25% Ship Build Speed
Upkeep 10 Credits
Minor Factions
Mechanically similar to Primitives from the base game. Invading them to join a empire is still possible but gives the Stellar culture Shock malus.
Tribute Mission
+5 Credits
+5 Minerals
+2 Consumer Goods
+2 Alloy
Research Efforts
+3 Research of all Research Types
Active Diplomacy When complete gives ownership of the planet without applying the Stellar culture Shock malus.
−5 Credits
−5 Food
−0.5 Influence
−1 Bacta
New Federations
Rebel Alliance available only to the Rebel AllianceLevel 1
+25% Trust Growth
-25% Border Friction
−25% Cohesion loss from ethics
Level 2
+1 Available Envoys
+15% Happiness
−15% Emergency FTL Risk
+15% Alliance Territory Speed
Level 3
+1 Planet Sensor Range
+2 Sensor Range
+5% Monthly Unity
+10% Diplomatic Weight
+2% Pop Growth Speed
+10% Army Damage
+10% Army Morale Damage
+100 Army Starting Experience
Level 4
Level 5
CoalitionLevel 1
−50% Divers Ethics Cohesion Penalty
Level 2
Additional Monthly Unity per Alliance Envoy
Research Agreements and Migration Pacts between members cost no Influence
−50% Cohesion Loss From Failed Vote
Level 3
+10% Monthly Unity
+50 Naval Capacity
President gets +1 Available Envoys
Level 4
Additional Monthly Unity per Alliance Envoy
+10% Diplomatic Weight
+5 Trade Protection
Level 5
+10% Monthly Unity
−10% Ship Upkeep
President gets +1 Alliance Influence Gain
Military Compact available to Militarist Ethic with Authoritarian EthicLevel 1
Only the leader can allow members to leave
Level 2
10% of Diplomatic Weight transferred to the president
President gets +5% Resources from Jobs, Establish Hegemony Wargoal
Level 3
-10% Ship Upkeep
+5% Ship Fire Rate
President gets +5% Resources from Jobs
Level 4
+1 Admiral Level Cap
−50% Cohesion Penalty For New Members
President gets +5% Resources from Jobs
Level 5
President gets +20% Naval Capacity, -10% Claim Cost, +1 Alliance Influence Gain
Commerce Alliance available to Materialist EthicLevel 1
+25% Research Sharing
+25% Trade Value
Level 2
+5% Trade Value
+5% Federation Research Agreement Speed
President Gets +20% Diplomatic Weight From Tech
Level 3
+5% Trade Value
+5% Federation Research Agreement Speed
Rare Tech Unlocked by a member appear at twice the normal rate.
Level 4
+5% Trade Value
+5% Federation Research Agreement Speed
+5% Research Speed
Level 5
+5% Trade Value
+5% Federation Research Agreement Speed
+1 Research Alternatives
Criminal Cartel available to Criminal HeritageLevel1
+25% Trade Value
+25% Outpost Value
Level 2
+5% Trade Value
+5% Resources From Jobs
-50% New Members Cohesion Loss
Level 3
+5% Trade Value
+5% Federation Research Agreement Speed
President get +1 Alliance Influence Gain
Level 4
+5% Trade Value
+5% Resources From Jobs
No Influence Cost For Research and Migration Agreement
Level 5
+5% Trade Value
+5% Federation Research Agreement Speed
+5% Fire Rate
Confederation available to Confederate RemnantLevel 1
Only the leader can allow members to leave
Level 2
10% of Diplomatic Weight transferred to the president
President gets +5% Resources from Jobs, Establish Hegemony Wargoal
Level 3
−10% Ship Upkeep
President gets +5% Resources from Jobs +20% Naval Capacity
Level 4
+50 Naval Capacity
+1 Admiral Level Cap
President gets +5% Resources from Jobs
Level 5
President gets −10% Claim Influence Cost, +1 Alliance Influence Gain, +20% Naval Capacity
Traditions
Galactic Empire TraditionsMoff Council
Adoption effect: -33% Blocker Clear Cost
Sector Moff: +2 Governor Level Cap
Grand Moff: +2 Ruler Level Cap
Imperial Assimilation: +50 Trust Cap
Imperialization: +33% Vassal Navel Capacity Contribution
Bleed Them Dry: +25% Subject Tax
Finisher effect: +30% Tech Sharing
COMPNOR (Commission for the Preservation of the New Order)
Adoption effect: +1 Max Rivals and Edict Imperial Order Campaign (+5% Happiness, +5 Stability, and +25% Governing Ethics Attraction
Imperial Enforcement: +10% Naval Capacity, +30 Fleet Command Limit
Collation for Progress: +25% Rivalry Influence Gain, +33% Trust Growth
Ubiqtorate: +1 Envoy
Imperial Frontier Initiative: +1 Building Slots
Imperial Security Bureau: +5 Trade Protection
Finisher effect: +1 Influence
Research
Adoption effect: +20% Anomaly Research Speed
Imperial Military Research
+5% Army Damage
-10% Army Upkeep
Special Projects Division
+1 Research Alternative
+2 Scientist Level Cap
Tarkin Initiative
+25% Leader Experience
+1 Leader Level Cap
Imperial Convection
-20% Researcher Upkeep
Overwhelming Firepower
+15% Ship Build Speed
+15% Planet Build Speed
Finisher effect: +5% Research Seed
Republic Loyalist TraditionsRebel Alliance
Adoption effect: -50% Diplomatic Influence Cost and Immigration Pop Growth
The Diplomacy tradition and Rebel Alliance tradition diplomacy influence cost reduction stack giving you influence free diplomacy.
Makeshift Armadas: +15% Naval Capacity, +30 Fleet Command Limit
Rebel Solidarity: +1 Envoy and Edict Rebel Sympathy Campaign (+5% Unity, +25% Governing Ethics Attraction, and +25% Diplomatic weight from Envoys
Rebel Connections: +1 Building Slots and can create Rebel outposts
Rebel Partisan Base: +6 Unity, +10% Branch Office Value
Rebel Scrapping Operation: +6 Alloys
Rebel Smuggling Base : +4 Credits and Minerals, +10% Branch Office ValueRecruit for the Cause: +2 Trade Protection, +1 Ruler Level Cap
Shared Supply Lines: +5% Ammunition, Electronic Component and Hyperfuel Jobs
Finisher effect: +50 Trust Cap, +33% Trust Growth
Mobility
Adoption effect: +25% Colony Development Speed
Need for Secrecy: -25% Colony Ship Cost and +2 Starbase cap
Naturally Adaptable: +5% Habitability and +1 Max Districts
Pocket Resistance: +25% Infiltration Speed and +1 Hostile Operation Difficulty
Rebel Intelligence: +1 Encryption and Codebreaking
Fleet Based Headquarters: -!0% Starbase Influence Cost
Finisher effect: -10% Empires Size
Mon Cal Design
Adoption effect: -10% Ship and Planet Build Cost
Mon Calamari Shipyards: +10% Ship and Planet Build Speed
Mon Calamari Ship Technicians: -5% Ship Upkeep and +10% Shield Hitpoints
Scavenge for Scrap: +5% Electronic Component and Alloys
Coveted City Ships: -10% Mon Calamari Ship Size Build Cost
Redundant Shield Generators: + .01% Daily Shied Regen
Finisher effect: +10% Consumer Good from Jobs
Separatist TraditionsHoldouts
Adoption effect: -5% Leader Upkeep, -10% Building Cost, Droid Assemble Factorys can be built on any planet
New Leadership: +1 Leader Pool and -5% Leader Cost
Off-World Assets: +20% Trade Value and +10% Consumer Goods from Jobs
Reactivated Foundries: +5% Electronic Components and +5% Monthly Alloys
Restored Shipyards: -5% Ship Upkeep and +10% Ship Experience
Improved Droid Schematics: +10% Droid Assembly Speed, +20% Assault Army Damage, +10% Defensive Army Health
Mandalorian ClansMandalmotors
Adoption effect: -10% Ship Build Cost, +10% Armour Hit Points
Mandal Design: +15% Ship Build Speed
Headquarters: -10% Building Cost, +10% Planet Build Speed, +5% Resources from Jobs
Improved Mass Drivers: +10% Kinetic Weapon Damage, +10% Kinetic Weapon Attack Speed
Testing Grounds: +10% Assault Army Damage, +10% Strikecraft Damage, +5% Research Speed
Heavy Ordinance: +10% Explosive Weapon Damage, +5% Explosive Weapon Attack Speed, -10% Mandalorian Destroyer Ship Cost
Finisher effect: +10% Alloys
Hutt and MandalorianBounty Hunters
Adoption effect: +1 Envoy
Inquisition: -20% Spy Network Decay. -10% Operation Cost
Trophy Collection: +3 Hostile Operation Difficultly, 25% Hostile Infiltration required
The Hunt: +3 Operation Skill
Information Gathering: +1 Encryption, +1 Codebreaking
Shadow Tailoring: +25% Infiltration Speed, +10 Max Intel
Finisher effect:
Ascension Perks
Institution Focus
See Institutions section for more detail
Media Control
+1 Influence
+10% Happiness
Understating The Galaxy
+2 Leader Level Cap
+25% Leader Experience
+25% Archaeology Excavation Speed
+1 Leader Pool Szie
Industrial Powerhouse
+10% Alloys
-10% Job Alloy Upkeep
Financial Sector
+10% Credits
-10% job Credits Upkeep
Mining Guilds
+10% Minerals
-10% Job Mineral Upkeep
Hyperspace Tracking
+3 Sensor Range
+3 Ship Hyperlane Detection Range
Commercial Focus
+10% Consumer Goods
-10% Job Consumer Goods Upkeep
Empire Decree
+100 Edict Fund
-20% Edict Cost
Adaptable AI
-10% Droid Upkeep
+10 Droid Assembly Speed
Droid Leaders
+10% Droid Output
Allows Droid Leaders
Edict Tactical Droid Search
Genetic Modifying
Tech Gene Tailoring
Cloning Concept
+5% Pop Growth Speed
Technology Cloning
Starfighter Focus
+15% Fighter Damage
Space Fortress
+25% Starbase Damage
+25% Starbase Hull Points
+10% Defense platform damage
+3 Defense platform cap
Turret Focus
+10% Turbolaser Damage
+10% Megamaser Damage
Heavy Ordinance Focus
+10% Explosive
+10% Bomber Damage
+10% Kinetic Damage
Special Institutions
The Institution menu can be accessed after unlocking by pressing Q or by clicking the Institution icon button on the left side of the screen
Each Institution give bonus modifiers for adoption, unlocks 2 buildings and give three abilities that cost influence.
Major Building can only be built on the capital
Minor Buildings can be built on up to 3 planets
Note Ruined Metropolis do not count for institution building Metropolis requirements.
The Delegation of 2000 available to Republic Loyalists+10% Monthly Unity
+1 Envoys
+10% Diplomatic Weight
Major Building: Senate Complex +1 Influence, Empire wide +5 Stability, +20% Envoy Improve Relation, +50 Trust Cap
Minor Building: Planetary Senate +5 Stability, +5% Happiness
Requires at least 6 city or Metropolis and 20 Pop to Build
Senate Envoys: Cost 50 Influence
+3 Envoys for 1 YearSenate Sanctions: Cost 75 Influence
Targeted Empire gets -45% diplomatic weight for 3 Years
Republic Loyalists gets +45% diplomatic weight for 3 YearsGood Relations: Cost 100 Influence
+300 Opinion with target empire
+25% Trust Growth with target empire
+50% Envoy Improve Relation
+25% Diplomatic Stance Impact
Alliance High Command available to Rebel Alliance+5% Ship Weapon Damage
+5% Ship Fire Rate
+10% Diplomatic Weight From Fleet Power
Major Building: Alliance high Command
+1 Influence
+5 Stability
+10 Naval Cap
Minor Building: Alliance Command Post
+1 Influence
+2 Unity
+15 Naval Cap
-15% Orbital Bombardment Damage
Hit and Run Tactics: Cost 50 Influence
+15% Ship Disengagement Chance
+25% Hyperspace Speed for 1 Year
Rebel Raids: Cost 75 Influence
Targeted Empire get -10% Special Resources, -5% Trade Value for 3 Years
Rebel Alliance gets +10% Special Resources, +5% Trade Value for 3 YearsLingering Rebellion: Cost 100 Influence
The Target Empire gets an uprising army on all planets with a Rebel Alliance Outpost
Congregation of Clans available to Mandalorian Clans+5% Ship Weapon Damage
+5% Ship Fire Rate
+2 Max Rivals
+10% Diplomatic Weight From Fleet Power
Major Building: City of Bones +1 Influence +10 Unity +10% Empire Happiness +5 Stability
Requires 30 Pop on planet
Gathering Recruits: Cost 50 Influence
+15% Pop Growth for 1 YearSabotage Operations: Cost 75 Influence
Targeted Empire get -10% Starbase Health, +20% Starbase Upkeep, and Reduced Damage for 3 YearsThe Great Crusade: Cost 100 Influence
+20% Army Damage and Morale for 5 Years
+10% Ship Speed and Ship Fire Rate for 5 Years
+15% Weapon Damage for 5 YearsThe Imperial High Command available to Galactic Empire+5% Monthly Alloys
+5% Diplomatic Weight
+5% Diplomatic Weight from Fleet Power
Major Building: COMPNOR Arcology +1 Influence, Empire wide +5 Stability, and +10 Base Intel
Minor Building: Moff Palace +5 Stability +5% Credits from Jobs
Requires at least 6 city or Metropolis and 20 Pop to Build
Empire Day Celebration: Cost 50 Influence
+10% Stability
+10% Unity ProductionImperial Confiscation: Cost 75 Influence
Targeted Empire gets +35% Ship Build Time and 15% Ship Build Cost
Galactic Empire gets -35% Ship Build Time and -15% Ship Build CostImperial Research Project: Cost 100 Influence
+25% Megastructure Build Speed
−25% Researcher Upkeep
+30% Engineering Research SpeedGrand Hutt Council available to Hutt Cartel+10% Spice Production
+15% Outpost value
+5% Diplomatic Weight
Major Building: Hutt Council Chamber +1 Influence, +5% Empire Trade Value, +15 Trade Value, +25 Crime
Requires 30 Pop on planet
Minor Building: Hutt Palace +15 Trade Value, +10 Crime
Requires 20 Pop on planet
Criminal Network: Cost 50 Influence
+15% Trade Value for a Year
+10% Outpost Output for a Year Deal with the Hutts: Cost 75 Influence
Reduces Crime on planets with Hutt Outpost for 3 Years
Get 2,500 Credit per Hutt Outpost on Target EmpireCriminal Uprising: Cost 100 Influence
The Target Empire gets an enemy army on all planets with a Hutt Outpost Size based on amount of crime on the planet.
The Directorship Board available to Corporate Sector Authority+2.5% Credits
+2.5% Minerals
+2.5% Food
+10% Trade Value
+10% Diplomatic Weight From Economy
Major Building: Executive Headquarters
+1 Influence, Empire Wide +5% Trade Value, +15 Planet Trad
Requires 30 Pop
Favorable Trade Deal: Cost 50 Influence
+5% Trade Value for 1 Year
+5% Special Resources for 1 YearBlockade: Cost 75 Influence
Target Empire gets -15% Trade Value and -15% Diplomatic Weight From Economy for 3 Years
Corporate Sector Authority gets +15% Trade Value and +15% Diplomatic Weight From Economy for 3 YearsDeals: Cost 25 Influence choice one of the following deals. Last for last 5 Years
Coralian Engineering Cooperative
-50 Crime
-50% Piracy Growth
+15 Trade ProtectionKuat Drive Yards
+25% Ship Build Speed
-20% Ship Build CostCybot Galactica
+3 Envoys
+50% Diplomatic Weight from EconomyServ-O-Droid
-25% Starbase Upkeep
-25% Ship Upkeep
-25% District Upkeep
-25% Building UpkeepDerarian Defense Conglomerate
+50% Defensive Army Morale
+50% Defensive Army Health
+50% Defensive Army Damage
+25% Home Territory Fire RateThe Separatist Council available to Confederate Remnant+2.5% Credits
+2.5% Minerals
+2.5% Food
+10% Trade Value
+10% Diplomatic Weight From Economy
Major Building: Separatist Senate +1 Influence, Empire wide +10% Droid Assembly Speed, +10 Stability, +5% Happiness
Minor Building: Separatist Holdout -50% Army Upkeep, -30% Bombardment Damage
Efficient Droids: Cost 50 Influence
+15% Droid Production Output for 1 YearBlockade: Cost 75 Influence
Targeted Empire gets -15% Trade Value and -15% Diplomatic Weight From Economy for 3 Years
Confederate Remnant gets +15% Trade Value and +15% Diplomatic Weight From Economy for 3 YearsWar Economy: Cost 100 Influence
+10% Alloy Production, -20% Ship Upkeep, -25% War Exhaustion, and +100 Navel Cap for 5 Years
Generic Institution
Other factions can choice one of 4 different Institution. Can switch Institution every 10 Years.
Military High Command+5% Weapon Damage
+5% Ship Fire Rate
+2 Max Rivals
+10% Diplomatic Weight From Fleet Power
Major Building: Military High Command
+1 Influence
+50 Navel Capacity
Requires 30 Pop
Minor Building: Planetary Command Center
+15 Navel Capacity
+15% Military Ethic Attraction
Requires 1 Garrison
Aggressive Expansion: Cost 50 Influence
Reduced Claim Cost by 60% for 1 YearShifting Power: Cost 75 Influence
Targeted Empire gets +25% Ship Build Time and 10% Ship Build Cost for 3 Years
Reduced +25% Faster Ship Build Time and 10% Reduced Ship Build Cost for 3 YearsWar Economy: Cost 100 Influence
+10% Alloys, -20% Ship Upkeep, -25% War Exhaustion and +100 Navel Capacity for 5 Years
Research Council+2% Research Speed
+5% Allie Research Sharing Speed
+10% Diplomatic Weight From Tech
Major Building: Galactic Congress Center
+1 Influence
-20% Researcher Upkeep
+10% Fanatic Materialist Attraction
Requires 30 Pop
Minor Building: Experimental Research Lab
+5% Researcher Output
Requires 5 Research Complexes
For Science!: Cost 50 Influence
-50% Researcher Upkeep for 1 YearStolen Blueprints: Cost 75 Influence
Targeted Empire get -5% Research Speed 3 Years
Get +5% Research Speed for 3 Years
Breakthough: Cost 100 Influence
Choice either Physics, Society, or Engineering to get +30% Research Speed
Other fields get -5% Research Speed for 5 YearsDiplomatic Corps+10% Unity
+1 Envoy
+10% Diplomatic Weight
Major Building: Ministry Of Foreign Affairs +1 Influence, +10% Trust Growth +10% Diplomatic Weight From Envoys, +15% Envoy Improve Relations
Requires 30 Pop
Minor Building: Foreign Affairs Office +10% Happiness, +5 Stability, +15% Xenophil Ethic Attraction
Requires 6 or more spices on planet
Diplomatic Outreach: Cost 50 Influence
-60% Border Friction for 1 Year
+30% Diplomatic Weight for 1 YearForeign Aid: Cost 75 Influence
Target Empire Planet gets +15% Stability and, +5% Happiness, for 3 Years
Get +15% Stability and +5% Happiness for 3 YearsDiplomatic Powerhouse: Cost 100 Influence
+100% Diplomatic Weight for 5 Years
-100% Border Friction for 5 Years
-100% Cohesion Penalty for Ethic Divergence for 5 YearsMinistry of Production+2.5% Credits
+2.5% Minerals
+2.5% Food
+20 Alliance Energy Production
+10% Diplomatic Weight From Economy
Major Building: Production Coordination Center+1 Influence, +5% Specialist Output, and +5,000 Alloy Storage
Requires 30 Pop
Minor Building: Supervisors Office +5% Worker Output and +15% Materialist Ethics Attraction
Profitable Trade: Cost 50 Influence
+15% Trade Value for 1 YearMarket Sanction: Cost 75 Influence
Target Empire gets +30% Market Fees For 3 Years
Get -30% Market Fees for 3 YearsMaximum Efficiency: Cost 100 Influence
+10% Station Output for 5 Years
-10% Market Fees for 5 Years
+10% Special Resources for 5 Years
+25% Output Value for 5 YearsCriminal Consortium available to Criminal Heritage+10% Spice Production
+15% Outpost Value
+5% Diplomatic Weight
Major Building: Consortium Palace +1 Influence Empire wide +15% Spice Mining, +25 Trade Value, and +25 Crime
Requires 30 Pop
Minor Building: Criminal Market +1 Spice, +30 Crime, +10 Stability
Requires 20 Pop
Criminal Network: Cost 50 Influence
+10% Trade Value for 1 Year
+15% Outpost Value for 1 YearDeal with a Crime Lord: Cost 75 Influence
-50 Crime on Criminal Outpost on Target Empire
Get 2,500 Credit per Outpost on Target EmpireCriminal Uprising: Cost 100 Influence
Spawns army on planets with an Outpost based on amount of crime
Cantina Tales
Cantina Tales can be turned on and off in the empire policy tab.
Abandoned Ship
Results: Free Corvette
Dead Gunguns
Results: Relic Globe Of Peace
Crashed Freighter
Results: Salvaged Freighter modifier +5% Hyeperfuel for 10 Years
Old Outpost
Abandoned Outpost Modifier +5% Electronic Compounds for 10 Years
Forgotten Station
Results: 500 Hyperfuel and Electronic Compounds
Research Station
Results: Impressive Engineering modifier +5% Engineering Research for 10 Years
Space Refinery
Results: Salvaged Freighter modifier +5% Hyeperfuel for 10 Years
Mineral Deposits Identified
Results: Mineral cache modifier +10% minerals for 10 Years
Spice Freighter
Results: Spice Freighter Content modifier +1 Spice +5% Spice Production
Zersium Composites
Results: Durasteel Asteroid Modifer +5% Alloys for 10 Years
The Lord Of Hunger
What hope could one ancient wreak have against are armada?
Results: Darth Nihilus ship the Ravager appears
Nihilus Annihilated
From dust to dust.
Reward: +5,000 Credits +5,000 Minerals
Relic Dark Nihilus Mask
Galactic Empire OnlyThe Informant:The Datapad
Pay the Informant -1,000 Credits
Results: The Informant: Locating The Datapad Time to bring swift justice to these outlaws.
Only a fool would make demands to the Empire
Results: The Informant: Imperial Torture An unfortunate, but necessary outcome
Force Ascension
Light Or Dark
You can choice either the light side to get Jedi leaders or the dark to get Sith leaders.
The Galactic Empire is unable to get Jedi or Sith Leaders
Pilgrimage Of The Force
After you pick a side you can get an event asking to search for Force sensitive leaders.
JediArrivel At Tython
The Light side take pilgrimages to Tython
Search for physical traces of the Jedi.
Search For Jedi Records.
Results There is no ignorance; there is knowledge.
Or
Ancient Jedi Texts
Results May they teach us Much
Next Step On The Training
Results What will these visions reveal?
Fear, The Mind Killer
Results The legacy of the Jedi is failure.
Delving Into The Ruins
Seek the histories
Archaeological Frustration
Results There is no passion there is serenity
Seek the Secrets
No Breakthroughs
Results The historians may find this intriguing
Search for echoes of the Jedi in the Force.
Echos In The Force
Results There is no chaos; there is harmony.
Echos Of Understand
Understand the Personal Connection
A Personal Fall
Results Power blinds, without the serenity to see.
Leader Dies
Understand the Philosophies of Ancient Master
The Wisdom Of The Masters
Results from knowledge, wisdom.
A Dark Vision
Results Worrying
Fear Of The Future
Results Unfortunate
Leader is gone forever, becoming a hermit.
There is no death the Is the force.
Results Leader gains the Jedi Knight trait and +1,000 Experience
I am one with the force, and the force is one with me.
Results Leader gains the Jedi Knight trait and +500 Experience
There is no darkness there is the light.
Results Leader gains the Jedi Knight trait and chance for random trait
Trait if leader is Governor
10% Gains Adaptability
10% Gains Resilient
10% Gains Stubborn
10% Gains Substance Abuser
10% Corrupt
10% Righteous
10% No other Trait
10% Architectural Interest
10% Intellectual
10% Environmental Engineer
Jedi Knight +25 Year Lifespan, +5% Experience Gain and other bonus depending on Leader type.
Governor Jedi Knight Trait
-15% Building Cost
+10% Happiness
+15 Stability
Scientist Jedi Knight Trait
+7% Anomaly Research Speed
+7% Archaeology Evacuation
+10% Research Speed
Admiral Jedi Knight Trait
General Jedi Knight Trait
SithArrival At Korriban
The Dark side take pilgrimages to Korriban.
Search for what remains of the old Sith Academy.
Results The Sith Academy
Spectral Choice
Accept their patronage and become their apprentice.
Results An Unworthy Apprentice Foolish worm Leader dies
Enter the Vault
Results Previously Plundered Unfortunate
Search for Sith Tombs.
Results
A Dark spirit
The Force shall set you free, spirit.
Results The Spirt Hungers The always find the weak.
A Sith needs no aid
Results The Tomb Collapses
Results Let adversity hone your anger.
Wandering The Outlands
Results Through strength, I gain victory.
Search for the ancient Great Temple.
Results Ruins Of The Sith Temple A dark place where few tread.
Entering The Sith Temple
Seek to master the dark power.
Results
Fear The Mind Killer
Results Such weakness is unacceptable.
Trapped In The Temple
Results Find an escape.
The Force Shall Set Me Free
Results What Trickery is this.
Seek powerful relics and Sith treasures.
Results Fruitless Searching Sith temples do not give up their secrets easily.
Proceed With Training
Results Peace is a lie; there is only passion.
Ambush!
Results Only the strong survive,
Begin The Final Challenge
Results The rite of ascension awaits.
The Sith Shrine
Results Enter the shrine.
The Code
Results I Know these words.
Into Darkness
Thought Victory my chains are broken. The Force shall set me free.
Results Leader gains the Sith trait and 1,000 Experience
Through Victory I an remade. The Force shall reshape me.
Results Leader gains the Sith trait and 500 Experience
Through Victory I gain rank. The Force shall elevate me.
Results Leader gains the Sith trait and Paranoid trait
Sith trait +25 Year Lifespan, +5% Experience Gain and other bonus depending on Leader type.
Governor Sith Trait
Scientist Sith Trait
+7% Anomaly Research Speed
+5% Research Speed
+5% Military Theory Research
+5% Propulsion Research
+5% Field Manipulation ResearchAdmiral Sith Trait
General Sith Trait
Relics
Dark Nihilus Mask
Passive: +5% Unity
Active: Force Leaching Bombardment Stance
Hammer Station
Passive: +15,000 Alloys Storage +15,000 Electronic Storage +15,000 Ammunition Storage
Activation Cost: 3,000 Unity
Active: Fire an asteroid at targeted planet destroying it.
Coordinates of the Katana Fleet
Passive: +10% Engineering Research
Activation Cost: 3,000 Unity
Active: Try to capture a Katana Dreadnought
Get 4 Katana Dreadnought class cruiser
Or
Upgraded the old Katana Dreadnought
Only allowed past mid game year
-1,250 Alloy -250 Ammunition -250 Electronic Compounds
4 Upgraded Katana Dreadnought class cruiser
Empress Teta's Crown Jewels
Passive: +5% Unity, +25% Leader Experience Gain, +5% Diplomatic Weight
Activation Cost: 3,000 Unity
Active: +15% Trade Value and 5% Credits for 10 Years
Globe Of Peace
Passive: +5% Unity and +10% Diplomatic Weight
Activation Cost: 3,000 Unity
Active: +10% Trade Value, +25% Trade Attractiveness -25% Border Friction for 10 Years
Isotope-5 Reactor
Passive: +30 Credits
Activation Cost: 3,000 Unity
Active: +25% Credits for 10 Years
Mosaic of the Ones
Passive: +100% Ethics Shift Chance, +50 Unity, +100% Governing Ethic Attraction
Activation Cost: 3,000 Unity
Active: +25% Monthly Influence for 10 Years
Rur Crystal
Passive: +15% Droid Output
Activation Cost: 3,000 Unity
Active: Disrupts a neighboring empires droids
Mandalore Mask
PrecursorsRakatan
Special Project Secrets Of The Rakatan Cost 12,000 Engineering Research
Completion Unlocks Research Option Rakatan Starforge Cost 12,000 Engineering Research
Starforge Construction Site Cost 5,000 Alloys, 2,500 Electronics Components, 1,800 Days
Kwa
Special Project Secrets Of The Kwa Cost 12,000 Engineering Research
Completion Unlocks Research Option Kwa Infinity Gate, Kwa Field Manpiuation
Infinity Gate Construction Site Cost 5,000 Alloys, 2,500 Electronics Components, 1,800 Days
Celestilals
Special Project Secrets Of The Celestilals Cost 3,000 Physics Research
Rewards Relic Mosaic of the Ones
Zeffo
Special Project Secrets Of The Zeffo Cost 3,000 Society Research
Last Records Of The Zeffo modifier +25% Unity, +25% Society Research
Unlocks Research Option A General Theory Of Star Wars
+1 Ascension perk, Unlocks Unity Ambition Edicts
Technology
Shield Specialization
Regenerative
Reinforced
Ion Cannon Specialization
Increased Fire Rate +5% Attack Speed
Or
Increased Power +5% Damage
Turbolaser Specialization
Increased Fire Rate +5% Attack Speed
Or
Increased Power +5% Damage
Maser Specialization I
Increased Fire Rate +5% Attack Speed
Or
Increased Power +5% Damage
Ships Specialization gives a buff to Hull or Build Speed must be research for each ships class (Corvette , Frigate, Destroyer, Cruiser, Heavy Cruiser, Battle Cruiser) .
Ship Specialization I
Enhanced Hull
+10% Hull
Shared Blueprints
+15% Build Speed
Sgip Specialization II
Advanced Integrated Plates
+10% Hull
Advanced Construction Templates
+15% Build Speed
Corvette Specialization I
Corvette Specialization II
Frigate Specialization I
Frigate Specialization II
Destroyer Specialization I
Destroyer Specialization II
Cruiser Specialization I
Cruiser Specialization II
Heavy Cruiser Specialization I
Heavy Cruiser Specialization II
Battle Cruiser Specialization I
Battle Cruiser Specialization II
Rakghoul serum
Can now remove Rakghoul infection from a plant.
Generic Army
T-2 HoverTank: Cost 10 Credits 50 Alloys 20 Ammunition 10 Electronic Components
Damage: 1.5 - 3
Collateral Damage: 110%
Upkeep: 1.2 Credit .2 Ammunition
2-M Hover Tank: Cost 40 Credits 120 Alloys 20 Ammunition 40 Electronic Components
Damage: 3.9 - 7.8
Collateral Damage: 130%
Upkeep: 3 Credit 1 Ammunition
T-3B Tank: Cost 35 Credits 60 Alloys 20 Ammunition 30 Electronic Components
Damage: 3 - 6
Collateral Damage: 120%
Upkeep: 2.5 Credit 1.2 Ammunition
HAVw A6 Juggernaut: Cost 60 Credits 80 Alloys 20 Ammunition 15 Electronic Components
Damage: 1.56 - 3.12
Collateral Damage: 150%
Upkeep: 1.5 Credit .4 Ammunition
MLC-3 Light Artillery Tank: Cost 80 Credits 80 Alloys 25 Ammunition 30 Electronic Components
Damage: 5.2 - 10.5
Collateral Damage: 500%
Upkeep: 2.5 Credit 2 Ammunition
Storm IV Twin-Pod Cloud Car: Cost
Damage: 2.10 - 4.2
Collateral Damage: 150%
Upkeep: 2 Credit 1 Ammunition .5 Electronic Components
Turbostrorm Gunship: Cost
Damage:
Collateral Damage:
Upkeep:
Tech Salvaged AT-HE
Salvaged AT-HE: Cost
Damage:
Collateral Damage: 250%
Upkeep: 4 Credit 1.6 Ammunition
Tech Advanced Armies
MPTL Artillery: Cost
Damage:
Collateral Damage 700%
Upkeep 2.5 Credit 2 Ammunition
Tech Elite Assault Units
Mandalorian Mercenary: Cost 200 Credits 120 Minerals
Damage:
Collateral Damage: 120%
Upkeep: 4.5 Credits 0.3 Ammunition
SPHA-T Artillery : Cost
Damage:
Collateral Damage: 250%
Upkeep: 2 Credits 1.6 Ammunition
Tech Special Forces
Bounty Hunters: Cost 200 Credits 100 Minerals
Damage:
Collateral Damage: 10%
Upkeep: 2 Credits 0.4 Ammunition
Galactic Empire Army
Stormtrooper: Cost 15 Credits 130 Minerals
Damage: 2.53 - 5.07
Collateral Damage: 100%
Upkeep: 1 Credit .1 Ammunition
AT-ST: Cost 20 Credits 40 Alloys 10 Ammunition 10 Electronic Components
Damage: 2.34 - 4.68
Collateral Damage: 110%
Upkeep: 1.2 Credit .2 Ammunition
Tie Striker: Cost 100 Credit 120 Alloy 10 Ammunition 20 Electronic Components
Damage: 4.87 - 9.75
Collateral Damage: 120%
Upkeep: 2 Credit 1 Ammunition .5 Electronic Components
Tech Advanced Armies
Shock Trooper: Cost 30 Credits 150 Minerals
Damage:
Collateral Damage: 120%
Upkeep: 2 Credit .2 Ammunition
AT-AT: Cost 120 Credit 160 Alloys 40 Ammunition 60 Electronic Components
Damage:
Collateral Damage: 300%
Upkeep: 5 Credit 1.2 Ammunition
SPM Artillery: Cost 100 Credits 8 Alloy 30 Ammunition 20 Electronic Components
Damage:
Collateral Damage: 800%
Upkeep: 3 Credit 2 Ammunition
Lambda Shuttle Gunship: Cost 120 Credit 160 Alloy 30 Ammunition 40 Electronic
Components
Damage:
Collateral Damage: 200%
Upkeep: 3.5 Credit 1.5 Ammunition 0.8 Electronic Components
LAAT Gunship: Cost 120 Credit 140 Alloy 20 Ammunition 30 Electronic Components
Collateral Damage: 200%
Upkeep: 3.5 Credit 1.4 Ammunition 0.6 Electronic Components
Tech Advanced Walker
Advanced AT-ST: Cost 20 Credits 70 Alloys 20 Ammunition 10 Electronic Components
Damage:
Collateral Damage: 110%
Upkeep: 1.5 Credit 0.4 Ammunition
Advanced AT-AT : Cost 150 Credits 200 Alloys 50 Ammunition 60 Electronic Components
Damage:
Collateral Damage: 400%
Upkeep: 7 Credit 1.6 Ammunition
Elite Assault Units
Dark Trooper Cost 250 Minerals 5 Alloy
Damage:
Collateral Damage: 200%
Upkeep: 4.5 Credit 0.3 Ammunition
SPH Artillery: Cost 200 Credits 120 Alloy 60 Ammunition 40 Electronic Components
Damage:
Collateral Damage: 1000%
Upkeep: 5 Credit 2.4 Ammunition
Tech Special Forces
Honor Guard Cost: 100 Credits 100 Minerals
Damage:
Collateral Damage: 0%
Upkeep: 0.8 Ammunition
Limited to 3 at a time
Storm Commando Cost: 45 Credits 150 Minerals
Damage:
Collateral Damage: 10%
Upkeep: 2 Credit 0.4 Ammunition
Shadow Commando Cost: 60 Credits 190 Minerals 5 Electronic Components
Damage:
Collateral Damage: 10%
Upkeep: 4 Credit 0.6 Ammunition
Republic Loyalist Army
Rebel Trooper: Cost 130 Minerals
Damage: 1.65 - 3.3
Collateral Damage: 100%
Upkeep: .9 Credit .1 Ammunition
T47 Airspeeder: Cost
Damage: 3.45 - 6.9
Collateral Damage: 120%
Upkeep: 2 Credit 1 Ammunition .5 Electronic Components
Tech Advanced Walker
T-4B Modified Heavy Tank
Damage:
Collateral Damage 300%
Upkeep 5 Credit 1.6 Ammunition
Tech Advanced Armies
Assault Troopers
Damage:
Collateral Damage 100%
Upkeep 1.8 Credit 0.2 Ammunition
Legacy At-TE
Damage:
Collateral Damage 250%
Upkeep 4 Credit 1.4 Ammunition
MPTL Aritllary
Collateral Damage 700%
Upkeep 2.5 Credit 2 Ammunition
Elite Assault Units
Heavy Assault Troopers
Collateral Damage 150%
Upkeep 3.8 Credit 0.3 Ammunition
MPTL2
Collateral Damage 800%
Upkeep 4 Credit 2.4 Ammunition
Separatist Army
Corporate Enforcer: Cost 10 Credits 140 Minerals
Damage: 2.76 - 5.52
Collateral Damage: 120%
Upkeep: 1.1 Credit .1 Ammunition
AAT-1 Tank: Cost 60 Credits 80 Alloys 20 Ammunition 30 Electronic Components
Damage: 6.24 - 12.48
Collateral Damage: 200%
Upkeep: 3 Credit 1.2 Ammunition
B1 Battle Droid: Cost 80 Credits 20 Alloys 4 Electronic Components
Damage: 1.92 - 3.84
Collateral Damage: 100%
Upkeep: .3 Credit .1 Ammunition
DSD1 Dwarf Spider Droid: Cost
Damage: 2.4 - 4.8
Collateral Damage: 180%
Upkeep: 1.2 Credit .2 Ammunition
Tech Advanced Battle Droids
Super Tank Cost:
Damage:
Collateral Damage 500%
Upkeep 6 Credit 1.6 Ammunition
Vulture Droid Cost:
Damage:
Collateral Damage 200%
Upkeep 2 Credit 1 Ammunition .5 Electronic compounds
Advanced Armies
Heavy Mercenary Battalion Cost: 130 Credits 100 Minerals
Damage:
Collateral Damage: 180%
Upkeep: 2.5 Credit 0.2 Ammunition
Mechanized Assault Flyer Cost:
Damage:
Collateral Damage: 200%
Upkeep: 2.5 Credit 1.5 Ammunition 0.8 Electronic Components
B2 Battel Droid Cost: Cost 120 Credits 50 Alloys 14 Electronic Components
Damage:
Collateral Damage 200%
Upkeep 2 Credit 0.2 Ammunition
OG-9 Spider Droid Cost:
Damage:
Collateral Damage 200%
Upkeep 3 Credit 1.4 Ammunition
Salvaged AT-TE: Cost 100 Credits 160 Alloys 60 Ammunition 50 Electronic Components
Damage:
Collateral Damage: 250%
Upkeep: 4 Credit 1.4 Ammunition
Elite Assault Units
SD-K4 Assassin Droid Cost 120 Credits 80 Alloys 40 Electronic Components
Damage:
Collateral Damage: 50%
Upkeep: 5 Credit 0.6 Ammunition
IG Assassin Droid Cost 200 Credits 100 Alloys 30 Electronic Components
Damage:
Collateral Damage: 20%
Upkeep: 6 Credit 0.6 Ammunition
Tech Special Forces
BX Commando Droids Cost 80 Credits 60 Alloys 20 Electronic Components
Damage:
Collateral Damage: 50%
Upkeep: 2.5 Credit 0.4 Ammunition
Magnaguard Cost 150 Credits 120 Alloys 40 Electronic Components
Damage:
Collateral Damage: 0%
Upkeep: 3 Credit 0.8 Ammunition .2 Electronic Components
Limited to 3 at a time.
Bounty Hunter Cost 100 Credits 200 Credits 100 Minerals
Damage:
Collateral Damage: 10%
Upkeep: 2 Credit 0.4 Ammunition
Mandalorian Army
Mandalorian Warrior: Cost 15 Credits 130 Minerals
Damage: 3.41 - 6.82
Collateral Damage: 100%
Upkeep: 1 Credit .1 Ammunition
Mandalorian Auxiliary: Cost 25 Credits 170 Minerals 20 Alloys
Damage: 2.47 - 4.95
Collateral Damage: 110%
Upkeep: 1.2 Credit .2 Ammunition
MHT-1 Tank: Cost
Damage:
Collateral Damage:
Upkeep:
MHA Artillery: Cost
Damage:
Collateral Damage:
Upkeep:
Mandalorian Skyfighter: Cost
Damage: 5.85 - 11.7
Collateral Damage: 200%
Upkeep: 3 Credit 1 Ammunition .5 Electronic Components
Tech Advanced Armies
Mandalorian Jet Warrior: Cost 30 Credits 150 Minerals
Damage:
Collateral Damage: 120%
Upkeep: 2 Credit 0.2 Ammunition
MHT-1 Tank: Cost 35 Credits 60 Alloys 20 Ammunition 20 Electronic Components
Damage:
Collateral Damage: 130%
Upkeep: 3 Credit 1.2 Ammunition
MHA Artillery: Cost 100 Credits 140 Alloys 50 Ammunition 20 Electronic Components
Damage:
Collateral Damage: 800%
Upkeep: 3 Credit 2.4 Ammunition
Tech Salvaged AT-HE
MHT-2 Tank: Cost 120 Credits 90 Alloy 40 Ammunition 50 Electronic Components
Damage:
Collateral Damage: 200%
Upkeep: 4.5 Credit 1.4 Ammunition
Elite Assault Armies
Mandalorian Protector: Cost 70 Credits 240 Minerals 5 Alloys
Damage:
Collateral Damage: 120%
Upkeep: 4 Credit 0.3 Ammunition
Tech Special Forces
Mandalorian Commando: Cost 45 Credits 150 Minerals
Damage:
Collateral Damage: 10%
Upkeep: 2 Credit 0.4 Ammunition
Mandalorian Super Commando: Cost 60 Credits 100 Minerals 40 Alloys 5 Electronic Components
Damage:
Collateral Damage: 10%
Upkeep: 4 Credit 0.6 Ammunition
Hutt Army
(Tip Gamorrean make excellent soldiers)
Hutt Cartel Gang Cost: 10 Credits 125 Minerals
Damage: 1.8 - 3.6
Collateral Damage: 100%
Upkeep: 1 Credit .1 Ammunition
Hutt Barge Cost: 10 Credits 20 Alloys 10 Ammunition 5 Electronic Compounds
Damage: 1.5 - 3
Collateral Damage: 100%
Upkeep: 1 Credit .2 Ammunition
WLO-5 Tank: Cost 30 Credits 60 Alloys 20 Ammunition 30 Electronic Components
Damage: 2.85 - 5.7
Collateral Damage: 150%
Upkeep: 2.5 Credit 1.2 Ammunition
Sandspeeder: Cost
Damage: 2.7 - 5.4
Collateral Damage: 150%
Upkeep: 2 Credit 1 Ammunition 0.5 Electronic Components
Artillery Barge: Cost 80 Credits 80 Alloys 25 Ammunition 20 Electronic Components
Damage: 6 -12
Collateral Damage: 500%
Upkeep: 2.5 Credit 2 Ammunition
Advanced Armies
Hutt Elite Mercenary Cost: 10 Credits 125 Minerals
Damage: 2.1 - 4.2
Collateral Damage: 150%
Upkeep: 2 Credit .2 Ammunition
Salvaged AT-TE: Cost 100 Credits 160 Alloys 60 Ammunition 50 Electronic Components
Collateral Damage: 250%
Upkeep: 4 Credit 1.4 Ammunition
Elite Assault Armies
Hutt Dashade Mercenary Cost: 110 Credits 200 Minerals 5 Alloys
Damage: 2.4 - 4.8
Collateral Damage: 200%
Upkeep: 4 Credit .3 Ammunition
Special Forces
Cartel Saboteur: Cost 70 Credits 120 Minerals
Damage:
Collateral Damage: 300%
Upkeep: 2 Credit 0.4 Ammunition
Cooperate Sector Authority Army
Espos Trooper: Cost 15 Credits 130 Minerals
Damage: 1.72 - 3.45
Collateral Damage: 100%
Upkeep: 1 Credit .1 Ammunition
Advanced Armies
Espos Elite Troopers: Cost 30 Credits 150 Minerals
Damage:
Collateral Damage: 120%
Upkeep: 2 Credit .2 Ammunition
R-41 Starchacer: Cost 110 Credits 160 Alloys 20 Ammunition 30 Electronic Components
Damage:
Collateral Damage: 150%
Upkeep: 3 Credit 1.5 Ammunition 0.8 Electronic Components
Elite Assault Armies
Epos State Guard: Cost 220 Minerals 5 Alloys
Damage:
Collateral Damage: 150%
Upkeep: 4 Credit .3 Ammunition
Special Forces
Espos SpecOps: Cost 45 150 Minerals
Damage:
Collateral Damage: 10%
Upkeep: 2 Credit .4 Ammunition
Corellian Security Army
CORSEC Agent: Cost 5 Credits 120 Minerals
Damage: 1.72 - 3.45
Collateral Damage: 100%
Upkeep: .9 Credit .1 Ammunition
Assault Troopers: Cost
Damage:
Collateral Damage:
Upkeep:
VCX Starfighter: Cost 100 Credits 140 Alloys 30 Ammunition 20 Electronic Compounds
Damage:
Collateral Damage: 150%
Upkeep: 2 Credit 1.5 Ammunition .5 Electronic Compounds
Elite Assault Units
Heavy Assault Trooper: Cost 30 Credits 200 Minerals
Damage:
Collateral Damage: 150%
Upkeep: 3.8 Credit .3 Ammunition
Special Forces
Corellian Infiltrators: Cost 45 Credits 130 Minerals
Damage:
Collateral Damage: 10%
Upkeep: 2 Credit .4 Ammunition
Chiss Ascendancy Army
Mercenary: Cost 110 Credits 70 Minerals
Damage: 1.98 - 3.96
Collateral Damage: 100%
Upkeep: 1.5 Credit .1 Ammunition
Infantry Support Vehicle: Cost 50 Credits 50 Alloys 10 Ammunition 5 Electronic Compounds
Damage: 1.65 - 3.3
Collateral Damage: 110%
Upkeep: 1.2 Credit .2 Ammunition
Hapes Consortium Army
Hapan Soldier: Cost 120 Minerals
Damage: 2.52 - 5.04
Collateral Damage: 100%
Upkeep: 1 Credit .1 Ammunition
Fountain Gunner: Cost 20 Credits 145 Minerals
Damage:
Collateral Damage: 100%
Upkeep: 1.9 Credit .2 Ammunition
Fountain Elite: Cost 30 Credits 245 Minerals
Damage:
Collateral Damage: 150%
Upkeep: 3.9 Credit .3 Ammunition
Fountain Support Vehicle: Cost 10 Credits 50 Alloys 10 Ammunition 5 Electronic Components
Damage: 2.31 - 4.62
Collateral Damage: 110%
Upkeep: 1.2 Credit .2 Ammunition
Fountain Repulsor Tank: Cost 35 Credits 60 Alloys 20 Ammunition 30 Electronic Components
Damage: 4.83 - 9.66
Collateral Damage: 120%
Upkeep: 2.5 Credit 1.2 Ammunition
Miy'til Fighter: Cost
Damage: 4.83 - 9.66
Collateral Damage: 180%
Upkeep: 2.5 Credit 1 Ammunition .5 Electronic Components
Special Forces
Hapan Royal Guard: Cost 100 Credits 100 Minerals
Damage:
Collateral Damage: 0%
Upkeep: .8 Ammunition
Limited to 3 at a time
Galactic Empire
Galactic Empire CivicsThe New Order
-20% Empire Size Effect
+20% Diplomatic Weight From Fleets
Clone Wars Victor
+1 Admiral Level Cap
+30 Fleet Command Limit
+20 Navel Capacity
Starting LeadersEmperor Palpatine ruler of the Galactic Empire gets 2 scripted traits and 2 random
Dark Lord of the Sith
+15% Ethics Attraction
+5 Stability
+3 Leader Level Cap
+25% Experience
Immortal “The Dark Side of the Force is a pathway to many abilities some consider to be unnatural.”
First Emperor of the Galactic Empire
+20 Diplomatic Acceptance
+10% Diplomatic Weight
+50 Edict Fund
Starts at level III
Gilad Pellaeon
Clone War Veteran -50% Ship Upkeep
Immortal
Starts at Level IV
Wullf Yularen
Clone War Veteran -50% Ship Upkeep
Immortal
Starts at Level IV
Wilhuff Tarkin
Clone War Veteran -50% Ship Upkeep
Immortal
Starts at Level IV
Darth Vader
Dark Lord of the Sith
Immortal “The Dark Side of the Force is a pathway to many abilities some consider to be unnatural.”
Starts at Level III
Starting PlanetsCoruscant Size 24 Ecumenopolis
Ruined Jedi Temple
-5 StabilityA rare tech Imperial Place Plans that lets you clear the Jedi Temple off Coruscant and build the Imperial Place. Gives +5 Stability to Coruscant.
The Underworld
-1 Max Districts
+10 CrimeQueen of the Core
+3 Trade ValueGalactic Senate Building
-10% Empire Size Effect
+1 Max DistrictCoCo Town
+1 Trade ValueUscru District
+10% Unity From Jobs500 Replica
+1 UnityFederal Distinct
+ 2 HousingThe Works
+4 MineralsGrand Medical Facility
+5% Pop Growth Speed
Anaxes Size 15 Continental World
Anaxes War Collage
+10% Ship Experience Gain
+2 Physics and Engineering Research
Corulag Size 15 Mangrove World
Abersaith Canyon
+10% Society Research From Jobs
Kuat Size 16 Continental World
Kuat Drive Yards
+5% Armor Hit Points
+10% Engineering Research
Comes with an Orbital Shipyard
Rendili Size 12 Continental World
Rendill StarDrive
-5% Ship Upkeep
+10% Physics Research
Carida Size 16 Cascadian World
Carida Academy
+100 Army Experiance
+5 Society Research
Hesperidum Size 9 Atoll World
Vandor III Size 13 Mangrove World
Girzmallt Size 13 Lake World
Axum Size 16 Ecumenopolis
Daver Kuat Size 16 Lake World
BuildingsImperial Detention Center (Replaces Prison Complex)
+4 Enforcer Jobs
+10 Stability
Upkeep 4 Credits
New Order Mechanic And The Galactic Civil War.
"And the Jedi rebellion has been foiled. The remaining Jedi will be hunted down and defeated. The attempt on my life has left me scarred and deformed, but I assure you my resolve has never been stronger. In order to ensure the security and continuing stability, the Republic will be reorganized into the first Galactic Empire! For a safe and secure society!" Supreme Chancellor Palpatine
Ascension perks that works similar to the Nemesis DLC crisis ascension perk you gather menace and unlock special projects that let you progress through 5 tiers.
Like the base game crisis empire the Galactic Empire can use the Bring Into Fold casus belli to vassalize empires.
The New Order The New Order Ascension Perk unlocks Special Project Spreading The New Order cost society research.
New Age After completing Special Project The New Order unlocks tier 2 Preparations
Prospecting When you reach Tier 2 New Order unlocks Special Project Mining for Kyber crystals cost 8,000 engineering research
Successful Harvest After completing Special Project Mining for Kyber unlocks tier 3 Dark Force Rising after completing Mining for Kyber crystals.
Can now research Massive Scale Space Construction engineering research
Massive Scale Space Construction Completing Massive Scale Space Construction is required for The Death Star.
Dark Force RisingWhen you reach tier 3 New Order unlocks Special Project Dark Machinations cost society research.
Long Live The Empire After completing Special Project Dark Machinations unlocks tier 4 Galactic Threat.
Get Tech Fear Keeps Them In Line
Unlocks Component Fear Keeps Them In Line
-10% Evasion
-10% Ship Fire Rate
-10% Shield Regen
-10% Accuracy
-10% Disengagement Chance
Can now research Orbital Battle Station Logistics society research
Rebellion When you reach tier 4 Galactic Threat unlocks Special Project Rebellion
Stardust After completing Special Project Rebellion unlocks tier 5 Armed and Operational
Can now research Orbital Battle Station Energy Generator physics research
The Death Star
Tech Massive Scale Space Construction
Required to start construction.
DS-1 Orbital Battle Station Construction Stage
Cost 200 Influence 10,000 Alloys 5,000 Electronic Components 2,500 Kyber Crystals
Take 3,600 days to build
Upkeep 6 Credits 1 Influence
Tech Orbital Battle Station Logistics
Required to construction Exoskeleton and Outer Hull.
DS-1Orbital Battle Station Exoskeleton
Cost 200 Influence 25,000 Alloys 7,500 Electronic Components
Take 3,600 days to build
DS-1 Orbital Battle Station Outer Hull
Cost 200 Influence 40,000 Alloys 15,000 Electronic Components
Take 3,600 days to build
Tech Orbital Battle Station Energy Generator
Required to construction Station Dish and Finishing Touches
DS-1 Orbital Battle Station Dish
Cost 250 Influence 1,000 Agrocite 3,000 Kyber Crystals
Take 720 days to build
DS-1 Orbital Battle Station Finishing Touches
Cost 5,000 Alloys 5,000 Hyperfuel 5,000 Ammunition 5,000 Electronic Components
Take 360 days to build
Galactic Empire Events
Enforcers For Hire
Bounty Hunters? We don't need their scum.
Or
Mercenaries? We could use their skill.
-1,500 Alloys
+1 Mandalorian Pop
Or
Ensure the Mandalorians are well paid. They might have their uses still.
-4,000 Credits
+2 Mandalorian Pops
We Need Workers
Enslave Aliens
Results Unrest Spreads
Worker Shortage -5% Worker output
More Slaves +5% Slave output
Or
Results Aliens Enslaved
+500 Unity and get Stable Empire modifier +5 Stability for 5 Years
Invest in Propaganda 500 energy
Results Propaganda Worked
Loss 20 Influence and get New Workers modifier +10% Worker output for 10 years
Or
Propaganda Failed
Results This is bad
Worker Shortage modifier Give -2.5% Worker output for 5 years
Unhappy Population
A Random Planet will want Consumer Goods
Give Nothing
Results
-5% happiness for 5 years
Or
Riots destroy a building on the planet
Give 500 Consumer Goods
Results
Pirates steal the goods -5% happiness on planet for 5 years
Or
Get 100 influence and 1,000 Unity
Resource Shortage
We can buy some from the Hutts
Results Alloys Acquired
-750 Credits +300 Alloys Galactic Empire opinion of Hutt Cartel +50
Or
We Can't afford it now.
Results Production Lines Stopped -10% Ship Build Speed for 3 Years
Corrupt Moff
Leave him be
Results One of your Governors get the corrupt trait +25 Crime
Send him to prison!
Results Get 50 influence
Forbidden Disruptors
Give them to the army
Results Stable Empire Modifier Give 5 Stability
Disruptors Distributed Modifier +15% Army Damage for 10 years
Or
Store them under constant guard
Results Stolen Disruptors Modifier -5% Happiness +25 Crime
Rising Underworld
We don't have time to deal with petty criminals
Results Pirate sighted spawn 5 pirate corvettes
Hire more police officers -1,800 Credits
Results Crime Boss Arrested Modifier one random planet gets -30 Crime for 10 years and +100 Influence
Cruiser Prototype
Do it! -1,200 Minerals -250 Alloys
Results Prototype Built After 8 Years get a Escort Carrier at Kuat
We can't afford it now.
Results Prototype Abandoned -20 Unity
Tarkin Ask For Funding
He has enough funds
Results Cancelled Project modifier -5% research speed for 10 years
We should help him -2,000 Credits
Results After 5 Years Improved Torture Droids +5 Stability for 10 Years and +1 Influence
Bacta Production Plan
Increase the tax
Results People Are Angry
Do it!
Results Improved Healthcare modifier +5% Happiness Pop Growth Speed +2%
No, Bacta is are priority
Results Increased Bacta production modifier +10% Bacta For 5 Years
Increased Taxes modifier -5% Happiness for 5 Years
Our Bacta production is good enough for now
Results Governor Angry -100 Influence
Old Ships
Send them to the scrapyards of Bracca
Results Who could have stolen a Venator Scrapeyards of Bracca modifier +5 Monthly Alloys for 5 Years
Let's fix them they served us well -1,000 Alloys
Results It's ok -500 Minerals Get 2 Venators at Coruscant
Extensive Raids
Do it!
Results No Rebels Found
They will be fine Empire Raids modifier -2.5% Happiness and -10 Crime for 5 Years
Or
We can't risk the negative feedback
Results Raids Denied -50 Influence
Jedi Spotted
Blockade the planet until she is turned over to the Empire
Results Planet gets Blockade modifier -75% Trade Value and -75% Food from jobs for 5 Years
Where's is your force now, Jedi
Results Empire wide Jedi Killed by Population modifier +10% Military Ethics Attraction and +50 Influence
Starving modifier Planet gets -30% Governing Ethics Attraction for 5 Years
Send in a team to kill her
Results You have 200 Days to send a transport with a General to the planet
Results
We don't have time for this
Results Planet gets Jedi Stays In Power modifier -100% Governing Ethics Attraction +50% Spiritualist Ethics Attraction +50% Pacifist Ethics Attraction for 10 Years
Promising Officer
Good.
Results Get a free Admiral
Galactic Empire Ships
Type-1 Imperial Ship Designs
Armour Hit Points+10%
Shield Hit Points +10%
Turbolaser Weapon Damage +15%
Ion Weapon Damage +10%
Accuracy -5%
Ship Upkeep +20%
Ship Fire Rate -10%
Strike Craft Damage -10%
Cr90 Corvette
4 H9 Laser Cannons
2 H9 Dual Turbolasers
Tech Republic Era Support Ship
Arquitens Frigate
2 Turbolasers
4 Quad Turbolasers
2 Missile or Torpedo Slots
Victory Mark 2 Escort Cruiser
8 Turbolasers
2 Heavy Turbolasers
4 Ion Cannons
1 Tie Squadron
Tech Republic Era Capital Ships
Dreadnought Heavy Cruiser
8 Dual Light Turbolasers
14 Quad Turbolasers
4 Long Range Turbolasers
2 Missile or Torpedo Slots
1 Tie Squadron
Acclamaor Assault Ship
24 Quad Laser Cannons
6 Quad Turbolasers
4 Missile or Torpedo Slots
Venator Star Destroyer
8 Light Turbolasers
2 Dual Turbolasers
8 DBY-827 Turbolasers
4 Missile or Torpedo Slots
4 Tie Squadrons
2 Tie Bomber Squadrons
Tech Rise of the Empire Era Corvettes
Customs Corvette
4 Quad Laser Cannons
7 Dual Turbolasers
Tech Rise of the Empire Era Frigates
Nebulon-B Frigate
10 RH8 Laser Cannons
8 X17 Turbolasers
Ton-Falk Escort Carrier
4 Quad Laser Cannons
6 Dual Turbolasers
2 Tie Squadrons
1 Tie Bomber Squadron
Tech Rise of the Empire Era Cruisers
Kontos Cruiser
13 Dual Light Turbolasers
9 Quad Turbolasers
2 Dual Turbolasers
Broadside Missile Cruiser
4 Turbolasers
10 Missile or Torpedo Slots
Victory-I Star Destroyer
20 Light Turbolasers
6 Heavy Light Turbolasers
8 Missile or Torpedo Slots
1 Tie Squadron
1 Tie Bomber Squadron
Tech Rise of the Empire Era Capital Ships
Imperial-I Star Destroyer
20 Dual Light Turbolasers
7 Triple Turbolasers
6 Heavy Dual Turbolasers
2 Heavy Dual Ion Cannons
10 NK-7 Ion Cannons
Procursator Pocket Star Destroyer
20 Dual Light Turbolasers
8 Quad Turbolasers
3 Heavy Triple Turbolasers
6 Missile or Torpedo Slots
Allegiance Battelcrusier
10 Dual Light Turbolasers
20 Quad Turbolasers
12 Heavy Quad Turbolasers
3 Heavy Bail Ion Cannons
6 Missile or Torpedo Slots
10 NK-7 Ion Cannons
Tech Rebellion Era Corvettes
Vigil Heavy Corvette
5 Dual Turbolasers
3 Heavy Dual Turbolasers
Raider Advanced Corvette
2 Light Turbolasers
6 Turbolasers
3 Missile or Torpedo Slots
Tech Rebellion Era Frigates
Lancer Advanced Frigate
30 Quad Laser Cannons
Velox Advanced Frigate
6 Light Turbolasers
6 Dual Turbolasers
6 Heavy Dual Turbolasers
Tech Rebellion Era Cruisers
Gladiator Advanced Cruiser
8 Quad Turbolasers
4 Missile or Torpedo Slots
4 NK-7 Ion Cannons
1 Tie Squadron
1 Tie Bomber Squadron
Vindicator Light Carrier
10 Dual Light Turbolasers
11 Quad Turbolasers
4 Long Range Turbolasers
2 Tie Squadrons
2 Tie Bomber Squadrons
Victory-II Star Destroyer
20 Light Turbolasers
6 Heavy Turbolasers
6 Ion Cannons
1 Tie Squadron
1 Tie Bomber Squadron
Tech Rebellion Era Capital Ships
Imperial-II Star Destroyer
20 Dual Light Turbolasers
3 Triple Turbolasers
8 Octuple Turbolasers
14 NK-7 Ion Cannons
5 Tie Squadrons
2 Tie Bomber Squadrons
Titan Battlecruiser
10 Dual Light Turbolasers
4 Triple Turbolasers
20 Octuple Turbolasers
4 Heavy Bail Ion Cannons
10 NK-7 Ion Cannons
6 Tie Squadrons
2 Tie Bomber Squadrons
Tech Fleet Tenders
?
Tech Interdictor
?
Tech Heavy Interdictor
Immobilizer 418 Heavy Interdictor
10 Dual Light Turbolasers
8 Quad Turbolasers
4 Missile or Torpedo Slots
3 Tie Squadrons
1 Tie Bomber Squadrons
Interdictor Star Destroyer
Dominator Interdictor Star Destroyer
10 Dual Light Turbolasers
8 Triple Turbolasers
6 Octuple Turbolasers
10 NK-7 Ion Cannons
4 Tie Squadrons
2 Tie Bomber Squadrons
Advanced Capital Ships
Bellator Heavy Dreadnought
12 Turbolasers
24 Heavy Turbolasers
12 Dual Ion Cannons
3 Tie Squadrons
1 Tie Bomber Squadrons
Tech Super Star Destroyer
+100 Naval Cap
+20 Fleet Command
Executor Super Star Destroyer
22 Heavy Quad Turbolasers
15 Ultra Heavy Dual Turbolasers
12 Missile or Torpedo Slots
24 Heavy Quad Bail Ion Cannons
4 Tie Squadrons
3 Tie Bomber Squadrons
StrikecraftTie Fighter
Tie Bomber
Carrier Operations
Tie Interceptor
Improved Strikecraft
Tie Hunter
Tie Torpedo Bomber
Advanced Strikecraft
Tie Defender
Golan I Defense Platform
28 DBY-827 Turbolasers
6 Missile or Torpedo Slots
2 Dual Ion Cannons
1 Tie Squadron
1 Tie Bomber Squadron
Golan II Defense Platform
Golan II Defense Platform
36 DBY-827 Turbolasers
10 Missile or Torpedo Slots
4 Dual Ion Cannons
1 Tie Squadron
1 Tie Bomber Squadron
Golan III Defense Platform
48 DBY-827 Turbolasers
14 Missile or Torpedo Slots
6 Dual Ion Cannons
1 Tie Squadron
1 Tie Bomber Squadron
Republic Loyalist
Republic Loyalist CivicsRebel Sympathies
+5% Resources From Jobs
-10% Governing Ethics Attraction
+1 Envoy
Idyllic Charm
+15% Food
Starting LeaderMon Mothma ruler of the Republic Loyalist
Immortal
Starts at level III
Starting PlanetsDantooine Size 24 Continental World
Khoonda Plains
+2 Agriculture District
+1 Mining District
Ithor Size 15 Mangrove World
Homeworld to Ithorians
Fall of Dessiar
+10% Unity From Jobs
+3 Agriculture DistrictMother Jungle
+10% Society Research
+2 Agriculture District
+1 Mining District
House of the Healers
+5% Pop Growth Speed
Cathor Hills
+2 Agriculture District
+1 Mining District
+2 Unity
Borgo Prime Size 12 Asteroid
G'wenee Size 17 Ruined Ecumenopolis
Fedje Size 12 Forrest world
Nam'ta Size 12 Cloud City
Borgo Prime Size 12 Asteroid Base
Republic Loyalist Events
Rebel Raid On Kuat
Rearm them, we need as many combat vessels as we can get.
Results
Contact a shipwright sympathetic to our cause, we will trade them one
Results
We do not need combat vessels. Purchase medical suits to replace the
Results Nebulon B Hospitals modifier +10% Society Research for 2 Years
Hutt Cartel Smuggler
Take his cargo
Or
Results -100 Influence -40 Hutt Cartels Opinion of Republic Loyalist
Let him pass
Results +50 Hutt Cartels Opinion of Republic Loyalist
Imperial Spy Cruiser
Attack the Cruiser
Results Captured Spy Cruiser modifier +5% Research Speed for 2 Years
or
Not good...
-150 Influence -200 Unity
Or
We can't risk it
Results Mission failed. Will get them next time. -75 Influence, -100 Unity
Rebel Engineering Expert
Try to free them
Results Perfect
Modifier New Advanced Engineers +10% Sunlight Speed and +10% Engineering Research for 2 Years
or
Could be worse -150 Credit, -75 Electronic Components, -50 Republic Loyalist Opinion of Galactic Empire, New Engineers modifier +10% Sunlight Speed for 2 Years
Don't provoke the empire
Results Nothing
Zygerrian Transport
Investigate it
Results Free Them
Get a Pop on Capital
Random Empire get Opinion+90 Opinion of Republic Loyalist
Zygerrian Slaver State's Opinion -50 Opinion of Republic Loyalist
Or
Results They had something to hide -150 Influence, -50 Zygerrian Slave State's Opinion of Republic Loyalist
Let it go
Results We missed are chance to save them -150 Influence, -250 Unity
Stolen Venator
Stripe the ship for parts
Results Good +500 Alloys, +75 Ammunition, +100 Electronic Components
Send it to another cell
Results Glad to help +250 Influence, +1,250 Unity
Keep it -250 Influence
Results Get one Venator
Corrupt Imperial Admiral
Contact the Admiral
Results Great -400 Credits Corrupt Imperial Admiral modifier +15% Trade Value for 2 Years
Or
Inform the Empire
Results Could be worse +30 Galactic Empire Opinion of Republic Loyalist
Imperial Propaganda Station
Spread the message
Results Nice +150 Influence
Or
Results This is a disaster! -250 Credits -150 Influence
Don't even try it
Results Not Good -75 Influence
New Production Techniques
Try to hack it
Results Great New Production Techniques modifier +2.5% Credits and Minerals for 2 Years
Or
Don't risk it
Results A dark day for the rebellion -100 Influence
Republic Loyalist Ships
Type-1 Mon Calamari Ships Design
+10% Accuracy
+10% Ion Weapon Damage
+10% Strike Craft Damage
+20% Shield Hit Points
-10% Hulls Hit Points
-20% Armour Hit Points
-!0% Turbolaser Weapon Damage
CR90 Corvette
4 H9 Laser Cannons
2 H9 Dual Turbolasers
Tech Republic Era Support Ship
Pelta Frigate
3 Light Turbolasers
6 Turbolasers
2 Heavy Turbolasers
Victory Mark 2 Escort Cruiser
8 Turbolasers
2 Heavy Turbolasers
4 Ion Cannons
1 V-Wing Squadron
Tech Republic Era Capital Ships
Dreadnought Heavy Cruiser
8 Dual Light Turbolasers
14 Quad Turbolasers
4 Long Range Turbolasers
2 Missile or Torpedo Slots
1 V-Wing Squadron
MC75 Star Cruiser
8 Light Turbolasers
8 Turbolasers
4 Heavy Turbolasers
4 Missile or Torpedo Slots
4 Ion Cannons
2 V-Wing Squadrons
1 Y-Wing Squadron
Tech Rise of the Empire Era Corvettes
Hammerhead Corvette
2 Heavy Turbolasers
1 Mounted Turbolasers
Tech Rise of the Empire Era Frigates
Nebulon-B Frigate
10 RH8 Laser Cannons
8 X17 Turbolasers
Quasar Support Carrier
4 Light Turbolasers
4 Turbolasers
2 Heavy Turbolasers
2 V-Wing Squadrons
2 Y-Wing Squadrons
Tech Rise of the Empire Era Cruisers
MC40 Cruiser
12 Light Turbolasers
8 Turbolasers
2 Heavy Turbolasers
2 Missile or Torpedo Slots
1 V-Wing Squadron
Assault Frigate I Heavy Cruisers
10 Light Turbolasers
10 Turbolasers
10 Heavy Turbolasers
Tech Rise of the Empire Era Capital Ships
MC80a Star Cruiser
10 Heavy Turbolasers
8 Ion Cannons
4 V-Wing Squadrons
2 Y-Wing Squadrons
Tech Rebellion Era Corvettes
DF20 Heavy Corvette
6 Dual Light Turbolasers
4 Dual Turbolasers
2 Missile or Torpedo Slots
Dornean Advance Corvette
8 Turbolasers
2 Missile or Torpedo Slots
Tech Rebellion Era Frigates
Nebulon-B 2 Advance Frigate
12 RH8 Laser Cannons
12 X17 Turbolasers
MC30c Advance Heavy Frigate
10 Turbolasers
2 Heavy Turbolasers
8 Missile or Torpedo Slots
Tech Rebellion Era Cruisers
Liberator Advance Cruiser
6 Heavy Turbolasers
4 Ion Cannons
4 V-Wing Squadrons
2 Y-Wing Squadrons
Duantless Light Cruiser
8 Heavy Turbolasers
6 Ion Cannons
2 V-Wing Squadrons
2 Y-Wing Squadrons
Assault Frigate II Advance Heavy Cruisers
Tech Rebellion Era Capital Ships
MC80 Liberty Star Cruiser
14 Heavy Turbolasers
10 Ion Cannons
2 V-Wing Squadrons
1 Y-Wing Squadron
MC80 Independence Advance Battlecruiser
12 Turbolasers
12 Heavy Turbolasers
8 Dual Ion Cannons
4 V-Wing Squadrons
2 Y-Wing Squadrons
Tech Fleet Tenders
MC55 Fleet Tender
Tech Interdictor
CC-7700 Interdictor
6 Light Turbolasers
4 Turbolasers
4 Heavy Turbolasers
1 Missile or Torpedo Slots
Advanced Capital Ships
Bellator Heavy Dreadnought
12 Turbolasers
24 Heavy Turbolasers
12 Dual Ion Cannons
3 Fighter Squadrons
1 Bomber Squadrons
StrikecraftV Wing
Y-Wing Bomber
Carrior Opperations
Z97 Squadron
Improved Strikecraft
A Wing Squadron
B Wing Bomber
Advanced Strikecraft
X Wing Squadron
Separatist
Confederate Remnant CivicsSeparatist Sympathies
-20% Empire Size Effect
+10% Edict Fund
-25% Resentment Cost
Clone War Losers
-15% War Exhaustion
-1 Admiral Level Cap
-10 Fleet Command Limit
Starting PlanetsEnarc Size 24 Continental World
Gamor Size 15 Ruined Ecumenopolis
Milagro Size 16 Ruined Ecumenopolis
New Cov Size 13 Tropical World
Christophsis Size 16 Crystalline World
Christophsis Crystal Caves
+1 Generator District
+2 Mining Districts
Farstine Size 13 Desert World
Adapted World
+30% Habitability
Falleen Size 14 Tropical World
Homeworld of the Falleen
Bannistar Station Size 12 Station
Separatist Events
Separatist Ships
Type-1 Separatist Ship Design
+10% Ship Weapon Damage
+10% Ship Fire Rate
+20% Ship Hull Points
-15% Ship Upkeep
-10% Accuracy
-10% Shield Hit Points
-15% Armour Hit Points
-10% Evasion
Lupus Corvette
6 Light Turbolasers
2 Missile or Torpedo Slots
Tech Republic Era Support Ship
Pinnace Frigate
4 Light Turbolasers
6 Turbolasers
2 Heavy Turbolasers
Wavecrest Cruiser
10 Turbolasers
2 Heavy Turbolasers
2 Missile or Torpedo Slots
1 Droid Fighter Squadron
1 Droid Bomber Squadron
Sabaoth Support Cruiser
18 Light Turbolasers
8 Turbolasers
2 Droid Fighter Squadrons
Tech Republic Era Capital Ships
Munificent Heavy Cruiser
12 Light Turbolasers
14 Dual Turbolasers
2 Prow Heavy Light Turbolasers
2 Ion Cannons
2 Droid Fighter Squadrons
Bulwark Battleship
8 Heavy Turbolasers
6 Ion Cannons
Recusant Light Destroyer
8 Light Turbolasers
20 Dual Turbolasers
6 Heavy Dual Turbolasers
1 Prow Heavy Light Turbolasers
2 Ion Cannons
2 Droid Fighter Squadrons
Providence Destroyer
12 Turbolasers
4 Heavy Turbolasers
4 Heavy Turbolasers
2 Ion Cannons
4 Droid Fighter Squadrons
2 Droid Bomber Squadrons
Tech Rise of the Empire Era Corvettes
Diamond Corvette
10 Light Turbolasers
2 Turbolasers
Tech Rise of the Empire Era Frigates
Nebulon-B Frigate
10 RH8 Laser Cannons
8 X17 Turbolasers
Tech Rise of the Empire Era Cruisers
Broadside Missile Cruiser
4 Turbolasers
10 Missile or Torpedo Slots
Bulk Class Heavy Cruiser
30 Light Turbolasers
10 Heavy Turbolasers
Tech Rise of the Empire Era Capital Ships
DH-Omni Supply Ship
24 Light Turbolasers
4 Turbolasers
4 Heavy Turbolasers
4 Missile or Torpedo Slots
4 Ion Cannons
4 Droid Fighter Squadrons
2 Droid Bomber Squadrons
Lucrehulk Battelcrusier
Carrier Variant
20 Heavy Quad Turbolasers
6 Droid Fighter Squadrons
2 Droid Bomber SquadronsBattleship Variant
28 Heavy Quad Turbolasers
Tech Rebellion Era Corvettes
DP20 Heavy Corvette
6 Dual Laser Cannons
4 Dual Turbolasers
2 Missile or Torpedo Slots
Marauder Advance Corvette
Heavy Laser Variate
4 Turbolasers
2 Heavy TurbolasersMissile Variate
4 Turbolasers
4 Missile or Torpedo Slots
Tech Rebellion Era Frigates
Nebulon-B 2 Advance Frigate
12 RH8 Laser Cannons
12 X17 Turbolasers
Vengeance Advanced Heavy Frigate
4 Quad Turbolasers
4 Mounted Mass Drivers
Tech Rebellion Era Cruisers
Liberator Advance Cruiser
6 Heavy Turbolasers
4 Ion Cannons
4 Droid Fighter Squadrons
2 Droid Bomber Squadrons
Captor Light Carrier
14 Heavy Turbolasers
2 Droid Fighter Squadrons
1 Droid Bomber Squadron
Assault Frigate I I Advance Heavy Cruisers
8 Light Turbolasers
10 Turbolasers
8 Heavy Turbolasers
4 Ion Cannons
Tech Rebellion Era Capital Ships
Keldabe Advanced Destroyer
8 Dual Mass Drivers
24 Heavy Dual Turbolasers
8 Missile or Torpedo Slots
Tech Fleet Tenders
?
Tech Interdictor
CC-7700 Interdictor
6 Light Turbolasers
4 Turbolasers
4 Heavy Turbolasers
1 Missile or Torpedo Slots
Advanced Capital Ships
Subjugator Dreadnought
20 Turbolasers
20 Heavy Turbolasers
2 Ion Pulses
2 Missile or Torpedo Slots
4 Droid Fighter Squadrons
3 Droid Bomber Squadron
StrikecraftScarab Droid Squadron
Hyena Droid Bomber
Carrier Operations
Vulture Droid Squadron
Improved Strikecraft
Tri-Droid Squadron
Skipray Bomber
Advanced Strikecraft
R-41 Squadron
Mandalorian Clans
CivicsReso'narel
-10% War Exhaustion
+10% Habitability
+10% Armor Hit Point
Warrior Culture
Replace Entertainer with Duelist who turn alloys into Unity and Amenities, +20% Army Damage
Special EdictMandalorian Crusade Campaign
+25% Army Damage
+25% Collateral Damage
+25% Bombardment Damage
+25% Army Experience Gain
Mandlorian Clans
Each Clan desire land
You can go into the agreements and click on the Clan Symbol to interact with the clan or go to the Factions tab and click mange factions
Loyal Mandlorian Clan
Tier 1 Gives +5 Unity
Tier 2 Gives +10 Unity
Tier 3 Gives +15 Unity
Starting PlanetsMandalore Size 24 Desert World
MandalMotors
+5% Ship Fire Rate
+10% Engineering Research From Jobs
+5 Mining DistrictsSundari
+5 Moisture Farm Districts
+6 Amenities
+12 Edict FundMandalore Banking Center
+5% Trade Value
+5% Credits from Jobs
-2.5% Job Upkeep
+4 Generator DistrictsRoyal Academy of Government
+4 Of Each Research
+5% Research from Jobs
Kelita
+10% Food from Jobs
+8 Amenities
+4 Moister Generators Districts
Empire Modifier +2.5% Happiness
Kyrimorut
+20% Defensive Army Health
+10% Defensive Army Moral
+5% Unity from Jobs
-25% Orbital Bombardment Damage
Mine of Mandalore
+10% Mineral from Jobs
+4 Mining Districts
Empire Modifier +5% Alloys
Kalevala Size 16 Outback World
Museum of Mythos
+2.5% Happiness
+6 Amenities
Empire Modifier +2.5% Unity from Jobs
Concordia Size 7 Tepui World
Adapted World
+30% Habitability
Mandallia Size 14 Swamp World
Adapted World
+30% Habitability
Concord Dawn Size 12 Desert World
Krownest Size 13 Alpine World
Adapted World
+30% Habitability
Ordo Size 14 Desert World
Zanbar Size 8 Swamp World
Jakelia Size 16 Forest World
Gargon Size 12 Continental World
Adapted World
+30% Habitability
Mandalorian Clans Events
Enforcers For Hire
Our Loyalty can not be bought!
+500 Unity
Refused the Empire Modifier for 20 years
+10% Army Build Speed
+10 Monthly Unity
-50 Galactic Empire;s opinion of the Mandalorian Clans
Our beaker needs to be in our forge, not the Empire's!
+1,000 Alloys
1 Mandolorian Pop resettled to Coruscant
+50 Galactic Empire's opinion of the Mandalorian Clans
A few extra credits never killed anyone.
-500 Unity
+4,000 Credits.
2 Mandolorian Pop resettled to Coruscant
+50 Galactic Empire's opinion of the Mandalorian Clans
Clan Donation
Accept the gift.
+10 Minor Artifacts
+24 Society Research
Purchase the remainder.
-1,000 Credits
+60 Minor Artifacts
+73 Society Research
Seize the artifacts for the Mandalorian Clans.
+60 Minor Artifacts
+73 Society Research
-30 Loyalty of a clan and -50
opinion
Proposal
A Garrison of troops is already too much. No deal.
Inquire further. Perhaps a deal is reasonable
Results
Inquiry
This might be good for us.
Results
Benefactors
-500 Unity
+100 Galactic Empire's opinion of the Mandalorian Clans
Clans that want an alliance with the Galactic Empire get +40 Loyalty and +100 opinion of the Mandalorian Clans
Or
Theses terms are unacceptable!
Fate of the Darksaber
Special Project Hunt for the Darksaber
Tools For The Armorer
Craft a new Set.
+250 Unity
-500 Credits
-500 Alloys
Results
No reward need
+300 Unity
Or
We Would be honored
-500 Alloys
Results
General Gains Newly Forge Armour Trait
Beskar smithing at its finest!
+10 Year Leader lifespan
+1 Leader Level Cap
+25% Leader Experience Gain
-25% Leader Upkeep.
Donate some of are tools.
-500 Alloys
We don't have are resources.
Clan Victorious In Combat Tournament
+1,000 Experience for a leader
Clan Relation Improved
+100 Between Opinion Mandalorian Clanss.
Clan Raids Against an Empire
Spoils of the battle
Raided Empire gets -50 opinion of the Mandalorian Clans
+239 Minerals
+61 Alloys
+41 Electronic Components
1 Clan Gains
+30 Minerals
+15 Alloys
+15 Electronic Components
Or
Return it.
-30 1 Clan gets loyalty
-50 1 Clan gets opinion
Mandalorian Ships
Type-1 Mandalorian Ship Design
+20% Armour Hit Points
+5% Accuracy
+10% Explosive Weapon Damage
+5% Kinetic Weapon Damage
-15% Shield Hit Points
+15% Ship Upkeep
-5% Turbolaser Weapon Damage
-5% Ion Weapon Damage
Jehavey'ir Corvette
2 Light Turbolasers
1 Missile or Torpedo slot
2 Heavy Ion Cannons
Tech Republic Era Support Ship
Kiltirin Frigate
5 Quad Ball Turbolasers
Victory Mark 2 Escort Cruiser
8 Turbolasers
2 Heavy Turbolasers
4 Ion Cannons
1 Fighter Squadron
Tech Republic Era Capital Ships
Kyramud Heavy Crusier
4 Old Heavy Turbolasers
10 Missile or Torpedo slots
2 Heavy Ion Cannons
2 Fighter Squadron
1 Kyr'galaar Bomber Squadron
Lictor Assault Ship
10 Quad Turbolasers
4 Missile or Torpedo slots
Centurion star destroyer
6 Light Turbolasers
10 Turbolasers
6 Missile or Torpedo slots
6 Ion Cannons
3 Fighter Squadrons
1 Kyr'galaar Bomber Squadron
Kandosii Destroyer
10 Light Turbolasers
11 Old Heavy Turbolasers
11 Concussive Heavy Missiles
3 Fighter Squadrons
1 Kyr'galaar Bomber Squadron
Tech Rise of the Empire Era Corvettes
Karyt Corvette
2 Dual Turbolasers
2 Heavy Turbolasers
Tech Rise of the Empire Era Frigates
Nebulon-B Frigate
10 RH8 Laser Cannons
8 X17 Turbolasers
Tech Rise of the Empire Era Cruisers
Protector Missile Cruiser
10 Quad Turbolasers
6 Missile or Torpedo slots
4 Heavy Ion Cannons
Tech Rise of the Empire Era Capital Ships
Aggressor Destroyer
16 Dual Light Turbolasers
16 Dual Mass Drivers
17 Heavy Dual Turbolasers
2 Fixed Plasma or Ion Cannons
Lucrehulk Battelcrusier
Carrier Variant
20 Heavy Quad Turbolasers
6 Fighter Squadrons
2 Kyr'galaar Bomber Squadrons[/list]
Battleship Variant
28 Heavy Quad Turbolasers
Tech Rebellion Era Corvettes
DP20 Heavy Corvette
6 Dual Laser Cannons
4 Dual Turbolasers
2 Missile or Torpedo slots
Crusader Advanced Corvette
6 Light Turbolasers
4 Dual Turbolasers
Tech Rebellion Era Frigates
Teroch Advanced Frigate
5 Turbolasers
5 Haevy Turbolasers
2 Missile or Torpedo slots
2 Fighter Squadrons
Nebulon-B2 Advanced Frigate
12 RH8 Laser Cannons
12 X17 Turbolasers
Vengeance Advanced Heavy Frigate
4 Quad Turbolasers
4 Mounted Mass Drivers
Tech Rebellion Era Cruisers
Beviin Advanced Cruiser
10 Heavy Dual Mass Drivers
10 Missile or Torpedo slots
1 Fighter Squadron
Beroya Advanced Heavy Cruiser
8 Light Turbolasers
4 Turbolasers
8 Heavy Turbolasers
4 Ion Cannons
4 Missile or Torpedo slots
1 Fighter Squadron
1 Kyr'galaar Bomber Squadron
Tech Rebellion Era Capital Ships
Keldabe Advanced Destroyer
8 Dual Mas Drivers
25 Heavy Dual Turbolasers
8 Heavy Rocket Launchers
8 Ion Cannons
3 Fighter Squadrons
1 Kyr'galaar Bomber Squadron
Tech Fleet Tenders
?
Tech Interdictor
CC-7700 Interdictor
6 Light Turbolasers
4 Turbolasers
4 Heavy Turbolasers
1 Missile or Torpedo Slots
Advanced Capital Ships
Sol'yc Verd Heavy Dreadnought
12 Turbolasers
24 Turbolasers
12 Ion Cannons
3 Fighter Squadrons
1 Kyr'galaar Bomber Squadron
StrikecraftGladiator Assault Fighter
Kyr'galaar Bomber
Carrier Operations
Starviper Squadron
Improved Strikecraft
Cabur Squadron
Kyr'galaar Bomber II
Advanced Strikecraft
Fang Squadron
Hutt Cartel
CivicsHutt Cartel
+25% Spice Production
+5% Slave Output
Hutt Elite
+1 Leader Level Cap
Special EdictHutt Intimidation Campaign
+25% Cruller Happiness
+25% Specialists Happiness
+10% Worker Output
+20% Slave OutputStarting PlanetsNal Hutta Size 24 Tropical World
Jiguuna
+1 Generator District
+1 Mining DistrictEastern Grime
+1 Agriculture District
+1 Mining DistrictNar Shaddaa Size 10 Ecumenopolis
Undercity +10 Crime
Nal Yeshu Size 11 Crag World
Nar Hekka Size 12 Frigid World
Nar Bo Sholla Size 12 Savanna World
Adapted World
+30% Habitability
Du Hutta Size 15 Tropical World
Circumtor Size 15 Ring World
Gamorr Size 14 Tropical World
Homeworld of Gamorreans
Rorak IV Size 15 Ruined Ecumenopolis
Toydaria Size 12 Swamp World
Homeworld of Toydarians
Gos Hutta II Size 14 Tropical World
Sleheyron A Size 14 Searing World
Nar Kreeta A Size 12 Mesa World
Ilos Size 13 Continental World
Homeworld of Ilosians
Hutt Criminal OutpostsHutt Criminal Haven
+15 Navel Capacity
+100 Army Experience
Upkeep 2 Credits 1 Spice
+50 Crime
+5 Trade Value
+1 Solider Job
Hutt Criminal Hub
+10 Credits and +3 Spice
Upkeep 2 Credits
+50 Crime
+10 Amenities
+10% Outpost Value
Hutt Mining Enterprise
+10 Minerals
Upkeep 1 Credit 1 Spice
+40 Crime
+10% Miner from jobs
Hutt Outreach Office
+6 Unity
Upkeep 2 Credits 1 Spice
+50 Crime
+10% Unity from jobs
Hutt Research Labs
+6 To all Research
Upkeep 2 Credits 1 Spice
+50 Crime
+10% Researcher Output
Hutt Savaging Yards
+6 Alloys
Upkeep 2 Credits 1 Spice
+40 Crime
+5 Trade Value, + 5% Alloys from jobs
Hutt Weapon Smuggling Ring
+2 Hyperfuel, Ammunition, and Electronic Components
Upkeep 2 Credits 1 Spice
+10% Outpost Value
+50 Crime
Hutt Cartel Events
Hutt Cartel Ships
CR90 Corvette
4 H9 Laser Cannons
2 H9 Dual Turbolasers
Tech Republic Era Support Ship
Pelta Frigate
3 Light Turbolasers
6 Turbolasers
2 Heavy Turbolasers
Victory Mark 2 Escort Cruiser
8 Turbolasers
2 Heavy Turbolasers
4 Ion Cannons
1 Fighter Squadron
Tech Republic Era Capital Ships
Dreadnought Heavy Cruiser
8 Dual Light Turbolasers
14 Quad Turbolasers
4 Long Range Turbolasers
2 Missile or Torpedo Slots
1 Fight Squadron
Centurion Star Destroyer
6 Light Turbolasers
10 Turbolasers
6 Missile or Torpedo slots
6 Ion Cannons
3 Fighter Squadrons
1 Bomber Squadrons
Recusant Light Destroyer
8 Light Turbolasers
20 Dual Turbolasers
6 Heavy Dual Turbolasers
1 Prow Heavy Turbolaser
2 Ion Cannons
2 Fighter Squadrons
Tech Rise of the Empire Era Corvettes
Scurge Corvette
3 Turbolasers
2 Heavy Turbolasers
Tech Rise of the Empire Era Frigates
CG273 Heavy Frigate
6 Turbolasers
4 Heavy Turbolasers
2 Missile or Torpedo slots
Tech Rise of the Empire Era Cruisers
Broadside Missile Cruiser
4 Turbolasers
10 Missile or Torpedo Slots
Bulk Class Heavy Cruiser
30 Light Turbolasers
10 Heavy Turbolasers
Tech Rise of the Empire Era Capital Ships
Lucrehulk Battelcrusier
Carrier Variant
20 Heavy Quad Turbolasers
6 Fighter Squadrons
2 Bomber SquadronsBattleship Variant
28 Heavy Quad Turbolasers
Tech Rebellion Era Corvettes
DP20 Heavy Corvette
6 Dual Laser Cannons
4 Dual Turbolasers
2 Missile or Torpedo slots
Crusader Advanced Corvette
6 Light Turbolasers
4 Dual Turbolasers
Tech Rebellion Era Frigates
Vengeance Advanced Heavy Frigate
4 Quad Turbolasers
4 Mounted Mass Drivers
Tech Rebellion Era Cruisers
Liberator Advanced Heavy Cruiser
6 Heavy Turbolasers
4 Ion Cannons
4 Fighter Squadrons
2 Bomber Squadrons
Beroya Advanced Heavy Cruiser
8 Light Turbolasers
4 Turbolasers
8 Heavy Turbolasers
4 Ion Cannons
4 Missile or Torpedo slots
1 Fighter Squadron
1 Bomber Bomber Squadron
Tech Rebellion Era Capital Ships
Keldabe Advanced Destroyer
8 Dual Mas Drivers
25 Heavy Dual Turbolasers
8 Heavy Rocket Launchers
8 Ion Cannons
3 Fighter Squadrons
1 Bomber Bomber Squadron
Tech Fleet Tenders
?
Tech Interdictor
CC-7700 Interdictor
6 Light Turbolasers
4 Turbolasers
4 Heavy Turbolasers
1 Missile or Torpedo Slots
Advanced Capital Ships
Bellator Heavy Dreadnought
12 Turbolasers
24 Heavy Turbolasers
12 Dual Ion Cannons
3 Fighter Squadrons
1 Bomber Squadrons
StrikecraftCloakshaped Squadron
Y Wing Bomber
Carrier Operations
Z95 Squadron
Improved Strikecraft
Rihkxyrk Squadron
Skipray Bomber
Advanced Strikecraft
R-41 Squadron
Black Sun Organization
CivicsUnderground Network
+1 Influence
+25% Spice
Criminal Heritage
Cannot have Commercial Pacts
Can build Branch Offices on the planet of any regular empire they have no war or truce
+20% Infiltration Speed
+1 Codebreaking
Starting PlanetsOrdo Mantell Size 24 Continental World
Ten Mile Plateau
+2 Generator Districts
+1 Agriculture Districts
Station 88 Size 12 Station
Cooperate Sector Authority
CivicsCooperate Sector
+10% Pop growth from immigration
+25% Immigration pull
Media Conglomerate
−5% War exhaustion gain
+5% Citizen pop happiness
Starting PlanetsEtti IV Size 24 Continental World
Dream Emporium
+ 2 Unity
Etti V Size 14 Savanna World
Adapted World
+30% Habitability
Cantonica Size 12 Atacama World
Sea of Cantonica
+10% Society Research From Jobs
Canto Bright
+2 Credits
+10% Unity From Jobs
Adapted World
+30% Habitability
Kalla VII Size 14 Crag World
University Of Kalla
+6 Physics Research
+1 Society Research
+4 Engineering Research
Bonadan Size 14 Ruined Ecumenopolis
Polluted
-5% Habitability -10% Food
Tirsa Size 16 Ruined Ecumenopolis
Asteroid Base I Size 12 Asteroid
Asteroid Base II Size 12 Asteroid
Issagra Size 12 Deep Space Station
Cooperate Sector Authority Ships
CR90
4 H9 Laser Cannons
2 H9 Dual Turbolasers
Tech Republic Era Support Ship
Pelta Frigate
3 Light Turbolasers
6 Turbolasers
2 Heavy Turbolasers
Victory Mark 2 Escort Cruiser
8 Turbolasers
2 Heavy Turbolasers
4 Ion Cannons
1 Fighter Squadron
Tech Republic Era Capital Ships
Dreadnought Heavy Cruiser
8 Dual Light Turbolasers
14 Quad Turbolasers
4 Long Range Turbolasers
2 Missile or Torpedo Slots
1 Fight Squadron
Corellian Destroyer
12 Turbolasers
4 Heavy Turbolasers
6 Missile or Torpedo Slots
4 Ion Cannons
2 Fight Squadrons
1 Bomber Squadron
Invincible Pocket Destroyer
20 Light Turbolasers
12 Heavy Turbolasers
6 Missile or Torpedo Slots
Tech Rise of the Empire Era Corvettes
Etti Corvette
6 Light Turbolasers
2 Heavy Turbolasers
Tech Rise of the Empire Era Frigates
Nebulon-B Frigate
10 RH8 Laser Cannons
8 X17 Turbolasers
Quasar Support Carrier
4 Light Turbolasers
4 Turbolasers
2 Heavy Turbolasers
2 Fight Squadrons
2 Bomber Squadron
Tech Rise of the Empire Era Cruisers
Kontos Cruiser
13 Dual Light Turbolasers
9 Quad Turbolasers
2 Dual Turbolasers
Bulk Heavy Cruiser
30 Light Turbolasers
10 Heavy Turbolasers
Tech Rise of the Empire Era Capital Ships
Lucrehulk Battelcrusier
Carrier Variant
20 Heavy Quad Turbolasers
6 Fighter Squadrons
2 Bomber SquadronsBattleship Variant
28 Heavy Quad Turbolasers
Tech Rebellion Era Corvettes
DP20 Heavy Corvette
6 Dual Laser Cannons
4 Dual Turbolasers
2 Missile or Torpedo slots
Marauder Advance Corvette
Heavy Laser Variate
4 Turbolasers
2 Heavy TurbolasersMissile Variate
4 Turbolasers
4 Missile or Torpedo Slots
Tech Rebellion Era Frigates
Nebulon-B 2 Advance Frigate
12 RH8 Laser Cannons
12 X17 Turbolasers
Tech Rebellion Era Cruisers
Liberator Advance Cruiser
6 Heavy Turbolasers
4 Ion Cannons
4 Fighter Squadrons
2 Bomber Squadrons
Duantless Light Cruiser
8 Heavy Turbolasers
6 Ion Cannons
2 Fighter Squadrons
2 Bomber Squadrons
Victory II Star Destroyer
20 LIght Turbolasers
6 Heavy Turbolasers
6 Ion Cannons
1 Fighter Squadron
1 Bomber Squadron
Tech Rebellion Era Capital Ships
Corellian II Advance Destroyer
12 Turbolasers
8 Heavy Turbolasers
6 Missile or Torpedo Slot7
8 Ion Cannons
2 Fighter Squadrons
1 Bomber Squadrons
Tech Fleet Tenders
?
Tech Interdictor
CC-7700 Interdictor
6 Light Turbolasers
4 Turbolasers
4 Heavy Turbolasers
1 Missile or Torpedo Slots
Advanced Capital Ships
Bellator Heavy Dreadnought
12 Turbolasers
24 Heavy Turbolasers
12 Dual Ion Cannons
3 Fighter Squadrons
1 Bomber Squadrons
StrikecraftCloakshaped Squadron
Y Wing Bomber
Carrier Operations
Z95 Squadron
Improved Strikecraft
Rihkxyrk Squadron
Skipray Bomber
Advanced Strikecraft
R-41 Squadron
Corellian Security
CivicsCorellian Spirit
+1 Leader Level Cap
+5% Happiness
Free Haven
+15% Pop Growth from immigration
+50% Immigration pull
Starting PlanetsCorellian Size 24 Continental World
Corellian Engineering Corporation
+10% Engineering Research From Jobs
Empire Modifier +100% FTL Speed
CorSec Academy
+10% Society Research From Jobs
Gold Beaches
+2 Agriculture Districts
+1 Generator District
Corellia Size 8 Lake World
Drall Size 16 Continental World
Selonia Size 16 Atoll World
Loronar Corporation
-2.5% Ship Upkeep
+10% Physics Research From Jobs
Rydonni Prime Size 16 Ruined Ecumenopolis
Loronar Size 17 Ecumenopolis
Loronar Corporation
-2.5% Ship Upkeep
+10% Physics Research From Jobs
Orbital City I Size 12 Station
Orbital City II Size 12 Station
Orbital City III Size 12 Station
Hosnian Prime Size 18 Ruined Ecumenopolis
Corellian Security Ships
CR90
4 H9 Laser Cannons
2 H9 Dual Turbolasers
Tech Republic Era Support Ship
Arquitens Frigate
2 Turbolasers
4 Quad Turbolasers
2 Missile or Torpedo Slots
Victory Mark 2 Escort Cruiser
8 Turbolasers
2 Heavy Turbolasers
4 Ion Cannons
1 Fighter Squadron
Tech Republic Era Capital Ships
Dreadnought Heavy Cruiser
8 Dual Light Turbolasers
14 Quad Turbolasers
4 Long Range Turbolasers
2 Missile or Torpedo Slots
1 Fighter Squadron
Corellian Destroyer
12 Turbolasers
4 Heavy Turbolasers
6 Missile or Torpedo Slots
4 Ion Cannons
2 Fight Squadrons
1 Bomber Squadron
Invincible Pocket Destroyer
20 Light Turbolasers
12 Heavy Turbolasers
6 Missile or Torpedo Slots
Tech Rise of the Empire Era Corvettes
Hammerhead Corvette
2 Heavy Turbolasers
1 Mounted Turbolaser
Tech Rise of the Empire Era Frigates
CG-273 Heavy Frigate
6 Turbolasers
4 Heavy Turbolasers
2 Missile or Torpedo Slots
Tech Rise of the Empire Era Cruisers
Kontos Cruiser
13 Dual Light Turbolasers
9 Quad Turbolasers
2 Dual Turbolasers
Bulk Heavy Cruiser
30 Light Turbolasers
10 Heavy Turbolasers
Tech Rise of the Empire Era Capital Ships
Lucrehulk Battelcrusier
Carrier Variant
20 Heavy Quad Turbolasers
6 Fighter Squadrons
2 Bomber SquadronsBattleship Variant
28 Heavy Quad Turbolasers
Tech Rebellion Era Corvettes
DP20 Heavy Corvette
6 Dual Laser Cannons
4 Dual Turbolasers
2 Missile or Torpedo slots
Marauder Advance Corvette
Heavy Laser Variate
4 Turbolasers
2 Heavy TurbolasersMissile Variate
4 Turbolasers
4 Missile or Torpedo Slots
Tech Rebellion Era Frigates
?
Tech Rebellion Era Cruisers
Liberator Advance Cruiser
6 Heavy Turbolasers
4 Ion Cannons
4 V-Wing Squadrons
2 Y-Wing Squadrons
Duantless Light Cruiser
8 Heavy Turbolasers
6 Ion Cannons
2 Fighter Squadrons
2 Bomber Squadrons
Victory II Star Destroyer
20 LIght Turbolasers
6 Heavy Turbolasers
6 Ion Cannons
1 Fighter Squadron
1 Bomber Squadron
Tech Rebellion Era Capital Ships
Corellian II Advance Destroyer
12 Turbolasers
8 Heavy Turbolasers
6 Missile or Torpedo Slot
8 Ion Cannons
2 Fighter Squadrons
1 Bomber Squadrons
Tech Fleet Tenders
?
Tech Interdictor
CC-7700 Interdictor
6 Light Turbolasers
4 Turbolasers
4 Heavy Turbolasers
1 Missile or Torpedo Slots
Advanced Capital Ships
Bellator Heavy Dreadnought
12 Turbolasers
24 Heavy Turbolasers
12 Dual Ion Cannons
3 Fighter Squadrons
1 Bomber Squadrons
StrikecraftV Wing
Y Wing Bomber
Carrier Operations
Z95 Squadron
Improved Strikecraft
A Wing Squadron
B Wing Bomber
Advanced Strikecraft
X Wing
Chiss Ascendancy
Humans controlled Chiss Ascendancy plays like a normal empire.
Computers controlled Chiss Ascendancy plays like a Fallen empire (They start with a powerful fleet, advanced tech, and powerful Starbases).
CivicsChiss Houses
-10% Leader Upkeep and Cost
-5% Consumer Goods Upkeep
Aristocratic Elite
Can construct Noble Estates building
Can construct Noble Chateaus holding
Capital Buildings replace some Politician jobs with Noble jobs
+1 Governor Level Cap
Special EdictChiss Unification Campaign
+25% Governing Ethics Attraction
+25% Specialist Happiness
+25% Survey SpeedStarting PlanetsCsilla Size 24 Glacial World
Naporar Size 13 Snow World
Colonial Size 12 Deep Space Station
Sposia Size 12 Boreal World
Cioral Size 18 Ruined Ecumenopolis
Copero Size 12 Cascadian World
Adapted World
+30% Habitability
Csaus Size 14 Glacial World
Avidich Size 12 Alpine World
Ool Size 15 Boreal World
Chiss Ascendancy Events
Chiss Ascendancy Ships
Asdroni Corvette
3 Master Cannons
3 Megamasers
Tech Republic Era Support Ship
Vigilance Frigate
8 Megamasers
4 Missile or Torpedo Slots
Nuruodo Crusier
6 Megamasers
6 Heavy Megamasers
1 Clawcraft Squadron
Tech Republic Era Capital Ships
Syndic Destroyer
10 Megamasers
4 Heavy Megamasers
4 Ion Cannons
4 Clawcraft Squadrons
2 Chiss Bomber Squadrons
Prosvoii Heavy Cruiser
8 Light Megamasers
8 Megamasers
10 Heavy Megamasers
Tech Rise of the Empire Era Corvettes
Asdroni II Corvette
6 Master Cannons
4 Megamasers
Tech Rise of the Empire Era Frigates
Kariek Heavy Frigate
2 Megamasers
3 Heavy Megamasers
3 Ion Cannon
1 Clawcraft Squadron
Tech Rise of the Empire Era Cruisers
Warlord Missile Cruiser
6 Heavy Megamasers
14 Missile or Torpedo Slots
Tech Rise of the Empire Era Capital Ships
Syndic II Destroyer
12 Megamasers
6 Heavy Megamasers
6 Ion Cannons
4 Clawcraft Squadrons
2 Chiss Bomber Squadrons
Phalanx Battlecruiser
12 Light Megamasers
18 Megamasers
12 Heavy Megamasers
Tech Rebellion Era Corvettes
Asdroni III Heavy Corvette
Tech Rebellion Era Frigates
Vigilance II Advance Frigate
12 Megamasers
8 Missile or Torpedo Slots
Kariek II Advance Heavy Frigate
6 Megamasers
4 Heavy Megamasers
4 Ion Cannons
1 Clawcraft Squadron
Tech Rebellion Era Cruisers
Nuruodo II Advance Cruiser
10 Megamasers
8 Heavy Megamasers
1 Clawcraft Squadron
1 Chiss Bomber Squadron
Au'riette Light Cruiser
12 Light Megamasers
6 Heavy Megamasers
4 Clawcraft Squadrons
3 Chiss Bomber Squadrons
Tech Rebellion Era Capital Ships
Chaf Advance Destroyer
12 Heavy Megamasers
6 Missile or Torpedo Slots
8 Ion Cannons
1 Clawcraft Squadron
1 Chiss Bomber Squadron
Ascendancy Advance Star Destroyer
16 Megamasers
10 Heavy Megamasers
6 Ion Cannons
3 Clawcraft Squadrons
1 Chiss Bomber Squadron
Tech Fleet Tenders
Afthonia Fleet Tender
4 Heavy Megamasers
4 Clawcraft Squadrons
2 Chiss Bomber Squadron
Tech Interdictor
CC-7700 Interdictor
6 Light Megamasers
4 Megamasers
4 Heavy Megamasers
1 Missile or Torpedo Slots
Advanced Capital Ships
Bellator Heavy Dreadnought
12 Megamasers
24 Heavy Megamasers
12 Dual Ion Cannons
3 Clawcraft Squadrons
1 Chiss Bomber Squadron
Strikecraft
Carrior Opperations
Nssis I Clawclass
Improved Strikecraft
Nssis II Clawclass
Krsiss Interceptor
Chis Bomber II
Advanced Strikecraft
Scarsiss Clawclass
Hapes Consortium
Humans controlled Hapes Consortium plays like a normal empire.
Computers controlled Hapes Consortium plays like a Fallen empire. (They start with a powerful fleet, advanced tech, and powerful Starbases).
CivicsHapan Isolationism
+10% Home Territory Fire Rate
+10% Monthly Unity
Philosopher King
+2 Ruler level cap, Ruler and Governor can't gain negative traits from leveling up
Starting PlanetsHapes Size 24 Gaia World
Hapan Royal Shipyard
+5 Ship Fire Rate
+10% Engineering Research From Jobs
Andalia Size 14 Continental World
Rquoo Depot Size 12 Station
Dreena Size 14 Ocean World
Jodaka Size 9 Atoll World
Hapes Consortium Ships
Type-1 Hapan Ship Design
+10% Shield Hit Points
+15% Turbolaser Weapon Damage
-10% Ship Hit Points
-10% Armour Hit Points
CR90 Corvette
4 H9 Laser Cannons
2 H9 Dual Turbolasers
Tech Republic Era Support Ship
Nova Frigate
4 Light Turbolasers
2 Turbolasers
2 Ion Cannons
2 MIy'til Fighters Squadrons
Battle Dragon Cruiser
10 Light Turbolasers
4 Missile or Torpedo Slots
4 Ion Cannons
2 MIy'til Fighters Squadrons
1 Hetrinar Bomber Squadron
Tech Republic Era Capital Ships
Dreadnought Heavy Cruiser
8 Dual Light Turbolasers
14 Quad Turbolasers
4 Long Range Turbolasers
2 Missile or Torpedo Slots
1 MIy'til Fighters Squadron
Invincible Pocket Destroyer
20 Light Turbolasers
12 Heavy Turbolasers
6 Missile or Torpedo Slots
Tech Rise of the Empire Era Corvettes
Hammerhead Corvette
2 Heavy Turbolasers
1 Mounted Turbolaser
Tech Rise of the Empire Era Frigates
Nebulon-B Frigate
10 RH8 Laser Cannons
8 X17 Turbolasers
Tech Rise of the Empire Era Cruisers
Battle Dragon II Cruiser
10 Light Turbolasers
4 Turbolasers
4 Missile or Torpedo Slots
6 Ion Cannons
2 MIy'til Fighters Squadrons
1 Hetrinar Bomber Squadron
Bulk Heavy Cruiser
30 Light Turbolasers
10 Heavy Turbolasers
Tech Rise of the Empire Era Capital Ships
HRN Imperial I Star Destroyer
20 Light Turbolasers
3 Turbolasers
6 Heavy Turbolasers
2 Heavy Dual Ion Cannons
6 NK-7 Ion Cannons
4 MIy'til Fighters Squadrons
2 Hetrinar Bomber Squadron
Tech Rebellion Era Corvettes
DP20 Heavy Corvette
6 Dual Laser Cannons
4 Dual Turbolasers
2 Missile or Torpedo slots
Marauder Advance Corvette
Heavy Laser Variate
4 Turbolasers
2 Heavy TurbolasersMissile Variate
4 Turbolasers
4 Missile or Torpedo Slots
Tech Rebellion Era Frigates
Nebulon-B2 Advance Frigate
12 RH8 Laser Cannons
12 X17 Turbolasers
Nova II Advance Frigate
4 Light Turbolasers
6 Turbolasers
4 Ion Cannons
1 MIy'til Fighters Squadron
1 Hetrinar Bomber Squadron
Tech Rebellion Era Cruisers
Battle Dragon III Cruiser
10 Light Turbolasers
10 Turbolasers
4 Missile or Torpedo Slots
6 Ion Cannons
2 MIy'til Fighters Squadrons
1 Hetrinar Bomber Squadron
Duantless Light Cruiser
8 Heavy Turbolasers
6 Ion Cannons
2 MIy'til Fighters Squadrons
2 Hetrinar Bomber Squadrons
HRM Victory II Star Destroyer
20 Light Turbolasers
6 Heavy Turbolasers
6 Ion Cannons
1 MIy'til Fighters Squadron
1 Hetrinar Bomber Squadron
Tech Rebellion Era Capital Ships
HRN Imperial II Star Destroyer
20 Light Turbolasers
3 Turbolasers
8 Heavy Turbolasers
14 NK-7 Ion Cannons
5 MIy'til Fighters Squadrons
2 Hetrinar Bomber Squadrons
Star Home Battlecruiser
24 Heavy Turbolasers
4 Missile or Torpedo Slots
2 MIy'til Fighters Squadrons
1 Hetrinar Bomber Squadron
Tech Fleet Tenders
?
Tech Interdictor
CC-7700 Interdictor
6 Light Turbolasers
4 Turbolasers
4 Heavy Turbolasers
1 Missile or Torpedo Slots
Advanced Capital Ships
Bellator Heavy Dreadnought
12 Turbolasers
24 Heavy Turbolasers
12 Dual Ion Cannons
3 MIy'til Fighters Squadrons
1 Hetrinar Bomber Squadron
StrikecraftMiy'till Fighter I
Hetrinar Bomber I
Carrier Operations
Miy'till Fighter II
Improved Strikecraft
Miy'till Fighter III
Hetrinar Bomber II
Advanced Strikecraft
Miy'till Fighter IV
Formable Factions
Kaminoan TechnocracyMust control Kamino
Must have the Cloning Concept Perk
Kissai Revenant Must start as the Centrality
Must choice the Dark Side
Must control Korriban
Rebel Alliance Must start as a founding member of the Rebel Alliance (Republic Loyalists, Kingdom of Alderaan , Mon calamari Monarchy, Bothan Council, Ryloth Protectorate, or Verpine Enclave)
Must build up Rebellion Support
Galactic Empire progresses through New Order to Tier 3Then when the event The Rebel Roar pops up choice It's time to take the fight to them.
Plays as a new empire with Yavin IV as your capital.
Provisional Government -1 Influence -50% War Exhaustion holds elections every 10 years
Hope Modifier
+200 Credit
+150 Minerals
+50 Consumer Goods
+150 Alloys
+20 Tibanna Gas
+75 Ammunition
+75 Electronics
+75 Hyperfuel
Starting Leaders
Mon Mothma
Starts at level III
Admiral Raddus starts at level
Starts at level V
Zann Consortium Must start as Ryloth
Another empire controls Kamino
Yuuzhan Vong Endgame Crisis
The Yuuzhan Vong play similar to the Prethoryn Scourge.
Other Empires With Unique Civics
Arkanian Dominion
Genetic Experimenters
Start with Gene Tailoring Tech
Research Option Glandular Acclimation
Bakuran Senate
Droid Uprising
-25% Droid Servant Happiness
+10% Worker Happiness
+10% Specialist Happiness
Rodian Clans
Rodian Scouts
+20 Edict Fund
-10% Empires Size
+1 Sensor Range
Trasdoshian Tribes
Trasdoshian Hunters
-25% War Exhaustion
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2821331058
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