Star Wars: New Dawn Mod Guide

Star Wars: New Dawn Mod Guide

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


Star Wars: New Dawn Mod Guide image 3148

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					

More Stellaris guilds