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News

Imperial Civil War 2.3.4 Released: Bringing 4X Mechanics to Empire at War!

Thursday November 28, 2019

2.3.4 Release live on Steam: http://bit.ly/2eBaUOcQuote- New mechanic: Planet influence levels- New mechanic: Chief of State Elections (New Republic- New environment sets for land & space, space maps being updated with new assets- Fighter Rebalancing (Dogfights should be faster, all stats adjusted)- Pirate hero and fleet recruitment added for Zsinj- New fighters: Missile Boat, XG-1, TIE Terror, TIE Oppressor, TIE Aggressor, TIE Sentinel for Imperials Aggressor Fighter for Mandalorians- New units: Repulsor Sled (Eriadu), BARC Speeder, Adz Destroyer (Maldrood), Beta Cruiser WIP (Hapes)- TIE Avenger has proper model now- Instant Action improvements: Hapan faction now supported- Galaxy Art edits: Particle updates, camera moved slightly, travel route line thickness edited- UI modified to support more button space, new galactic filters for political events- Support ended for multiplayer GC- Fixed AI bugs in skirmish (will now capture mines and upgrade)- Fixed several crashes on galactic and battle initiation- Many other changes and fixes ...

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Feature Preview: CIS Government Mechanics

Friday November 08, 2019

We've spoken about our new galactic influence and government mechanics a bit already, having looked at both the influence system and the New Republic's government setup with Chief of State elections. Today we're taking a look at the CIS' government mechanics, which involve gaining the trust of the member corporations for extra heroes, ships, and even territory. ...

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Imperial Civil War 2.3.3 Released

Thursday October 03, 2019

Hello and welcome to the release overview for Thrawn’s Revenge: Imperial Civil War 2.3.3. This release includes a reworking of some galactic-level scripting, new models, a new gameplay mode, and much more, but before we get into the overview, there’s a few other things to note first. As usual, the update will mean saves from 2.3.2 will not be useable- we keep instructions on how to make a backup and have had a warning of the release date ingame on several menus for the last month, however since we know there will be people who didn’t read that, we have also released a backup version of 2.3.2 on Mod Database for the Steam version. There is also a copy of 2.3.3 there for people who want that instead of the workshop version, for whatever reason (and as a backup for when 2.3.4 is out).Video version:This is also the first release of 2.3’s cycle for non-Steam version, specifically Disk and GoG. There are several things to note about this, since it’s one of the things I’m asked about all the time, and quite often, along with many other modders for EaW, harassed about. The Steam version of Empire at War has several patches that Disk and GoG do not have. These patches from Petroglyph addressed engine issues that impact stability and the capabilities of the game pretty heavily, and releasing the mod at all for other versions has necessitated stripping out a lot of content in order to try to make sure saves will work, especially. It was not possible for the GoG or Disk versions to save in Art of War and Empire’s End, so those maps will not be available outside of Steam. Unit VOs and map preview images also use up RAM space on the galactic map, and make it more likely that saves will also fail to load in other maps, so they too will remain only for the Steam version. The GoG / Disk light version of the mod will be linked in the description, but it is being provided as-is. The game goes on sale on Steam for $5 fairly regularly, so while we understand that’s not possible for everyone, the reality of the situation is that until and unless the Disk and GoG versions get patched, we will never be able to provide the exact same features we can in Steam.Download [Steam] Imperial Civil War 2.3.3 Download GoG/Disk 2.3.3 Light VersionThat being said, it’s time to go over the major changes for 2.3.3. The biggest new addition is a new game mode, instant action, which we announced recently. In this mode, you can build up custom fleets of whatever composition you want for each faction and fight it out, even disregarding pop cap. Right now, the mode only supports playing as the Empire and is only Empire vs New Republic, but that’s just while we work on expanding it and fleshing it out. Eventually, it will allow battles involving every possible faction in the mod, simultaneously. It can be accessed from the galactic conquest menu. There is setup phase where the factions won’t fight, which can be ended by clicking the tactical cam button (which is not a permanent solution, just for now)- New Mode: Instant Action / Fleet Battle (Empire Beta)- New/Updated Models & Textures: AT-AP, ARC-170 AT-TE, Victory Star Destroyer, Allegance, Venator, LAAT, Praetor- New Galactic Conquests: Corporate Acquisitions, Deep Core Conflict- New Unit: BTL-B Y-Wing (CSA), Swift Assault 5 Hoverscout (Maldrood)- Attempt at some GC AI performance optimization (stagger freestore servicing)- Revamped planet defection events, fixed several issues with progressive GCs/Shadow Hand scripting- Z-layers for ships now randomize over a larger range- New Reinforcement Point indicators for CSA, Pentastar, Hapes- Changed planet selection ring collision- Fixed cloud texture for low-orbit maps- Some updated icons- Various other balance adjustments and minor bug fixesWe’re also working towards finishing the beta for Fall of the Republic, our Clone Wars mod, which will hopefully start October 31st. If you would like to report bugs for 2.3.3, please do so in the Discord server linked in the description. ...

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FotR: Progress Update, Beta & Release Date

Sunday September 08, 2019

Today we've got a quick progress video going over what's left for the first release of Fall of the Republic! The short version is that units ans heroes are basically done, and the primary work is in UI edits and galactic conquest/story elements. We're hoping to start the beta on October 31st. For more in-depth breakdowns, see the video. ...

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Imperial Civil War 2.3 Released - Steam Version

Thursday July 11, 2019

Imperial Civil War 2.3Today, the Steam version of the mod has been updated from 2.2.5 to 2.3. The link for the workshop can be found here for those who are not already subscribed: https://steamcommunity.com/sharedfiles/filedetails/?id=1125571106After we've had a chance to respond to any initial issue reports, we'll make the necessary changes to be able to post a version on ModDb to support non-steam versions of the mod. Like with 2.2, this will necessitate the removal of custom VO and map preview images, along with some other things like that. We strongly recommend people play the Steam version where possible.The main goals of 2.3 were to clean up some elements of 2.2, while also putting down the ground work (haha) for some changes that we're starting to flesh out in 2.4. The first steps of our ground reworks have been implemented, changing how a lot of squad sizes work, infantry loadouts, unit ranges, movement changes, and plenty of other changes and stat tweaks (MMTs shouldn't be shredding everything quite as much, for example) as we build up to completely redo projectiles and armour/damage modifiers on ground and in space for 2.4. We have some major ground mechanic changes in discussion on top of that which we'll be starting to experiment with in 2.4. There's also been the start of some economic and planetary development changes, built around helping to slow down snowballing and nerfing blitzing strategies to allow longer campaigns to remain interesting, including the introduction of the local planetary capital/garrison buildings (major government features to come). But, here's a non-exhaustive list of 2.3's changes.New playable faction: Corporate Sector AuthorityThe CSA has been upgraded from non-playable to playable, and can be found in most progressive Galactic Conquests along with a couple era specific ones, and has their own From the Ground Up setup as well. Because of game limitations where we can only safely have 17 faction slots (including non-playables, and some coded factions like neutral that are more functionality things), we've had to downgrade the Yevetha from playable to non-playable and group them with the Independent Forces faction that represents a lot of the much smaller groups, since their slot is best used for some other more unique, less Imperial-clone factions we've spoken about in other news posts (some playable, some not).New Mechanic: Era SelectionOn top of some script cleanup to flesh out the era changes a bit more and eliminate some bugs, we've added the option to select which era you start in for Galactic Conquests, adjusting starting points accordingly. In the future, we'll have evrsions of the maps which allow you to choose starting eras while keeping more even starting territory (so you can play the New Republic with era 5 ships, but without starting with more territory). Obviously, since some factions didn't exist for the whole timeline, some factions will not be able to start in later eras.AI UpdatesWe've already done a whole news post about this, so I won't cover it too much here, but we've also done some pretty significant changes for galactic and tactical game modes, including three new difficulty settings using the Cruel AI modifiers. We've also tried to clean up certain functions to make the AI run more smoothly and improve ingame performance. The issue where certain factions would not land a significant amount of their troops has been solved as well.New Galaxy ArtWe've modified Lord Enpremi's galaxy model and shader setup to fit the mod's aesthetic, so that's what you'll be seeing when you're conquering or liberating worlds.Tactical MapsOn top of a bunch of new maps, including some shared with Phoenix Rising (another great mod developed by our own evilbobthebob), most existing tactical maps have had a series of updates and fixes. New UnitsVigil, Victory II Frigate (like in Battlefront II), Imperial II Frigate (Rand Ecliptic), TIE Punisher, Jumpmaster (Dengar's Punishing One), Bulwark I, Bulwark III, Citadel, Invincible Cruiser, Recusant, Mankvim Interceptors, IRD & IRD-A, Gozanti, PX-4 Mobile Command Base, T-Wing, Espo Soldiers, Strikebreakers, JX40 Jailspeeders, Airskimmers, GX20 Hovervans, A-A5 Speeder Trucks, K-222 Aero Interceptors, Persuader (Snail Tank), Espo Walker, Repulsor Scout, BattledroidsRedone ModelsPraetor II, Munificent, Dreadnaught, Nebula, Endurance, Secutor, Procursator, Gladiator, Y-Wing, Snowspeeder, Juggernaut, TIE Crawler, AT-TE (animations)And plenty of other small changes.Into the FutureAlthough 2.3 has just been released, we've already got several things underway for the upcoming versions. This will also involve a new way for us to handle release structure. Rather than year-long development cycles, in order to make sure things stay consistent and to get changes out faster to players, we're hoping to make the scope of each release more focused and get versions out to players more frequently. While the Hapans becoming playable will mark the 2.4 release, there'll be several 2.3.x versions adding and updating new content. In order to facilitate this, we'll be maintaining a constant testing team on the Discord server for the mod ( https://discord.gg/t3WJugG ), which will get the new versions every few months/weeks, and then the Discord server as a whole will have access for testing in the week before any release. We'll consistently be looking for people to add to the testing taskforce from the Discord as well, so if you want to track mod development, that's the best way to do it.Early focuses in 2.3 patches will include:- Mon Calamari art updates- New units (ie Assertor, VT-49 Decimator)- Tactical space map art updates (environment lighting and low-orbit maps)- Economic overhauls- Continued ground emchanic changes- Space and ground projectile reworks- Balance patchesI'll also be running community matches on my youtube/twitch channel 2-4 times per month. The dates for these will be posted and updated each month ingame, the first of which will be next Tuesday, streamed on Youtube: https://www.youtube.com/coreyloses . On top of Imperial Civil War, we're also working on a Clone Wars mod which is approaching release as well, Fall of the Republic. I'm currently running a preview playthrpough for the Republic on that channel as well, which can be found here: ...

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13 Years Part I - Imperial Civil War: Preparing for Beta

Tuesday June 04, 2019

June 6th (or 8th, depending on how you want to classify things) marks the 13th anniversary of Thrawn's Revenge! Today we're going to be talking about the next release of Imperial Civil War, the 1.0 version of which came out way back in 2010, but first I'd like to thank everyone who's supported the mod over the last 13 years. Some people may have come more recently to the mod, and I know there's still some out there who've followed since basically day one, but either way, we appreciate you all! I also personally want to thank the other members of the Thrawn's Revenge team. Some of whom, similarly, have been around for a short time and some since the first months of development. The mod wouldn't be anywhere near where it is today without all of your contributions, and it's been an absolute pleasure and privilege to work with this team for so long. That current lineup between all of our projects, in order they appear on Discord while I'm writing this, is Benjin, Slevered, Valerie, Pox, OzWolf, Slornie, Caesar's Legion, ConnerJB, David, DarkJedi, Hexodus, evilbobthebob, Inertial, Revanchist, Max, Jorritkarwehr, Kalo, MrPuertorican, and Rogue. Also a shout out to those who've been on the team in the past but since moved on (most of whom still just hang out in the team Discord anyways). As the title says, though, this news post is about the upcoming beta for 2.3. In this news post, we're going to outline what 2.3 contains, a little bit of what's next, and how the beta process is going to work (with some rough release dates). On Thursday at 5pm EST I'll also be doing a livestream with some testing and answering questions during the last phases of beta prep, which you'll be able to watch at https://www.youtube.com/coreyloses/live . The Video will be available right after. We'll also have the 2nd and 3rd part of this anniversary news post covering Ascendancy and Fall of the Republic respectively this month.Imperial Civil War 2.3The main goals of 2.3 were to clean up some elements of 2.2, while also putting down the ground work (haha) for some changes that we're starting to flesh out in 2.4. The first steps of our ground reworks have been implemented, changing how a lot of squad sizes work, infantry loadouts, unit ranges, movement changes, and plenty of other changes and stat tweaks (MMTs shouldn't be shredding everything quite as much, for example) as we build up to completely redo projectiles and armour/damage modifiers on ground and in space for 2.4. We have some major ground mechanic changes in discussion on top of that which we'll be starting to experiment with in 2.4. There's also been the start of some economic and planetary development changes, built around helping to slow down snowballing and nerfing blitzing strategies to allow longer campaigns to remain interesting, including the introduction of the local planetary capital/garrison buildings (major government features to come). But, here's a non-exhaustive list of 2.3's changes.New playable faction: Corporate Sector AuthorityThe CSA has been upgraded from non-playable to playable, and can be found in every progressive Galactic Conquest along with a couple era specific ones, and has their own From the Ground Up setup as well. Because of game limitations where we can only safely have 17 faction slots (including non-playables, and some coded factions like neutral that are more functionality things), we've had to downgrade the Yevetha from playable to non-playable and group them with the Independent Forces faction that represents a lot of the much smaller groups, since their slot is best used for some other more unique, less Imperial-clone factions we've spoken about in other news posts (some playable, some not).New Mechanic: Era SelectionOn top of some script cleanup to flesh out the era changes a bit more and eliminate some bugs, we've added the option to select which era you start in for Galactic Conquests, adjusting starting points accordingly. In the future, we'll have evrsions of the maps which allow you to choose starting eras while keeping more even starting territory (so you can play the New Republic with era 5 ships, but without starting with more territory). Obviously, since some factions didn't exist for the whole timeline, some factions will not be able to start in later eras.AI UpdatesWe've already done a whole news post about this, so I won't cover it too much here, but we've also done some pretty significant changes for galactic and tactical game modes, including three new difficulty settings using the Cruel AI modifiers.New Galaxy ArtWe've modified Lord Enpremi's galaxy model and shader setup to fit the mod's aesthetic, so that's what you'll be seeing when you're conquering or liberating worlds.Tactical MapsOn top of a bunch of new maps, including some shared with Phoenix Rising (another great mod developed by our own evilbobthebob), most existing tactical maps have had a series of updates and fixes. New UnitsVigil, Victory II Frigate (like in Battlefront II), Imperial II Frigate (Rand Ecliptic), TIE Punisher, Jumpmaster (Dengar's Punishing One), Bulwark I, Bulwark III, Citadel, Invincible Cruiser, Recusant, Mankvim Interceptors, IRD & IRD-A, Gozanti, PX-4 Mobile Command Base, T-Wing, Espo Soldiers, Strikebreakers, JX40 Jailspeeders, Airskimmers, GX20 Hovervans, A-A5 Speeder Trucks, K-222 Aero Interceptors, Persuader (Snail Tank), Espo Walker, BattledroidsRedone ModelsPraetor II, Munificent, Dreadnaught, Nebula, Endurance, Secutor, Procursator, Gladiator, Y-Wing, Snowspeeder, Juggernaut, TIE CrawlerAnd plenty of other small changes. So, now you're probably wondering how and when you can play it. The beta will be proceeding in three phases, allowing us to open it to progressively more people while keeping the testing pool a manageable size.  This time, we'll be handling the testing process through our Discord server, which can be found here: https://discord.gg/t3WJugGPhase IThe first phase will be, fittingly, the most limited pool of people, where we'll hopefully be able to quickly nail down an idea of where the biggest rough edges that we've lost track of are. We try to keep this as limited as possible, because it's the phase where bugs or unfinished content are going to be easiest to find and fix, and we'd rather deal with the actual work than spend all the time managing tech support for people. This phase will include directly selected people based on the Save Crash Taskforce from 2.2 where we had a set of volunteers tracking specific bugs, and we'll be pulling in other people from the Discord as needed. This phase will start Thursday June 13th.Phase IIBy this point the obvious rough edges will hopefully be found and sorted, and we'll be able to expand the pool a bit to find the more hidden issues. This testing pool will be run from the Admiral's Lounge on the server, which is available to everyone with the rank of Rear Admiral and above, from the experience system based on activity. Spamming for experience will not be tolerated- spammers will be banned from the beta, or the server as a whole. We're doing this for actual feedback and people who decide to actively make our lives more difficult just so they can play a bit earlier are not the kind of people we expect it'll be productive to work with on that. The tentative date for this to start is Thursday, June 28th. If things go really well or really poorly in Phase I, that could be pushed up or back as needed.Phase IIIAfter Phase II has gone on for a bit, we should be ready to expand to the final phase of the beta, at which point it'll be available to everyone on the server. Assuming everything goes smoothly, this should give us a final 2.3 release date, when it'll be pushed to the Workshop, ofThursday, July 11thKeep in mind, this is all tentative and can change however it needs to based on scheduling, what bugs come up, family emergencies, unexpected dance recitals, or any other factor. Then, after we've had enough feedback to catch initial problems and apply patches, we'll work on compiling a version for download from ModDB for other game versions.  Throughout 2.4's development, we'll be able to push automatic workshop updates for the Steam copy as we go, but more details on that later. Hope you guys are looking forward to the release, that's all for now. ...

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AI Updates & New Cruel AI Setting | Thrawn's Revenge & Fall of the Republic News

Monday April 15, 2019

In a game as singleplayer-oriented as Empire at War, having a good AI, which supports the intended gameplay loops of the mod is crucial. Today we’re going to talk a bit about what the AI currently does, how we plan to develop it further, and an extra option we’re adding in 2.3. As always if you prefer a video version of this news post it can be found here:    While everyone would say they want a “better” AI, and we’ve talked in the past about certain improvements, we want to take this opportunity to talk about exactly what we mean by better. With 2.2, we began to overhaul the AI in about every possible way. Step one in that was to remove as many avenues for cheating as we reasonably can- on easy (Recruit) in 2.2, the AI makes fewer credits and builds more slowly than the player, on medium about the same as the player and on hard, the modifiers are only enough to help make them remain active as their territory is removed for more experienced players (1.5x credits).While some basic tactical AI improvements were made with 2.2 (the primary one being to make ships come out from sitting under their station, which is an abusable feature in the base game and most mods) a lot of the focus on 2.2 was on the galactic level, determining the basic rules and desires for building up their structures, their economy, and their budgeting for larger projects (like massive Star Dreadnoughts). This also came with unique AI types for various factions- the Empire of the Hand has a more isolationist AI, preferring to build up before attacking in era 5. The Pentastar Alignment also remains somewhat isolationist unil era 3. The other Warlords have their own AI (with Eriadu getting its own more reckless AI in 2.3, which should help the New Republic’s AI survive in the really early eras, whereas currently they struggle because of how spread out they are).      Evilbobthebob, who in addition to developing our AI for Thrawn’s Revenge, is the developer of Phoenix Rising, another mod with a lot of unique features and the same AI components we’re talking about here (you can find PR on the Steam workshop here: https://steamcommunity.com/sharedfiles/filedetails/?id=1235783994 ) has continued with more of these optimizations for the galactic level of the AI within 2.3, and the longer term economic changes in the mod are also being developed with the AI in mind. In 2.2, the AI would typically want to build Hypervelocity guns/Ion Cannons on as many border planets as possible, which worked out well in most maps, but in some where their territory was more thinly spread or smaller (like the single-planet start maps), the AI could often end up building too many along their border and not leaving enough room for proper economic or production structures, so this has been adjusted appropriately and is something we’ll be keeping an eye on. Another issue is that with how mining facilities are structured, on those smaller maps the AI often has to spend more slots on economic structures at the cost of defense, so to reduce that burden we’ve shifted more of the economic power into space, bumping up the values of trade ports and reducing the per-planet cap on mining facilities to 2 from 3. There’s other more in-depth changes coming to the economy and even galactic government mechanics in 2.4, so we’ll talk a bit more about that in a future news post.Tactically, we plan to continue to make as many adjustments to improve AI behaviour as we can, along with doing things to diversify fleet and army compositions. Part of this work involves steps that are part of overall ground and space combat updates. Thrawn’s Revenge is an old mod, with a lot of work from over a decade ago, which means there’s some older bits of the mod which carry over older mistakes. Between 2.2 and 2.3, we’ve been trying to go through and standardize, expand, and update the things like the AI Combat Power values (which tells the AI roughly how strong a unit is) and category masks (which tells the AI what role it fills). There’s a new carrier category, for example, which for smaller carriers, will tell the AI that kind of unit needs to stay back- they’re for deploying fighters, not for engaging directly. This kind of work will be ongoing, but we’ll try to be as explicit with AI changes as possible, since that’s a lot better for people to understand changes than just saying “we made the AI have 20% more betterness.”   That brings us to our second major part of the update, being additional options for players. If given the choice most people would say they want an AI which acts exactly like a human, but while we agree with that for tactical behaviours and other kinds of 4X games, Empire at War, as anyone who plays multiplayer GC will likely have experienced, is not set up in a great way for a purely human and fair AI. Our goal with not just AI but economic systems and even other parts of the game like events (for example, the Yuuzhan Vong and other emergent factions) is to make sure the game goes as long as possible while still having some form of challenging component, which is why some form of cheating AI is necessary. In games like Europa Universalis and Stellaris, you have things like Aggressive Expansion and Overextension and Truces which allow a faction to rebuild between wars, but in Empire at War, it’s all war, all the time, and winning one key engagement can mean you take half the galaxy before they can even complete a new capital ship. While there are some background mechanics that may be somewhat similar to those from EU that I mentioned added to the mod where possible in the long-term, AI will always factor into the equation. It is, after all, a tool and a game mechanic as much as an opponent.To this end, we have introduced a new optional set of extra difficulty levels, beyond Easy, Medium, and Hard. If people prefer to stay on the more even-footing of the 2.2 AI (plus the additional logic-based improvements), that will be the default you start with. However, once you get ingame, there is an extra option available, to enable the Cruel AI. This will enable higher levels of AI income and production more similar to the bonuses that you may be familiar with from mods like AotR or RaW, which will allow them to more easily rebuild and continue to push back for longer. While we’re increasing their production capabilities, we won’t be giving them free spawns of units outside of areas where it’s supported narratively, however. In the future it’s entirely possible we’ll be able to offer additional ingame options for other things based on similar principles, as well. I use a similar set of bonuses in my preview LPs, and another youtuber, EckhartsLadder, who has been given a preview copy of 2.3, has been struggling against it in his recent streams if you’d like to check those out as well by clicking here.   That’s going to do it for our look at the AI for now, though. Starting in a couple weeks I’ll be starting my Fall of the Republic (our Clone Wars mod) preview playthroughs on Corey Loses as well, but in addition to that there should be a couple more regular news posts coming out in the next few weeks, including an overview of ICW2.3 and its testing process, the CSA’s We Could Be Heroes post, and the next Vision of the Future post, looking at another new faction. ...

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Legacy of the Vong & The Future of Thrawn's Revenge

Monday April 01, 2019

In today's update, we're going to be talking about extragalactic invaders, Solo Sith Lords, and the structure of future support for Thrawn's Revenge mods. As usual, if you prefer to get your updates in video format, that can be found on Corey Loses with the same information:Shortly after we launched Thrawn's Revenge in 2006, there were four planned mods to come of it; a Clone Wars, Galactic Civil War, Post-Endor, and Vong War mod. For various reasons, by 2010 we had reduced it down to just the Post-Endor mod, Imperial Civil War. Two years ago, we announced the return of Fall of the Republic, our Clone Wars mod, production for which is well underway and like Imperial Civil War 2.3, Fall of the Republic 0.5 is approaching its release. For a long time we've tossed around ideas and even made assets for the possibility of including the Yuuzhan Vong in some capacity, even if it weren't as a standalone mod, and we've been working on certain mechanics like the emergent faction mechanic which we introduced in 2.2, largely with them in mind as an end-goal. While 2.4 will be focusing on the Hapans, in 2.5 one of the major goals we have is that once you reach a certain point in the era-progessive campaigns, the Yuuzhan Vong will attack the galaxy as an emergent faction, giving your established war machine a new and deadly enemy.This, of course, comes with other potential things the Vong could be involved with- dedicated Galactic Conquest maps, a playable faction, and a large number of other possibilities for an expanded timeline. With the last few Vision of the Future news updates, we've spoken about some of what we plan to add to ICW over the next few releases, with overviews of some of the factions and how they'll be used. The idea is that each of these will start with some core set of assets, and the extent to which any of them can be expanded on  will depend on time, resources, and team members; whether they remain non-playable factions, or, like the Hapans are getting, we reach a point where we can fully flesh them out into a playable faction with all the bells and whistles. Because of faction slot restrictions in Empire at War, the idea with Imperial Civil War is that this will ultimately only lead up, story-wise, to a certain point in the Vong War, even at its greatest extent. This does not, however, mean that would be the end of new content.Each of those bits of content has been planned and designed as the starting point for a dedicated, standalone mod covering the events from the Vong War to the Fate of the Jedi books, which we are calling Legacy of the Vong. If we only ever get far enough that the Vong become a fun end-game mechanic, then that's fine. If we get the content for a fleshed out Galactic Alliance, Yuuzhan Vong, Killik Nest, Chiss Ascendancy, Imperial Remnant and Confederation from the period, then that's even better. Valerie, our concept artist, has been working on some renditions of units that could show up in a variety of scenarios, on top of her work designing the Hapans and other concepts for Imperial Civil War and Fall of the Republic. In this update, you can see her take on Yuuzhan Vong Coralskipper, and a Corellian Strident class, which was used pretty extensively throughout the period in question.This brings up a broader point about how we'll be supporting Thrawn's Revenge going forward. The Steam workshop has provided opportunities with Empire at War modding that we've not really properly taken advantage of. It's been just under a year since 2.2 has come out, and while we hope people are looking forward to the new and redone content, balance changes, bug fixes, and reworked mechanics of 2.3, there are plenty of issues in a perfect world we could have rolled out fixes for before this next major release, or some content which could have been sent out incrementally. This has prompted some internal discussions about how we'll be structuring version releases and major content patches.After the release of 2.3, we will be significantly overhauling our internal documentation, file structures, and pipeline for certain aspects of the mod, in order to better address issues, roll out gameplay updates, and keep everyone up to date while still leaving room for larger version differences where we can introduce things like new playable factions all at once, without people having to deal with them in their broken stages and without breaking saves every month or something. We'll be doing our best to structure files and our internal repository in such a way that we can easily cordon off something like the Hapes Consortium as a playable faction from being in public release, while still rolling out things like AI updates, galactic conquest additions or modifications, fixes to major issues, story additions, and so on. This way, rather than having to wait a year for a major problem to be fixed (and dealing with whatever new problems occur) or us having to delay working on certain major projects until older stuff is fixed and we're sure we're done patching a version, we can give people fixed bugs and fresh content in the short term, and still have major releases over the longer term. This will take a bit more setup, but it will also help make things more modular (a process we already started while working on ways to develop ICW and FotR at the same time without repeating work) and makes it all the more possible that Legacy of the Vong can be a real thing.That's all we've got for today. If you'd like to follow development more closely, we have a Discord server which the mod shares with Corey Loses which you can join here: https://discord.gg/t3WJugG , and on Corey Loses itself, I do frequent preview playthroughs showing what's going on with the mod at various stages of development, with Fall of the Republic's preview playthroughs starting soon: https://www.youtube.com/c/coreyloses ...

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2.3 Preview: Imperial Remnant Playthrough

Saturday March 16, 2019

We're approaching the end of the 2.3 development cycle, so today I've launched what's likely to be the last preview LP before at least the beta starts, taking a look at some of the changes being made currently as the Empire. The first episode is up now, and new episodes will go up every Saturday, Sunday and Wednesday, so subscribe to the channel if you'd like to see them as they come. Fall of the Republic previews will be starting soon, too! ...

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The Imperial Remnant

Imperial Remnant

Originally founded by Supreme Chancellor Palpatine of the then Galactic Republic, the First Galactic Empire was formed during a reorganisation of that corrupt and war weary galactic government after the end of the Clone Wars, a conflict orchestrated by the Sith Lord through his dual identities as Chancellor and Darth Sidious.

Built upon the principles of a New Order, of a strong and ordered society maintained by a strong political and military establishment, the Empire was enthusiastically embraced by the majority of the populace after years of war and conflict, even as the institutions of the Republic were dismantled, the military expanded and Palpatine launched purges against his opponents.

After the true nature of the Empire became apparent, an authoritarian regime with distinctive humanocentric tendencies, the rising dissent and threat of rebellion allowed Palpatine to declare a state of emergency and endorse Moff Tarkin’s Doctrine of Fear, culminating in the construction and deployment of the Death Stars.

When Palpatine was killed at the Battle of Endor, and his second Death Star destroyed by the Rebel Alliance, it started a chain of events that led to the fragmentation of his Empire as numerous Imperials fought to take his place on the throne, or fled with their forces to carve out their own mini empires.

The largest fragment of the Empire, which came to be known as the Imperial Remnant, was first led by Grand Vizier Sate Pestage and eventually fell under the control of a series of leaders who struggled to fend off the aggressive warlords and defend against the newly founded New Republic.

Playable In

- Skirmish

- The following Galactic Conquest scenarios:

  • Fractured Empire
  • Thrawn Campaign (M)
  • Shadow Hand
  • Reunification
  • Final imperial Push
  • The Stars Align
  • The Art of War
  • Essence of War
  • Empires at War
  • From the Ground Up
*Campaigns with (M) are also available in multiplayer.
  • Eclipse-class Dreadnought
    Eclipse-class Dreadnought
    Class: Super
    Length: 17500m
    Population: 20
    Eras: 3
    Armament: 540/54 Turbolaser, 340/34 Heavy Turbolaser, 100/10 Ion Cannon, Gravity Well Generator, Axial Superlaser
    Complement: Fighter Squadrons, Bomber Squadrons (58 Max)
    Other Information: The Reborn Emperor commands this ship.
  • Executor-class Star Dreadnought
    Executor-class Star Dreadnought
    Class: Super
    Price: 40000
    Length: 19000m
    Population: 15
    Eras: 1 4 5
    Armament: 540/54 Turbolaser, 540/54 Heavy Turbolaser, 200/20 Ion Cannon, 100/10 Concussion Missile
    Complement: Fighter Squadrons, Bomber Squadrons (30 Max)
    Other Information: Current build limit of three with a lifetime limit of ten.
  • Praetor Mark II-class Battlecruiser
    Praetor Mark II-class Battlecruiser
    Class: Super
    Price: 15000
    Length: 4800m
    Population: 9
    Eras: 3
    Armament: 84/14 Turbolaser, 30/6 Quad Turbolaser, 84/14 Ion Cannon
    Complement: Fighter Squadrons, Bomber Squadrons (12 Max)
  • Sovereign-class Dreadnought
    Sovereign-class Dreadnought
    Class: Super
    Price: 35000
    Length: 15000m
    Population: 15
    Eras: 3
    Armament: 340/34 Turbolaser, 340/34 Heavy Turbolaser, 100/10 Ion Cannon, Gravity Well Generator, Axial Superlaser
    Complement: Fighter Squadrons, Bomber Squadrons (36 Max)
    Other Information: Current build limit of four with a lifetime limit of four.
  • Imperial II-class Star Destroyer
    Imperial II-class Star Destroyer
    Class: Capital
    Price: 6200
    Length: 1600m
    Population: 4
    Eras: 1 2 3 4 5
    Armament: 64/8 Turbolaser, 8/4 Octuple Turbolaser, 6/2 Heavy Turbolaser, 20/2 Heavy Ion Cannon, Tractor Beam
    Complement: Fighter Squadrons, Bomber Squadrons (6 Max)
    Available in Skirmish: Y
  • Imperial-class Star Destroyer
    Imperial-class Star Destroyer
    Class: Capital
    Price: 5900
    Length: 1600m
    Population: 4
    Eras: 1 2 3 4 5
    Armament: 60/6 Turbolaser, 6/2 Dual Heavy Turbolaser, 2/2 Quad Heavy Turbolaser, 60/6 Ion Cannon, Tractor Beam
    Complement: Fighter Squadrons, Bomber Squadrons (6 Max)
    Available in Skirmish: Y
  • Interdictor-class Star Destroyer
    Interdictor-class Star Destroyer
    Class: Capital
    Price: 12000
    Length: 1600m
    Population: 4
    Eras: 1 2 3 4 5
    Armament: 32/4 Turbolaser, 5/1 Dual Heavy Turbolaser, 28/2 Ion Cannon, Gravity Well Generator
    Complement: Fighter Squadrons, Bomber Squadrons (4 Max)
  • Tector-class Star Destroyer
    Tector-class Star Destroyer
    Class: Capital
    Price: 8000
    Length: 1600m
    Population: 4
    Eras: 4
    Armament: 36/6 Heavy Turbolaser, 48/8 Dual Heavy Turbolaser, 24/6 Dual Heavy Ion Cannon
    Available in Skirmish: Y
  • Dreadnaught-class Heavy Cruiser
    Dreadnaught-class Heavy Cruiser
    Class: Heavy
    Price: 2200
    Length: 600m
    Population: 2
    Eras: 1 2 3 4 5
    Armament: 30/6 Turbolaser, 20/2 Dual Turbolaser
    Complement: Fighter Squadrons, Bomber Squadrons (1 Max)
    Available in Skirmish: Y
  • Dreadnaught-class Heavy Cruiser, Katana-type
    Dreadnaught-class Heavy Cruiser, Katana-type
    Class: Heavy
    Length: 600m
    Population: 2
    Eras: 2
    Armament: 30/6 Turbolaser, 20/2 Dual Turbolaser, 20/4 Ion Cannon
    Complement: Fighter Squadrons, Bomber Squadrons (1 Max)
    Other Information: Can only be obtained at a location speciifed by Grand Admiral Thrawn.
  • Modular Taskforce Cruiser
    Modular Taskforce Cruiser
    Class: Heavy
    Price: 1500
    Length: 1150m
    Population: 1
    Eras: 3
    Armament: 16/4 Medium Turbolaser
    Complement: Fighter Squadrons, Bomber Squadrons (9 Max)
    Available in Skirmish: Y
  • Strike-class Medium Cruiser
    Strike-class Medium Cruiser
    Class: Heavy
    Price: 1800
    Length: 450m
    Population: 2
    Eras: 1 2 3 4 5
    Armament: 40/4 Turbolaser, 10/2 Ion Cannon
    Complement: Fighter Squadrons, Bomber Squadrons (2 Max)
    Available in Skirmish: Y
  • Venator-class Star Destroyer
    Venator-class Star Destroyer
    Class: Heavy
    Price: 3800
    Length: 1137m
    Population: 3
    Eras: 4 5
    Armament: 20/4 Turbolaser, 2/2 Dual Turbolaser, 8/4 Dual Heavy Turbolaser, 4/2 Proton Torpedo
    Complement: Fighter Squadrons, Bomber Squadrons (12 Max)
    Available in Skirmish: Y
  • Victory II-class Star Destroyer
    Victory II-class Star Destroyer
    Class: Heavy
    Price: 3800
    Length: 900m
    Population: 3
    Eras: 1 2 3 4 5
    Armament: 40/4 Turbolaser, 20/4 Dual Heavy Turbolaser, 20/2 Ion Cannon
    Complement: Fighter Squadrons, Bomber Squadrons (2 Max)
    Available in Skirmish: Y
  • Victory II-class Star Destroyer, Crimson Command-type
    Victory II-class Star Destroyer, Crimson Command-type
    Class: Heavy
    Price: 4200
    Length: 900m
    Population: 3
    Eras: 4
    Armament: 60/6 Turbolaser, 20/4 Dual Heavy Turbolaser, 40/4 Ion Cannon
    Complement: Fighter Squadrons, Bomber Squadrons (2 Max)
    Other Information: Can only be built at Colonel Cronus's location. Lifetime build limit of fifteen.
  • Victory-class Star Destroyer
    Victory-class Star Destroyer
    Class: Heavy
    Price: 3400
    Length: 900m
    Population: 3
    Eras: 1 2 3 4 5
    Armament: 40/4 Dual Turbolaser, 10/2 Quad Turbolaser, 72/12 Concussion Missile
    Complement: Fighter Squadrons, Bomber Squadrons (2 Max)
    Available in Skirmish: Y
  • Acclamator II-class Assault Ship
    Acclamator II-class Assault Ship
    Class: Light
    Price: 2500
    Length: 752m
    Population: 3
    Eras: 4 5
    Armament: 4/2 Turbolaser, 12/2 Quad Turbolaser, 4/2 Proton Torpedo
    Complement: Fighter Squadrons, Bomber Squadrons (8 Max)
    Available in Skirmish: Y
  • Carrack-class Cruiser
    Carrack-class Cruiser
    Class: Light
    Price: 1200
    Length: 350m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 10/2 Heavy Turbolaser, 20/4 Ion Cannon
    Available in Skirmish: Y
  • Escort Carrier
    Escort Carrier
    Class: Light
    Price: 2300
    Length: 500m
    Population: 2
    Eras: 1 2 3 4 5
    Armament: 10/2 Laser Cannon, 1/1 Concussion Missile
    Complement: Fighter Squadrons, Bomber Squadrons (6 Max)
    Available in Skirmish: Y
  • Immobilizer 418 Cruiser
    Immobilizer 418 Cruiser
    Class: Light
    Price: 9000
    Length: 600m
    Population: 3
    Eras: 1 2 3 4 5
    Armament: 20/4 Quad Laser Cannon, Gravity Well Generator
    Complement: Fighter Squadrons, Bomber Squadrons (2 Max)
  • Lancer-class Frigate
    Lancer-class Frigate
    Class: Light
    Price: 1000
    Length: 250m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 20/4 Quad Laser Cannon
    Available in Skirmish: Y
  • Vindicator-class Heavy Cruiser
    Vindicator-class Heavy Cruiser
    Class: Light
    Price: 2500
    Length: 600m
    Population: 3
    Eras: 2 3 4 5
    Armament: 24/2 Medium Turbolaser, 10/1 Quad Turbolaser, 10/2 Ion Cannon
    Complement: Fighter Squadrons, Bomber Squadrons (3 Max)
    Available in Skirmish: Y
  • A9 Vigilance Interceptor
    A9 Vigilance Interceptor
    Class: Starfighter
    Price: 400
    Length: 7.4m
    Population: 1
    Eras: 4 5
    Armament: 2 Heavy Laser Cannon
    Complement: 12 per squadron
    Available in Skirmish: Y
  • I-7 Howlrunner
    I-7 Howlrunner
    Class: Starfighter
    Price: 300
    Length: 11.4m
    Population: 1
    Eras: 4 5
    Armament: 2 Laser Cannon
    Complement: 12 per squadron
    Available in Skirmish: Y
  • Preybird-class Starfighter
    Preybird-class Starfighter
    Class: Starfighter
    Price: 400
    Length: 21m
    Population: 1
    Eras: 5
    Armament: 2 Heavy Laser Cannon, 2 Concussion Missile
    Complement: 12 per squadron
    Available in Skirmish: Y
  • Scimitar Assault Bomber
    Scimitar Assault Bomber
    Class: Starfighter
    Price: 210
    Length: 13.8m
    Population: 1
    Eras: 2
    Armament: 2 Laser Cannon, 4 Concussion Missile
    Complement: 12 per squadron
  • TIE/D Defender
    TIE/D Defender
    Class: Starfighter
    Price: 650
    Length: 9.2m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Medium Ion Cannon, 4 Laser Cannon, 2 Concussion Missile
    Complement: 12 per squadron
    Available in Skirmish: Y
  • TIE/D Droid
    TIE/D Droid
    Class: Starfighter
    Price: 300
    Length: 6.1m
    Population: 1
    Eras: 3
    Armament: 2 Laser Cannon
    Complement: 12 per squadron
  • TIE/IN Interceptor
    TIE/IN Interceptor
    Class: Starfighter
    Length: 9.6m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 4 Laser Cannon
    Complement: 12 per squadron
    Available in Skirmish: Y
  • TIE/LN Starfighter
    TIE/LN Starfighter
    Class: Starfighter
    Length: 6.4m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Laser Cannon
    Complement: 12 per squadron
    Available in Skirmish: Y
  • TIE/SA Bomber
    TIE/SA Bomber
    Class: Starfighter
    Length: 7.8m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Laser Cannon, 2 Proton Torpedo
    Complement: 12 per squadron
    Available in Skirmish: Y
  • Golan I Space Defense SpaceGun
    Golan I Space Defense SpaceGun
    Class: Structure
    Price: 2000
    Length: 1231m
    Eras: 1 2 3 4 5
    Armament: 80/8 Turbolaser, 10/2 Proton Torpedo
    Complement: Fighter Squadrons, Bomber Squadrons (2 Max)
  • Golan II Space Defense SpaceGun
    Golan II Space Defense SpaceGun
    Class: Structure
    Price: 3500
    Length: 2158m
    Eras: 1 2 3 4 5
    Armament: 120/12 Turbolaser, 20/4 Proton Torpedo
    Complement: Fighter Squadrons, Bomber Squadrons (2 Max)
  • Golan III Space Defense NovaGun
    Golan III Space Defense NovaGun
    Class: Structure
    Price: 5000
    Length: 2600m
    Eras: 1 2 3 4 5
    Armament: 160/16 Turbolaser, 40/8 Proton Torpedo
    Complement: Fighter Squadrons, Bomber Squadrons (2 Max)
  • A5 Juggernaut
    A5 Juggernaut
    Class: Advanced
    Price: 650
    Length: 22m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Laser Cannon, 2 Blaster Cannon
    Complement: 1 per company
    Available in Skirmish: Y
  • All Terrain Anti-Aircraft
    All Terrain Anti-Aircraft
    Class: Advanced
    Price: 500
    Length: 18m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Missile Launcher
    Complement: 3 per company
    Available in Skirmish: Y
  • All Terrain Armoured Transport
    All Terrain Armoured Transport
    Class: Advanced
    Price: 1000
    Length: 20m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Laser Cannon
    Complement: 1 per company
    Available in Skirmish: Y
  • 2-M Saber-class Repulsor Tank
    2-M Saber-class Repulsor Tank
    Class: Heavy
    Price: 500
    Length: 10m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Beam Cannon, Laser Cannon
    Complement: 4 per company
    Available in Skirmish: Y
  • Century Tank
    Century Tank
    Class: Heavy
    Price: 180
    Length: 6.7m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Turbolaser
    Complement: 2 per company
    Available in Skirmish: Y
  • Imperial Dropship Transport
    Imperial Dropship Transport
    Class: Heavy
    Price: 600
    Length: 16.8m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Laser Cannon, Missile Launcher
    Complement: 2 per company
    Available in Skirmish: Y
  • Self-Propelled Medium Artillery
    Self-Propelled Medium Artillery
    Class: Heavy
    Price: 1000
    Length: 20m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Heavy Turbolaser Cannon, 4 Blaster Cannon
    Complement: 3 per company
    Available in Skirmish: Y
  • XR-85 Tank Droid
    XR-85 Tank Droid
    Class: Heavy
    Price: 700
    Length: 32m
    Population: 1
    Eras: 3 4 5
    Armament: Beam Cannon, Turbolaser
    Complement: 2 per company
    Available in Skirmish: Y
  • E-Web Heavy Repeating Blaster
    E-Web Heavy Repeating Blaster
    Class: Infantry
    Price: 200
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Blaster Cannon
    Complement: 4 per company
    Available in Skirmish: Y
  • Imperial Specialist
    Imperial Specialist
    Class: Infantry
    Price: 125
    Eras: 1 2 3 4 5
    Complement: 3 per company
  • Noghri Death Commando
    Noghri Death Commando
    Class: Infantry
    Price: 400
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Blaster
    Complement: 3 per company
    Other Information: Can only be built on Honoghr.
  • Novatrooper
    Novatrooper
    Class: Infantry
    Price: 125
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Blaster Rifle
    Complement: 4 squads of nine per company
    Available in Skirmish: Y
    Other Information: Current build limit of 15.
  • Scout Trooper
    Scout Trooper
    Class: Infantry
    Price: 150
    Length: 4m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Blaster Cannon
    Complement: 2 per company
    Available in Skirmish: Y
  • Shock Trooper
    Shock Trooper
    Class: Infantry
    Price: 125
    Population: 1
    Eras: 1 2 3 4 5
    Armament: PLEX Missile Launcher
    Complement: 2 squads of 3 per company
    Available in Skirmish: Y
  • Stormtrooper
    Stormtrooper
    Class: Infantry
    Price: 60
    Eras: 1 2 3 4 5
  • All Terrain Personal Transport
    All Terrain Personal Transport
    Class: Light
    Price: 200
    Length: 4m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Blaster Cannon, Concussion Grenade Launcher
    Complement: 4 per company
    Available in Skirmish: Y
  • All Terrain Scout Transport
    All Terrain Scout Transport
    Class: Light
    Price: 150
    Length: 4m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Blaster Cannon
    Complement: 4 per company
    Available in Skirmish: Y
  • Chariot Light Assault Vehicle
    Chariot Light Assault Vehicle
    Class: Light
    Price: 180
    Length: 11.8m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Blaster Cannon
    Complement: 3 per company
    Available in Skirmish: Y
  • TIE Mauler
    TIE Mauler
    Class: Light
    Price: 180
    Length: 6.7m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Blaster Cannon
    Complement: 5 per company
    Available in Skirmish: Y
  • Ait Convarion
    Ait Convarion
    Class: Hero
    Other Information: Commands the Corrupter, a Victory II-class Star Destroyer.
  • Apwar Trigit
    Apwar Trigit
    Class: Hero
    Other Information: Commands the Implacable, an Imperial-class Star Destroyer.
  • Ardus Kaine
    Ardus Kaine
    Class: Hero
    Other Information: Commands the Reaper, an Executor-class Star Dreadnought.
  • Blitzer Harrsk
    Blitzer Harrsk
    Class: Hero
    Other Information: Commands the Shockwave, a Tector-class Star Destroyer.
  • Brakiss
    Brakiss
    Class: Hero
    Other Information: Dark Jedi.
  • Brandei
    Brandei
    Class: Hero
    Other Information: Commands the Judicator, an Imperial-class Star Destroyer.
  • Cronus
    Cronus
    Class: Hero
    Other Information: Commands the 13X, a Crimson Command-type Victory II-class Star Destroyer.
  • Delak Krennel
    Delak Krennel
    Class: Hero
    Other Information: Commands the Reckoning, an Imperial II-class Star Destroyer.
  • Dorja
    Dorja
    Class: Hero
    Other Information: Commands the Relentless, an Imperial-class Star Destroyer.
  • Drend Navett
    Drend Navett
    Class: Hero
    Other Information: Commando.
  • Erisi Dlarit
    Erisi Dlarit
    Class: Hero
    Other Information: Commands Elite Squadron, a TIE Interceptor unit.
  • Freja Covell
    Freja Covell
    Class: Hero
    Other Information: Commands an All Terrain Armoured Transport.
  • Gilad Pellaeon
    Gilad Pellaeon
    Class: Hero
    Other Information: Imperial Leader. Commands the Chimaera, an Imperial II-class Star Destroyer.
  • Grodin Tierce
    Grodin Tierce
    Class: Hero
    Other Information: Commands the Relentless, an Imperial-class Star Destroyer.
  • Joruus C'baoth
    Joruus C'baoth
    Class: Hero
    Other Information: Commands a Carrack-class Light Cruiser.
  • Maarek Stele
    Maarek Stele
    Class: Hero
    Other Information: Commands the 181st Imperial Fighter Wing, a TIE Defender unit.
  • Maximilian Veers
    Maximilian Veers
    Class: Hero
    Other Information: Commands an All Terrain Armoured Transport.
  • Meizh Vermel
    Meizh Vermel
    Class: Hero
    Other Information: Commands the Ascian, a CR90 Corellian Corvette.
  • Natasi Daala
    Natasi Daala
    Class: Hero
    Other Information: Imperial Leader. Commands the Gorgon (Era 4), an Imperial-class Star Destroyer, the Knight Hammer (Era 4), an Executor-class Star Dreadnought, or the Scylla (Era 5), a Venator-class Star Destroyer.
  • Niles Ferrier
    Niles Ferrier
    Class: Hero
    Other Information: Commands a DP20 Corellian Gunboat.
  • Palpatine
    Palpatine
    Class: Hero
    Other Information: Imperial Leader. Commands the Eclipse-class Dreadnought.
  • Sander Delvardus
    Sander Delvardus
    Class: Hero
    Other Information: Commands the Thalassa, a Praetor Mark II-class Battlecruiser.
  • Sedriss QL
    Sedriss QL
    Class: Hero
    Other Information: Dark Jedi.
  • Thrawn
    Thrawn
    Class: Hero
    Other Information: Imperial Leader. Commands the Chimaera, an Imperial II-class Star Destroyer.
  • Treuten Teradoc
    Treuten Teradoc
    Class: Hero
    Other Information: Commands the Crimson Sunrise, a Crimson Command-type Victory II-class Star Destroyer.
  • Turr Phennir
    Turr Phennir
    Class: Hero
    Other Information: Commands the 181st Imperial Fighter Wing, a TIE Interceptor unit.
  • Ysanne Isard
    Ysanne Isard
    Class: Hero
    Other Information: Imperial Leader. Commands the Lusankya, an Executor-class Star Dreadnought.