STAR WARS INSURRECTION   for   CIV2   by kobayashi 

         INTRO         STRIKE CRAFT         FRIGATE/CARRIER         CAPITAL SHIPS         LAND FORCES          MISC         CREDITS


ORGANA

   PALPATINE

ZAARIN

   INTRODUCTION

This scenario starts about two years before 'A New Hope' and thus turns are measured in months before and after ANH. It does not follow the traditional triology storyline. Consequently, the Deathstar battlestation is left uncompleted and there is no Battle of Yavin or Battle of Endor.

Two years before Luke Skywalker seeks out Obiwan, Admiral Zaarin, commander of the elite Black Sword Fleet attempts the overthrow of the Emperor, a full decade earlier than in the original timeline. He is partially successful. The Galactic Empire splinters into three major power blocks under the Old Empire, the Second Imperium (the Insurrectionists) and the New Republic (Rebels out of the closet). About two decades (240 turns) of galactic conflict follow and eventually one of these three emerges as the dominant galactic power.

You should play as any one of these powers. There is no turn limit and there are no objective cities. Your goal is simple, you must fully eliminate the the other two major powers to claim victory. The other races are largely irrelevant - but they may help you achieve your goal.

REMEMBER: USE THE CIVILPEDIA and note the ADVISOR messages when building!

 

   TERRAIN

SW:Ins is mostly empty space(Ocean) so you should play the scenario as a naval / island type game where you need starships to travel. Ground units cannot walk in outerspace.

The best planets to settle are those with an atmosphere and they come in two varieties, brown and green. The Cloudy planets are good as well. You can generally guess what resources a planet might have by looking at the colour of the planet. The suns and asteroid fields are not planets but offer good minerals and energy.

 

   RACE SUMMARY

   NEW REPUBLIC   

The Rebel Alliance is led by Bail Organa (Princes Lea's father who was killed by the Death Star in the movies). It starts off controlling various small planets in the outer rim plus Alderaan. However, you will very quickly be able to wrest control of the Corellian system from the Empire and proclaim the birth of the NEW REPUBLIC. The Republic form of government may seem like a drawback at the beginning as you have corruption, no happiness from garrison troops, unhappiness from off-planet units and no free support. However, after infrastructure and diplomatic ties have been built up, you will be able to get up to speed and surpass the Imperial powers.

Advantages:    

You get bombers and frigates early to offset the Imperial capital ship advantage. 

You get the advance for Jedi Knights automatically when the date is zero after ANH . 

You get free partisan units to pillage and counterattack when your cities are captured. 

Your have a tribe specific improvement, the Republic Museum (colosseum).

You share the same initial tech branch as the minor powers and can benefit from cooperation with any of them.

You start with three wonders, the Calamarian Knowledge Bank, Correlian Merchant's Guild and Rebellion HQ. You have more tribe specific wonders to build than anyone else, five in all, including some of the best ones.

 

   GALACTIC EMPIRE   

As with the true timeline, Emperor Palpatine controls the GALACTIC EMPIRE. The Empire is basically most of the map at the start of the game but it is soon carved up by the other two powers. As parts of the Empire are lost, the remaining portions will face civil unrest. You must quell all dissent. You will also lose all your energy reserves at the start. If you choose to play as Palpatine, your initial goal is to retain as much of your empire as you can and then strike back at the rebels and insurrectionists when the opportunity arises.

Advantages:    

The Imperial powers develop very powerful capital ships in the form of Imperator Star Destroyers reasonably early in the game.

The Imperial powers have the Imperialism form of government which allows you to control happiness more easily.

The Imperial powers can build hyperspace harvesters( supermarket) and HS conduits (farmland) for 50% more food .

The Imperial powers have the strongest ground assault units.

Your capital planet is completely fortified by minefields and inpregnable until the final stages of the scenario.

You practically have a monopoly on Bacta which is a highly desired trade item.

You will eventuall build the Eclipse battleship, which is the most powerful ship unit.

You start with two wonders, Tarkin's Doctrine and Palpatine's Citadel and eventually will build Cloning Rediscovered. You may also build several wonders meant for either of the Imperial powers (the other being the Second Imperium)

 

   SECOND IMPERIUM   

The Second Imperium begins with only a few planets under the jurisdiction of Admiral Zaarin. However, within a few turns, the Second Imperium will grow in size after conquering most of the Core Worlds, enough so to rival  what is left of the old Empire.

Advantages:

All the Imperial Power advantages as listed above,  plus... 

You controls the strategic central part of the map at the beginning.

You take all of the energy reserves of the Old Empire when the revolt begins.

Your fighter strike craft, the TIE phantom, will eventually be the galaxy's best. 

 You Start with two wonders, the KYD Shipyards and Galactic Center and will eventually able to build the Shadow Academy wonder. You may also build several wonders meant for either of the Imperial powers.

 

   UNALLIGNED PLANETS   

Affairs of the UNALLIGNED WORLDS are coordinated by the Borsk Feylya, although there is no true leader. They try to maintain neutrality and act as a communication media between the major powers. They are the biggest of the AI races and typical a friend to the New Republic.

 

   CORPORATE SECTOR AUTHORITY   

The CORPORATE SECTOR AUTHORITY or CSA is led by Niles Ferrier, a former theif turned CEO. As a whole the CAS is a relatively peaceful but greedy syndicate of industrial planets. They are technologically advanced in all matters financial.

 

   PIRATE UNION   

The PIRATE UNION led by Jabba the Hutt is quite a irritant to everyone and is an outlawed entity in all spheres of influence. The Pirates have bases throughout the outer-rim and can get free support for all small ships like strike craft.

 

  THE PACIFISTS   

The PACIFISTS just want to keep out of everyone's way and do not have diplomatic contact with anyone when the scenario starts.