STAR WARS™ Rebellion – How to conquer the 1998 Lucas Arts classic 4x strategy game

STAR WARS™ Rebellion – How to conquer the 1998 Lucas Arts classic 4x strategy game 1 - steamlists.com
STAR WARS™ Rebellion – How to conquer the 1998 Lucas Arts classic 4x strategy game 1 - steamlists.com

Table of Contents

A complete guide to conquering the 1998 LucasArts classic 4x strategy game. I fired this game up after almost 20 years away and was surprised to find out that the core gameplay holds up well. There are, however, a decided lack of guides out there and the barrier to entry can be a bit daunting. This guide will offer advice for both sides (Empire and Rebels) and a ton of tips picked up over hundreds of hours of playing.
 
 

A Long Time Ago, In a Galaxy Far, Far Away…

(cue the opening screen crawl)
 
 
In 1998 LucasArts released Star Wars: Rebellion, their entry into the grand strategy “4x” genre of game. This was a fun time to be a Star Wars fan who played video games (I was in college at the time). The X-Wing series remained as great as ever (X-wing vs. Tie Fighter came out the year before Rebellion, and X-Wing Alliance would come out the year after). The excellent Rogue Squadron would also come out in 1998. Dark Forces and Dark Forces II had made solid entries into the FPS genre. The time was right for LucasArts to try their hand at a Master of Orion-esque strategy game to cover the bases and to set the stage for what would come next – the barrage of games we would see after the release of Episode I: The Phantom Menace in 1999.
 
 
STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - A Long Time Ago, In a Galaxy Far, Far Away... - 466D597
 
 
Star Wars: Rebellion (which I’ll call SWR from here on out) will feel a bit odd to younger eyes, particularly because a lot of the characters will be unfamiliar. You definitely get all the favorites from Episodes IV – VI. But a lot of the characters come from a time when the only real source materials were Episodes IV – VI and a relatively limited number of licensed novels (compared to what’s out there now). Following Disney’s acquisition of the Star Wars universe, Disney branded all that came before as non-canonical (with the exceptions of Episodes I – VI, The Clone Wars, and Star Wars: Rebels) and placed it under the “Legends” brand. Many of these novels/products are excellent, but they aren’t part of the official continuity. That said there are some fan favorites that have “crossed over” from some of the earlier novels, mostly through inclusion in The Clone Wars and Star Wars: Rebels, with Thrawn being one of the best examples of this. But none of this was the case in 1998, of course. So if you’re wondering where a character from the game whom you don’t recognize from Episodes IV – VI comes from, it’s most likely one of the mid-90’s novels.
 
 
But enough history! You’re here for a strategy guide. This guide is not a substitute for the game manual and I’m assuming you’ve played SWR and are familiar with the controls and how the game generally works. I will address a couple of the finer points of the interface but I’m not here to teach you how to play – I’m here to teach you how to win. With that in mind, we’ll start with some general tips and big picture overview stuff. We’ll then move into the three phases I generally break the game down into – early game, mid game, and late game – with an analysis of recommended strategy for the Empire and the Rebels.
 
 
This guide assumes you are playing in a large-sized galaxy (the middle option), with 4 core systems and 11 outer rim systems. It also assumes you are playing on intermediate difficulty (again, the middle option) although these tips are identical for expert difficulty – you just have less margin for error/sloppiness. Finally, it assumes you are playing a standard game (not Headquarters). For the Empire, you need to capture Luke and Mon Mothma and the planet Coruscant. For the Rebels, you need to capture Palpatine and Vader, and the Rebel HQ (which can move around on the outer rim). It should also go without saying, but a human player is going to use different strategies so applying these tips mechanically in a multiplayer game is probably a bad idea, but you can still find of lot of information here that will be helpful to you.
 
 
Two other disclaimers. First, I auto resolve all battles. You’re not going to find a breakdown of the manual ship combat simulator in this guide. I’ve messed with it, I don’t like it, and I ignore it. If you want to tell me about that one time you took down an entire fleet of Star Destroyers with an X-Wing, a Medium Transport and a roll of paper towels in the comments, awesome. I’m happy for you. Second, I pass no judgment on save-scumming (for the uninitiated, that’s saving a game before something with an element of randomness to the result and then reloading until it works out the way you want). One of the biggest problems with this game is the lack of information it gives you about why missions worked out or why they didn’t. You just get the result. So if you want to save every time before you send Luke or whoever out on a mission and then reload if he gets captured, feel free. Again, no judgment – you play the way you want to play.
 
 
All of the information below is gleaned from my own experience, the official strategy guide for the game, official statements by LucasArts in the years after the game was released, or observations in other guides which I’ve verified independently. That said, I’m not a coder or a programmer and I haven’t hacked into the game to look at the raw data on how the game’s systems operate “under the hood.” And, as you’ve probably noticed, there are a distinct lack of guides out there for a 25-year old game a lot of people aren’t even aware exists. All this means is that some of this information, particularly when I’m talking about how things SEEM to operate “under the hood” where the data isn’t visible, are mostly based on experience and some educated guesses. I’ll try to indicate that as we go when I’m leaning more on experience than actual data.
 
 
Let’s begin.
 
 
 

THE GALACTIC MAP AND A PRIMER ON DIPLOMACY

OK! You’ve fired up SWR and picked your side. Get ready for…3 MINUTES OF DROID BABBLE WHICH YOU CANNOT SKIP. This game makes a poor introduction for itself, unfortunately. Once this is over, you should immediately do two things: drop the speed to Very Slow (you can’t do things when the game is completely paused), and create a master save game (so you can start over again if things go horribly but you don’t want to sit through the droid babble again).Let’s take a look around and make some observations about the starting position for both sides.
 
 
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For the Empire, you start with 8 systems, one of which will be Coruscant – the imperial HQ. All of these systems will be in the 4 core sectors, scattered about. You’ll notice immediately that 3 or 4 of these systems do NOT like the Empire and are being held under your control only by garrison troops. It also seems to always play out that 2 of those teetering systems will be in a sector with overall heavy Rebel leanings/presence. You’ll also notice that the Rebels control a lot more systems than you – 14 scattered about the core sectors, Yavin IV in the outer rim, and their new HQ hiding somewhere in the outer rim which you can’t see. That’s 16 total – double what you’ve got.
 
 
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For the Rebels, it’s not just the exact inverse if you play as them (for balance reasons mostly – you’d curb stomp the Empire if you started with that many planets). The Rebels start with 8 core systems, and then Yavin IV and their randomly placed HQ on the rim. 10 total. The Empire starts with 14. So the Empire starts with a numerical advantage against you but still has a couple systems being controlled only by force. You’ll also notice that a lot more of the imperial systems have divided loyalties – the may not be outright sympathetic to the Rebels yet, but they can easily be swayed that way.
 
 
The “loyalty bar” beneath an individual system has to be eyeballed – it doesn’t give a percentage. But, generally, when the bar is greater than 60% green or red, that system is sympathetic to the Alliance or Rebels, respectively. If it’s in the middle 20% or so, the system is ambivalent and hasn’t picked a side. Now, it’s important to distinguish between loyalty and CONTROL, because they operate independently. As we just covered, the Empire starts with a number of systems that they technically control, but that are sympathetic to the Rebels. Any time this is the case (or vice versa if playing the opposite side, of course), that system is ripe for an uprising and you’ll want to take advantage of it. We’ll get to that.
 
 
Shifting the loyalty of systems is one of your key goals in the game, and there are a couple ways to go about it:
 

  • Diplomacy: The most obvious way, and the one you’ll use the most. It can’t be used on systems that are controlled by the other side (that’s what inciting uprisings are for) but you’ll use diplomacy to win over the neutrals of the core in the early phase of the game. Converting a neutral system to a system you control via diplomacy has a mild positive impact on all other systems in the same sector. Sometimes, that impact may be enough to drag another system along with the one you converted – always a nice surprise when it happens.
  • Incite/Subdue Uprising: Basically this is diplomacy on a system that is either sympathetic to you but controlled by the other side, or vice versa and in the midst of an active uprising. In game terms, it works just like a diplomatic mission – you’ll send a character or a team and they’ll start pushing the loyalty bar in the appropriate direction if they’re successful. We’ll get into the specifics of how the mission itself works a bit later in the guide. The important part is that, if allowed to fester and burn on, an uprising can destroy garrison troops on the planet and, eventually, completely flip control to the other side. This is a huge deal and results in a MASSIVE swing in your favor sector-wide. Almost always it will bring one or two other systems under your immediate control as well and will cause other systems in the sector to declare neutrality and expel their overlords. A successful uprising will be one of your key goals in the early game – it’s the quickest and most efficient way to bring an entire sector to your side without firing a shot. Conversely, if you are facing an uprising you need to deal with it IMMEDIATELY by sending the nearest character(s) with a viable leadership score to subdue it and diverting any nearby troops for garrison duties.
  • Bombardment resulting in destruction of enemy troops ONLY: This has a mildly positive net effect on the entire sector which scales with how many troops you destroyed. This is harder to pull off in the early game (especially for the Rebels) because both sides lack the ability to bombard through GenCores, which a lot of your opponent’s starting systems will have. it shines in the mid-game, though, when you can sabotage a GenCore on a heavily garrisoned planet and then quickly deploy a fleet to bombard the troops. It’s one of the best ways to swing systems that are solidly sympathetic to the other side into the middle ground where they may outright declare neutrality, or at least be more susceptible to uprisings.
  • Destroying an enemy capital ship: Basically the same as the previous topic but in space. Starfighters, light ships and transports don’t count – it needs to be a capital ship (something with turbolasers, in other words). This is almost impossible to pull off in the early game because you lack the ability to lock fleets into place with Interdictors or CC-7700’s and the enemy will just run if the odds are bad. However, if you’re following this guide, you’ll likely have a big showdown with a large enemy fleet in the mid-game which will have the happy side effect of creating a dramatic sector-wide shift in loyalty. There’s nothing like annihilating a couple Star Destroyers to convince systems that backing the Empire may have been a poor choice.
  • Invading a planet: All the preceding events have a positive diplomatic effect for your side. Now we’re getting to the negative ones. As one would expect, planets don’t like being invaded if they’re neutral or hostile to you. You’ll see the loyalty bar shift against you when you take control of a neutral/hostile planet by force (friendly planets are fine – they WANT to be liberated). Sometimes, if the bar was strongly against you to begin with, the system will go into immediate uprising once you take control, which is a headache that has to be dealt with right away.
  • Bombarding and destroying anything that ISN’T enemy troops: As history has repeatedly shown in the past 100 years or so there’s nothing quite so effective in turning public opinion against you as bombing non-combatants. So it is here. You should never, ever, bombard anything other than military targets. There’s just never a reason you need to do so – you’re trying to take over the planet and you want any infrastructure left intact for your own use. If you’re trying to destroy specific facilities to deny their use to the other side use sabotage missions. Indiscriminate bombardment is a fantastic way to quickly lose control of a sector.
  • Destroying a planet with the Death Star: Basically the ultimate version of the above activity. It’s the only thing you can do which shifts opinion OUTSIDE the immediate sector, and it does so dramatically. The one scenario where you can (and should) do this is as your final action in the game. Feel free to annihilate the planet playing host to the Rebellion’s hidden base once you find it assuming you’ve captured Luke and Mon Mothma already (or, even better, if they’re on the planet!). It’s the most satisfying way to end a game of SWR. Otherwise, never do this.

 
 
 

MANUFACTURING OVERVIEW

In terms of facilities this is pretty straightforward. You start with all the basic structures unlocked – Construction Yard, Training Facility, Shipyard, GenCore shield, LNR Planetary gun, KDY-150 Ion Gun, Mine, and Refinery. Through research, you’ll unlock second generation versions of most of these. The exceptions are the KSY-150, mine and refinery, which have no upgraded versions. The Empire can also construct the Death Star Shield, which can’t be upgraded. The advanced versions (or roman numeral “II” versions) of the rest are twice as effective as the gen I versions. They are the exact equivalent of having 2 of the inferior type. That’s it. An Advanced Shipyard builds things twice as fast as a basic one. A GenCore II is the same as having 2 GenCore I’s.
 
 
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If you’re not already clear on the lines of square boxes beneath a planet, here’s the deal. The blue boxes tell you how many of the above facilities a planet can support. It’s a hard cap – you cannot build more structures on a planet than you have blue boxes. When you build something, a blue box turns white, to reflect that it’s being used. This will become an issue on core planets fairly quickly where you want to build, say, 6 construction yards. You’ll have to make room for them, usually by deleting some mines/refineries. More on that shortly. More boxes are better, obviously, and all the core planets start with lots of blue boxes to reflect the fact that they’re highly industrialized core systems. They also start with a lot of built in infrastructure at the start of the game. Rim systems you’ll need to develop, and there’s a lot more variability in how much capacity they have. You’ll find a couple planets on the rim that only have 1 or 2 blue boxes (and red ones). Not great candidates for development. The red boxes (below the blue ones) are a subset. They tell you how many of the overall structures on the planet can be mines. When you build a mine on a planet it will bubble in yellow on one of the red boxes AND bubble in one of the blue boxes to white. Mines are the only things which bubble in a red box – it’s meant to create an artificial cap on how many mines a planet can support. Never really understood the need for it, but it is what it is. Pretty simple.
 
 
What’s NOT simple, or explained really well even in the game manual, is the three boxes at the top of the screen and what the related numbers mean. Here’s what they mean:
 
 
Mines: Mines produce raw materials, which you can think of like ores, metals, lumber, gases, that kind of thing. If you do not have sufficient refineries, you start to stockpile raw materials from your mines and the number next to the mine symbol goes up. This isn’t a bad thing, necessarily, and doesn’t hurt anything. It IS an indicator that you should build more refineries when you get a chance and could be more productive than you are, but that’s about it.
 
 
Refineries: Refineries take the raw materials from your mines and make them into finished goods/products – everything from the legs of an AT-AT to the laser rifles your Wookie Regiments use, if you want to think of it that way. The game calls these Refined Materials, and they’re the second number in the middle next to the Refinery. Anything you want to build – facility, ship, or troop unit, has 2 costs associated with it. The first is a flat, up front cost of Refined Materials. The second is how much Maintenance Capacity the structure/unit uses, which we’ll get to next. An Imperial Probe Droid costs only 1 Refined Material to build – dirt cheap. The Death Star costs 584. Not so cheap. If you lack sufficient Refined Materials to create whatever you want to build, it gets queued on a first come, first served basis and waits in line until you’ve accumulated enough Refined Materials to pay the up front cost (and this will get added in to the construction time accordingly). If you stop production of a unit in progress, or you scrap a unit, the Refined Materials get dumped back into your pool. Accumulating Refined Materials isn’t a bad thing, either. You’ll see it happen from time to time when all your various production facilities are engaged in projects and you can’t start building anything new. If there’s nothing in queue, Refined Materials will start to accumulate until there is (and if you’ve got a large enough stockpile this will make the construction a bit faster since the unit doesn’t have to “wait” for Refined Materials to be produced).
 
 
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Maintenance Capacity: This is where it gets a bit tricky, because this number on the right (next to the wrench) is a derivative of the Mines and Refineries that is independent of what they actually produce (which is reflected in the two things we just covered). It’s a simple derivative, though. Each mine/refinery pair gives you 50 Maintenance Capacity (which I’ll call “MC” for short). It’s that easy. If you’ve got 10 mine/refinery pairs, it’s worth 500 MC. If you’ve got 100 mine/refinery pairs, it’s worth 5000 MC. Structures and units have an ongoing “cost” that eats into your MC. That’s the second number in the picture above. Keeping with the same examples, a Probe Droid costs only 1 MC and a Death Star costs 600. MC will be a moving target all game. You’ll see it increase as you acquire more developed planets in the core with mines/refineries already built. You’ll slowly eat away at it as you build more stuff. The key here is pairs. If you do not have the exact same number of mines and refineries, you’re wasting potential MC. The easiest way to check this is to right click on your protocol droid, select “Galaxy Overview,” and scroll down to the bottom where it will show the exact numbers of mines/refineries you have. In the example below, as you can see, I need more mines. I’ve got 9 refineries that have nothing to refine. Not only will building more mines increase my MC (potentially by another 450), it will have the happy side effect of also increasing my flow of Refined Materials, making stuff build a bit faster.
 
 
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A couple final comments about mines/refineries and capacity. First, for both sides, you should never build mines/refineries in the early game. You’ve got way more important things for your Construction Yards to be doing and mines/refineries take a relatively long time to build. A full stable of 6 Advanced Construction Yards can crank them out pretty quickly, but they’ll tie up a single basic Construction Yard forever. It’s also silly to do it early on. You’re going to be winning over (or conquering) core worlds at a steady pace, which will add their existing infrastructure to your own, so these numbers will continually adjust themselves. In fact, the only time you should glance at these in the early game is if you need to delete mines/refineries from core worlds to make room, which will happen from time to time. A quick look at the Galaxy Overview panel will tell you which ones you have an excess of and should delete first (since excess mines are just piling up raw materials and excess refineries have nothing to refine). I rarely have MC problems with the Rebels since they start small and expand as they go in the core and the rim. MC will manage itself on its own as you expand and I rarely drop below 500 excess MC, and only then if I’m doing badly. The Empire WILL inevitably start to get crunched on MC in the mid-game. The main reason for this is that Dark Troopers (your preferred garrison troop) and Tie Defenders (your preferred starfighter) are a lot more expensive than their Rebel equivalents (Sullustans and X-wings). We’ll get into that more in the walkthrough below.
 
 
 

MANUFACTURING – BEST PRACTICES

Practically speaking, your long term strategic goal should be to build up a planet in each sector dedicated to each of the three production types. For the Empire, I usually shoot for 6 of each facility type to start, so I start working towards a planet with 6 Construction Yards, another planet with 6 Shipyards, and a planet with 6 Training Facilities, in each core sector. For the Rebels, I do the same thing but only build 4 Training Facilities. The reasoning behind this, as you’ll see in the walkthrough, is that the Rebels will primarily be building Sullustans, who are cheap and build quickly. The Empire will start with Stormtroopers and switch to Dark Troopers, which cost more and take longer (in the case of Dark Troopers a LOT more and a LOT longer). You want the extra Training Facilities as the Empire.
 
 
Now, the obvious places to do this are on planets that already started the game with some of these structures. You’ll have a couple starting planets that already have a Construction Yard or a Shipyard or whatever. Adding to what is already there is obviously an efficient strategy. Just bear in mind that there may be other worlds you’ll gain control of which have more capacity than what you start with. You’ll have to balance the desire to build immediately against the possibility of getting better “Production World” candidates as you expand. With Construction Yards there’s no choice – you need to start them right away. But you may be able to delay slightly on Shipyards and Training Facilities if you’re actively trying to win over a system that already has one (or two!) in place. Those will often be your first diplomacy targets when the game starts.
 
 
It’s fine early on to have some extra production facilities scattered around and you should absolutely use them to help feed your military engine. Once you start getting towards the mid-game, though, you’ll want to start eliminating the redundancies and consolidating all of your production in your dedicated worlds. Remember that all those random shipyards and construction yards and training facilities are eating into your MC. Get rid of them when you no longer need them.
 
 
Once you get to the mid-game and you’ve got some breathing room, you’ll want to cram as many Shipyards as possible onto your production worlds already dedicated to shipbuilding. So long as your infrastructure can support it you should delete ALL the mines/refineries on those specific worlds and fill every available slot with a shipyard. The only exception should be two slots for GenCores. Mid and late game ships take a while to build and you want to speed up those Mon Cal Cruisers and Star Destroyers as much as possible.
 
 
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And finally some comments on planetary guns. To be blunt, never build them. The reason is that they almost never come into play. If your planet has no GenCores, your enemy is just going to bombard and destroy the guns from space if you have any. If your planet has 2 GenCores, your opponent can’t assault the planet regardless so the guns won’t get used. If you have 1 GenCore and an LNR and your enemy does make an assault, yes, you’ll take out a ship. But the planet will be conquered anyway (the AI only assaults planets when it’s a sure thing). But, on balance, instead of building an LNR you should have just built another GenCore and then the planet was fully protected. The KDY-150 Ion Gun has even less use. Yes, it lets you evacuate Characters from planets that are blockaded. The problem, though, is that the AI does not usually blockade planets for any period of time. They either do a “fly-by” and move on, or they immediately assault the planet before you have time to evacuate anyone. You’ll never get to utilize the KDY-150 in the only specific circumstance for which it is designed. Now, you will start with some of these guns on planets and that’s fine. You can leave them be as decoys since the AI WILL waste resources trying to sabotage them and they can serve as a minor deterrent in the early game before you get GenCores up. But never build any more.
 
 
We’ll get into specific building strategies for the Empire and the Rebels more below, but these are the basic points/concepts.
 
 
And now, a warning: There’s a random event that can occur which basically nukes the production of a planet and destroys a bunch of its production capacity (the square boxes below the planet). In the process, of course, it destroys whatever facilities on the planet were USING those boxes. This event is pretty much random BS – you can’t plan for it or prevent it, it just happens and makes one of your planets mostly useless. I’ll be honest, I usually save scum when this happens. I don’t have a problem accepting the consequences of my own actions, bad decisions, or lack of planning. That’s part of the game. But this is just a stupid random die roll with no purpose that can’t be planned for or protected against. To be fair, there’s another random event that INCREASES a planet’s production, but I seem to get the bad one at least 3 our 4 times when one of these events happens. Handle it as you see fit.
 
 
 

TROOPS

The stats for the various troop types are available in game and in various other guides. I’m bringing up Troops here for two reasons – to emphasize detection ratings and, as a result, my thoughts on what troops you should use and why.
 
 
Here are the detection ratings. Units with a star must be unlocked through research:
 
 
Imperial Troops
 
Troop Type Detection Rating
 
———- —————-
 
Army Regiment 15
 
Fleet Regiment 20
 
Stormtrooper Regiment 25
 
War Droid Regiment* 5
 
Dark Trooper Regiment* 30
 
 
Rebel Troops
 
Troop Type Detection Rating
 
———- —————-
 
Army Regiment 10
 
Fleet Regiment 15
 
Sullustan Regiment* 35
 
Mon Calamari Regiment* 20
 
Wookie Regiment* 20
 
 
Generally speaking, I don’t particularly care about offensive or defensive stats. The reality against the AI is that it will attack with overwhelming force, or not at all. The fact that you had 2 Mon Cal Regiments instead of 2 standard Army Regiments there ain’t gonna matter – those 3 Victory Class Star Destroyers in orbit are going to pound them all into smithereens. It’s much more important to have GenCores than troops with a better bombardment rating.
 
 
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For the Empire, it’s pretty much a no-brainer. You want all Stormtroopers, all the time, to start. It’s that simple. They’re better than Army and Fleet Regiments across the board. Stick three of them on every planet you’ve got and move on – they’ll do a decent job of foiling missions. I don’t think I’ve ever actually built a War Droid Regiment. Sure they’ve got some punch but they’ve got the worst detection ratings in the game. Dark Troopers are where it’s at – second only to Sullustans in terms of detection rating, they’ve also got the offensive power of Wookies and the defensive power of Mon Cals. Once you unlock them you make nothing else – ever. Just start replacing the Stromtroopers you’ve got with Dark Troopers and use them for anything and everything.
 
 
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As far as the Rebels go, if I’ve got available training centers at the beginning of the game I’ll usually crank out some Fleet Regiments to put on planets with no units (which will be all the ones you gain through diplomacy). Their detection rating isn’t anything amazing, but it’s better than nothing and a couple of them may keep your starting GenCore’s from getting blown up. Luckily the first unit you research is what you’ll use to garrison your planets for the rest of the game. Once you unlock the Sullustan Regiment (usually pretty quickly around Day 100 depending on how lucky you are in recruiting a researcher) you’re done. Start sticking three of them on every planet you’ve got and rotating your Army and Fleet Regiments out to the rim for colonization duties. They’re the best detection unit in the game, they’re cheap, and 3 of them will foil the overwhelming majority of missions directed at a planet they’re on. In the late game I’ll use Wookies in my fleets for planetary assaults but, again, you’re mostly just going to bombard any garrisons into paste anyway. Plus, I like the feeling that all of my planets are being garrisoned by kids in Halloween masks. With laser guns.
 
 
That’s about it for troops.
 
 
 

EMPIRE SHIPS

Just like with Troops, I’m not going to do a unit by unit analysis with all the stats. There is an excellent write up with a lot of specs and comparisons on Gamefaqs is you’re interested in that. Instead, I want to talk about which units I tend to use and why. Do note that ships also have a detection rating. It’s really, really low, but a fleet in orbit does provide some minimal protection against missions being run against you and it gets a lot better if you’ve got a General on board.
 
 
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The Empire: Although it’s randomized a bit, the Empire will always start with 2 Victory-Class Star Destroyers and 1 Imperial-Class (which I’ll refer to as VicStars and ImpStars from here on out, followed by a 1 or a 2 depending on which generation they are). You’ll also usually get a Carrack-Class light cruiser and a Galleon transport. You’ll get maybe a dozen Tie Fighters scattered around the core and another dozen on Coruscant. I’ll get more into fleet strategies below in the walkthrough. Here are the ships in order of starting ships and then unlocks, and then all the starfighters at the end:
 

  • Death Star: Technically buildable from the start but you should, uh, not do that. The problem with the Death Star is that once you’re in a position to build it and have the spare MC to support it, you don’t really need it. Still, it’s the most epic way to end the game – destroying the planet with the Rebel base on the rim once you find it, so I usually grind out the game and build one late just for the satisfaction.
  • Imperial Dreadnaught: Identical in every way to its Rebel counterpart and, like its Rebel counterpart, you should never build any more. If you start with any you may as well group them with your main battle fleet. Then delete them to free up the MC once the fleets get better ships.
  • Carrack Light Cruiser: Your best early anti-starfighter platform until you unlock Lancers (which will happen fairly quickly). Don’t build more of these either, but keep them around until you’ve got Lancers to replace them. Even then they are the second fastest ship in the Empire’s arsenal so consider keeping it as a Character transport until you unlock the Assault Transport somewhat later.
  • Galleon: Has no weapons and only carries 2 troops. So pretty much garbage, in other words. The Empire gets shafted in terms of dedicated troop transports but this is, of course, offset by the fact that Star Destroyers have significant capacity on their own. You’ll usually start with a Galleon and should send it to the rim to colonize, but never build more.
  • Escort Carrier: Now we’re talking. Your most efficient early play is to build a dozen Tie Fighters and 2 of these to hold them. You need some capital ships to give the fleet some punch, of course, but the nice thing is that you can swap out the Tie Fighters for Interceptors and then Defenders, so these babies will be a useful part of your fleets for the entire game. They’ve also got some laser cannons and can, to a limited extent, defend themselves.
  • Victory-Class Star Destroyer: So, here’s the problem. These things are specialized for bombardment but still can’t blast through a single GenCore 1, even if you’ve got a pair of them working together. It’s way more efficient to just build some Commandos and blow up the GenCore through a sabotage mission than to mass VicStars to try and force your way through them. This is also to say nothing of the fact that you’re wasting a ton of MC and time and you’re tying up your shipyards. The upshot? I never build these.
  • Imperial-Class Star Destroyer: THESE, on the other hand, are going to be the anchors of your fleets. They can carry 6 fighter squadrons and 3 troops, and even the Gen 1’s are a match for anything the Rebels can throw out. They DO take a while to build so make sure you use fully developed production planets (preferably with advanced shipyards) but all of your main battle fleets should be built around 2 of these. They have no laser cannons, though, so they’re vulnerable to starfighters – make sure you keep your fleet fully stocked with Ties and a couple Lancers and your ImpStars will annihilate any capital ships in the opposing fleet.
  • Lancer Frigate: This will be your second unlock (after the Tie Bomber). You’ll want 3-4 of them in every main battle fleet as a replacement for your Carracks. They are specifically designed to shred X-wings to pieces and are REALLY good at it. They’ve got no turbolasers, though, so they have to be paired with capital ships or they’ll get blown up.
  • Star Galleon: *sigh* Another crappy imperial transport. Holds 3 troops and I usually end up adding one to each main battle fleet to get the overall troop capacity up to 6 for assaults while I’m getting ImpStars spun up in the mid-game.
  • Assault Transport: A bit of a misleading name – it can only carry a single troop unit. BUT, it is the fastest ship in the Empire’s arsenal and is extremely cheap and builds quickly. I always crank out 1 or 2 to move Characters around. It’s got some lasers and can fend off some starfighters, but that’s not really the point of the ship.
  • Interdictor Cruiser: Simply put, the game changes once you unlock and build these. They’ve got some basic self-defense armaments but that’s not their point. They lock down enemy fleets so they can’t run from battle, meaning you can hold them in place and destroy them. Add one to each of your main battle fleets and start ripping up those pesky little Rebel fleets that keep playing peek-a-boo with you.
  • Victory II-Class Star Destroyer: As you would probably guess, since I don’t recommend building VicStar 1’s I definitely don’t recommend building these, for the exact same reasons.
  • Strike Cruiser: I don’t think I’ve ever built one. I’ve just never seen the point of this ship. It’s got some firepower, I suppose, but it carries 1 measly troop and no fighters. And you unlock the ImpStar 2 next. It fills a niche that doesn’t really exist – a cheaper offensive platform than an ImpStar with none of the advantages of an ImpStar.
  • Imperial II-Class Star Destroyer: THESE, on the other hand, you should switch to immediately when you’re still building out your main battle fleets. If you want to replace Gen 1 ImpStars with these feel free, but it will probably be overkill at that point in the game. With starfighter support these will take out anything the Rebels have other than a Bulwark (and they can seriously mess up one of those, too).
  • Super Star Destroyer: The apex ship of the Empire and the final unlock. There’s a reason Vader used one as his flagship while the Death Star II was being built. Like the Death Star at the point in the game where you unlock it you probably won’t need it – your ImpStar-centered fleets will be fine for anything the Rebels have left most likely. But I always build at least one of these anyway for my rim exploration fleet that goes hunting for the Rebel base. The temptation cannot be resisted, so why try? It’s the most powerful ship in the game and will take down even a Bulwark one-on-one.
  • Starfighters: You start with the bog-standard Tie Fighter and eventually unlock Bombers, Interceptors, and then Defenders. Never build bombers – you have to manually do the battles to use them effectively. Interceptors are a straight-line upgrade across the board to Tie Fighters and you should switch to them once you unlock them to fill out your fleets. But Defenders are where it’s at – they’re the best starfighter in the game. Replace whatever else you’ve already built with Defenders as capacity allows and never look back – they’ll finally give you battlefield superiority over those pesky X-wings.

 
That’s it for the Empire.
 
 
 

REBEL SHIPS

STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - REBEL SHIPS - 1FFFFB4
 
 
The Rebels Like the Empire, there will be some randomness. You’ll get a couple Corvettes (between 2 and 5), 1 or 2 Bulk Cruisers, and 2 or 3 Medium Transports. Once in a blue moon you’ll get an Escort Carrier to start, which is really nice. This fleet lacks any bombardment capability and needs some capital ships to make it effective and to give it some defensive capability. You’ll also usually start with half a dozen X-wings and Y-Wings scattered around. Like with the Empire, what follows is a listing of the Rebel ships in order of unlock with my thoughts, with starfighters at the end. More specific fleet strategies can be found in the walkthrough at the end as well.
 

  • Alliance Dreadnaught: Identical to the Empire counterpart. Group them with your main fleet if you start with any but don’t build any more. This is particularly true in the case of the Rebels because the Nebby-B is right around the corner. It’s not a bad ship – it’s just quickly outclassed.
  • Alliance Escort Carrier: Your first ships should be 12 X-wings and 2 of these guys to hold them. Same idea as the Empire with the bonus for the Rebels being that you never need to change out the X-wings. You’ll never be unhappy having 2 of these loaded with starfighters as part of every fleet you build.
  • Bulk Cruiser: These are hot garbage. If you start with any you might as well group them with your initial starting fleet, but they’re headed for the scrap pile to free up MC as soon as you get Nebby-B’s. Don’t build any more, ever.
  • Bulk Transport: Your default troop transport and necessary for the Rebels since their capital ships lack the transport capacity that Star Destroyers have for the Empire. Every one of your main battle fleets needs one since they hold 6 troop units which, coincidentally, is the number of troops you need to assault/garrison a planet with to stop it from going to into uprising. It’s got no armaments, though, so be careful sending them out alone.
  • Medium Transport: The Bulk Transport’s little brother, it can only hold 2 troop units. You’ll usually start with a couple and their best use is colonization duties/scouting on the rim. Don’t build any more – Bulk Transports are what you should be using for your main battle fleets.
  • Corellian Corvette: An iconic little guy (the Tantive IV is, of course, the first Rebel ship seen in Episode IV and, thus, the Star Wars universe when viewed in order the movies were made). It serves the same purpose as the Carrack for the Empire – it’s your initial anti-starfighter platform. It has no turbolasers so don’t send it against capital ships without some bigger friends, but along with some squadrons of X-wings these will absolutely melt Ties. I usually don’t build any more since the superior Corellian Gunship is 4 unlocks down the chain and you get it around the end of the early phase.
  • Nebulon-B Frigate: The first Rebel unlock and your first viable capital ship that lets you get scrappy with Star Destroyers. You’ll immediately start building a couple of these for each main battle fleet (I usually go with 3) once you finish your escort carriers. They can hold 2 squadrons of X-wings, which puts them roughly on par with a VicStar in terms of firepower and with 1/3 better shields to boot (but a lot less hull). It will eventually get outclassed but it’s still a great ship that I keep as part of my fleets for the entire game for the X-wing capacity if nothing else – there’s no reason to scrap them.
  • Mon Calamari Cruiser: The Rebel counterpart to the ImpStar, it has slightly superior firepower (although more heavily weighted to the sides, rather than fore/aft), identical shield capacity, and only slightly less hull. Can carry three fighter squadrons and a troop as well. These will form the backbone of your main battle fleets for most of the game and every fleet should have at least one as its flagship. They are your second unlock so you probably won’t have the initial shipyard capacity to start building these right away – stick with Nebby-B’s in the early phase – but once you add a Mon Cal to your fleet you can feel good about engaging Imperial fleets with Star Destroyers.
  • Corellian Gunship: Not quite the punch of the Empire’s counterpart (the Lancer), but still pound for pound the Rebel’s best anti-starfighter platform. Every main battle fleet should have 3 or 4 and you should replace any existing corvettes with these.
  • CC-7700 Frigate: The Rebel version of the Interdictor Cruiser, its only use is to lock imperial fleets in place for destruction. Every main battle fleet needs one.
  • Assault Frigate: A ship that fills a bit of a niche, it’s like an underpowered Mon Cal with no troop/starfighter capacity. It mostly serves to add firepower to a fleet in deference to the fact that Rebel ships tend to be slightly underpowered when compared to their imperial counterparts. It mainly benefits from timing because it shows up at a point where you’ve probably just added CC-7700’s to your main battle fleets and are ready to go hunting. I usually add one to each fleet to give it a bit more punch but you’re also not wrong if you want to just add another Mon Cal.
  • Liberator Cruiser: There’s a couple ways to look at this guy but I tend to view it as a replacement for my Escort Carriers with a LOT more upside – firepower is between a Nebby-B and a Mon Cal but has fantastic shields and can haul around 3 troop units, too. At this point in the game you probably have things mostly in hand but your Shipyards may be looking for something to build and replacing your Escort Carriers with these is a fine idea if you’ve got nothing else urgent.
  • CC-9600 Frigate: I’ve never built one. It’s basically a slightly inferior and cheaper Assault Frigate but at the point in the game where you get this there’s no reason not to just build the Assault Frigate if you want more firepower added to a main battle fleet and money/MC are probably no object to you. This ship is pretty much unnecessary and redundant.
  • Dauntless Cruiser: A wonderful ship that, sadly, I never really feel the need to build. It’s the rough equivalent of an ImpStar II by itself, and surpasses it when loaded with 4 squadrons of X-wings. You can replace your Mon Cals with these if you want but I generally just wait for the next unlock, which is the end of the Rebel’s research line anyway.
  • Bulwark Battlecruiser: The Rebels’ answer to the Super Star Destroyer and their apex ship. It outguns a SSD, but has slightly inferior shielding/hull. At this point in the game things are probably starting to wind down so you probably just want to add one to whichever fleet is going to make the final assault on Sesswenna and Coruscant.
  • Starfighters: The Rebels have it pretty easy. You should build all X-wings, all the time, for the entire game. Period. Y-wings are useless (and surpassed by B-Wings later anyway). B-wings are heavy bombers but the AI just doesn’t use them effectively when auto-resolving battles. A-wings technically outclass the X-wing against other starfighters but don’t have the torpedoes and versatility against capital ships. More to the point, the whole purpose of building Corellian Gunships is to deal with starfighters – swapping out X-wings for some A-wings is just inefficient and fiddly. I won’t stop you if you want to put half a dozen A-wings in your main battle fleets, it’s just unnecessary and forces you to have to replenish them on a case-by-case basis. Just building half a dozen X-wings whenever your shipyards have a free moment and then slotting them into new ships with starfighter capacity when they come online is the easiest and most sensible way to go.

 
And that’s it for the Rebel ships.
 
 
 

SPEC OPS

“Spec Ops” refers to the various special forces units each side can train. Some are more useful than others, but these will form the teams you send out on missions – a crucial part of the game for both sides, but particularly for the Rebels (who lack significant bombardment capability until the end game). In a semi-annoying twist, there is not quite a 1-1 correlation between these units between the sides, as we’ll get to below.
 
 
The Empire:
 
 
Imperial Probe Droid: You usually start with one and feel free to send it out to the rim if you want, but otherwise you won’t need these until the end game when you can build them in groups of 10 to start scouting the outer rim sectors for the hidden rebel base.
 
 
Espionage Droids: They make sandwiches. (*consults notes*) NO, WAIT. They conduct espionage missions. Sorry, my bad. You’ll make lots of them.
 
 
Imperial Commandos: Sabotage missions and incite/subdue Uprising Missions. The nuisance I mentioned above is that you need these guys to run Sabotage missions – something you’ll do a lot of – but you also need Espionage Droids and Noghri Death Commandos. That means there are 3 Spec Ops units you need to produce in numbers for the Empire, as opposed to 2 for the Rebels, which kinda sucks.
 
 
Noghri Death Commandos: Abductions, Assassinations and Rescues. Basically if it’s a mission directed at a character these are the guys you use for it. The Noghri, as an aside, are another fan favorite from Timothy Zahn’s fantastic Thrawn Trilogy in the early 90’s who made the transition into the new Disney cannon (Thawn himself also made the same transition, of course). In fact, Zahn’s original intention was to make the Noghri the Sith and to have Vader’s mask a stylistic interpretation of a Noghri face. Both ideas were vetoed by Lucasfilm since they had different plans, as we would later see in Episodes I-III.
 
 
STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - SPEC OPS - 4F39F80
 
 
The Rebels:
 
 
Y-Wing Longprobe: The Rebel equivalent of the Probe Droid, but without the eventual usefulness. The Rebels need to colonize the outer rim early and scouting with these guys is simply inefficient – a basic medium transport works infinitely better. If you start with a couple, feel free to send them to the opposite side of the rim to give them something to do but never build any more.
 
 
Bothan Spies: The Rebel counterpart to the Espionage Droid, and used for the same purpose. Bothans have an Espionage Rating of 70 vs. 60 for the Espionage Droid, so they are slightly better at their job than their counterpart. On the other hand, Espionage Droids have a combat rating of 5 vs. the Bothan’s zero which means, I suppose, that this game is trying to tell me that C-3PO would kick Borsk Fey’Lya’s a*s in a slap fight. Noted.
 
 
Infiltrators: Your workhorses. If it needs to be captured, rescued or blown up these are your dudes. You’ll make a billion of them and still never have enough. Not much else to say.
 
 
Guerillas: For inciting and subduing uprisings only. The problem is that the Rebels are rarely in a position of needing to put down an uprising unless things have gone horribly wrong. If you want to START an uprising (which you definitely will), you’re better off using named characters to ensure success. Uprisings also tend to be an early game phenomenon and I just never seem to have a situation with my limited number of Training Facilities in the early game where I wouldn’t rather be building Bothans or Infiltrators.
 
 
 

THE CHARACTERS

Let’s walk through an overview of the characters by type/role. Generally, the slate of 28 characters for both sides is similar. Each side has two characters who can research each of the three branches – Troops, Ships and Facilities. Each side also has a “wild card” researcher who can conduct research in ANY of the branches. Each side has the same number of characters who can be made into Admirals, Commanders, or Generals. As far as these things go, the sides are balanced. Now, in terms of roles, if a character has a stat above 70, they are proficient in missions involving that stat and that’s the role you should primarily use them in. These roles also won’t change game to game. Although there is some randomness to the exact starting scores the characters always fill the same roles game to game. Bin Essada, for example, will always be a good diplomat for the Empire. He’ll never have a game where he’s, say, bad at diplomacy and good at spec ops. Talon Karrde will always be a researcher for facility design with proficiency in diplomacy and leadership. He’ll never be proficient in espionage or combat. Also, a character’s stat increases by 1 every time they successfully run a mission using that stat, so there is some growth – characters tend to get better at what they’re already good at the more you use them. Force users also get some massive bonuses which we’ll get into in a second. Now, looking at those roles:
 
 
Diplomacy: Pretty simple – if the character’s diplomacy stat is above 70, that’s how you should use them (particularly in the early game). By design, the Rebels have a couple more natural diplomats than the Empire and their diplomats tend to start with slightly higher scores. That’s one of their advantages. Both sides lean heavily on diplomats in the early game but the Rebels are likely going to have an edge, and that edge is likely to grow with recruiting. The diplomacy stat has no use other than diplomacy missions.
 
 
Spec Ops: Espionage and Combat scores tend to go hand in hand. Most characters are proficient in both or neither (although there are a couple of exceptions). The sides have rough parity in characters proficient in these things. Espionage is important for (wait for it…) Espionage missions. Combat is important for Abduction/Assassination Missions and Rescue Missions. Sabotage missions use both Espionage and Combat scores in equal measure.
 
 
Leadership: Leadership scores already favor the Empire in a semi-counterbalance to the Rebels’ edge in Diplomacy but there’s another factor in play here that makes the Empire’s advantage insane. While the Emperor is on Coruscant (which he always should be) the Leadership scores of all imperial officer characters (including Vader and Palpatine themselves) are DOUBLED and that’s, like, 3/4 of their characters. The bummer is that the Leadership stat has limited usefulness in terms of missions. It’s the key stat for inciting/subduing uprisings but that’s pretty much it. It factors into recruiting, but the Emperor and Vader are the only recruiters the Empire has – it’s not like you’ve got a choice. It does mean than when you use them for recruiting, though, Vader and Palpatine almost always get someone so the Empire does tend to fill out its roster more quickly than the Rebels. The Rebels have 4 recruiters to the Empire’s 2 (Mon Mothma, Luke, Leia, and Han) but you’ll have other jobs for Luke, Leia and Han most of the time. Leadership scores also make military officers (Admirals, Commanders, Generals) more effective but – for reasons we’ll get into below – you should never be using anything other than Generals and you’re not going to be using them for combat. It does mean, in a big picture sense, that the Empire has much less to fear from uprisings – they’ve almost always got someone nearby who can deal with the problem quickly and effectively.
 
 
Now, as far as the starting (or “Major”) characters for both sides:
 
 
THE EMPIRE
 
 
Emperor Palpatine: A “Jedi Master,” he is also highly proficient in Leadership and Combat and he can be a diplomat in a pinch. In reality, you’re going to park him on Coruscant and have him recruit until there’s no one left. You’ll be in the mid-game by that point and diplomacy will be less important, so pretty much his job from then on will be to hang out in his palace and look menacing. This game predated the inclusion of “Sith” into the Star Wars vocabulary as we now know it so Palp and Vader are both described as “Jedi Masters” even though nowadays we’d call them Sith Lords. Learn to enjoy the odd time that he fails at recruiting and blames you for it.
 
 
Darth Vader: The only true “Jack-of-all-trades” character at the start of the game, Vader will quickly end up with all of his scores above 100 (and combat above 200) if you use him for diplomacy early on, which you will if you’re following this guide. He’s also a Jedi Master, can hold any military rank, and is the only Empire character besides Palpatine who can recruit. Basically he’s as good, or better, than anyone else at doing any mission in the game. The only thing he can’t do is research.
 
 
Jerjerrod and Piett: In game terms they’re basically the exact same character so I’ll just save some space here. Imperial officers who are both solid diplomats and, because they’re imperial officers, will have high leadership scores as well. They’re going to do the heavy lifting for you initially on the diplomacy front and will keep support for the Empire shored up throughout the game.
 
 
Needa/Ozzel: Like above, these guys are basically the same character in the game. They’re your starting spec ops imperial officers with high Espionage and Combat scores (and Leadership, of course, when Palpatine is on Coruscant). They’re basically the imperial counterparts of Chewie for the Rebels, with slightly inferior scores. If you’re following this guide you’ll probably throw them in with one of your “diplomatic teams” early on. It’s also amusing to me to lump them together since they both get murdered by Vader in Episode V for their failures.
 
 
STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - THE CHARACTERS - 132170F
 
 
Veers: Your starting researcher – he can research Troop Training but once that’s done you’re going to make him a General and park him somewhere useful for the rest of the game. His stats otherwise suck and he’s only good at leadership because of the Emperor’s bonus. Fun trivia. Julian Glover, the actor who portrayed Veers in Episode V, is probably more familiar to you than you realize. The year after appearing in Episode V he would play the villain in the 1982 Bond film For Your Eyes Only. He would later reunite with Lucas and Spielberg to play Walter Donovan in Indiana Jones and the Last Crusade. More recently, he played Grand Maester Pycelle in Game of Thrones. Oh, and he’s the voice of Aragog in Harry Potter and the Chamber of Secrets. Cool, huh?
 
 
The Randos: Your other 2 starting characters will be a random draw of the remaining options. Just based on the odds, it will probably be a couple imperial officers with good Espionage/Combat/Leadership scores (because of the Palp bonus) and crappy diplomacy scores. You may get slightly lucky and get one of the other researchers but the real jackpot is if you start with one of the other imperial diplomats – Bin Essada, Pter Thanas, or Pellaeon. This makes it MUCH easier for you to win the recruiting battle in the core in the early game. In fact, if you’re willing to sit through the droid babble you can restart until you get one of these guys – I won’t tell anyone.
 
 
 

THE CHARACTERS, CONTINUED

THE REBELLION
 
 
Mon Mothma – The leader of the Rebel Alliance. She’ll always start on the Rebel HQ, wherever it is. She’s your best recruiter and, like Palpatine for the Empire, you’ll likely park her somewhere in the core and have her recruit until there’s no one left. Her high diplomacy rating, coupled with the fact that the Rebels have 4 recruiters to the Empire’s 2, does give you some options with her in the early game. There may be scenarios where you can forego recruiting to have her do some diplomacy if the need arises. More on that later.
 
 
Luke Skywalker – He’s sort of like a Vader-lite at the start of the game, but with a lot of upside. He’s technically proficient at Diplomacy, Espionage and Leadership and has a very good Combat score. He can recruit but his low Leadership score means he’s not great at it. But at least in technical terms he can competently do any mission in the game other than research right out of the gate and he’ll get a lot better as his force levels improve. You’ll give him different roles as needed in the early game but his force enhancements won’t unlock for a while. More on that shortly.
 
 
Leia Organa – Your best diplomat throughout the game, you’ll use her almost exclusively in that role for a while. Like Luke she CAN recruit but she’s not great at it. Once her force enhancements unlock she becomes a bit more versatile but at that point you’re going to have a lot better options for Espionage and Combat anyway.
 
 
Han Solo – Espionage and Combat are his best scores, as befits everyone’s favorite scoundrel. His good leadership score make him your second best recruiter after Mon Mothma, a role which shouldn’t get overlooked. He’s a great spec ops guy and he and Chewie make a fantastic abduction or rescue team, but he’s got something else unique going for him – the fastest hunk of junk in the galaxy, the Millenium Falcon. When Han travels by himself or ONLY with other named characters he travels at +50% hyperspace speed in the Falcon. This is a MASSIVE bonus – he’s literally twice as fast as anyone or anything else. This bonus gets negated, however, if he’s travelling as part of a fleet or even with spec ops units (which generally don’t take up space). It’s gotta be just him and/or other named characters – no one and nothing else. Ironically, one of the best roles for Han is the same role he fills when we first meet him in Episode IV – giving other people a ride. When you’ve got to get a named character from one sector to another in the core (which will happen a lot) and Han is available you should always use him unless he’s otherwise tied up. He’s also great at prisoner transport, something which will come up a lot if you follow this guide. He can get to your prison planet and back in a jiffy. You’ll always have something useful for Han to be doing. One of the first things you’ll do in every game is have Han fly all the characters who start on Yavin to wherever you’ve chosen to direct your initial efforts.
 
 
STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - THE CHARACTERS, CONTINUED - 07B3377
 
 
Han’s Special Events There are also a couple special events that can trigger with Han. Periodically he’ll get attacked by bounty hunters. This seems to be completely random and nothing can be done to prevent it. LucasArts has said that there’s a 30% chance of an attempted abduction being made every 100 days and that feels about right. It seems like I have this pop up every couple hundred days or so. Fortunately he seems to be fairly effective at fighting them off but there is ANOTHER event that triggers if he doesn’t, and it’s a bad one. He gets taken to Jabba’s Palace (which is on Tatooine, but this all occurs in popups – you can’t do anything about it in the game itself). What really sucks is that it then basically plays out like the beginning of Episode VI – Luke, Leia and Chewie (but not Lando!) automatically go to try and rescue him as soon as they finish what they’re doing. So you’re basically down 4 of your best characters while this all works itself out. Each of the three rescuers gets a chance to rescue Han, and it’s all or nothing – if one of them makes the rescue everyone escapes and the event chain ends. Otherwise, apparently, ALL FOUR OF THEM end up captured by Jabba, who then sends them off to Vader, who keeps them prisoner from then on. I’ll be honest, I’ve had Han get captured exactly twice, but I’ve had him avoid capture dozens of times. My best guess is that the chance of capture is pretty low – somewhere around 3-5% maybe. And both times when he got captured the rescue was successful, so I only know about what happens if they don’t rescue him anecdotally – I’ve never personally had it happen. So I’m also unclear on exactly how it would factor into other story events (like whether Luke being brought to Vader could potentially trigger HIS event of bringing Luke before the Emperor and the “Final Battle” happening as described below). *shrug* Let me know in the comments if you have it happen.
 
 
Chewbacca – Chewie is a great spec ops character with high Espionage and Combat scores. Although it seems fitting thematically to keep Han and Chewie together the reality is that Han is more versatile and you’ll probably end up splitting off Chewie to have fun times with other spec ops guys/units while Han is playing Uber driver or trying to recruit people for the Rebels. It’s also funny to me that Chewie’s diplomacy score is usually twice as good as Han’s. Neither are “good” at it but it makes me feel like maybe Chewie should have been the guy cutting the deal with Ben and Luke in Mos Eisley rather than Han.
 
 
Jan Dodonna – A much more interesting character in the expanded universe than in Episode Vi (where he’s primarily remembered for pronouncing Leia’s name “LEE-AH” before the attack on the Death Star) he’s a fantastic diplomat you’ll use to win over the core early and then park him as a General somewhere once that’s done.
 
 
Wedge Antilles – Always a fan favorite (I generally hated Episode IX but loved his cameo at the end) Wedge is the Rebellion’s counterpart to Veers for the Empire at the start of the game. He’s your starting researcher. However, the Rebels have an edge here since ship research is far more useful to them than troop research is to the Empire at the start of the game. Sending Wedge out to research at the nearest shipyard will be one of the first clicks you make in every game. Then you’ll ignore him until the researching is done, which probably won’t happen until the end game, at which point you’ll make him a General and park him somewhere.
 
 
The Randos – You’ll get 2 other random draws from the pool, just like the Empire. If you get another diplomat, which is probable, it will help a lot in the early game. If you get two – which is entirely possible – it’s not too much of an overstatement to say that you’ve probably already won, you just need to not screw it up. That much of a diplomatic advantage added on top of the built-in advantages the Rebels have by default means you can viably get every single neutral system in the core and flip a couple of the Empire’s weaker systems.
 
 
 

THE FORCE

STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - THE FORCE - FCD9666
 
 
So, the Force fills a couple functions in SWR. It provides some (very) limited story content in the game by generating a couple fixed events and causing certain interactions between characters to happen. These always happen the same way and are triggered by the same events, so you can plan for them and force (pun intended) them to happen to some extent. They are meant to mirror certain events from Episodes V and VI. The practical effect of force sensitivity in games terms is as follows:
 

  • All force sensitive characters get an immediate large boost (it seems like it’s 25%) to their espionage, leadership and combat abilities once they realize they are force sensitive. So at the start of the game Vader, Palpatine and Luke already have bonuses (which are maxed out for Vader and Palpatine since they start as Jedi Masters, which is why they start with such awesome stats). Luke starts as a Novice, but has a lot of room to grow. Anyone else with latent force sensitivity (Leia and the randos on each side) will get the initial “bump” once their force sensitivity is discovered.
  • Force sensitive characters accrue a hidden stat called their “Jedi Score.” Increases in this score provide additional bonus points to the usual stats they’re proficient in and, at certain plateaus when their overall rank increases, they get another one-time large boost. More on this below.
  • Force sensitive characters have an increased ability to detect other force users. This works for and against you, of course. It’s great on defense (and is one of the things that makes Coruscant such a tough nut to crack for the Rebels), but on offense you’ve got to be careful about sending your Jedi on missions where there are other Jedi at the target. They may blow the whole thing (think of Luke getting detected by Vader in Episode VI while Han was flying the crew down to the Endor moon). The upshot of this, unfortunately, is that when it’s time to capture Luke/Leia/Vader/Palpatine (or any other force user, for that matter), you DON’T want to use your jedi to do it. Which sucks, because they’re unquestionably the Characters who would do the best job. But the mission will just fail because they got detected.
  • Related to above, Jedi can also detect traitors in your ranks. Weirdly, I had never had this happen (as far as I was aware) until my sample Empire game in the walkthrough below. Vader outed Brandei as a traitor while on a mission, even though the game was going fine for me otherwise. Unfortunately, Vader doesn’t have a “force choke traitor to death” button, so pretty much you just have to retire the traitor.
  • Jedi heal MUCH faster if they get injured.
  • Jedi are much more difficult to capture if a mission goes bad, and they get better and better at avoiding capture with every rank they gain (again, this is what make Vader and Palpatine so difficult). For Luke and Leia (and ONLY Luke and Leia), there’s something else on top of this – they get a hidden “evasion bonus” when a mission goes bad but they avoid capture and gain a bonus Jedi point. The upshot of this is that Luke and Leia basically get Jedi points from any mission – successful or not – so long as they get away.

 
Let’s talk about Jedi Score and Jedi Ranks. The same characters always start with the same overt Jedi statuses. Palpatine and Vader will be Jedi Masters, Luke will be a Jedi Novice, and Leia will have latent force sensitivity which is locked at the start but which Luke can unlock later. And that’s all you’re gonna know to start with. Each character who is force sensitive has a hidden Jedi Score which you can’t see in the game (you can see their rank, but not the score itself) and which has been reverse engineered as follows:
 
 
Rank Force Points Required
 
————– —————————
 
Novice 10
 
Trainee 20
 
Jedi Student 80
 
Jedi Knight 100
 
Jedi Master 120
 
 
A character gets 1 Jedi point when they run a successful mission (in addition to the point they already get to the relevant score for that mission like everyone else). For example, if Luke runs a successful diplomacy mission he’ll get a visible 1 point increase to his Diplomacy score and an invisible 1 point increase to his Jedi score. You’ll know when a character gains a rank since there is a popup for that and if you have the patience to track by hand every successful mission a character goes on you CAN plan things out if you want, but that’s a lot of work. And, finally, when a Jedi hits a new rank they get a flat bonus. Like the first bump it seems to be 25% to their Espionage, Combat and Leadership scores.
 
 
If all that math just made your head spin, here’s the TL:DR summary: Force sensitive characters get immediate bonuses to their stats when detected and can get those bonuses again at each new rank they gain. If it wasn’t already apparent, Jedi are amazing and will be your workhorses throughout the game.
 
 
Latent Force Users: Setting aside Leia (who is a special case I’ll cover below), each side will have 3-5 additional characters with hidden force sensitivity. There’s only one way to find out who they are – they need to hang around with Luke or Vader (and ONLY those two characters). Vader can detect force users immediately but Luke needs to reach the rank of Jedi Student before he can do so. This provides an obvious advantage to the Empire from the start of the game – Vader can immediately identify the force users and jack up their stats once they get recruited (and they, in turn, can start building their ranks earlier). You’ll have to wait a while before Luke can do it. It seems like any character – major or minor – can be force sensitive. I’ve had Mon Mothma be force sensitive and I’ve read multiple anecdotes where Chewie was. What you REALLY want is as many spec ops guys as possible. Practically speaking, in the middle and late game these guys are going to be crucial to cracking the harder planets with Generals, shields, and a lot of troops. While having an uber-diplomat is cool and all, their low starting scores in Espionage and Combat make the bonuses to those scores meaningless. You’re just never gonna use Jan Dodonna as a spec ops guy, even if he’s a Jedi. Jedi with enhanced Leadership are, again, cool and all but play such a limited role that it feels wasted. Hands down you want guys who can run Espionage and Sabotage missions in a steady stream and pull them off almost every time. I’m a little fuzzy exactly what triggers the unlock. I’ve had it happen, and heard about it happening, when they’ve just been chilling on the same system for a while not doing anything special and you get the notification. The surest way to do it is to send Luke/Vader on a mission with the person. If that person is force sensitive, you’ll get the notification every time when they return from the mission. It always works. We’ll talk more about this in the walkthrough below.
 
 
 

LUKE’S FORCE EVENTS

So, similar to Han’s events above, there are a number of events which happen with Luke specifically, and some later interactions between him, Leia, Vader, and Palpatine. I’ll just walk through them in order.
 
 
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You Will Go To The Dagobah System…: This will almost always be the first one that triggers unless you encounter Vader early on. It happens automatically sometime between days 200 – 500 (around Day 350 seems to be the sweet spot). Luke will announce that he’s off to Dagobah to train with Yoda, just like in Episode V. He’ll then be gone for a LONG time – around 100 days. At the end of this he’ll make an announcement and reappear on the planet he left from with a snazzy new look and a hefty bonus to his Jedi Score. Because you can’t see them (and because I’m too lazy to reverse engineer the numbers) I’ll guess that it’s around a 50% bonus to whatever he had before he left. I find that it almost always pushes him up close to Jedi Student level (which, in turn, will jack up his bonuses even more when you hit it) or he’ll be just short of it depending on how much you used him before he took off. If he’s not a Jedi Student when he gets back he usually needs only a couple more missions to get there. And that’s good, because part of the guide below is oriented around having him in a position to identify as many force users as he can as soon as he’s able.
 
 
I Am Your Father…: This event triggers if Luke encounters Vader in the same system (and it CAN happen before Luke goes to Dagobah). They don’t actually have to both be on the planet – for example, Vader could be on the planet’s surface and Luke could be running a sabotage mission against a ship in space above it. However, they have to be on the mission – if they’re a decoy it won’t trigger. A couple things happen – Luke finds out about his “heritage,” (I guess they were trying to avoid spoilers?), he may get wounded (he seems to, more often than not), and he may get captured (depends on his combat rating and force rank). If he escapes he’ll get a 25% boost to his Jedi Score. Regardless of however the events play out he’ll also get the ability to tell Leia about her “heritage.” If Luke is captured AND his Jedi Score is above 60, Vader will also immediately take him to the Emperor (see below). If he’s below 60, he just gets treated like a standard prisoner. This event is repeatable for the 25% boost and can be farmed – you can keep encountering Vader until he moves elsewhere (although you can obviously only learn about your heritage the first time). It’s probably a bad idea to take too many chances with this event before Luke has the rank of Jedi Student, at a minimum. I’ve also learned that this event also apparently triggers for Leia as well if SHE encounters Vader and has learned of her heritage. I’ve just never had it happen because I can’t come up with a scenario where I’d be using Leia on a spec ops mission where she might run into Vader (or Palpatine, I guess, see below).
 
 
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The Force is Strong in My Family… Once Luke has learned about his heritage he can convey this information to Leia. It works the same as unlocking any other force sensitivity – they just need to hang out and do a mission together. This is how you unlock Leia’s Jedi status. That’s it.
 
 
If You Will Not Be Turned, You Will Be Destroyed… Sort of the same event as the encounter with Vader above, Luke will also trigger an event if he runs into the Emperor on a planet. If he escapes, he’ll get a 20% bonus to his Jedi Score. If not, he gets captured. The bonus is slightly less than the one from the Vader encounter but the Emperor doesn’t have the overwhelming stats that Vader does, either. In reality, it’s hard to pull this off – the Emperor is going to be parked on Coruscant and there just aren’t many scenarios where you want to be sending Luke there in the early or mid game. Like the Vader event above, Leia can apparently have this encounter too although, again, I can’t imagine why you would be sending Leia on spec ops missions, let alone to Coruscant.
 
 
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So Be It, Jedi… If Luke has the Vader encounter above and has a Jedi Score above 60, Vader takes him to the Emperor and triggers a very important event – the final showdown depicted at the end of Episode VI, basically. There are 2 possible results. If Luke’s Jedi Score is below 100 (i.e., Jedi Knight) he gets injured, remains captured, and is probably gone for the rest of the game since he’ll almost certainly be on Coruscant and rescuing him is going to be almost impossible. On the other hand, if Luke’s Jedi Score is above 100, he captures Vader AND the Emperor and brings them back to the Rebels. This is obviously fantastic if you’re playing the Rebels and you should absolutely try to trigger this chain of events when Luke is ready. On the other hand, it’s a disaster for the Empire. In a funny twist on the movies, if you get to turns 500-1000 you need to be extremely careful about keeping Vader AWAY from Luke. If they happen to run into each other there’s nothing you can do to stop this sequence – you’re going to lose both Vader and Palpatine and will have to try and rescue them (or hope they escape on their own).
 
 
And that about covers it as far as the Force.
 
 
 

MISSIONS, GENERALLY

So, before we get into specifics, I’ll say that this is probably the most frustrating part of SWR. The reason it’s frustrating is that the game gives almost no information about why a mission succeeded, was unsuccessful, or got foiled. You basically just get the end result and none of the math as to how or why it worked out the way it did. I’m unaware of any sources, then or now, who have been able to dig these numbers out of the code. We know some basics, and I’ll cover those next, but most of the theory about how many units or characters to use for a given mission, and how many decoys, is pure guesswork based on experience. Granted, I (and other people who’ve posted on the subject) have had a LOT of experience but there is absolutely a random component to missions that makes the guesswork sketchy.
 
 
Let’s start with the general principles. Every mission occurs in 2 phases – a detection phase and a mission phase. The detection phase is when the system checks if there are any “detector” units who could potentially stop the mission from starting at all. Obviously for this phase to occur there have to be detectors at the target to begin with. If a detector spoils the mission, you get the popup that it was “foiled.” This is a specific term – it means a detector caught one of the primary team members (not just a decoy). When a mission is foiled, there is a possibility that characters could be injured or captured. Some spec ops units, if you assigned any, may be killed or may make it back (they can’t be captured or injured – they either survive or they don’t). Everyone is at risk – both primary mission members and decoys – if the mission is foiled. It’s unclear what determines injury or capture – it may be completely random, it may be tied to a specific score (like Combat) or it may be tied to the score used for that specific mission. No one knows.
 
 
Now, again, the detection phase only triggers if there are detectors at the target. For some missions there cannot be any enemies on the planet, so there’s no risk of injury or capture, and no risk of the mission being foiled. These missions, specifically, are Diplomacy, Recruitment, Research, and Subdue Uprising Missions. This is because these can only be conducted on friendly planets so, logically, there can be no enemy detectors to foil them. HOWEVER, and this is important, if the planet is blockaded by an enemy fleet then detection is back in play. Which is the next point.
 
 
Detection can occur at 3 levels. If there is a fleet around a planet, the fleet gets a detection chance, then the units on the planet itself get a detection chance (if you’re running a mission on the planet, rather than at the fleet, of course). Then there is a third detection chance when the team has to get away from the planet again and head home. It is possible to succeed at the mission, but then have someone get captured on the way back out. I just had this happen during an abduction mission in the last game I played. The team abducted the target but Chewie got caught leaving the planet and ended up a prisoner on the Star Destroyer that captured him. I spent a big chunk of the game trying to track him down and rescue him (hey – it’s Chewie, man). Make sure you carefully consider running planetary missions through an orbiting fleet – it’s usually not worth the risk.
 
 
What follows are my educated guesses about the mechanics of the detection phase, broadly speaking:
 

  • The detection phase is purely espionage based. Other stats don’t matter. This is absolutely true, at a minimum, for decoys because the game manual explicitly says that a better espionage rating makes a character/unit a more effective decoy. The takeaway from this point is that you should never use any character with an espionage rating below 70 when running a mission where there is a chance of detection (so pretty much any mission on a hostile planet).
  • The game gives every unit/character with a detection chance at the target location a “die roll” that is equal to whatever their base detection rating is. For example, a unit of Sullustans has a detection rating of 35. Each Sullustan unit at a target location has a 35% chance of making a detection. I suspect this chance is much higher for characters – I don’t have any math to back this up but my rule of thumb is to assume that a character’s detection rating is equal to 1/2 their Espionage rating. So, for example, if Han Solo is at a target location and he has an espionage rating of 100, then he will make a detection 50% of the time.
  • I also suspect this “base” character chance of making a detection is further modified by the character being a force user, and modified even further if there is a force user in the team running the mission against them (since the game manual explicitly states that force users have an increased chance of detecting other force users). We also know that Generals increase detection chance, but how they do so isn’t clear. It’s possible that it just increases their own chance, and it’s possible that it increases the chance for every other detection unit at the location. It’s possible it’s BOTH (which is what I tend to think). The chance of making a detection is also modified somehow by the Espionage rating of the characters on the team and the decoys.
  • If a detection is made, another die roll then occurs to determine what unit on the strike team was detected – a primary member or a decoy. Because we know decoy effectiveness is espionage based, I suspect this is a “weighted” die roll with decoys having an enhanced chance of getting detected if they have high espionage scores. In a backwards sense, the espionage score is used in this instance to ENHANCE the likelihood that they get detected (since that’s the decoy’s job). If a detection is made, and a decoy is detected, then that decoy gets eliminated from future detection die rolls. The detection phase then start over again with a new die roll for the next unit in line to see if they make a detection or not.
  • This process repeats until every unit at the target location (or the fleet above it) has made their die roll. If only decoys got detected, you proceed to the mission phase. If at any point a primary team member got detected, then the mission is foiled.
  • If the mission is foiled, a new set of die rolls takes place to determine if any characters/units get captured, injured, or killed. I suspect that these die rolls are combat based, rather than espionage based. This is mostly because if I get a mission foiled and there was a force user (especially Luke or Vader) at the location, it seems like someone ALWAYS gets captured and/or injured. Force users tend to have high combat scores, so this is a logical conclusion.
  • This is also a pure guess, but seems true in my experience. There is an element of diminishing returns in decoys – more is not necessarily better. This is why if you run a mission with 20 decoys that seems like it SHOULD succeed, it will still get foiled (a surprisingly large number of times) but will actually seem to succeed more often with fewer decoys. I think there are 2 possible things going on here. The first possibility is that the game has a hard cap in how many decoys can actually play a role in a mission, most likely tied to the number of detection units at the location. If there are, say, 3 Dark Troopers and Needa at your target, then 4 decoys is the maximum number that the game will recognize – it ignores any beyond that. The other possibility is that every unit on your strike team (primary and decoys) collectively lowers EVERYONE’s Espionage rating by a fixed amount, making the team overall less effective at avoiding detection the more units and characters you send. Again, these are all guesses. But I have never found an appreciable difference in sending 1-4 decoys versus sending 10. There has to be a reason for it.

 
 
 

MISSIONS, CONTINUED

If the detection phase is passed, you then proceed to the actual mission phase. The game does clearly state what scores are used for the mission itself, so how this plays out is a bit more predictable. However, the WAY the scores are used in the mission remains unknown and seems to be a bit different depending on the mission. I’ll also offer one more guess – there is ALWAYS a base chance of failure (i.e., the mission was “unsuccessful”) that can never be completely eliminated. This is why, for example, if you send Chewbacca on an Espionage mission and he has an espionage score of 100, and there are no troops or other units at the target, he’ll still fail it from time to time. Clearly, he didn’t have a 100% chance. I think there is a “base failure” chance that can be reduced, but can never be completely eliminated. I tend to think it’s around 10%. In other words, around 1 in 10 times a mission will just go bad and be unsuccessful, no matter how high the scores of the team members may be. There are never any guarantees.
 
 
One final note. Characters gain experience from successful missions (and in the specific case of Luke and Leia, they get experience even if the mission is unsuccessful as well, so long as they aren’t captured). This translates into a 1-point in increase in the score(s) used in the mission. However, there’s a catch. Decoys do NOT get the increase (and, for force users, they don’t get Jedi Points for being decoys either). To give a specific example, early on make sure you don’t use Luke as a decoy if you can avoid it – you need him to be gaining Jedi Points and increasing his Jedi Score.
 
 
Now I’m going to walk through the various mission types with some recommendations for each. These are, roughly, in order of how often I use them. To avoid redundancy I’m going to describe these in terms of Rebel units unless otherwise noted. Just substitute the appropriate Empire unit if you want the opposite version, obviously:
 
 
ESPIONAGE
 
 
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You’ll use this one a lot. When run against a hostile planet, if successful, it will provide you with a “snapshot” of everything on the planet – facilities, units, characters – and anything in orbit above it, AND anything on the way to the planet. The most important thing to remember is that it’s only a snapshot. The information you get will get more and more stale over time – other units could arrive or leave. This is why you’ll run this mission repeatedly against systems you’re targeting for takeover. You need your intel to be as current as possible. My best guess is that mission success is a straight die roll using the primary team member’s espionage score, BUT the scores are not additive. In other words, a single Bothan Spy has an Espionage rating of 70, meaning they have a 70% chance of running a successful Espionage mission. 2 Bothan Spies on the same mission does not give you a 140% chance – it just gives you 2 die rolls at 70% each, instead of 1. Always remember that spec ops units are cheap and very quick to build (especially if you’ve got a couple training facilities working together). When I’ve got nothing else urgent to be done I generally crank out Bothans 10 at a time and fling them out in groups (see below) on Espionage missions. You’ll never regret keeping your intel up to date. If you succeed on a hostile planet you’ll also get intel on a “bonus” planet in the core. You can run Espionage missions against your own planets, as well as neutrals. This is less useful, but CAN tell you if there are any enemy missions being run at a location. This can be a very handy way to find, say, an enemy diplomat and to try and capture/assassinate them, so don’t be afraid to run the occasional espionage mission against a neutral in the core. You may find a juicy target.
 
 
Team Size: On planets with few detectors (and preferably no characters) I generally send a team of one character with a high espionage score and 2 characters as decoys. If they’ve got a bit more detection capability at the target, I’ll send a Bothan as an additional decoy. If there are lots of detectors (and/or a General) I usually don’t risk characters and instead just send repeated missions with 2 Bothans on the main team and 4 Bothans as decoys. I’ll just keep sending it until it succeeds.
 
 
SABOTAGE
 
 
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Targets any facility or unit for destruction and utilizes espionage and combat scores in equal measure. HOW it uses them is unknown. My best guess here is that there is some sort of opposed die roll using combat scores, but I’ve got no clue how the game calculates how hard a target is to destroy. But there IS a difference – I’m sure of it. Trying to destroy a Tie Fighter on a planet is way easier than trying to destroy a Super Star Destroyer, although the latter CAN absolutely be done. Sabotage missions are usually used as a prelude to something bigger. If a planet your’re targeting for assault is protected by GenCores you’ll have to use Sabotage missions to take them out. If you’re targeting a character for abduction/assassination, I like to try and take out detector units via sabotage missions to give the primary abduction/assassination the best chance for success. Another useful early game strategy is to take out construction yards in sectors where the enemy only has one or two. This is a low risk/high reward scenario that (a) forces the enemy to tie up their limited construction yards to make more and (b) forces them to fly them in from another sector (which takes a long time). As the Rebels in the early game if you’re lucky enough to stumble over an enemy Star Destroyer (usually through a successful Espionage mission), you should strongly consider trying to destroy it. This can be extremely crippling for the Empire early on since SDs take forever to build and the Empire doesn’t yet have the capacity to make more of them. It can really buy you some breathing room.
 
 
Team Size: Similar to Espionage missions, if you’re targeting a facility or a basic combat unit, I usually send one character with good espionage/combat scores and 2 others as decoys. If it’s a harder target (like a capital ship or a Dark Trooper) I’ll add an Infiltrator to the main team. For Star Destroyers I usually send 2 characters. If there are a lot of detectors at the target consider just sending teams of 6 Infiltrators (2 primary, 4 decoys) at the detector units to try and whittle them down.
 
 
RECRUITMENT
 
 
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Pretty easy. For the Rebels Luke, Leia, Han and Mon Mothma can recruit. For the Empire, it’s Vader and Palpatine. This mission can only be conducted on friendly planets, so there is never a need for a decoy. Just send whoever you want to recruit to do the job. The important thing here is that mission success is tied to the Leadership skill AND to how loyal the planet is where you’re recruiting. Try to only recruit on planets that are at least 90% loyal, and preferably 100%. This is easy for Palpatine since he’s already on Coruscant, which starts at 100%. For others, though, make sure you pick a heavily loyal planet to give them the best chances of success. This mission will either work or it won’t. If it’s unsuccessful, you can immediately have them try again. Because the mission ends if successful, make sure you don’t forget to put your recruiter back to work immediately – it is very easy to forget this and waste a bunch of time with your recruiter sitting and twiddling their thumbs. Also don’t forget to send any new recruits off to do something useful. Once you’ve recruited everyone you’ll get a popup telling you so, at which point this mission has no further use.
 
 
 

EVEN MORE ABOUT MISSIONS

DIPLOMACY
 
 
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Like Recruitment, pretty straightforward. It uses the Diplomacy score (the ONLY mission which does so) and is used to increase opinion on neutral and friendly planets. Each attempt is a die roll but the loyalty of the planet in question enhances the difficulty. So, for example, if you’re trying to increase support on a planet that you just took over (and which hates you) it is MUCH harder than a planet that is already loyal to you. Also, if you send multiple characters on the team their Diplomacy scores are added together to determine their effectiveness, which has implications I’ll get to below. In the case of neutrals once you get them to 60% they become loyal to you and join your side. Once loyal, you can continue increasing their bar up to 100% if you want, but there’s never really a need to do this – 80% or so is fine to weather any possible minor swings that could happen due to events in sector. This mission will repeat until you stop it, but you’ll get periodic updates on whether your diplomat “moved the bar” or not. This mission will be critical in the early game during the race to take over the neutrals in the core, but will fade in importance as the number of neutrals decreases in the mid and late game. At that point you’ll use diplomats to shore up support on any planets where there’s been some erosion, or just make them into Generals.
 
 
Team Size: So you’ll usually just send a single diplomat out to do their thing if they’re skilled in it (70+ Diplomacy score) and you’re just trying to win over a neutral or increase support on a planet that already likes you. On planets you control which do NOT like you, you may want to consider sending a team of multiple diplomats to increase your chances. Also, for the Empire in the early game where they are at a diplomatic disadvantage versus the Rebels, I usually create a diplomat team of imperial officers who are bad at Diplomacy, but suck less if put in a group of 3 or 4 where they can get their chance up into the 40-50% range. They’re going to have limited success but even a couple increases can make a huge difference and is far more valuable to you than having them sit on their butts as Generals when you’ve got nothing else for them to do. More on this later.
 
 
RESEARCH
 
 
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Similar to Diplomacy, this is another “progressive” mission that will run until you stop it, with the character periodically reporting on their success or failure. It can only be conducted on a friendly planet with the requisite facility type, and can only be conducted by the handful of characters capable of doing it. As discussed under the Characters above, each side has two characters who can do each of the three types of research (troops, ships, facilities). Each side also has a character who can do all three types of research and you can pick what you want them to do. The Rebels always start with Wedge (who does ship research) and the Empire always starts with Veers (who does troop research). As a rule, as soon as you recruit a given researcher you’ll send them off to research immediately and then forget about them until that line of research is done. Research breakthroughs ALWAYS occur in the same order, so there are never any surprises here – it’s just a question of how long it takes. How this seems to work “under the hood” is that every time you get an update that a character is “making progress,” it dumps points into a pool and when that pool hits its next threshold, you get the next unlock. Just having facilities of the appropriate type also provides a slow trickle of points into this pool as well, which is why you’ll eventually get breakthroughs even if you have no researchers in a given field. Technically, I suppose, you never need to research anything but the game will probably end before you unlock everything through the small trickle of facility points you’re getting in the pool. Once you exhaust a research tree the character can be assigned to other duties.
 
 
ABDUCTION/ASSASSINATION
 
 
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I’m lumping these together since they basically operate the same way. However, only the Empire can conduct assassinations. This is a pure combat check, opposed by the combat skill of whoever you’re trying to abduct/kill. It is also additive – every primary team member adds their combat score together and then compares it to that of the target. My general rule of thumb is to try and double up whatever your target’s combat score is. You’ll often injure the target and, sometimes, kill them outright (for some reason this seems to happen more often when I send Chewbacca, but that’s probably just in my mind). Assassinations are harder to pull off and I rarely use them, to be honest. Yes, there is a risk that prisoners can escape, but it’s low. You’ve got limited resources and time – better to go for the surer play and just capture the character. The exception to this is the “lone diplomat” in the early game. You’ll sniff this out when you notice a neutral’s loyalty bar shifting. It’s very worthwhile to run an espionage mission against the neutral to try and break the diplomat’s cover and then go for the kill shot with an assassination team (or, if you’re the Rebels, just abduct them). Diplomats tend to have crappy combat scores and they’ll be by themselves. They’re soft targets. And taking one of your opponents diplomats off the board in the early game is CRIPPLING to the other side. If you locate a character you should always consider trying to abduct them – over time this seriously erodes your opponent’s ability to run effective missions against you with only the stock spec ops units. Generals should always be your first target (since they make any subsequent missions against the planet easier once removed). Vader/Luke are also specific cases. If you can manage to locate them and get a fleet in orbit above the planet, they’re effectively trapped. Then it’s just a matter of running missions until you get them. Make sure, in the case of Vader, that Luke has had his initial confrontation with him, though, so he learns about his “heritage” and can pass it along to Leia and unlock her force abilities. Once Vader is captured, that gets locked out. An argument can made for leaving Vader loose until Luke is ready so you can play out that event string and capture Vader AND Palpatine, as described above, but I generally don’t. It’s just far more useful as the Rebels to get Vader out of the picture as soon as possible if you can. Palpatine isn’t going anywhere and you’re going to have to blockade and conquer Coruscant at some point anyway. I usually create a prison planet, which I’ll explain more in the walkthrough below.
 
 
Team Size: Like I just said, go for a combined combat rating for your primary team that doubles the rating of your target. If they avoid detection, they’ll almost always be successful. Same idea for decoys as other missions – use 1-3 depending on what troops are on the planet and if there’s a General.
 
 
 

STILL MORE ABOUT MISSIONS

INCITE UPRISING
 
 
STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - STILL MORE ABOUT MISSIONS - 8A481D6
 
 
This mission uses the leadership skill to start an uprising on a planet. This chance is HEAVILY influenced by the planet’s existing loyalty and whether there are any garrisons. If a planet is more than 50% loyal to the other side you’re going to have a lot of trouble starting anything (I almost never bother unless I’ve got characters with literally nothing else to do). However, if that planet is not loyal to anyone or – even better – loyal to you but occupied by your opponent, now we’re talking. If their loyalty is low enough, simply sabotaging the garrison units is usually enough to get the fires burning. You can also run multiple uprising missions in tandem. It seems like there is an increasing chance the longer the uprising goes on that the planet will flip to your side. Also, while the uprising is going on there is a possibility that units and facilities on the planet can be destroyed. Trying to flip a planet should be one of your primary goals in the early game, and we’ll get to that more in the walkthrough below. You can potentially trigger domino effects and swing entire sectors your way because of the heavy shift in loyalty generated sector-wide when a planet completely inverts its loyalty through an uprising. This mission becomes of less use later in the game – by that time most of the loyalty bars have shifted heavily and you’re not going to be able to stir up any trouble. You’ll just need to invade the planet. The messaging for this mission is also weird. It’s kind of like a diplomacy mission in reverse. You’ll get no message at all if the mission is working – the team will just continue trying to start an uprising until they fail a die roll and are unsuccessful or the mission gets foiled (and they fly home). Characters can get captured and spec ops units can get killed. Also, if you start an uprising, your opponent WILL immediately send garrison troops and run Subdue Uprising missions to try and control the situation (as should you) so you may want to keep running espionage missions as well so you can monitor any new arrivals. This can create a “honey pot” scenario where you can potentially get some abductions as well as your opponent starts sending characters to try and get things under control.
 
 
Team Size: This is one where I really scratch my head a lot because my results seem pretty inconsistent. If I’m not in a rush and it’s just sort of a side project, I generally just sends teams of 6 guerrillas or commandos with 3 primary team members and 3 decoys and let them go at it, sending additional teams as I create them. If I’m in a rush and trying to take advantage of an opportunity I usually use a team of 2-3 characters with high leadership scores and 2-3 decoys depending on what’s on the planet. If there is a General and/or garrison units, you should try and sabotage these to soften up the planet for uprising missions and reduce the chance of capture.
 
 
SUBDUE UPRISING
 
 
STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - STILL MORE ABOUT MISSIONS - 3B5BC09
 
 
I used the Empire picture here just because the idea of AT-AT walker stomping Ewoks into a pulp to put down an uprising is freaking hilarious and this image always makes me giggle. So, obviously, this mission is only available in the limited circumstance where you’ve got a planet you control in an uprising state, which is an immediate problem that has to be dealt with. This will mostly be a problem for the Empire, who are more prone to rely on their military might to keep planets under control and will start the game with planets already in that exact situation. If you have a planet go into uprising you need to immediately move in troops to meet the garrison requirement, and you need to run this mission with someone with a high leadership skill. You need to do these things immediately – full stop. Now, there are only three things that can cause a planet to go into uprising – (1) a loyalty shift elsewhere in the sector causing a trickle-down effect, (2) falling below the garrison requirements for the planet either through sabotage or because you moved/deleted someone you shouldn’t have or (3) an incite uprising mission being run against the planet. The thing is, if it’s (1) or (2) you’ll know it – the game will tell you what happened. But if a planet just goes into uprising with no warning and for no obvious reason, then (3) has to be the cause. For this reason, if you know it’s (3) you should also immediately run an espionage mission if you can. You need to fix the uprising, but you also need to take out whoever is causing it. The mission itself basically works like a diplomacy mission – the leadership score of the character running the mission is what’s important, but your chance of success is modified by how disloyal the planet is. If the bar is completely for the other side, you’ll want a couple characters trying to calm things down.
 
 
Team size: Once you meet the garrison requirements I generally have characters run this mission individually, assuming they’ve got a leadership score 70 or greater. There’s no risk of getting foiled since, by definition, this has to be run on a planet you control. Abductions are a possibility, though, especially if the character(s) running this mission are there for a while. You can also send teams of guerrillas or commandos, but they just don’t seem to be as effective as characters.
 
 
JEDI TRAINING
 
 
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So, I’ll be honest. This is a mission that seems cool, but I end up almost never running it. Only Luke and Vader can do it, and Luke needs to be Jedi Knight or better. Basically they take one or more other force sensitives and increase their Jedi Score. Because this score isn’t visible and I don’t run this mission much, I’m not positive how much the gain is, but it seems to be between 25% and 50%, and that’s a lot, but…the mission takes around 90 days to run. It is, by far, the longest mission in the game. And that’s a real long time to have some of your best team members out of commission. More to the point, your ability to run this mission will probably come up towards the end of the mid-game or early late-game if you’re the Rebels and you’re going to have way more important things for your A-team of force sensitives to be doing than sitting on some planet with Luke learning to lift rocks with the force while standing on their heads. For the Empire, while it’s nice that Vader can run this immediately I suppose, you’re out of your mind if you waste Vader doing this in the early game. You’ve got half a dozen better things for him to be doing – trust me. I’ve read some guides which say that the amount of the increase in Jedi Score is tied to the loyalty of the planet where you run the mission. Again, I don’t run this enough so I can confirm that one way or another but, to be safe, if you’re going to run it you might as well do it on a planet with high loyalty. I’ve read that this mission can be unsuccessful but I’ve personally never seen it happen and, to be honest, I’d probably break my monitor with my fist if I wasted 90 days with nothing to show for it. *cough* SAVE SCUM *cough, cough*.
 
 
Team Size: If you’re going to do this, you might as well send every force sensitive you’ve got with Vader or Luke to get the most bang for your buck. You don’t need decoys (since you’re going to be running it on a friendly planet).
 
 
 

THIS IS IT ABOUT MISSIONS, I PROMISE

RECONNAISSANCE
 
 
STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - THIS IS IT ABOUT MISSIONS, I PROMISE - 7CD347F
 
 
So, you can only run this mission with Probe Droids (Empire) or Longprobe Y-Wings (Rebels). Basically it sends the unit out to scout a planet and then they come back. That’s it. You get the exact same info as if you just had a ship fly by the planet. In other words, this mission is inefficient and kind of dumb. If you want to scout a sector, just send a transport out there and scout all 10 planets, rather than micromanaging a bunch of Y-wings flying back and forth to the outer rim constantly when you’ve got way more important stuff to be worrying about. I have never built a Longprobe Y-Wing and if you ever build one I will be silently judging you through the internet. The same is basically true for Probe Droids and the Empire, with one important exception. Once you’re in the late game and have dominated the core, it’s now time to find the Rebel base out on the rim. The most efficient way I’ve found to do this is to load up your strike fleet with 20 probe droids (remember they’re spec ops, so they take up no space) fly out to the rim and send half the probe droids to the sector to your left and half to the right. While they’re scouting those 20 planets, fly your fleet around the sector you’re in and scout those 10 planets as well. If you find the base, you’re golden. Your fleet will either be on top of it, or in a neighboring sector and can get there quickly and blockade it before it moves. If you don’t find the Rebel base, move 3 sectors over with your fleet, rinse and repeat.
 
 
DEATH STAR SABOTAGE
 
 
STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - THIS IS IT ABOUT MISSIONS, I PROMISE - 4AC0431
 
 
I have never run this mission. This is because I have never had a game where the Empire has built a Death Star. Kind of a bummer really. I’m not sure what else I can tell you beyond what’s in the game already. It’s a sabotage mission like any other, so it uses espionage and combat ability scores in equal measure, but I can’t tell you anything about recommended team size or potential problems. Given everything that goes into building a Death Star, I imagine that there is a very low base probability of success. This is also because I’ve built numerous Death Stars as the Empire and I’ve never had this mission run successfully against me, either. That’s about all I’ve got on this one.
 
 
 

REBEL WALKTHROUGH, EARLY GAME, TURNS 1-300 “THE CORE WAR”

General Strategy: The early game phase begins when you start a new game and ends when the last neutral in the core has picked a side (or been forced to). This usually occurs around Turn 300, but can be earlier or later depending on how things go. This is your primary goal as the Rebels in this phase – to win over as many core systems as possible. For the walkthroughs, I’m just going to go through it piece by piece using all of the subheadings above with some tips on what you should be doing.
 
 
THE GALAXY MAP
 

    Here’s my galaxy map from the new game I started for this guide:
     
    STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - REBEL WALKTHROUGH, EARLY GAME, TURNS 1-300
     

  • Using my above map as a reference for your own game, take a look around at the core. Ignore the Seswenna Sector (where Coruscant is located) – that’s a bad choice for you initial efforts. In fact, if you start with more than 1 controlled system there I recommend just starting a new game. Once you get more comfortable playing, this can present a nice challenge but if you’re just starting out it will be frustrating because missions will get run against any Seswenna planets constantly and it will be a huge drain on your resources. You usually just need to write off any planets in Seswenna – they’re going to be impossible to defend. Otherwise, check out the other 3 core sectors. You’re looking for something like this:
     
     
     
     
     
    STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - REBEL WALKTHROUGH, EARLY GAME, TURNS 1-300
     
     
     
     
     
    This sector is a great candidate for our initial efforts. Sullust is loyal to us but being held by force by the Empire and there are 6 neutrals “on the fence.” Bothawai and Mon Calamari are loyal Empire systems but if we can flip Sullust through an uprising it will start a domino effect sector-wide and potentially knock them into neutrality (and potentially win over some of those other neutrals outright). You should be looking for a similar setup in your new game. For your initial base of operations in that sector, pick a loyal planet with a Training Facility already in place if there is one. If not, just pick whichever one is most loyal to you (in the above example Orto is the only planet I’ve got in the sector, so I’ve got to start there).
  • Out on the rim, I usually just get colonization efforts rolling from wherever my new HQ is located. Your HQ will usually have a Medium Transport in place (fly one out there if you don’t). Put 2 units in it from the HQ (if it isn’t already loaded) and start flying it around the sector scouting the other planets. You’re looking for uninhabited planets with large numbers of blue and red boxes. These are great candidates for expansion. Find the best two planets in the sector and drop a unit on each to colonize them. Our long term goal is to completely colonize/win over the sector where our HQ starts, and the two adjacent sectors as well. These are going to ultimately form the necessary industrial support we’ll need to form the fleets that will break the Empire and win the game for us. The core systems alone won’t be enough.
  • It takes a really long time to fly from the outer rim to the core and vice versa. Try to always put characters on ships for transport – they take forever if you just fly them directly. For that matter, try to avoid doing much travel between the rim and the core at all. There’s rarely a need for it.
  • Your HQ is going to be safe for a long time – I’ve had many games where it’s NEVER been found. I almost never move it.
  • We’re going to evacuate and ignore Yavin IV, which I’ll get into below. The Empire usually comes for it immediately but, even if they don’t, you don’t need to be screwing around out there in a system the Empire already knows you control. Once we evacuate it, we basically ignore Yavin IV and the Sumitra Sector in general for the rest of the game.

 
MANUFACTURING
 

  • Overall, your ultimate goal is to make every core sector self-sufficient with a designated “production planet” for Construction Yards, Shipyards, and Training Facilities. Things are a bit more flexible in the outer rim, but this is absolutely your goal in the 3 core sectors that aren’t Seswenna (although later in the game you’ll do the same thing there, too).
  • Check all your controlled planets and make note of what starting facilities you have. Your first step is to build 6 construction yards on a planet in each sector. Obviously it helps if you already start with a construction yard in each sector but you’re probably not that lucky. You may need to fly one in from an adjacent sector to get things rolling. Don’t wait – you need to start doing this immediately.
  • Once you’ve got the Construction Yards up, you need to play it by ear. You should start building Training Facilities and Shipyards as well but you may acquire some on planets you win over through diplomacy. Shipyards are the lowest priority at this point – you can’t go toe to toe with the Empire anyway. However, every one of your production planets absolutely needs 2 GenCore 1’s. These will keep it safe from bombardment until the late game (and probably the ENTIRE game) and a planet cannot be invaded through 2 GenCores. As long as it has these, the planet is effectively safe from the Empire. However, the Empire WILL run sabotage missions against the GenCores. If they destroy one, you need to replace it immediately. At a minimum, every non-production planet should be given 1 GenCore to prevent casual bombardment if an Imperial fleet does a fly-by.
  • You’ll start unlocking the second generation versions of the various construction facilities pretty quickly (the Advanced Training Facility will be your very first unlock). Upgrade your existing facilities to the second generation versions when time permits.

 
TROOPS
 

  • To start with use Alliance Fleet Regiments to round out any existing garrisons, and try to build and deploy 3 to any new planets you acquire as quickly as possible. This is basically a stopgap measure for now, but they’ll provide at least some protection against missions being run against the planet.
  • Once you unlock Sullustan Regiments (which will be your first troop unlock), use them exclusively and put three on every planet. Rotate any Army and Fleet Regiments out to your HQ on the Rim – you can load them on transports and use them to colonize new planets, which you should continue doing.

 
 
 

REBEL WALKTHROUGH, EARLY GAME, TURNS 1-300 “THE CORE WAR”, CON’T 1

SHIPS
 

  • Take all of your starting ships, with the exception of 2 medium transports, and fly them to whichever core sector/system you’re using as your base of operations as described above. This fleet is fragile and will get annihilated by any Imperial Fleet with a Star Destroyer so don’t get too excited. You’ll probably have a couple corvettes, maybe a bulk cruiser, and an extra transport or two. Make sure you check your planets as well and fly all X-wings and Y-Wings to the same planet you’re basing things out of in the core. Again, this fleet isn’t anything great but at least collected together it can put up the best defense possible and you’re about to give it a bit more punch.
  • VERY IMPORTANT. This technically falls under “Characters,” below but I’m mentioning it here as well. Make sure you load Mon Mothma onto whichever ship you’re sending to the core from the Rebel HQ (it will probably be a corvette). Otherwise it will take FOREVER for her to get where she’s going (usually 100 days or so). You want to speed this up as much as possible.
  • Those 2 medium transports you didn’t send to the core should be sent out to your HQ on the rim. They’re your colony fleet – load them with 2 troops each and colonize the uninhabited worlds in your HQ’s sector and the adjacent sectors.
  • Your first Shipyards should queue and start cranking out a dozen X-wings. The X-wing is the best all-around starfighter in the game other than the Tie Defender, which slightly outclasses it. But the Empire doesn’t unlock those until fairly late in the game (at which point it won’t matter if you’re following this guide). Y-wings are basically useless and while B-wings are better at attacking capital ships and A-wings are better at dogfighting other starfighters, they have to be micromanged in a fleet engagement to take advantage of them and we’re autoresolving everything in this guide. Trust me, just build X-wings to fill out your fleets – you’ll never be unhappy to have them and you can never have too many. They’ll kill Tie Fighters at a 3-1 ratio easily, and will kill Tie Interceptors at a ratio of around 3-2 or better. I love X-wings.
     
     
     
     
     
    STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - REBEL WALKTHROUGH, EARLY GAME, TURNS 1-300
  • Once a Shipyard has made its dozen X-wings, have it build 2 Alliance Escort Carriers to hold them. These will form the base of your fleets and even with only a couple supporting ships can spell major trouble for an ImpStar. Once those are built, you’ll have unlocked the venerable Nebulon-B Frigate, a wonderful capital ship that does a great job at everything. Build 3 of them for each of your fleets and fill them up with…MORE X-WINGS. You’ll unlock the Mon Cal Cruiser fairly early and you do want one in each fleet, but finish building the Nebulon-B’s first. You’ll also unlock the Corellian Gunship towards the end of the early game, most likely. You want 3 of these in each fleet as well. They are your best anti-starfighter platform and three of them will protect your capital ships from pretty much any amount of starfighters when paired up with your X-wings.
  • Finally, at some point go ahead and add a Bulk Transport to each fleet. No hurry on this, you’re not going to be invading anything until the mid-game in all likelihood, but you’ll need that transport to haul around your gang of angry Wookies.

 
SPEC OPS
 

  • Bothans and Infiltrators, man, Bothans and Infiltrators. That’s all you need, but you need a TON of them. When your training facilities aren’t cranking out Sullustans for garrison duties have them alternate building Bothans and Infiltrators 10 at a time – they’re quick. If you’ve got some opportunities to start uprisings you can build some guerrillas to supplement your Characters, I suppose, but 95%+ of the time your Training Facilities should be building Bothans, Infiltrators, or Sullustans. Not much more to say here.

 
CHARACTERS
 

  • OK, you’ll start with 9 Characters. 6 of these will be, Luke, Leia, Han, Chewie, Dodonna and Wedge, all on Yavin IV. Fly them all to whatever core system you’re using as your base of operations. DO NOT GROUP THEM WITH ANYTHING ELSE. Han loses the Falcon speed bonus if there’s a single other unit or ship grouped with them. It will take them about 20 days to get to their destination if you did it right.
  • Mon Mothma will be at the Rebel HQ on the rim. You’re not going to like this next bit, but it has to be done. Put her on a ship and fly her to your base of operations in the core as well. This will take a while – probably 40-50 days or so. The temptation, of course, is to get her recruiting immediately. But that’s a bad idea. Because then, instead of just flying her to the core and losing that 40-50 days you have to fly EVERYONE SHE RECRUITS to the core and lose that same amount of time for each of them. That’s bad and a huge waste. Suck it up, buttercup. You’ll be lot happier when you get her to where she needs to be and can immediately put each new Character to good use. Once you get her to the core, park her on whichever planet is most loyal to you in that sector and have her recruit until there’s no one left. Every three new recruits or so, move her to another planet in that sector with high loyalty. This will help keep her safe from abductions.
  • You’ll get two rando Characters. They may both be in core (one seems to always be on a ship) or one may be on Yavin IV with the others. Don’t forget to put them to work, or fly them to the core with everyone else.
  • Try to always keep Luke busy. Remember that pretty much every mission he runs he’s increasing his Jedi Score and you want that as high as possible to maximize the bonus he gets once he heads off to Dagobah, which will probably happen around the time the early game phase is ending. Even if you just have him do a round of recruiting or diplomacy on a planet that’s already loyal to you, have him do SOMETHING.

MISSIONS
 

  • Espionage missions are your bread and butter. You should be running these primarily with teams of 6 Bothans – 2 primary and 4 decoys. Save Characters for Sabotage missions. Focus on planets you’re interested in, obviously, but you can never have too much info. If you’ve ever got 6 Bothans chilling at your base, send them somewhere to scout.
  • If you’re following this guide, you should have a target planet already in your sights for an uprising and that is your immediate goal. Luke, Han and Chewie make a great demo team on a lightly defended planet. Use Chewie as a decoy and Luke/Han as your primary team members and start blowing up garrison units on that target planet (always keep Luke as a primary team member so he gets those Jedi Points – never use him as a decoy). It should flip into uprising pretty quickly. Then have them run an Incite Uprising mission as a team to fan the flames. Keep running espionage missions and pull off Luke/Han/Chewie to destroy any new garrison units brought in, and to kidnap any potential Character targets. If all goes well, you’ll flip the planet and cause a massive sector-wide loyalty shift. Rinse and repeat as needed, using the new Characters you’ll be unlocking to help. By the end of the early game, this Sector should be completely loyal to you or pretty close.
  • Don’t be afraid to run Sabotage missions against targets of opportunity. The Empire tends to move its fleets around a lot in the early game so you’ll probably have trouble blowing up a Star Destroyer if you find one, but you can give it a shot. Construction Yards on imperial worlds are also good targets. Use teams of 6 Infiltrators liberally, but don’t be afraid to add Characters as primary team members for a good target – that’s what they’re there for. Just be careful with Luke and don’t get him captured.

 
 
 

REBEL WALKTHROUGH, EARLY GAME, TURNS 1-300 “THE CORE WAR”, CON’T 2

  • Diplomacy will be your primary weapon in the early game. Once they get to the core Leia and Dodonna should immediately be put to work on the neutrals in separate sectors. If you were lucky enough to start with another diplomat as one of your 2 randos, they should be put to work immediately as well. Make no mistake – this is a race. As soon as you convert a neutral to your side you should immediately move them to the next neutral and start working on them. Yes, the loyalty of those new systems is tenuous, but you can shore them up later. Put newly recruited diplomats to work immediately, spreading your efforts across the 3 non-Seswenna sectors in the core. Once all the planets in those three sectors in the core are spoken for then, and only then, you can go to work on any neutrals in Seswenna. Do not waste a diplomat converting neutrals in the outer rim. You can do that after the core sectors are settled.
  • Abduction missions should be directed at any Generals on planets you are targeting before you start running Sabotage or Incite Uprising Missions. You may get a character or two captured and that’s OK. Just run rescue missions to get them back. Indeed, you should seriously consider targeting ANY Characters you discover and diplomats in particular should be targeted immediately. It is crippling to the Empire if they lose one of their diplomats early. It’s going to be a bit hard to eyeball and remember, but try to pay attention to neutrals who seem to have loyalty shifting towards the Empire. See if you can run an Espionage mission to uncover them and then try to abduct them. Keep all prisoners on whatever planet you’re using as your primary base in the core and make someone there a General when you get a recruit with a good leadership score but not much else going for them. That will help foil any rescue attempts.
  • Recruiting should be primarily done by Mon Mothma. There is not a huge rush here and your other recruiters (Luke, Leia and Han) almost always have better things they should be doing. I mentioned it before, but it bears repeating because it’s easy to have it slip your mind when you’re juggling so many things. When Mon Mothma recruits someone immediately put her back to work, and put your new recruit to work as well wherever they are the most useful.
  • Research priority for the Rebels is Ships, Facilities, and then Troops. This is mostly because the ship research tree is the longest and will be the last one you complete. Also, you’ll unlock Sullustans first in the Troop research line but the rest of the unlocks aren’t really that important. You want the upgraded facilities, but you probably won’t be able to build the upgraded versions as quickly as you unlock them. Any of the remaining 5 designated researchers (besides Wedge) should be set to researching as soon as recruited, of course. Wedge should be put to work as soon as he gets to the core from Yavin IV. If you’re lucky enough to get Adar Tallon (who can research any of the 3 trees) I generally have him work on researching ships for the reasons expressed above but if you haven’t gotten a facility researcher yet, you can have him do that until you do and then switch him. There’s really no reason to do anything else with the research characters. Once they’re done completely researching their trees you can use them as Generals (or make Akbar an Admiral, I guess, if you want to play to the continuity but, well, you already know what I’m going to say…)
     
     
     
     
     
    STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - REBEL WALKTHROUGH, EARLY GAME, TURNS 1-300
  • Using the same criteria above, always target for uprisings any systems held by the Empire which are 50% loyal or less. I’ve already mentioned it a couple times and I’m now going to do it again. This is the single most effective way to cause massive loyalty shifts and domino chains of systems declaring neutrality or outright joining your side. It is ALWAYS worth directing maximum effort at making this happen. Conversely, if the Empire manages to incite an uprising on one your systems (unlikely since this is mostly a problem the Empire has, not you, but it IS possible) you need to IMMEDIATELY deal with it. Quickly get six garrison troops on the planet, a General, and have anyone with a decent leadership score start running Subdue Uprising missions.

 
 
 

REBEL WALKTHROUGH, EARLY GAME, TURNS 1-300 “THE CORE WAR”, FINALE

And now, some final general tips for the Rebels in the early game:
 

  • My general playstyle is to keep the game on Very Slow (the slowest possible setting where you can do stuff) and then punch it up to Medium (2 bars) until I get a message about something. I then drop it back down to Very Slow, deal with the message(s) and whatever they require me to look at/do, and then go back to Medium until I get another message. Letting the game just run on Medium or Fast is a bad idea, you’ll lose valuable days keeping up with everything and probably lose track of stuff you should be doing. Keep it slow and basically play a couple days at a time. That will let you optimize your actions.
  • I usually keep the Galaxy Information Display set on “Idle Construction Yards” in the early game, but you should get in the habit every 10-20 days or so of quickly switching it to “Idle Training Facilities” and “Idle Shipyards” to make sure you’ve got no inactive production facilities because…
  • You should ALWAYS be building something at your facilities in the early game. Period. Construction Yards should be building the other facility types until you get 6 Shipyards and 4 Training Facilities on your production planets in each sector. Each of those planets should have 2 GenCores and the other planets should have 1 to start, and then 2 when you get a chance. First generation facilities should be upgraded to their second generation version once you unlock them. You’ll never be able to keep up if you’re doing it right. Shipyards should be building the fleet units discussed above and should always be active. Training facilities should be building Sullustans and, once everything is garrisoned, Bothans and Infiltrators 10 at a time. You may need to delete some mines or refineries on your production planets to make room for production facilities. This is perfectly fine – just check your Galaxy Overview tab to figure out which ones you have an excess of and delete those first. You may start to run into maintenance supply concerns as you start approaching the mid-game. We’ll deal with that shortly.
  • Your rim sectors should get the same production planets set up as the core. However, you should use those Shipyards to supplement your fleets in the core and help get them built up. You can keep a fleet in the rim if you want – I usually do out of habit – but you don’t really need one and you certainly don’t need more than one. The Empire isn’t going to send a fleet in force out there to explore around and your GenCores will be enough to keep your planets safe if they send a stray ship or two. Use your rim Construction Yards to help any of your core sectors that are lagging behind – just bear in mind that it WILL take a long time for any facilities you build out there to be flown in to the core. You can use your Training Facilities to send additional Bothans and Infiltrators to the core once you have everything garrisoned. They’ll take a while to arrive, of course, but if you send them in continuous waves you can keep a steady stream of additional spec ops guys rolling in.
  • This probably won’t become a problem until mid-game but if your maintenance capacity drops below 500 build some mines or refineries to try and keep the ratio 1:1 as discussed above and open some additional capacity. This should be done on the rim (where you’ll have lots of planets with available capacity) and preferably from a production planet with 6 Advanced Construction Yards – mines and refineries are very slow to build.
  • Always run missions “in sector.” Never run missions between sectors if at all possible – you waste valuable time flying units/Characters between sectors. Just move them to a friendly planet in the sector where you want them first, and then run the missions from there.
  • Resist the urge to assault Empire-controlled planets in the early game. If their loyalty is already divided (or loyal to you) you get much more “bang for your buck” trying to flip them through an uprising. If they’re loyal to the Empire, it’s still a bad idea (although a tempting one if they leave the planet ungarrisoned). The problem is that the Empire can pull the same dirty tricks on you. They can try to start an uprising there, forcing you to divert resources to putting it down, and they WILL send a fleet to try and take it back by force – a fleet you do not have the ability to cope with (yet). When you get more experience with the game you can take some gambles on this to try and speed things up a bit, but I don’t recommend it until you’re comfortable with these strategies.
  • You will probably lose a couple systems back to the Empire in the early game. They do, after all, start with a larger fleet than you and you are probably not going to be able to keep up with getting garrisons and GenCores on all your planets quickly. But this is OK. Just like I talked about above, these planets are ripe for starting uprisings and are a drain on the Empire’s resources to try and keep them under control. They’re also good targets for abductions as the Empire sends Characters there. Don’t panic – use it as an opportunity.

 
 
 

REBEL WALKTHROUGH, MID-GAME, TURNS 300-900 “MASSING THE FLEETS”

So, the walkthrough will get shorter as we go as your focus narrows and things settle down a bit. You’ll spend less time frantically putting out fires and more time waiting while your fleets build up and tidying things up in your sectors. I’m going to go over what happened in the first 300 turns of the game I’m using as an example, since that will be instructive of how things can go well/badly.
 
 
Galaxy Map/Summary of First 300 Turns
 
 

    STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - REBEL WALKTHROUGH, MID-GAME, TURNS 300-900
     

  • Continuing with the same game/map from the early phase, this game ended up being a bit of a slow burn. Everything is going fine, but I started with very few production facilities and it took time to get things spun up, resulting in some delays in getting the rim sectors developed (I’m just now getting to developing my 3rd rim sector, the one to the left of the Rebel HQ). There is still 1 neutral in Seswenna (where I’ve got an active diplomat and it should flip to me shortly) but everything else in the core is now spoken for. I control 35 systems compared to the Empire’s 15 (that I know of, it’s possible they’ve got some colonies in the outer rim). In the core specifically I control 24 (going on 25) to the Empire’s 15. The Empire did not win a single core system through diplomacy. In terms of this walkthrough, I won the “core war” and am now well-positioned for the mid-game.
  • it wasn’t all sunshine and rainbows, though:
     
     
     
     
     
    STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - REBEL WALKTHROUGH, MID-GAME, TURNS 300-900
     
     
     
     
     
    I initially won over Khomm and Taanab through diplomacy and, because she wasn’t needed elsewhere, I lazily left Leia on Khomm to keep shoring up loyalty. This ended up being a mistake. The Empire had a fleet in the area and invaded Khomm and Taanab shortly after I won them over and Leia got captured. However, like I talked about in the early phase, this presents its own opportunities. You can see I’ve already started an uprising on Taanab and am working on the same thing on Khomm. Those Imperial scum are going to regret screwing with me.
  • In terms of facilities, I’ve got all my production planets in the core fully online in every sector besides Seswenna, and those are underway as well. Production planets in my HQ sector are fully online, and I’m working on the adjacent sectors. All planets I control in the core have 2 GenCores and are effectively “safe.” I’ve unlocked Advanced Training Facilities and Advanced Construction Yards and am slowly swapping out the Gen 1s for the Gen 2s as time permits. I don’t have any maintenance supply issues yet, so that’s one less thing I need to worry about – I’ve got a comfortable 1363 in surplus that will be needed once I start building Mon Cal Cruisers.
  • As far as troops, pretty much all my planets are now garrisoned with 3 Sullustans and the troops they replaced are being rotated out to my HQ for colonization duties.
  • Core fleets are coming online in all three sectors. Each fleet has 2 Escort Carriers fully stocked with X-wings and Nebulon-B’s are getting added at a steady pace. We’re not ready to go on the offensive yet, but an Imperial Fleet that happens to stumble into one of mine is going to get a bloody nose at a minimum.
  • Consistent with this guide, I’m creating hordes of Bothans and Infiltrators in all core sectors now that I’ve got everything garrisoned. I’m blowing up any targets of opportunity and scouting whenever I’ve got 6 free Bothans.
  • Characters/Recruiting has been a bit of a nuisance. Mon Mothma failed her first three recruiting attempts on a world 90% loyal to me. Also, by luck of the draw, I mostly got sabateurs and leaders, but no researchers early, so my research is lagging a bit. I actually had Luke and Han run a couple recruiting missions to try and pick up that slack. On the other hand, I’ve been able to put all those sabateurs to good use and have destroyed 3 Star Destroyers, a couple transports (with troops in them!), and have captured 5 of the Empire’s Characters (Zuggs, Daala, Brandei, Veers and Covell). These last two I nabbed early on while they were running research missions and that’s going to hurt the Empire badly because those are their only 2 dedicated Troop researchers. They’re not going to get Dark Troopers for a long time and will have to rely on the inferior Stormtroopers. I’ve unlocked 20 of my 28 characters. If I assume the Empire has done about the same, that means I’ve got just under 1/3 of their characters captured – that’s pretty solid for the early game.

 
 
 

REBEL WALKTHROUGH, MID-GAME, TURNS 300-900 “MASSING THE FLEETS”, CON’T 1

So, let’s talk about what you need to be doing in the mid-game. Your primary goal here is to push the Empire completely out of the 3 non-Seswenna core sectors, leaving the Empire with nothing but whatever planets they’ve got in Seswenna and whatever limited colonies they’ve been able to start on the rim. The mid-game ends when you’re ready to make the final push to Coruscant and finish off the Empire for good. Secondary goals in the mid-game are to capture as many Empire Characters as possible (including Vader) and to complete construction of your core fleets. Here are things you should be doing to make this stuff happen in the mid-game:
 

  • Continue trying to get uprisings on any planets that are loyal to you but controlled by the Empire. In my example, the Imps are in for a rude awakening in the Farfin sector per my picture above. Taanab is in uprising and Khomm will be shortly. If I flip these two, with Wistril and Rishi already drifting towards neutrality, I’m going to take over all of Farfin without firing a single shot.
  • You can start thinking about assaulting Imperial planets since you’ve got fleets which can take a punch. Here’s how to do it. MAKE SURE YOU HAVE AT LEAST ONE DIPLOMAT IN THE SECTOR, preferably one with a high leadership skill (just in case you get an uprising). More if you’ve got them to spare. Get a bulk transport in your fleet and load it up with 6 Sullustans. Move the fleet over your target planet and start a blockade. Espionage the planet if you haven’t already and start trying to capture any Characters on the planet (Generals first, of course). Then demo the GenCores with sabotage missions. Once the GenCores are gone, bombard any garrison units into paste. Assault the planet. With 6 Garrison units you should be able to avoid an uprising starting immediately unless the planet is 100% loyal to the Empire. If it goes into uprising, start trying to put it down through Subdue missions and fly in some more Sullustans for backup. If it doesn’t go into uprising, bring in the diplomats and start swinging it to your side. This last part is really the most important. Don’t get overly aggressive here – time is on your side. Go one planet at a time and try to bring a sector completely under your control before moving on to a new one.
  • Continue upgrading your production planets to Gen 2 facilities. You really only need to upgrade one of your GenCores to a Gen 2 once you unlock it. The Empire most likely cannot mass the kind of fleet that can bombard through your Gen 1s, let a alone a single Gen 2, but better safe than sorry. You will most likely start to run into maintenance supply issues once you start building Mon Cal Cruisers. This is what your rim sectors are for. Shift your construction yards (which should have some advanced yards at this point) to building some Mines and Refineries. Try to keep the ratio 1:1 and keep an eye on the Galaxy Overview tab to try and be even about it. Also, at this point I usually delete any mines/refineries on my Shipyard production planets and fill all available slots with Shipyards/Advanced Shipyards (once you unlock them). Be careful about this and don’t completely torpedo your maintenance capacity – do it a bit at a time. But this will GREATLY speed up the final ships for your fleets.
  • Don’t forget to keep garrisoning planets with 3 Sullustans. Keep cranking out Bothans and Infiltrators for spec ops missions.
  • And speaking of fleets, finish adding 3 Nebulon-B’s to each core fleet. Then add a Mon Cal Cruiser and 3 Corellian Gunships once you unlock them. Add a single CC-7700 to lock any opposing fleets in place for destruction once you engage them. And, if you haven’t already, add a Bulk Transport. Stock all available slots with X-Wings and load the Bulk Transport with 6 Sullustans (or Wookies, if you’ve unlocked them and want to feel awesome). Use your rim production planets to help build ships and fly them to the core.
  • When the core fleets are ready, start searching around for Imperial fleets. They should be pushovers. Destroy every imperial ship you find.
  • Let’s talk about your “prison planet.” At this point, you’re going to be capturing an increasing volume of Empire Characters. Through a ton of experimentation I’ve come to the conclusion that there is no way to prevent escapes. They’re just random events that have a low chance of happening whatever you do. Keeping prisoners in hyperspace on a ship doesn’t prevent it – they just make their escape attempt immediately upon exiting hyperspace if the game has already decided they’re trying to escape. However, there are certain things you can do to make it possible to recapture them upon escape and to reduce the chance of success of any rescue attempts. Here’s what I do. Pick a planet in the core where you’re building a fleet – preferably the sector where you have the most planets. Put a General on the planet (I seem to always use Bren Derlin for this). Put a General in the fleet ABOVE the planet (I seem to always use Garm Bel Iblis for this). Put a couple Sullustans in the fleet (the planet should already be garrisoned). You’ve basically done all you can do. Store prisoners here and have Characters periodically escort newly captured Characters to their new home (Han is great for this if you can spare him, since he’s so speedy). You will get a couple escapes – again, it’s unavoidable. But you’ve also set up a decent chance to immediately recapture them when they have to escape through the fleet above. I also usually station a couple Liberator Cruisers in a new fleet above that planet once I start moving the default core fleet around to act as a permanent “Warden Fleet” (and I name all the ships after famous prisons, of course – Alcatraz, Bastille, Devil’s Island, Tower of London, etc.).

 
 
 

REBEL WALKTHROUGH, MID-GAME, TURNS 300-900 “MASSING THE FLEETS”, FINALE

  • So, early in the mid-game, you may get lucky and have this happen (screenshot from my current example game)…
     
     
     
     
     
    STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - REBEL WALKTHROUGH, MID-GAME, TURNS 300-900
     
     
     
     
     
    Well. well, well. Look who the Empire decided to send to put down that uprising on Taanab. There are a couple of great opportunities here. First, in my game, Luke hasn’t run off to Dagobah yet AND I’ve already got him in that sector. Time to go ahead and have him encounter Vader so he can discover his heritage (and unlock Leia’s force abilities as well, once I rescue her). Luke will probably get captured (he’s still a baby Jedi) but that’s OK, he’s still low enough level that Vader won’t take him to the Emperor yet. Once I get Luke back (or if he avoids capture altogether) we can go ahead and make a run at the Dark Lord of the Sith himself. It may take a couple tries, and you may have some more characters of your own get captured, but this is as good a chance as it gets. This planet is in uprising, lightly defended, and has no fleet above it. Go get ’em! Also, this all but guarantees that Luke will hit Jedi Student level immediately upon getting back from Dagobah. Speaking of which…
  • Once Luke heads off to Dagobah, start rounding up every spare character and try to keep them together on the same planet. There’s no huge rush – Luke’s gonna be gone for a while. But ideally you want everyone who isn’t actively researching or doing necessary diplomacy missions to be bunched up together – preferably on whatever planet Luke left from (since that’s where he’ll return). Once he gets back, and assuming he’s reached Jedi Student level, grab EVERY SINGLE CHARACTER and send them on a diplomacy mission to an already friendly planet with Luke. There’s no risk since it’s a friendly planet – no decoys needed (in fact, you can probably just do it on the planet you’re already on). Once a round of diplomacy is finished, stop the mission. Voila! Luke will reveal all the force sensitives in that group (who will all, in turn, become Jedi and get big stat bonuses). Make a note of all your force sensitives, especially the spec ops types with high Combat/Espionage scores. These Characters, along with Luke, are now your alpha strike team. Keep them as a team and send them on your most difficult capture/sabotage missions. They’ll kick butt and chew bubblegum, and keep getting more and more powerful. Also don’t forget to tell Leia about her heritage at some point, which will immediately turn her into the best diplomat in the game.
  • When Mon Mothma finishes recruiting everyone, I usually send her back out to rim to convert any populated neutral planets I’ve discovered in my rim sectors. It gives her something useful to do and moving her around on the rim is about the safest thing she can do to avoid capture. When your researchers have finished their research trees you can make them Generals on your core production planets to help fend off the occasional spec ops missions the Empire will run against them.
     
     
     
     
     
    That’s really about it. Build your fleets, capture Characters, and take over the rest of the core worlds.

 
 
 

REBEL WALKTHROUGH, END-GAME, TURNS 900-??? “THE FALL OF CORUSCANT”

Alrighty then! Keeping with the ongoing theme here, I’ll recap where things went in my sample game, and then tell you what you need to be doing to wrap up the win. Here’s my map in Turn 807.
 
 
STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - REBEL WALKTHROUGH, END-GAME, TURNS 900-???
 
 
As you can see, it’s pretty much all over but the crying. While it’s possible the Empire has some colonies in some of those rim sectors I haven’t explored, they’re down to 6 measly planets in the Seswenna sector of the core. The other three core sectors are now fully loyal to me and giving their all for the cause. I also got my third rim sector explored and built up.
 

  • Manufacturing continued to ramp up, replacing Gen 1 versions with Gen 2s across the board. The Empire made some flyby’s to check for planets that might be vulnerable to invasion and because I didn’t have 2 GenCores up they actually flipped Bothawui briefly, but that just set up an easy uprising scenario to flip it back. As things slowed down towards the end of the mid-game, I was able to let my Training Facilities relax once I had everything garrisoned and had tons of Bothans and Infiltrators. Ditto with Shipyards once all the core fleets were completely spun up. I did have some of the Advanced Construction Yards in the rim crank out some mines/refineries, just to keep myself flush with extra maintenance capacity, but ended up not really needing it.
  • As far as troops and spec ops, I kept everything garrisoned with Sullustans and continued to build hordes of Bothans and Infiltrators. No issues there. Once I got production planets up and running in Seswenna I began running missions there too, mostly to see what Characters I could abduct.
  • All core fleets were fully built out per the prior section. Once they got their CC-7700’s I went on the hunt and obliterated any ships/fleets the Empire was foolish enough to send into my core sectors. I then assaulted any planets too stubborn to be incited into uprisings, patiently winning them over through diplomacy once I assaulted them. Rinse and repeat. At this point I’m ready to send a fleet to Seswenna and blockade Coruscant – the Empire’s got nothing there to stop me but 2 ImpStars and maybe 2 dozen Tie Fighters. One of my main battle fleets will pick their teeth with them.
  • As far as characters, Mon Mothma finished up recruiting my last Characters and I sent her out to the rim to keep her safe and have her do diplomacy on neutrals and shore up support on my own planets.
  • Heading into the mid-game, per the previous section, I had hoped to nab Vader but I ended up flipping Taanab too quickly and his mission there got called off. Oh well. Luke headed off to Dagobah shortly after that. Anticipating his return I bunched up most of my characters in Farfin where I was focusing most of my efforts and upon his return had him run a single massive diplomacy mission. He revealed 4 force-sensitives and, happily, they were all spec ops types – Tura Raftican, Huoba Neva, Roget Jiriss, and Kaiya Andrimetrum. With these 5 Jedi, missions became a piece of cake. I ran into Vader again a bit later in the Corellian Sector after I had locked up Sluis and Farfin. Luke had his encounter, avoided capture, and then I captured him with my best team of non-force sensitives (so the mission wouldn’t get foiled). I also had him reveal Leia’s force powers to her, making her the ultimate diplomat. That came in handy since I needed to assault a number of the planets in the Corellian Sector and she was great at quickly getting their loyalty turned around.
  • In fact, by this point in the game, I had captured 22 of the Empire’s 28 characters. Most of them were already moved to my prison planet (Umgul in the Sluis Sector) but a couple are still in my base of operations in Seswenna awaiting transport.

 
 
 

REBEL WALKTHROUGH, END-GAME, TURNS 900-??? “THE FALL OF CORUSCANT” FINALE

Honestly, if you’ve made it this far there isn’t much other advice I need to give you. You should be able to end the game whenever you want but you’re free to continue to fiddle around if you like. It’s up to you if you want to continue to whittle down and take over systems in Seswenna but there’s no real need. Just fly your Corellian Fleet to Coruscant, bust up the imperial fleet there, and initiate the blockade. Move all your spec ops troops and characters to the fleet. Run missions on Coruscant to kidnap any Characters, destroy GenCores, and then bombard the garrison to ashes. Once Palpatine is alone, go get him. This last bit is important – do not just assault the planet without capturing Palpatine first. There is a good chance he’ll escape and you’ll have to track him down elsewhere.
 
 
STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - REBEL WALKTHROUGH, END-GAME, TURNS 900-???
 
 
STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - REBEL WALKTHROUGH, END-GAME, TURNS 900-???
 
 
“THE EMPIRE IS DEFEATED! WE’VE DONE IT” – C-3PO.
 
 
 

EMPIRE WALKTHROUGH, EARLY GAME, TURNS 1-300 “THE CORE WAR”

General Strategy: So, to avoid redundancy, I’m not going to just retype everything from the Rebel walkthrough since a lot of the tips are the same. I’ll go through this in the same style as the Rebel walkthrough, but about 75% of what you need to be doing with the Empire is identical. I will cover the details of a sample Empire game I’m running while typing out this guide, starting with…
 
 
The Galaxy Map
 
Here’s my galaxy map from the new game I started for this guide:
 
 
STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - EMPIRE WALKTHROUGH, EARLY GAME, TURNS 1-300
 
 
So, a couple observations:
 

  • Unlike the Rebels, as the Empire you don’t get the benefit of any systems that are loyal to you but under the other side’s control. Just the opposite, in fact. You start with a number of systems that are actively loyal to the Rebels and are only controlled because you have garrisons on them. Not great. The other upshot of this is that early uprisings aren’t a viable strategy for the Empire, because there’s nowhere it’s really feasible to start them.
     
     
     
    STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - EMPIRE WALKTHROUGH, EARLY GAME, TURNS 1-300
  • The first thing that sticks out is that the Rebels only have one planet in Seswenna. And it’s not garrisoned. And it has no GenCores or planetary guns. And I’ve got a big old fleet right next door. Guess what I’m going to immediately do after I take care of the usual new start housekeeping stuff? As a rule, it’s extremely helpful if you can get all the planets in Seswenna and quickly secure the entire sector – the Rebels will have to run missions from outside the sector if they want to screw around with Coruscant (or anything else) and you’ll have a very stable base of operations to get your production planets ramped up, let your researchers do their thing in peace, and give you some MC buffer (which WILL become an issue in the mid game unless you don’t plan on building Star Destroyers). Even if you’ve gotta invade a couple planets and deal with some uprisings, it’s worth the hassle to take all of Seswenna as quickly as you can.
     
     
     
    STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - EMPIRE WALKTHROUGH, EARLY GAME, TURNS 1-300
  • On the other hand, there’s this. Ugh. I’ve got one planet, it’s not very loyal, and the Rebels have 5. It’s going to take a lot of effort and some luck to snag a couple of those neutrals and keep a foothold here, but the effort has to be made.
  • My general belief is that the Empire has the more challenging start in most cases, but has an easier path to victory if they can get rolling. If the Empire does well in the core in the early game, the Rebels will have almost no infrastructure to develop anything on the Rim. But, at the start, the Empire has a bunch of problems and not enough resources to deal with all of them and needs to make quick decisions and try to prevent uprisings and things under control.

MANUFACTURING
 

  • Same as the Rebels, you want to get “production planets” going in all core sectors as soon as possible. You’ll have some advantages here and usually start with more facilities already in place then the Rebels have. Build Coruscant up to 6 construction yards and start doing the same in the other core sectors.
  • Once you’ve got constructions yards up, and/or if you have extra construction yards to spare, IMMEDIATELY start getting 2 GenCores up on every planet. After the construction yards this is your priority, even before building Training Facilities or Shipyards. The Rebels WILL be looking to invade unprotected planets and you’re probably going to lose 1 or 2 regardless of your best efforts. That’s OK – you’ll get them back. But your primary goal is to make every planet “safe” from assault. If a GenCore gets sabotaged, immediately replace it. I usually build 3 GenCores on Coruscant, just so it is continually protected from assault even if a single GenCore gets destroyed.
  • Once you’ve got construction yards and GenCores squared away, build training facilities. Unlike the Rebels you want 6 instead of 4 because Stormtroopers take longer to build and Dark Troopers (once you unlock them) take a LOT longer. THEN you can start building shipyards.
  • Expand to the rim. I always go the Calaron Sector (the one closest to Seswenna) since ships can get there pretty quickly. Send a transport with 2 troops and colonize the two best worlds in the sector. Otherwise, just follow the same steps as the Rebel guide – get production planets up and running (flying in a construction yard from Coruscant), build up Calaron and then expand to the adjacent sectors. You’re going to get crunched on MC in the mid-game and need those planets for refineries and mines. It will also fully explore 3 of 11 rim sectors making the ultimate hunt for the Rebel base that much easier.
  • Upgrade to the Gen 2 facilities as you unlock them when time permits, as usual.

TROOPS
 

  • All Stormtroopers, all the time, until you unlock Dark Troopers. Then switch to those and swap out Stormtroopers as you go. Put 3 on every planet, and 6 on Coruscant (but if you keep 3 GenCores on Coruscant you’ll never really need to worry about it otherwise). That’s it, there’s nothing else that needs to be said really. There’s no reason to ever build any of the other troop types.
     
     
     
    STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - EMPIRE WALKTHROUGH, EARLY GAME, TURNS 1-300
  • A word of warning. Be careful moving troops around. Remember that a number of your systems require garrisons and it’s easy to forget this and start an uprising on one of your own systems by dropping them below the garrison threshold (I do this at least once per game as the Empire, myself). Looking at the picture to the left, try to get in the habit of checking the top of this screen before you move anything.

 
 
 

EMPIRE WALKTHROUGH, EARLY GAME, TURNS 1-300 “THE CORE WAR,” CON’T 1

SHIPS
 

  • Pretty much the same deal as the Rebels, you want to consolidate your starting ships to give them some collective punch. I generally drag everything to Coruscant (with the exception of one transport with troops that I send out to Calderon on the rim for colonizing). Unlike the Rebels, though, this fleet is fully capable of bombarding garrisons right away and assaulting planets (Star Destroyers being able to transport troops is really, really useful). Use this fleet to help you take over all of Seswenna as quickly as you can reasonably do it. Once Seswenna is secure send the fleet to whichever sector is going to be the biggest hassle. This fleet combined is fully capable of driving off anything the Rebels can throw together in the first couple hundred turns so use it aggressively to patrol the new sector (it will be Farfin in my game, per above) and keep Rebel fleets from being too much of a nuisance. Remember to keep it stocked with Tie Fighters! As long as you keep GenCores up Seswenna will be fine while you build up a new fleet there.
  • Otherwise, start building up fleets in each core sector as shipyards come online. Start with Escort Carriers loaded with Tie Fighters. It’s helpful that the Empire unlocks Lancer Frigates quickly. Add 3-4 of these to every fleet – they build quickly and will shred X-wings, which are really the primary threat to you in the early game. Just by themselves 2 loaded Escort Carriers and 4 Lancers will drive off pretty much anything the Rebels have at this stage. You probably won’t be able to do much more fleet building than that in the early game. Switch Tie Fighter production over to Interceptors once you unlock them. They’re better across the board.

 
STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - EMPIRE WALKTHROUGH, EARLY GAME, TURNS 1-300
 

 
SPEC OPS
 

  • Unlike the Rebels, you’re not going to have a lot of opportunity to build spec ops troops in the early game. Stormtroopers take a while to build (and Dark Troopers take even longer) and you’re going to have your hands full just trying to keep garrisons on the planets you’re acquiring. There won’t be a lot of spare time for anything else until you get 6 Advanced Training Facilities up on your production planets.
  • The one exception to this is if you stumble over Mon Mothma or Luke. Then you need to drop what you’re doing and build some Noghri Death Commandos to grab them. Mon Mothma has no combat skills and at this stage Luke hasn’t developed his force abilities much. A team of six Noghris with 4 on the strike team and 2 as decoys is often enough to get them, even without ANY characters on the team. If you can, get a fleet above the planet first so they can’t run away. Then just keep at it until you nab them. For reasons I discussed in the Rebel walkthrough it is extremely important to abduct Luke before he becomes a Jedi Knight (and can trigger his event chain where he kidnaps Vader and Palpatine).

CHARACTERS
 

  • OK, you’ll start with 9 Characters. 7 of these will be Palpatine, Vader, Piett, JerJerrod, Needa, Ozzel and Veers. Then 2 randos (in my game I lucked out and got Bin Essada – a diplomat, and Menndo – a spec ops guy).
  • Get Palpatine recruiting from Coruscant. Pretty much he should never leave since he gives that great Leadership bonus to all imperial officers while he’s there. If you’re getting spec ops missions run against Coruscant you can move him to another planet for 2 or 3 recruiting cycles to take the heat off, but don’t forget to move him back.
  • Send Vader, Piett, and JerJerrod to each of the other 3 non-Seswenna core sectors (if you’re lucky one or two will already be where you want them) and get them doing diplomacy. You want to win over as many of those neutrals as you can. If you ended up with a 4th diplomat to start like I did, you can get him working in Seswenna. If not, keep the first diplomat you recruit working there.
  • I generally send Needa, Ozzel and Veers and any other rando spec ops guys to do diplomacy in Seswenna as a team. They’ll suck at it, but I’ve found it’s the best use for them. Like I said above, spec ops isn’t really a priority for the Empire in the early game. I use Veers as a diplomat early but once you get a couple more recruits you can have him start research. There’s no real hurry – Stormtroopers are fine to start and there’s no rush to unlock Dark Troopers. Have any other spec ops guys Palpatine recruits do diplomacy (badly) around Seswenna. Once all the neutrals in the core are spoken for you can round up all your spec ops guys (you’ll have a ton at that point) and send them to Vader so he can screen them all for latent force abilities. Hopefully you get a couple spec ops force users. Along with Vader they’ll be your alpha team for sabotage and abduction missions.
     
     
     
     
     
    STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - EMPIRE WALKTHROUGH, EARLY GAME, TURNS 1-300
  • Have any other researchers you unlock start researching, of course. If you get Bevel Lemelisk (the jack-of-all-trades researcher for the Empire) have him research ships. Just like the Rebels, this is the longest research chain so get everyone you can working on it.

MISSIONS
 

  • Diplomacy, diplomacy, diplomacy. You’re not really going to run much else in the early game. The Rebels and the Empire start with rough parity in terms of diplomats – Mothma/Leia/Dodonna/Luke vs. Palpatine/Vader/Piett/JerJerrod. The problem is that the Rebels have more in their overall slate of characters they can unlock and even their spec ops characters have better diplomat skills on average than you do. As soon as you win over a neutral, immediately move your diplomat to the next planet in line. Do NOT use Vader for anything other than diplomacy in the early game. Even with your best efforts you still won’t get all the neutrals – I’ve never had it happen. Even if things go perfectly I still lose one or two. Team up spec ops characters to run diplomacy in Seswenna per above – it’s the most useful thing they can do.
  • The related problem for the Empire is that some of your systems (usually 3 or 4) start out loyal to the Rebels and are only being held by force. Unfortunately there’s not much you can do about this in the early game. Do not divert diplomats to pacifying/winning over systems you already control. You need to be winning over neutrals, not making planets you already control happier. The consequence of this is that you will probably get some uprisings as the Rebels run Incite missions against those planets. THIS is where all those spec ops imperial officers come in handy. Get the garrisons on any planets in uprising up to where they need to be and send one of your officers (they’ll all have amazing Leadership scores if Palpatine is on Coruscant) to put it down. They’ll always do it on the first or second try.

 
 
 

EMPIRE WALKTHROUGH, EARLY GAME, TURNS 1-300 “THE CORE WAR”, FINALE

Most of the general tips for the Rebels apply to the Empire too, but here are a couple additional things:
 

  • It is easy, and very tempting, to overexpand through planetary assaults in the early game as the Empire. The game practically invites you to do it. You’ll have a fleet RIGHT THERE next to a completely undefended Rebel planet. Other than Sesswenna, for reasons I discussed above, don’t do this in the other core sectors until you are VERY confident with the game and your abilities. It is easy to spread yourself too thin. Remember that a lot of your Stormtroopers are tied up with garrisons already and you can wind up with domino chains of a couple planets in a system going into uprising which, remember, dramatically increases THEIR garrison requirements. You can end up with a situation where you just can’t get the uprisings under control and planets start flipping, causing other planets to go neutral or go into uprising themselves, while you have to watch helplessly. Take it slow. You need to win the early game mostly through diplomacy, not conquest.
  • On that same subject, one of the benefits the Empire has is that Stormtroopers can easily hold their own in planetary assaults by the starting Rebel troop units. They’re apparently much better shots in this game than in the actual Star Wars universe. Who knew? The Rebels usually won’t try and force an assault on a planet with a single GenCore and 3 Stormtrooper units so don’t freak out if you can’t get 2 GenCores up on every planet right away. Try to get a garrison of 3 Stormtroopers there. It may be enough.
     
     
     
     
     
    STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - EMPIRE WALKTHROUGH, EARLY GAME, TURNS 1-300
  • Ditto Tie Fighters. Yes, they suck. But 12 of them on a planet can drive off a small assault with a couple transports and a corvette or two. You’ll probably start with some single shipyards scattered around. Have them build a dozen Tie Fighters – they’re more useful than you think.
  • You may stumble over the Rebel base in the Rim while colonizing out there. My recommendation if you discover it at this stage is to just ignore it. It will probably get moved by the time you can get a fleet out there and it will be a big drain on your resources to even try to assault it. To paraphrase Tarkin, you will deal with your Rebel friends soon enough. Let them have their little base in the hinterlands. For now.
  • I mentioned going after Mon Mothma and Luke if you find them in the early game. You may also get a popup telling you where Han is. The Bounty Hunter event for the Rebels triggers a notification for the Empire about Han’s location (if he doesn’t get captured, obviously). If this happens, you should consider trying to abduct him as well. The AI generally doesn’t use the Falcon’s speed advantage effectively, but he’s still one of the Rebels’ best spec ops characters. Nabbing him will put a sizable dent in the Rebels’ plans. And make Chewie sad.
     
     
     
     
     
    STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - EMPIRE WALKTHROUGH, EARLY GAME, TURNS 1-300
  • Speaking of capturing characters, I usually just use Coruscant as my prison planet. Yes, it’s obvious. But if the sector is completely under your control and Palpatine is there to detect any force users, you can’t do much better than that. This is a great place to stick Veers or one of your other researchers as a General once they finish their research strings, and put another in a fleet over Coruscant itself. It’s also kind of canonical. Story Time! In the fantastic Rogue Squadron series from the late 90’s, Lusankya was the sister ship to the Executor – Vader’s Super Star Destroyer and flagship while the Death Star 2 was being built. The Emperor had it buried beneath the surface of Coruscant and then built/developed over it and killed/mind wiped everyone involved with the project. It was meant to serve as an emergency escape option if things ever went bad. After his death, it was converted into a prison by his Director of Imperial Intelligence (and rumored lover), Ysanne Isard, the main antagonist of the series. In a devious twist, she reversed the artificial gravity in the prison portions of the ship so any escapees would actually be fleeing DEEPER into the ship/planet rather than towards the surface. Great stuff. Isard is another fan favorite who hasn’t made the jump into the official continuity, but we can hope.
     
     
     
     
     
    STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - EMPIRE WALKTHROUGH, EARLY GAME, TURNS 1-300

 
 
 

EMPIRE WALKTHROUGH, MID-GAME, TURNS 300-900 “TIGHTENING THE NOOSE”

So, let’s see how I did in my sample game:
 
Galaxy Map/Summary of first 300 turns
 
 
STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - EMPIRE WALKTHROUGH, MID-GAME, TURNS 300-900
 
 

  • Not too shabby! Only 2 neutrals left by this point, both in Sesswenna. I’ve got a bunch of diplomats/diplomat teams on both, they are leaning my way, and will flip to me shortly. Colonization is ongoing in the Calaron sector on the rim and I’ll be expanding to the Mayagil sector to the right soon. When I get those 2 remaining neutrals I’ll have 25 planets in the core to the Rebels’ 15. That’s about as good as you can reasonably expect things to go. There was (and remains) an ongoing headache, though…
     
     
     
    STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - EMPIRE WALKTHROUGH, MID-GAME, TURNS 300-900
  • Farfin, as predicted, ended up being a freaking mess. So, to walk through it, the Rebels won over Bilbringi pretty quickly, which made all the other neutrals that much harder for poor Piett, who had the tough job of trying to lock as much stuff down as possible. He was apparently going through a divorce or just having a generally ♥♥♥♥♥♥ couple of months because he did a pretty terrible job for me (Vader may be having a “performance review” with him later). We did get Charmath but Khomm and Phraetiss – the last two neutrals – were leaning to the other side. Things were going well elsewhere so I began flying in Vader and other diplomats to back him up. Khomm was THIS close to going Rebel but I finally got lucky with some die rolls and pulled it out – Vader got there just in the nick of time. The next problem was that the Rebels almost simultaneously won Phraetiss which swung Charmath enough to go neutral. THAT was awful, because that’s where my six construction yards were. I pretty much had to keep my fleet bouncing around to try and fend off invasions while I got Charmath back and then got production up on the other two planets (Byss and Khomm). At this point things have stabilized a bit and I’m flying in ALL my spec ops characters to start trying to take over some of these Rebel strongholds and get some abductions.
  • In terms of facilities, I’ve got all my production planets in the core fully online in every sector besides Sesswenna, and those are underway as well. I’ve unlocked Advanced Training Facilities and Advanced Construction Yards and am slowly swapping out the Gen 1s for the Gen 2s as time permits. I don’t have any maintenance supply issues yet but those are probably on the horizon unless I capture some core planets or get the colonies in the rim spun up quickly.
  • As far as troops, pretty much all my planets outside Sesswenna are now garrisoned with 3 Stromtroopers. I haven’t unlocked Dark Troopers yet, but that’s probably going to happen pretty soon.
  • Core fleets are slowly coming online in all four sectors but this has been a slow process – I’m mostly still building the Escort Carriers to hold the Ties I’ve already built. Lancers will follow once I get those done.
  • As I mentioned above, it’s time to start getting aggressive with spec ops once I’ve got the garrisons done. This will mostly consist of Espionage Droids and Death Commandos for abductions if I find any characters. Farfin will be the initial target sector to start dialing back the Rebels’ superiority there. I’ve got a lot of spec ops characters to run sabotage and abduction missions with as well.
  • Characters/Recruiting has been great. I’ve already unlocked 24 of my 28. On the other hand, Vader has only identified 1 jedi so far – Daala. This means either I’ve gotten really unlucky and some of my researchers/diplomats are jedi or they got saved for last in recruiting by luck of the draw. I’ll know shortly.

 
 
 

EMPIRE WALKTHROUGH, MID-GAME, TURNS 300-900 “TIGHTENING THE NOOSE”, FINALE

So, let’s talk the mid-game more generally for the Empire. Your main goal is pushing the Rebels out of the core and building up your own MC for the ultimate construction of your bigger guns – Tie Defenders, ImpStars and, ultimately, a Super Star Destroyer and the Death Star (if you decide to go that route). You don’t HAVE to take every core system from the Rebels, even though I generally do. Really once the fleets are ready and you’ve defeated most of the Rebel ships you can go hunting for the Rebel base, particularly if you’ve managed to capture Mon Mothma and Luke and that’s your last victory condition.
 

  • As far as production, upgrading to GenCore 2s is fine, but isn’t really necessary in the case of the Empire. The Rebels don’t have anything capable of punching through 2 GenCore 1’s until they get the Bulwark and if you’re following this guide they’ll never have the ability to build one of those. It does actually improve your MC efficiency, though – for some reason GenCore 1s use 12 MC, but GenCore 2’s only use 7. This may not seem huge, but consider 40, 50 or 60 planets under your control, each with 2 GenCores. That’s 400-600 MC, potentially – you can get a couple ImpStars for that.
  • On a related topic, you’re going to start running into overall MC problems. It usually happens to me around turns 600-700 with the Empire. All those new Tie Defenders and Dark Troopers eat a ton of MC, but you’ve got to have them. This is to say nothing of the ImpStars you need to start adding to your fleets. Make sure you delete any extraneous “orphan” facilities you don’t need anymore that aren’t on your main production planets. Delete any Stormtroopers you’ve replaced with Dark Troopers and Tie Fighters/Interceptors you’ve replaced with Defenders. Once you get your rim sectors going and get production planets up and protected, start building mines/refineries based on what you need in small batches of 2 or 3. When thinking of core systems to invade, prioritize ones with lots of existing mine/refinery pairs to get immediate MC benefits.
  • For troops, replace Stormtroopers with Dark Troopers once you unlock them.
  • As far as fleets, add 4 Lancers to each fleet and an Interdictor Cruiser once you unlock it. Replace Ties with Tie Defenders once you unlock THEM. Add 2 ImpStars to each fleet – 1’s are fine, you probably won’t unlock the 2’s until the end of the mid-game. Do not send any of these fleets out hunting without at least 1 ImpStar. Also, build 1 or 2 Assault Transports once you unlock them. They’re incredibly fast – use them to Transport characters around the rim and as prison shuttles.
  • Keep an eye out for Luke and Mon Mothma. Luke in particular is a priority – you want to try and catch him before he goes to Dagobah if possible, but as soon as you can after he gets back if not. Remember that if he reaches the rank of Jedi Knight (which you’ll see on his character panel), keep Vader away from him to avoid triggering that event chain. The AI tends to be stupid with Mon Mothma and bounces her around the core. Obviously try to nab her as well if you track her down. Remember that blockading a planet effectively “traps” characters on the planet so you can keep running abduction missions against them until you grab them. They’re not going anywhere. Also keep an eye out for researchers – these are great targets for abduction as well.
  • Make sure you’ve had Vader “scan” all your spec ops characters for force sensitivity. Then run as many missions as you can with them and Vader as your alpha strike team.

 
 
 

EMPIRE WALKTHROUGH, LATE GAME, TURNS 900-??? “YOU MAY FIRE WHEN READY…”

OK! Here’s the situation in my sample game at Turn 900:
 
 
STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - EMPIRE WALKTHROUGH, LATE GAME, TURNS 900-???
 
 
Definite progress and the Rebels are now on their back foot, but it’s been a bit of a slog. For some reason my Empire games tend to go somewhat longer than my Rebel games and this has been no exception. A couple points of interest:
 
 
STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - EMPIRE WALKTHROUGH, LATE GAME, TURNS 900-???
 
Farfin has continued to be the main battlefront for the past 600 turns but I’ve pushed them out of 4 of the 6 systems they were holding and the last 2 should fall in the next 100 Turns or so, locking up the sector for good. Also, THIS happened:
 
 
STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - EMPIRE WALKTHROUGH, LATE GAME, TURNS 900-???
 
The Rebel scum decided to get saucy and invade one of my rim planets before I had everything garrisoned and protected by GenCores. They picked a relatively garbage planet but they can use that as a base of operations for spec ops missions so I need to divert some resources from Sesswenna to get that crap sorted out.
 
 
Speaking of Rebel scum, on the plus side…
 
 
STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - EMPIRE WALKTHROUGH, LATE GAME, TURNS 900-???
 
 
Luke and Mon Mothma are now both safely in the Emperor’s interrogation cells below Coruscant. Luke was kind of funny. I’d been mostly focused on Farfin but had been running espionage in the other sectors just to keep an eye out for abduction/sabotage targets and stumbled over Luke all by his lonesome self on a planet in Corellia with no garrison troops. That was stupid of him. I quickly spun up 6 Noghri Death Commandos and abducted him on the first try (with no Characters involved). That was cool. I actually had to fly in a Character to chaperone him to his new home on Coruscant since I didn’t have anyone there. I found Mon Mothma a little bit later in Farfin – I think the Rebels tried to send her in to try and incite some uprisings. Again – dumb. She got paid a visit by Vader and his jedi strike team and is now adjusting to her new home as well. I also captured Han pretty early on but he managed to escape. I’ll have to track him down again. Can’t have everything, I suppose.
 
 
Stormtroopers are continuing to get replaced with Dark Troopers and Tie Fighters with Tie Defenders. The main problem, as you may have noticed from the original picture, is that my MC got badly bottlenecked and was exhausted. This was pretty much caused by that invasion on the rim, which was bad luck. I had to divert all the construction yards out there (and some in the core) to frantically getting GenCores up everywhere to avoid losing any more planets. That, of course, stopped me building mines/refineries out there as a planned. That, in turn, resulted in ImpStar construction getting put on hold which THEN resulted in the Rebels having some fleets with Mon Cals pushing my own fleets around a fair amount over the past couple hundred turns. Still, the whole thing is a good demonstration of how SWR sometimes operates and how one or two bad things happening can lead to a chain of unfortunate results. None of this is catastrophic – it’s mostly just a nuisance. As you can see, there are WAY more green planets than red planets out there.
 
 
Realistically, because my fleets aren’t quite there yet and I haven’t taken over as much as I would like in the core, I’m not really at the “end game” phase in my sample game. I’m probably a couple hundred turns from there but things are going to start snowballing against the Rebels quickly once I push them out of Farfin and get some fleets that won’t get slapped around. If I wanted to, I could just go for broke and start hunting for the Rebel base since I’ve got Mon Mothma and Luke behind bars, but I prefer to play things safe and take it step by step.
 
 
 

EMPIRE WALKTHROUGH, LATE GAME, TURNS 900-??? “YOU MAY FIRE WHEN READY…”, FINALE

So, speaking more broadly about the end game you should:
 

  • Continue stripping the Rebels of their core systems. This has the double benefit of increasing your MC while choking theirs. This, in turn, will limit their ability to build fleets/ships to use against you.
  • Once you’ve got 1 (or preferably 2) ImpStars added to your main battle fleets and a stockpile of Tie Defenders it’s time to start hunting down all the Rebel ships in the core and destroying them.
  • If you wound up with MC problems (like I did) keep developing mines/refineries in the rim systems. That’s what they’re there for.
  • You can end the game however you want and it’s perfectly fine to send your fleets out to the rim to hunt for the Rebel base or to use armies of probe droids. These are all viable strategies. The most important thing is that once you find it and blockade it, DO NOT LEAVE. Otherwise, it will just run and hide somewhere else and you’ll have to track it down again. Instead, move in whatever other spec ops troops/Characters you need to knock out the GenCores, bombard the garrisons, and take over.
  • I, personally, want to end every Empire game with the destruction of the Rebel base by the Death Star. It’s just how I roll. So my games tend to drag out while I build the darn thing, but there’s nothing quite so satisfying. You do not need to do this, of course. It’s fine to just assault the base conventionally and get the job done. But c’mon, this is a Star Wars game. If you’re gonna win as the Empire, YOU NEED TO WIN AS THE EMPIRE.

 
So, because it ended up being kind of hilarious, I’m going to finish this with a walkthrough of how my sample game ended. Check THIS out:
 
 
STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - EMPIRE WALKTHROUGH, LATE GAME, TURNS 900-???
 
STAR WARS™ Rebellion - How to conquer the 1998 Lucas Arts classic 4x strategy game - EMPIRE WALKTHROUGH, LATE GAME, TURNS 900-???
 
That’s right. The Rebels actually moved their super-secret base, the thing they absolutely can not let me destroy, BACK TO YAVIN IV. And they left Chewbacca to defend the place. Through dozens of playthroughs of this game I’ve never had this happen before, as far as I can recall. Just amazing. I was initially planning on starting my search for the Rebel base on the opposite side of the galaxy. On a lark, while I was waiting for the Death Star II to build, I sent a fleet out to check out Yavin IV more out of boredom than anything else. And found this. So I basically got to play out the end of Episode IV minus Luke saving the day – I destroyed Yavin IV with the Death Star.
 
 
You know the rest (unfortunately you can’t post videos in Steam guides). I flew out the Death Star II, commenced ignition, and that was that.
 
 
Oh, and if you’re wondering, I did capture Chewbacca first 🙂
 
 
And THAT, my friends, is it for this guide. OR IS IT????
 
 
 

BONUS SECTION! A GUIDE TO NAMING YOUR SHIPS…

Have you been leaving your ships with their standard AI-assigned names? Mon Calamari Cruiser 1? Imperial Star Destroyer 3? YOU MONSTER! This is demoralizing for your crew and, in practical terms, makes it hard to distinguish between your ships and fleets. It’s much cooler when you get a message saying that “Heart of Corellia has repaired all damage,” right? I generally use the same naming themes for equivalent Empire/Rebel classes of ship, but I’ll note specifically where I don’t. Also, as discussed earlier in the guide, there are some ships that I just never build so if it’s not listed below I don’t build them and/or don’t have a theme for them. I also realize that some of these are Earth-centric, which you may not feel is in keeping with SWR. This is because over a lifetime of wargaming in many formats these are general conventions I’ve gotten used to using and are easy and familiar for me (I’ve just tweaked a couple for the Star Wars universe). They’re just suggestions, feel free to get creative!
 
 
Fleets, generally: I usually name fleets based on the system they’re based in. This makes it easier when I get a popup telling me that a ship has arrived somewhere which fleet it is filling out. Examples: Corellia Fleet, Sesswenna Fleet, Sluis Fleet
 
 
Transports (Empire/Rebel): Creatures/animals from the Star Wars universe. Examples: Womprat, Mynock, Dewback, Rathtar, Eopie, Bantha
 
 
Assault Transports (Empire only): Triple Crown winners in horse racing (they’re fast, get it?). Examples: War Admiral, Citation, Secretariat, Affirmed, Justify, Whirlaway
 
 
Escort Carriers (Empire/Rebel): Astronomical Phenomena/Terms. Examples: Comet, Meteor, White Dwarf, Corona, Black Hole, Nebula
 
 
Carracks/Lancers/Corvettes/Gunships (Empire/Rebel – the second is just the upgraded version of the first for the Empire/Rebels, respectively, so I use the same theme across the board for all of them): Medieval Weapons. Examples: Glaive, Longbow, Broadsword, Pike, Halberd, Mace
 
 
Nebulon-B Frigates (Rebel only): Mythological Creatures. Examples: Medusa, Cyclops, Minotaur, Harpy, Wendigo, Kraken
 
 
Victory-Class Star Destroyers (Empire only): Ominous biblical-sounding terms/phrases: Examples: Vengeance, Absolution, Wrath, Perdition, Eleventh Hour, Apocalypse
 
 
Imperial-Class Star Destroyers (Empire only): Incorporeal undead. Examples: Ghost, Spectre, Revenant, Wight, Shadow, Wraith
 
 
Mon Calamari Cruisers (Rebel only): ______________ of ________________, where the second blank is a Star Wars cannon planet and the first blank is a trait/event I associate with the planet/people from there. Examples: Heart of Corellia, Pride of Alderaan, Rage of Kashyyyk, Menace of Dathomir, Vigor of Tatooine, Peace of Naboo
 
 
Interdictor Cruisers/CC-7700’s (Empire/Rebel): Terms associated with supernatural foresight. Examples: Seer, Prophet, Psychic, Crystal Ball, Augury, Oracle
 
 
Assault Frigates (Rebel only): Weather phenomena/disasters. Examples: Sandstorm, Blizzard, Hurricane, Tidal Wave, Earthquake, Landslide
 
 
Liberator Cruisers (Rebel only): Upbeat/positive biblical-sounding terms/phrases (kind of the opposite of what I do with VicStars). Examples: Liberation, Redemption, Brother’s Keeper, Hope, House Divided, Peacemaker
 
 
Dauntless Cruisers (Rebel only): Famous Earth naval battles. Examples: Trafalgar, Midway, Tsushima, Jutland, Actium, Salamis
 
 
Super Star Destroyers (Empire only): I have never built more than three of these in a game (and rarely build more than one) and I always name them the same in the same order: Tarkin’s Wrath, Emperor’s Fist, Executor. This last is the canonical name of Vader’s flagship in Episode V, and is also the name of the class of ship itself.
 
 
Bulwark Battlecruisers (Rebel only): Jedi Masters. Examples: Mace Windu, Yoda, Shaak Ti, Kit Fisto, Luminara Unduli, Satele Shan
 
 
Death Star (Empire only): While you CAN name the Death Star something else it just feels weird. Keeping with cannon, I just always call it the Death Star II (and I’ve never built more than 1).
 
 

Written by Crownbreaker

 
 
I hope you enjoy the Guide we share about STAR WARS™ Rebellion – How to conquer the 1998 Lucas Arts classic 4x strategy game; if you think we forget to add or we should add more information, please let us know via commenting below! See you soon!
 
 


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