BlueSmoke - Guide : The Factions Of Star Wars : Battlegrounds

 Date  : Dec 6th, 2001
 Genre  : Strategy
 Developer   : LucasArts
 Author  : Jin-Ning Tioh

Six civilizations - The infamous Galactic Empire, the heralded Rebel Alliance, the sinister Trade Federation, the noble Royal Naboo, the amphibious Gungans and the intimidating Wookiees - Wage a terrible battle to decide the final outcome of the Galactic Civil War. Each civilization has its own flavor, unique unit, gameplay style, unique abilities and a varied complement of technologies and units. Each have their own subtle differences. Each have their strengths and weaknesses. Join us as we find out what they are, in our guide to the factions of Star Wars : Battlegrounds...

 

Units are divided up into seven distinct classes, with each of these classes playing an important role in your armies, from mounting aerial assaults against vulnerable troopers to providing ranged support for your melee units. Let's take a more detailed look at each unit class :

Troopers - The heart of any army, troopers are made up entirely of infantry, consisting of regular troopers, grenade troopers, anti-air troopers and mounted troopers. Regular troopers carry hand held blasters, providing ranged support for melee units such as the Jedi from a distance. Grenade troopers launch thermal detonators from mobile grenade launchers, taking down organic units with ease but ineffectual against buildings and mechs. Anti-air troopers provide protection to moving armies against enemy starfighters. Mounted troopers are armed with flamethrowers and so attack at a close range. They also have massive hit-points to enable them to take shots while closing in on the enemy.
 

Mechs - More powerful than troopers, mechs consist of strike mechs, assault mechs and mech destroyers. Strike mechs are swift units with long range and high hit-points. Unfortunately, they don't do significantly more damage than troopers. Assault mechs are armored units who sport heavy armor, deal major damage and have enormously high hit-points. Mech destroyers, which are basically anti-mech units, deal greater damage to mechs rather than troopers.
 

Heavy Weapons - Carrying out sieges and providing support to your ground forces, heavy weapons such as artillery, anti-air mobiles, and pummels, are an essential portion of your army. Artillery provides heavy support for your troopers and mechs, and are devastating against buildings. Anti-air mobiles provide an effective defense against hostile starfighters. Pummels are useless against troopers and mechs, but are devastating against buildings, leveling them in mere seconds.
 

Jedi - Graceful with the lightsaber and skilled in the ways of the Force, the Jedi are some of the most powerful infantry melee units available in a general's armies. While they lack any ranged combat abilities, they are absolutely deadly in melee situations against enemy troopers and mechs. They can be recruited only from Jedi and Sith temples. The Rebel Alliance, Royal Naboo, Wookiees and Gungans employ the services of Jedi Padawans, Knights and Masters, while the Galactic Empire and Trade Federation will recruit Sith Apprentices, Knights and Masters.
 

Aircraft - Performing aerial assaults against enemy forces and bases, aircraft include starfighters such as fighters, bombers and air transports. Fighters are able to attack both ground and air units, but are really designed to attack hostile air units quickly and precisely. Bombers on the other hand, are more geared towards the mass destruction of ground troops. They are also perfect for taking out buildings and walls quickly. Air transports serve to move your forces from one area to another quickly. Die-hard Star Wars fans will likely appreciate these units the most, since they include famous starfighters such as the Z-95 Headhunters, X-Wings, Y-Wings, TIE Fighters, TIE Interceptors, TIE Bombers and other such memorable starfighters.
 

Ships - Providing support to ground forces from the relative safety of the sea as well as battling in spectacular naval battles, naval units include utility trawlers, frigates, transport ships, anti-air destroyers, destroyers and cruisers. Utility trawlers fish for food, construct Aqua Harvesters, and in the case of the Gungans, construct underwater prefab shelters. Transport ships allow your armies to cross broad bodies of water. Frigates are nimble, ranged units who support other naval units such as destroyers and cruisers as well as map out the seas. Anti-air destroyers provide protection against potent starfighter attacks. Destroyers are melee units who are very effective against enemy ships. Cruisers provide support to ground forces from the relative safety of the sea, raining artillery shells on enemy forces and bases.
 

Fortress Units - The most potent unit of each civilization can be constructed at the fortress. Each civilization has a unique unit. The Galactic Empire employ powerful Dark Troopers to storm through the rebel forces. The Rebel Alliance has Airspeeders to counter the empire's immensely powerful AT-ATs. Faamba Shield Generators are employed by the Gungans to protect their forces from dangerous energy blasts. Berserkers lead the charge of the Wookiees' armies against their oppressors. The Royal Crusaders fight for the Royal Naboo against the greed of the Trade Federation. The Trade Federation construct the powerful Destroyer Droids to reign chaos and destruction down on the Naboo. Bounty hunters can also be recruited here to counter the strength of the Jedi. Cannons are also constructed here, providing armies with great destructive abilities, especially against the buildings and walls of enemy bases.

 

The Galactic Empire is an awesome force to be reckoned with. In an empire which values brutal frontal assaults, imperial generals are not subtle. The backbone of its armies usually comprise of hundreds of troopers, dozens of huge mechs as well as an army of awe-inspiring AT-ATs. With its overwhelming army of mechs and troopers, the Empire is a devastating opponent in battle. The Empire's civilization bonus is, naturally, a 5 percent discount on all upgrades to heavy mechs. They get two unique technologies - Walker Research, which further enhances its dominance in mechs, while the other, Altered Bargains, reduces any fees for trading resources.

The Empire's proficiency in mechs provide them with a huge advantage. With higher hit-points, better damage potential as well as being able to transport several troopers, the Empire's wide range of mechs which includes strike mechs, assault mechs and mech destroyers, can rain destruction and devastation on enemy bases and troops alike. Strike mechs are swift units with long range and high hit-points. Unfortunately, they don't do significantly more damage than troopers. Assault mechs are AT-AT class armored units who sport heavy armor, deal major damage and have enormously high hit-points. The AT-AT can also be further upgraded to heavy status to get more hit-points as well as greater damage potential. Together with all mech upgrades, including all armor and attack upgrades, your army of AT-ATs will be ready for just about anything save a brutal air assault or an army of mech destroyers. Mech destroyers, which are basically anti-mech units, deal greater damage to mechs rather than troopers.

The Empire's troopers are also formidable foes. With all trooper types save the advanced heavy mounted trooper, it also has the advantage of all trooper tech upgrades, such as increased speed, hit-points, attack, and armor upgrades. Its unique unit, the Dark Trooper, drawn from the original Dark Forces first-person shooter, further reinforces the Empire's proficiency in ground forces. The Dark Trooper is researched and built at the fortress and is a resilient trooper that is better than even a strike mech. It has higher hit-points, easily more than double than that of a regular heavy trooper, yet it retains its superior range, does more damage, and has better armor.

The Empire is also immensely strengthened with a multitude of heavy weapons such as artillery and other siege weapons, although its fully upgraded heavy AT-ATs make such weapons redundant. However, the Empire is weakness lies in it's aerial combat units. Its TIE Fighters, TIE Bombers, TIE Interceptors, Tie Advanced X1 and TIE Defenders are weak, lacking the shields that other civilizations have to shore up the inherently low hit-points of starfighters. In addition, the Empire's starfighters takes 5 percent longer to build, are 5 percent more expensive and does not have the final tech level four upgrades. Yet what the Empire lacks in air power, it more than makes up for in the dark side of the Force.

These dark wielders of the force are known as the Sith. Available as early as tech level two, the Sith are capable of turning the tide of any battle. Unlike all the other units in the game, the Jedi and Sith are universal and constant. This means that whenever a Trade Federation, Galactic Empire, Gungan, Wookiee, Royal Naboo, or Rebel Alliance player builds a Jedi temple, the same Jedi or Sith comes out, no matter which civilization built the temple. In essence, the civilization is putting the call out to the Jedi or Sith to come and assist them, at which time a temple is built and the Jedi Council send Jedi to help the civilization in need. The Galactic Empire and Trade Federation are the only two civilizations who employ the services of the Sith instead of the Jedi.

The combat capabilities of both the Jedi and the Sith are the same; they are both melee fighters. Despite their lack of a ranged attack, they are devastating in combat, provided they survive long enough to engage the enemy at melee range. The Jedi or Sith that can be built in tech level two is the Jedi or Sith Apprentice. They have quadruple the hit-points of a trooper and have powerful armor against ranged attacks owing to their canny ability to deflect blasts with their lightsabers. Although they do roughly the same damage as troopers, they are a devastating force against troopers, able to cut them down in one or two blows. At tech level three, they can be upgraded to Jedi Knights and gain even more hit-points as well as damage potential. Decimating enemy forces quickly, the only thing the Jedi and Sith need fear are air units, which they obviously cannot hit. Also in tech level three, you can start researching Jedi or Sith tech upgrades.

Although the Jedi and Sith are simply melee units at tech level two, they are even more powerful by tech level three, gaining new and powerful abilities. They can now convert other units, be upgraded to move faster as well as recover Force power faster. By the fourth tech level, you can further enhance your Jedi or Sith. The Jedi and Sith Masters becomes available, with even more upgrades also becoming available, letting masters gain stealth capability, detect stealth units, convert buildings and heavy units, and increase turning range. Moreover, at the Jedi or Sith temple, you can research a 50 percent resistance to the Force for your units.

The Empire is one of the stronger Sith civilizations, almost as good as the Royal Naboo, which have the strongest and most powerful Jedi units. The Empire has Apprentices, Knights, and Masters, as well as all but two Jedi or Sith upgrades - The ability to cloak and the ability to make its non-Jedi units Force resistant. However, one ability that the other civilizations don't have is the "Sith Purge", which kills any unit that you convert, rather than keeping it as a useful ally or addition to your forces.

Battle Report
Pros

:

Strong mechs, powerful Sith, good troopers and reasonably good heavy weapons
Cons

:

Weak aircraft, takes 5 percent longer to build and are 5 percent more expensive
Civilization Bonus

:

Upgrades to heavy mechs are 5 percent less expensive than other civilizations
Unique Technologies

:

Walker Research, Altered Bargains
Unique Unit

:

Dark Trooper

 

The Rebel Alliance have proven to be worthy opponents to the imperial forces. They field the most powerful aircrafts, with a wide range of starships which includes air transports, fighters, and bombers. While there is only one transport type, fighters and bombers can be upgraded to greatly boost their speed, hit-points and damage potential. Fighters are swift and the most mobile of units, soaring through the skies at incredibly high speeds. While they are able to attack both ground and air units, fighters are really designed to attack other air units quickly and precisely. Aerial combat units include the Z-95 Headhunters, X-Wings and Advanced X-Wings. Bombers on the other hand, are more geared towards the mass destruction of ground troops. They are also perfect for taking out buildings and walls quickly and precisely. While they cannot attack air units, they can lay down area effect bombs which damages all units within a certain radius. They can be further upgraded to triple the area of their bomb blasts. Air-to-ground combat units include the light Y-Wings, Enhanced Y-Wings and Advanced Y-Wings. While a strong aerial presence is critical in turning the tide of war, fighters, bombers and even air transports have to contend with potent anti-air turrets and units.

While air units can prove to be a powerful addition to your army, they still must be managed properly. They are a component of a well-rounded army, not the sole ingredient. Without upgrades, air units have low hit-points, so they aren't invincible. But against an unprepared foe, they can end the game. To make up for the low hit-points of their starships, the Rebel Alliance's fighters can be outfitted with shields, which can be researched at tech level four. Shields effectively double a starship's hit-points, making them more durable under battle conditions. Reinforcing their air superiority further, the Rebels have all speed, armor and accuracy upgrades and are thus able to improve the accuracy of their starships' attacks by over 40 percent. The Rebel's unique unit, the Airspeeder, further reinforces the Rebel's proficiency in aerial assaults. It has higher hit-points and a much further range than those of the Z-95 Headhunters and X-Wings, but it unfortunately also has a weaker attack. It's thus better suited to scouting rather than engaging in air-to-air combat. However, it is very effective against enemy mechs, receiving an enormous boon against such units. Thus, the Rebels with their Airspeeders are the natural opponents of the Empire and their strong AT-ATs.

 
The Rebel's troopers are also formidable foes. Troopers are cheap and basic ground troops. They cost only food and carbon, and even then, only in modest amounts compared with mechs, starfighters and the Jedi. With all trooper types including regular troopers, mounted troopers, grenade troopers, and anti-air troopers, it also has the advantage of all trooper tech upgrades, such as increased speed, hit-points, attack, armor and armored missile trooper upgrades. Its unique technology, known as "Tougher Armor", gives all troopers +20 hit-points, making the Rebels' troopers some of the hardiest troopers available. Regular and mounted troopers are available right from tech level one. While regular troopers including trooper recruits, blaster troopers, heavy blaster troopers and repeater blaster troopers provide ranged support, mounted troopers such as the heavy mounted trooper and advanced mounted trooper have flamethrowers and so attack at a close range. They also have massive hit-points to enable them to take shots while closing in on the enemy. Grenade troopers hurl area effect thermal detonators that damage all units in a given area. They are good for taking down organic units but are ineffectual against buildings and mechs. Anti-air troopers are highly effective at taking down air targets but are practically useless against ground troops, except to serve as blaster fodder.

 

The Rebel Alliance's civilization bonus is rather modest at first glance. Instead of improving its military capabilities, it improves food production. Rebel farm droids have an increased carrying capacity of 5 percent when farming. It doesn't seem like much compared with the other civilizations, but in the long run, it lets Rebels gather food faster. These workers get full access to farming, animal husbandry, and resource-harvesting technologies and are thus strong in resources. Interestingly, they also have a strong contingent of mechs, possessing all mech destroyers, both regular and heavy assault mechs, and all strike mechs save the final upgrade. However, they lack the full upgrade capabilities for mechs that civilizations such as the Galactic Empire and Gungans have. As you'd expect, the Rebels also have a strong Jedi presence, missing only two Jedi upgrades - The ability to convert enemy Jedi and the ability to kill on conversion, as the Empire's Sith can do. However, aside from those deficiencies, their Jedi are strong.

The Rebels' main weakness are their heavy weapons, such as pummels and artillery. Lacking nearly all siege weapons and also most of their upgrades, they must make up for this with a strong force of troopers and starships.

Battle Report
Pros

:

Strong aircraft, powerful Jedi, good troopers and reasonably good mechs
Cons

:

Few heavy weapons
Civilization Bonus

:

Carry capacity of farm droids is 5 percent greater
Unique Technologies

:

Tougher Armor
Unique Unit

:

Airspeeder

 

The Gungans are masters at raising their creatures. Fielding a powerful navy as well as a reliable army of troopers and mechs, which includes strike mechs, assault mechs and mech destroyers, they can prove to be powerful opponents. Gungan mechs are actually organic creatures outfitted with large cannons, such as the kaadu which serves as a strike mech, the lerraa which serves as a mech destroyer, and the giant fambaa which serves as an assault mech. Even the heavy weapons are made up of living, organic creatures. The pummel, for instance, is a short, four-legged beast which rams its head against walls and buildings. Their unique technologies serve to further enhance these organic mechs. Creature training, a technology researched at the heavy weapons factory, doubles the effectiveness of artillery, pummels, and anti-air guns. Gungans can also research Creature Armor at the mech factory to gain +10 percent hit-points for all mech units. Combine this with multiple types of mechs, a Fambaa Shield Generator and troopers, including repeater troopers, advanced mounted troopers and heavy anti-air troopers, and a Gungan ground-pounding army is almost unstoppable. Troopers also have a further range and line of sight with the unique technology known as FarSeeIn Binoculars. A contingent of heavy assault fambaas, under the cover of a Fambaa Shield Generator, is a juggernaut of a foe. Heavy mech fambaas already have 300 hit-points, but coupled together with shields, its hit points are effectively doubled, even before the creature armor upgrade is even factored in.

The Gungan unique unit is the Fambaa Shield Generators, which carries shield generators on their backs to protect the Gungans from dangerous bursts of energy blasts. These fambaas are extremely tough, with a 20 armor rating added to ranged and melee attacks. Moreover, they have shields. This unique unit grants shields to all friendly units within a large radius, effectively doubling their hit points. In addition, shields regenerate over time, making any army under the cover of fambaa shield generators a more resilient and tenacious foe than would otherwise be possible. Once upgraded, they become more monstrously powerful, with a 25 armor rating and 100 more hit-points. This unit alone makes a Gungan army extremely strong and will probably be a staple of any Gungan general's army.

The Gungans have the full complement of naval units, although to be honest, most civilizations already have nearly all naval units. However, Gungans have an advantage here with their unique technology known as Faster Growth Chambers, which lets them build ships 20 percent faster and cheaper. Especially on naval maps, the Gungan advantage becomes clear, as they get all naval vessels and can pump them out faster and cheaper than everyone else.

However, Gungans are severely handicapped when it comes to aerial assaults. While they have the full line of air units, they don't have any of the tech level four air upgrades, causing their fighters and bombers to be less accurate than those of other civilizations. Also, as a result, they have no shields, and they aren't as fast. Moreover, Gungan aerial units cost 5 percent more and take 5 percent longer to build. Because of their lack of air superiority, Gungan ground units are thus vulnerable to air attacks, and a mighty armies will stand helpless against an onslaught of enemy fighters and bombers if no anti-air troopers or vehicles accompany them. So while the Gungans have a decided advantage in ground and naval units, their air inferiority is a huge weakness.

Gungans are also weak in the Force, and when they build a Jedi temple at tech level two, that's about all they get. They can recruit Jedi Padawans and upgrade them to Jedi Knights, but they cannot recruit Jedi Masters. Nor do they have any of the tech level four upgrades, like increased turning range, stealth, stealth detection, or the ability to turn heavy units and buildings. The only significant Jedi temple technology they get is faith in the Force, which gives them a 50 percent bonus to resist conversion by enemy Jedi. This weakness leaves their forces vulnerable to the superior melee attacks of a Jedi.

An economic advantage that helps balances out their weaknesses is their ability to build prefab shelters underwater using Gungan Utility Trawlers. It's a small bonus, but it's helpful in allowing Gungans another unit that can build shelters and also build them underwater when space is at a premium.

Battle Report
Pros

:

Underwater prefab shelters, strong naval force, powerful mechs, useful Faamba Shield Generator and good troopers
Cons

:

Weak aircraft, takes 5 percent longer to build and are 5 percent more expensive, as well as weak Jedi presence
Civilization Bonus

:

Gungans can build prefab shelters underwater with the Utility Trawler
Unique Technologies

:

Creature Training, Creature Armor, FarSeeIn Binoculars, Faster Growth Chambers
Unique Unit

:

Faamba Shield Generator

 

Wookiees are ingenious mechanics as well as excellent soldiers. Excelling with a large contingent of troopers and powerful air units, which are very much capable of causing mass destruction to armies of mechs and troopers, Wookiees form a formidable threat to civilizations who employ mechs as the backbone of their armies, such as the Galactic Empire. In many ways, they complement the Gungans nicely and duplicate some of the strengths of the Rebel Alliance.

Wookiee troopers are both powerful and durable due to several unique technologies. Wookiees have the full complement of troopers, such as regular troopers, mounted troopers, anti-air troopers and grenade troopers. Due to a Wookiee's natural intimidating size, all the Wookiees' troopers look menacing, especially their mounted troopers, who ride great dragons into battle. The Wookiees also receive all trooper upgrades, making their infantry some of the toughest and most powerful troopers you'll ever have the pleasure of commanding. One of their unique technology only serve to strengthen their ground superiority, giving Wookiees troopers a commanding advantage over the other civilizations - Self Regeneration. Self Regeneration allows all organic units except your workers to regenerate wounds and also bestows a boon of +30 hit-points and +2 armor to all your troopers. Add in a dash of Berserker unique units, and you have a trooper army that is as powerful as a Gungan or Imperial mech army.

The Wookiee unique unit is the Berserker. It has 230 hit-points, which is enormous for an organic unit, and also has a powerful melee attack. To compensate for its lack of ranged weapons, it has good armor and a high number of hit-points, allowing it to withstand tons of punishment. A unique Wookiee technology, the Jet Pack, further helps to improve the Berserker's already amazing speed, making them extremely mobile troopers. Although not nearly as strong as a Jedi, the Wookiee Berserker is still a deadly adversary. If you can support an army of Berserker with another army of repeater troopers and anti-air troopers, they can be a very effective component of your army.

In addition to their superior ground troops, the Wookiees dominate the skies. They receive all air units and also possess all air unit upgrades, meaning they have shields, improved accuracy and thicker armor. Although Wookiees can't build aircraft as fast as the Royal Naboo, they still field a dangerous and potent airforce.

While Wookiees do not possess all mech units, including the heavy strike and assault mechs, they are compensated somewhat for that failing. They have a unique technology, known as Wookiee ingenuity, which gives a discount of up to 15 percent for all mech factory units. They also possess a unique upgrade for heavy weapons, known as Forest Vision, which improves the range and line of sight of artillery, giving them excellent siege capability as well - A nice complement to the superior Wookiee infantry.

Wookiees are an excellent civilization in terms of raw attack strength, but they also surprise gamers with an exceptionally powerful airforce. Unfortunately, one area where Wookiees don't excel is in Jedi. They, not unlike the Gungans, do not receive Jedi Masters. And like the Gungans, they have no Jedi technologies in the fourth tech level except for faith in the Force, which allows for a 50 percent bonus to resist conversion by an enemy Jedi or Sith. Wookiees are also unable to build more advanced naval units. As noted, they unfortunately do not receive all mech units, and they also don't have many of the tech level four mech upgrades either. Only the discounted prices of their mechs and their superior troopers keep them competitive in a land battle.

However, Wookiees do receive a nice economic bonus. Starting in tech level three and beyond, Wookiees collect carbon 5 percent faster. It's a small bump, but it's extremely useful due to the Wookiees' staple army of troopers and buildings which all have a high carbon cost.

In many ways, the Wookiees seem like a civilization designed specifically for infantry and air strikes. They also have excellent siege capabilities. Although not as sophisticated as other civilizations, the Wookiees are capable of holding their own against more powerful foes such as the Galactic Empire.

Battle Report
Pros

:

Strong aircraft, powerful troopers, many useful unique technologies and discounted mechs
Cons

:

Weak navy, lacks heavy strike and assault mechs as well as weak Jedi presence
Civilization Bonus

:

Carbon collection in Tech Level 3 and above is 5 percent faster
Unique Technologies

:

Self Regeneration, Jetpacks, Forest Vision, Wookiee Ingenuity
Unique Unit

:

Berserker

 

Intellectual and technologically advanced, the Royal Naboo maintains a strong airforce of air transports, bombers and fighters, better than even the Rebel Alliance's fleet of starfighters. With all air units and the airbase being available from the third tech level, the Royal Naboo's starfighters can also be enhanced during the fourth tech level. These enhanced air units boast better hit-points and attack power, swooping down on the Trade Federation's armies with a vengeance. In addition to receiving all air units, the Royal Naboo also possess all air unit upgrades. Air units do not receive upgrades for attack strength and range. However, technologies researchable at the airbase can enhance many of the Naboo's aircraft in other measures. The Royal Naboo's aircraft are far more deadly due to several accuracy upgrades, armored-plate work for +4 armor, as well as shields, which effectively doubles their hit-points. In addition, the Naboo receive a unique technology known as Advanced Engines that increases the speed of their aircraft by more than 10 percent.

Supporting the charge of the Royal Naboo's airforce are the Jedi. Receiving nearly all Jedi technologies, save only the Sith purge, as well as force strong, which would give them a +3 bonus to turning range, the Naboo also receive Jedi technologies such as the Jedi mind trick, which allows them to turn their masters invisible, and force influence, which allows them to convert other Jedi. They are also able to recruit Jedi Padawans, Knights, and Masters in their armies.

Interestingly, the Royal Naboo are also very strong with naval units, receiving all ship units, possibly due to the fact that Naboo is a water-heavy planet. Aside from their ships, starfighters and Jedi however, the Royal Naboo are otherwise very deficient in mechs, heavy weapons as well as troopers. They do not receive the super heavy assault mech, nor do they get any of the tech level four upgrades for their armies of mechs, leaving them on very shaky ground. The Royal Naboo also do not receive the final technologies or units for heavy weapons, while Royal Naboo troopers do not receive any tech level four upgrades or the heavy mounted and repeater troopers. To compound matters further, they also do not receive the final armor upgrades for troopers or mechanized units. However, their unique unit, the Royal Crusader, makes up somewhat for the Naboo's deficiency in ground units.

The Royal Naboo unique unit is the Royal Crusader, a mounted trooper produced at the fortress. Similar to the regular mounted trooper, the Royal Crusader is a melee unit. However, it has vastly greater hit-points and attack power. Unique technologies such as Battle Armor, which adds another 25 percent worth of hit-points to all fortress units, and Shielding, which bestows shields upon the Royal Crusader, only serves to allow the Royal Crusader to take more punishment than an assault mech, making it a very effective weapon against most other units.

While the Royal Naboo are not the greatest military civilization, they are extremely gifted economically and scientifically. They get nearly all non-military technologies from all tech levels, as well as all resource-gathering technologies. And to counter their lack of high-end military units, the Royal Naboo receive a unique technology called Taxation, which discounts all their military units by up to 10 percent.

Matching their military forces' strengths, the Naboo's civilization bonus is the ability to mine nova crystals 10 percent faster than any other civilization. This means that they can build Jedi and air units faster than anyone else because the cost for both types of units are comprised mainly of food, carbon and nova. The faster nova-harvesting also means they can buy high-end upgrades faster, which helps with other military units and economic upgrades as well. Again, this civilization bonus is virtually worthless in the first two tech levels, as most technologies and military units don't costs any nova crystals. But in the later two tech levels, when most technologies and powerful units require at least half their cost in nova, it comes in very handy.

The Royal Naboo appear on paper to be a civilization that becomes more powerful as you climb up the tech tree. Their strengths lie in technologically advanced units, such as the Jedi, bombers, fighters and the Royal Crusader. While factions such as the Wookiees might prove to be more effective and deadly in the early stages due to their powerful troopers, the Naboo really come into their own when you advance through the tech levels to more sophisticated weaponry. Unfortunately, this makes them an unfit choice for a newly recruited general.

In stark contrast with the intellectual and technologically advanced Royal Naboo is the brutal and money-hungry Trade Federation.

Battle Report
Pros

:

Powerful Royal Crusader, strong airforce, effective Jedi and reasonably good naval force
Cons

:

Weak troopers, mechs and heavy weapons
Civilization Bonus

:

Nova collection is 10 percent faster
Unique Technologies

:

Advanced Engines, Battle Armor, Shielding, Taxation
Unique Unit

:

Royal Crusader

 

The Trade Federation is a brutish and money-hungry civilization who fields an impressive army of troopers, including mounted troopers, grenade troopers, anti-air troopers, mechs, heavy weapons and ships, capable of steamrolling through enemy lines. While their units are not sophisticated, they are undeniably effective. Mech units, including strike mechs, which are good anti-infantry units but poor against other mechs, are battle droids mounted on STAP hover bikes. Assault mechs, which are excellent against most other units, are large hover tanks. The Trade Federation receives all non-unique mech technology as well, boosting the effectiveness of their mechanized units. Heavy weapons, such as pummels, anti-air mobiles, and artillery, are powerful siege engines for destroying enemy camps from afar. The Trade Federation receives all such units and all upgrades. Anti-aircraft mobiles are especially useful for the Trade Federation, as they do not have a strong airforce to counter the starfighters of other civilizations. Combined together, these three unit types allows the Trade Federation to pack a potent punch on the ground.

The Trade Federation unique unit is the Destroyer Droid, a rolling ball of destruction with shields who unleashes dual laser fire produced at the fortress. Taking out infantry, mechs and heavy weapons, an army of Destroyer Droids could almost be considered overkill. A much more powerful version of the strike mech, it is ideal for dispatching infantry, heavy weapons and other mechs. It has hit-points, armor and range equivalent to a strike mech's. However, its attack is much stronger, especially when upgraded in the fourth tech level. Moreover, it has shields, which effectively doubles its hit-points, making it both more resilient and more deadly than any trooper or mech that the Trade Federation has. However, despite its ferocious power, it is nowhere near as hardy or strong as an assault mech and is also vulnerable to air units.

Surprisingly, the Trade Federation has a strong armada of ships. However, the Trade Federation are decidedly weak in the air and with the Sith. While they do receive all air units, they get hardly any of the upgrades, especially shields, leaving their air units at the mercy of Naboo and Rebel aircraft. They also get only Sith Apprentices and Sith Knights. They cannot recruit Masters or use any of the high-end Sith abilities, such as stealth, turning other Jedi and turning buildings and heavy weapons. Nor do they get faith in the Force, which gives your non-Jedi units a 50 percent resistance to turning. In essence, the Trade Federation is weak-minded and not only unschooled in the Force, but also vulnerable to its awesome power.

The Trade Federation relies heavily on their army of battle droids. This translates into a significant benefit - The Trade Federation does not need to build Prefab Shelters. While they still have limitations to its armies as other civilizations, they start off with the ability to build the maximum number of forces, without the need for Prefab Shelters. This is a huge advantage, as it saves the Trade Federation a huge amount of time and carbon, allowing a general to build up his forces quickly. However, the trade-off comes in the form of carbon collection. The Trade Federation has a heavy penalty in carbon mining, which is required for many, if not all, units, including troopers, mechs, heavy weapons, as well as just about all upgrades. The Trade Federation will thus gathers carbon 20 percent slower than any other civilization and also begins with 25 less carbon. This is a major disadvantage that more than makes up for the benefit of not needing to construct Prefab Shelters, resulting in the Trade Federation being slow in building up its infrastructure.

As befits its name, the Trade Federation has a great deal of economic benefits. Their unique technologies help improve their resource gathering and building abilities. They have Fusion Extractor, which boosts their ore mining by 50 percent. This helps in the construction of a base's defenses, as walls and turrets all require vast amounts of ore. However, it isn't crucial for the construction of battle droids. This advantage is clearly meant to give the Trade Federation good base defenses. They also have the Neimoidian Endorsement, which reduces all building costs by 5 percent. Insider Trading reduces all research costs by 10 percent. Market Control eliminates all resource trading fees.

While the Federation definitely has its strengths in terms of reduced costs, defensive structures, naval forces, as well as in traditional ground units, it is, however, very weak in the air and the Sith. A general of the Trade Federation who neglects his anti-air defenses and bounty hunters to counter the Jedi courts defeat.

For newly recruited generals, the Trade Federation is a very balanced civilization. This civilization doesn't make much use of the more sophisticated aspects of the game and relies instead on the traditional tactics of defense and superior ground forces. The complete divorce from Prefab Shelters will also be a welcome bonus to players who like to churn out an army of deadly droids without being stopped by the incessant urging to build more shelters. This makes the Trade Federation the perfect civilization for a new general.

Battle Report
Pros

:

Powerful mechs, strong troopers, good naval forces, potent Destroyer Droid
Cons

:

Carbon collection is 20 percent slower, starts off with 25 less carbon, weak airforce, very weak Sith presence
Civilization Bonus

:

Prefab Shelters are not necessary
Unique Technologies

:

Fusion Extractor, Insider Trading, Market Control, Neimoidian Endorsement
Unique Unit

:

Destroyer Droid

 

With six civilizations, all offering unique units, unique technologies, and different styles of gameplay, there should be something to entice every strategy gamer here. If you enjoy traditional ground offensives, you can go with the Wookiees or Galactic Empire. If you want to stomp through bases with heavy mechanized assaults, the Empire and Gungans are always available. Players who want to field a squadron of starfighters should just go with the Naboo or Rebels. And of course, with the Jedi involved, there are yet more options to play around with and master.

LucasArts doesn't exactly have the best track record when it comes to strategy games, but Star Wars : Galactic Battlegrounds is not Force Commander or Rebellion. This time, with the tried-and-true engine and gameplay of Age of Empires II, the storytelling, art, and design of the seasoned Star Wars designers, as well as a renewed dedication to strategy games, LucasArts could finally reverse the trend of disappointment. Galactic Battlegrounds plays like a fun game with lots of nuance and strategy. This next chapter in Star Wars strategy games looks to finally please all the fans and gamers who have waited so patiently for a game that truly captures the epic battles of the Star Wars movies.



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