Star Wars: Empire At War – Forces of Corruption: Game Walkthrough and Guide

Star Wars: Empire At War has become one of the best games about the “Star Wars” Universe. But the addition surpassed her head. It did not just add a new race, her style of warfare is fundamentally different from what the rivals are already familiar to us from the Empire and Rebel. And while they get together for control over the planets, the third power buys and fighters, abducts and pirates. You are not ready for honest battles? The criminal empire of Taiber Zanna is waiting for you!
Let’s start with the fact that nothing remains without attention. Almost all parts of the game were somehow smashed, changed. No, the basic rules remained exactly the same – the battle in space, the fight on the surface, the captures of the planets and mining of money. But after numerous additions, a lot to know now extremely difficult. Although we will start with the new faction in the game – Syndicate – and tell you who are these, as well as who and how they eat.
Syndicate
Syndicate, of course, is also not averse to capturing the entire galaxy, taking it under its control. But he prefers to edit the “shadow” life of the planets, corrupting their power. And the enemy sees that there is a shadow business on the planets, but sometimes it is more expensive to stop this activity. After all, in order to corrupt the planet, the syndicate is required to invest 1000 coins in the “vulture” (and still do something depending on the types of corruption), and for the return of the planet to the legality it takes already one and a half thousand money, and not every hero is able to makethis. For example, the rebels the restoration of the law on the planet is engaged in iodine, and the imperials are Palpatin (although they are not alone in this matter). However, not always the hero can be taken off from affairs and send order. So you have to watch yellow clouds of lawlessness around the planets with a feeling of hopelessness. True, when moving the planet from hand to hand, some types of corruption (those depending on officials, such as intimidation, abduction, bribing) disappear.
This is interesting: Although the campaign to seize the galaxy and suggests that everyone is fighting against all, but the main opponent of the syndicate – the Empire. Therefore, to fight the empire more complicated than anyone, – against her fighting will lead two opponents at once.
Syndicate does not deal with such nonsense as research. He buys the necessary technologies in the black market. That is, another element has been added to the technological development cycle: the empire explores, the rebels steal from her, and “shapes” buy the necessary in the black market for those and others. The main thing is to hold an appropriate corruption campaign against both sides, after which the Tiber Zan, Urai Feng or Silver can go for technologies to “suppliers”. By the way, this trick gives some advantage of syndicate in the early stages: his plants can immediately build any technique. Only to use the abilities that should be attached to this technique itself will not work.
Corruption
What are shares on the involvement of the planet in the criminal network? We simply send the “vulture” syndicate produced in the Palace, and he spends some action on the planet, after which it disappears forever. There may be no more than three different shares on each planet, and once putting a planet to a particular crime path, you can change the direction only after the law is restored there again. Note that the stocks we choose not from the entire list, the set for each planet is hard fixed. But if the introduction of corruption on the planet requires a hero or troops, then they are unique for each planet. So, on one of the action can only be made by TIBER SNA, and on the other it should be carried out by the URA.
It is important: Only “Vulture” flies per share. The hero is “pulling out” for his mission with a completely any planet and returns to it, as soon as everything is over. At the same time, the hero will not die if it is killed during the mission – he, as if nothing had happened to his native planet. But the troops required for the task remain on the planet where it passed.
Intimidation. This combat action implies ground battle, so money and hero of the syndicate are required. You just need to get to the intimidated, and then on the planet will be blocked the action of its special features until the end of the game. Although it is the initial mission, but without at least one acting intimidation it is impossible to carry out any racket.
This is interesting: Although for the missions of the “second level” and at least one action of the “first level” must be necessary, but for some missions, a larger number of acts are required, although not more than three.
Piracy. Also a combat action, but already in space. So – again money and hero. Linkors We are unlikely to get this task, but the cruiser is easily. Need to destroy something, and then the goal will be achieved. At the same time, we can build a new type of ship (the model is borrowed, of course, at the enemy vessel). If the enemy chases his squadron through this planet, then we will receive money for the passage. Yes, and with trade will be some Navar. Piracy gives the course to such missions as “black market” and “slavery”.
Abduction. In its characteristics it looks like intimidation, only you need to break through to the abductable, and there I will take the shuttle. At the same time, we get some amount of money (usually just return spent). However, without kidnapping there is no bribery.
Racket. If you have somewhere in at least one intimidation, then you can start applying racket. Even for him need assault troops of mercenaries and money for operation. This increases the influx of money into a syndicate, regardless of whether its planet or someone else’s. In addition, when destroying enemy troops on these planets, you will receive “interest for destruction”.
Bribe. Requires acting abduction and money for the mission, sometimes troops. As a result, we receive information about the state of affairs on the planet (moving the fleets around it), as well as during the attack of the planet forces of the syndicate, it will not have garrison troops (and in cosmic battle against the empire, the imperials will not be more fighters). Also, at least one bribe makes it possible to create anywhere “fifth column”.
Black market. If the piracy flourishes and you have money for the operation, then you can spend this action. After the opening of the black market, the hero can fly on the planet with the intention to buy a new technology (five from the empire and rebels). In different markets there may be different prices for the same technology. However, there are no other benefits from him, and this is the form of corruption, which just should be changed to another.
Slavery. It is necessary at least one acting piracy, troops and money for operation. But after that, when conflicts on the planet, the local population will choose your side (or beat both fighting, if both sides are your opponents). In addition, in all your barracks it will be possible to make a militia from the population of these planets. I immediately note that slaves for which only one piracy is enough – no. But those for which at least three acting pirass needs often have very interesting special abilities.
“Fifth column”. Requires at least one successful bribe, money and troops. Local population in all conflicts will fight for us. But if someone guess to remove this form of corruption, then an uprising will occur, after which the planet will become neutral, and all buildings on the planet will be destroyed.
Another plus from corrupt – Fleams of syndicate can slip through these planets without battle, only paying local officials. So it is possible and in some deep rear of the enemy slowly go out. The main thing is to have money on the passage. Also, with any form of corruption, you can observe the plan of the base on the planet and learn about all the troops on earth and in space.
Syndicata buildings
In the main game we were not too given to have fun construction. The main buildings were in advance established and the revision was not subject to. However, the syndicate and here managed to distinguish between, having received several original buildings. First, the Syndicade is clearly from the breed of Zenitchikov, that they themselves do not fly and others do not give. Therefore, they love to build an antigravitators silencer, and then enemy fast ships barely crawl over the battlefield.
The second difference was two types of guns. The first shoot all over, while completely ignoring shields. The second shoots torpedoes, and very far, but do not shoot for flying goals. But for all the additional buildings, the syndicate is extremely expensive.
With space, too, the plasma cannon is also built on earth, like everyone else, but on the third-level space station. What sharply increases the possibilities of survival of the station.
Space
Cosmos – a place where the smallest number of changes occurred. The first of them – the rebels and empire can build repair stations on satellites and restore their ships. The syndicate instead can put a distinction interference to interference that will interfere with the enemy rocket light.
The second is the introduction of an avant-garde (he is on earth, but there is much less effect). The meaning is that only one pre-assigned ship appears in space, and everyone else is called by list. The main benefit of this is that earlier the shutters with the landing were easily thrown into battle, which occupied the place of more useful ships, and there was no sense from them. An additional application is to put a smart hero in the avant-garde, which a jerk will be at the enemy base and will cause linear ships on the spot, which would fly from the start point for a few more minutes. Surprise!
Empire
Updates from the imperials were not so little. The main injections occurred in the lists of fighters and heroes, there is not a single new middle-class ship. Here are their full list.
Tie-interceptor. Superior version of TIE fighter, superior to it in all components. It is believed that he is superior to standard rebel fighters in all respects. In the detachment, like the predecessors, – 7 units. Actually, they replace TIE fighters on all ships, except for the “Peacemaker”.
Tie-Phantom. Superior Tie Scout Option. Have a hyperdunger (can travel between systems), and also equipped with shield and masking generators. At the same time, only one of the generators can be included, but the main purpose of “phantoms” is that they are unnoticed between the enemy systems and conduct intelligence. In the link only three phantom. At the “Maglet” General Roma Roma Phantoms replace bombers.
Tie-defenders. These are previously unknown fighters-bombers. That is, they can solve both the tasks of fighters (although three for such purposes is not enough), but are mainly engaged in solving problems with the help of bombing. In addition to ordinary weapons, “Defenders” can translate the protective field into a weapon feeding, increasing the power. Another weapon is an ion gun that shoots the shields or for a while displays enemy ships for a while. Excellent agent against enemy battleships and space stations.
“Star of Death II”. According to the characteristics – the same as the first. Just the first is already destroyed and the restoration is not subject to. Of course, it works only in campaign mode.
“Executioner”. The only representative of the superlinkor class. Naturally, available only in campaign. This ship has as many as three points of power shields, that is, destroying one of them, you still do not deprive this battleship battlefield. His main ability (besides quite the usual capture of enemy ships by a power beam) – constant production of new fighters (it is only necessary to constantly press the call button), only 4 fighters, 4 bombers, 6 interceptors and 1 defender. Everything is forcibly caused, in contrast to other battleships, on which new replace the dead. Although on it and without this weapon – countless. Among other things, Darth Vader flies on this ship.
“Hammer”. Another ship only from the campaign. Flagship Roma Roma Flyer. On it this admiral produces dark Jedi. Usually, no one will fight with anyone, although the “Peacemaker” corresponds to the set of weapons, and on armor – the “destroyer”. Such an auxiliary ship.
“Admonitor”. The flagship of Grand Admiral Toune, the only ship available not only in the campaign. On armor and set of weapons are not different from the “Destroyer”. However, the vehicles closest to the “admonitor” cause more damage to the enemy. And the Grand Admiral himself may briefly apply the ability at which its battleship shoots one goal, while its rapidity and damage from hits double.
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