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Campaign #1 - CORE WORLDS Ghostrider - December 9, 2015

At the centre of the galaxy, you find the oldest, richest, most heavily populated... and the best defended planets in the galaxy. Single planets in the Core have more financial and military influence than whole sectors in the Outer Rim.

 

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CORE WORLDS is the first of the campaigns in the Rise of the Empire Era, which is set at the end of the Clone Wars. The formation of the Galactic Empire has been announced, but many worlds are either actively opposed to the New Order or are highly independent planets that will resist the Imperialisation of trade, commerce and law. You get to rewrite history with either the early Galactic Empire, or the scattered elements of the Phoenix Rising Movement.

 

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All of these campaigns start with a handful of planets and outdated Republic-era and Clone Wars technologies. Many of the neutral worlds will be far stronger at the start than your small fleets, and these campaigns are lengthy. It is vital to plan for long term growth, and in many cases your production capacity will far exceed your initial income, and it is important to grow both militarily and financially.

 

The political influence of leaders also cannot be underestimated, and many politicians give time reduction bonuses on construction (motivation), and best of all, price discounts for the most influential.

 

You should also be aware that the larger starbases need considerable fleet strength, with destroyer and capital-class warship support for the level 4 and 5 starbases, before an invasion can be considered. It is no longer feasible to effectively destroy a starbase with corvettes alone, but your Level 2 starbases are vital to continued financial growth, so don’t ignore them.

 

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It is worth noting that the income created by light transports is a percentage of the planetary income, so make sure your light transports are in orbit over your wealthiest planets. You receive light transport revenues once units have made 1 trip into hyperspace. XQ5 platforms add 25% to your base planetary income, and are well worth the 3 week production time on your richer worlds. However, there is a limit of 2 per planet, and many of your Core holdings already contain at least one customs station, with a welcome boost to revenues. 

 

Before considering invasion, make sure you scout target worlds by espionage, stealth heroes, and attacks by a lone scout unit to ensure any invasion is feasible, and that you can escape if it gets too difficult. Many worlds have interdictors in their fleets, trapping invaders to certain doom. And don’t forget about small infantry raids with up to 3 infantry units. This can be a quick way to capture lightly defended units, with the advantage that you destroy the orbiting starbase if you manage to capture the planet.

In Core Worlds, you start with 6 influential planets : -

 

PRM Abregado Rae

The smuggler port of Abregado Rae is fiercely independent and highly resistant to being ruled, and is looking to Corellia for guidance in the growing opposition to the Galactic Empire. If the smugglers on Abregado-rae can join forces with the Corellians, they could form a powerful syndicate.

Strategic Considerations: Threat from Byss.
Heroes: Obi-Wan Kenobi

 

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PRM Alderaan

Alderaan has been a staunch supporter of the republic in the fight against the Separatists, with the Royal Alderaanian Shipyards providing the engines for the Acclamator-class Assault ships. Both influential and with excellent facilities, Alderaan is politically opposed to the New Order and Bail Organa is one of the key figures in promoting the idea of active resistance to the ever-growing power of the Office of Chancellor.

Strategic Considerations: No Immediate threats.
Heroes: Bail Organa
 

PRM Chandrila

Chandrila is a world of free speech led by Senator Mon Mothma, who led the Delegation of 2000 to limit the powers of the Chancellor. Chandrila has a strong defence-fleet and is working with both Bail Organa and Garm Bel Iblis to take increasing military action to oppose the New Order.

Strategic Considerations: Major threat from Corulag.
Heroes: Mon Mothma

 

PRM Corellia

The free world of Corellia is the leading manufacturer of light freighters and corvettes with unrivalled construction facilities. Invoking an ancient law, legendary Senator Garm Bel Iblis has kept Corellia out of the Clone Wars and is strongly opposed to the changes imposed by the New Order.

Strategic Considerations: Major threat from Byss.
Heroes: Garm Bel Iblis

 

PRM Farrfin

This smuggler world has a vibrant underworld and finds the Galactic Empire and its new taxes a considerable threat – especially as this is increasingly backed up by the Imperial Fleet and a growing Imperial Customs Service.

Strategic Considerations: Major threat from Coruscant.
 

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PRM Fresia

This tiny island population is the home to Incom – producers of one of the most popular basic fighters towards the last days of the Old Republic – the Z95 Headhunter. Incom’s fortunes have dramatically changed for the worse with the creation of the Galactic Empire and the move towards disposable TIEs – and disposable pilots, something that the Fresians object to morally.

Strategic Considerations: Isolated, but Coruscant could be a threat in the future.

 

IMPERIAL Coruscant

 

Coruscant has everything – vast research capabilities, diverse production, immense wealth and a huge pool of talented individuals to nurture and develop. 

 

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In addition, both Sith lords – Darth Sidious and Darth Vader - are present on Coruscant, giving the Imperial faction a huge advantage. The political and financial influence of Darth Sidious is worth several star-systems, and Darth Vader frightens whole armies, both in space and in ground combat.

Strategic Considerations: Minor Threat from Farrfin.
Heroes: Darth Sidious, Darth Vader

 

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While the temptation is to focus on military research, some effort should be spend to upgrade the trade fleet and add to Coruscant’s fleet in case the threat from Farrfin increases. Military expansion, both north to Dolomar and south to the Deep Core should be considered.

 

IMPERIAL Byss

Byss is the center of secret holdings in the Deep Core. With a massive 20bn population of immigrants tricked into travelling to a utopian world, Byss could become a major planet of influence.

Strategic Considerations: Major Threat from Abregado-rae and Corellia

Much effort should be made to consolidate holdings in the deep core and expand as if the smuggler fleet on Abregadoe Rae is able to merge with the Corellians, then the Deep Core is in danger.

 

IMPERIAL Corulag

This model Imperial world is isolated from Coruscant by the republic influences at the Naval Academy on Anaxes, and threatened by political activists on Chandrila. It must rapidly expand its fleet and defeat pro-republican sentiments.

Strategic Considerations: Major Threat from Chandrila
Heroes: Gilad Pellaeon

 

IMPERIAL Kuat

The Kuat Drive yards have unrivalled military production capacity – as long as you have the credits to spend. 

 

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Kuat has strong neighbours, but no immediate threats, and while it may be tempting to immediately start construction of a destroyer fleet, current limited incomes may prove this be an unnecessary strain on finances. It may be wiser in the short term to divert funds to more vulnerable holdings until their security has been established.

Strategic Considerations: No immediate threats. Powerful neighbours.
Heroes: Onara Kuat

 

IMPERIAL Gandeal

Gandeal is a mineral-rich resource world with small freighter yards that supplies the shipyards of Fondor with raw materials. This should be considered as facility for financial rather than military growth.

Strategic Considerations: Weak Military. Powerful neighbours.
Heroes: Barrow Oicunn

 

IMPERIAL Prakith

Prakith is the secret headquarters of the Inquisitorius in the Deep Core. With no immediate threats, this facility should be expanded to a support facility, building fleet and trade units.

Strategic Considerations: Light Military. Powerful neighbours. Medium term strategy Corsucant should make efforts to connect to Prakith.
Heroes: Antinnis Tremayne

 

Overall, this is a campaign for long term strategy. You certainly have far higher incomes than any other campaign in this era, but early opportunities for expansion are limited – and most be considered carefully.  However, you have access to unsurpassed shipyards and with a solid financial base, your regions of influence should expand steadily. 



Comments (52)


News. Now that's a name I haven't heard in a long time... evilbobthebob - June 17, 2014

Hello Phoenix Rising fans.

 

First off, I'd like to apologise for the extremely long time between news posts. If this was the only way you kept up with the mod, I can forgive you for thinking we'd ceased development. Those of you who read more of the forums see the team members making comments from time to time, and we made a call for alpha and beta testers for the latest version over the past year. Still, this doesn't make up for the silence we've sustained up to now.

 

I'd like to change that myself, primarily because I finally have some free time and partly because our team leader and the prime driver of the mod, Phoenix Rising, is without a computer capable of doing modding right now. This isn't particular cause for alarm, because the current build of the mod is very feature-complete. However, there still remain areas that need polish and improvement.

 

So what have we been doing for the past two years? Our initial plan for the next version of the mod was primarily based on integrating the information provided by the release of The Essential Atlas. As software project tend to do, we experienced some rather strong feature creep, and as one thing led to another, we realised we had a version of the mod that is no longer a mere incremental update. In fact, we have:

  • General
    • Made numerous changes to improve performance
    • Remade and rebalanced the hero system
    • Rebalanced tech trees
  • Galactic Mode
    • Brought our galactic maps in line with The Essential Atlas
    • Added new planets
    • Entirely rebalanced and remade our core sandbox campaigns (still a work-in-progress)
    • Created a new planetary bonus system
    • Created a new hyperspace system
    • Rebalanced freighters, including the addition of light transports
    • Improved the display of research
  • Combat
    • Improved land combat
      • Begun the process of adding infantry weapon models
      • New units
      • Improved weather system
    • Added many new maps in land and space
    • Entirely revamped space combat to be in line with land combat:
      • New armour, health and shield system
      • New weapon balancing and types
      • Better display of unit statistics
      • New units
      • Increase in map size to accommodate the changes

Many of these changes, especially those based around planets and maps, have already been mentioned in prior news posts. Check those for more information on those specific topics. As for the rest, I hope I can bring you more news posts in the near future providing examples and details. In the mean time, I'm happy to answer questions you may have here on the forums.

 

evilbob



Comments (107)


"Commenor must be some major-league trading planet" evilbobthebob - December 10, 2012
Sited in the Colonies, Commenor is a bustling, arid trade world. Its surface is covered with starports and landing strips for the tonnes of cargo that arrives and leaves, bound for the Core and the Rim. The planet swiftly became independent after the Battle of Endor, but its strategic location means that it's unlikely to stay that way for long.

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From an initially defensible landing zone, attackers must choose if they want to push up a ramp onto the upper landing strip, or move out onto the open ground below the small clusters of mismatched city buildings.

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Commenor's varied architecture is the result of its trading heritage; a melting pot of many different races and influences. Of course, both the Empire and New Republic would like to make their mark on the planet...

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Whoever takes control of this world, it will certainly assure them dominance across the Trellen Trade Route and easy access to the Slice.

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Comments (20)


Community Roundup Phoenix Rising - January 15, 2009
There have been a lot of happenings worth noting lately, so I figure I'll combine them all into one news post so no one misses any of them.

First up, the Empire at War division of FileFront recently took the time to do a formal interview with me about Phoenix Rising. Conducted by Enceladus, the interview gives a candid, behind the scenes look at our newest release, in addition to tapping my thoughts on a number of general issues that are relevant to the EaW community as a whole. The FileFront exclusive can be found here.

* * * * *

We're working on figuring out the lag issues, but with the spectrum of PC stats as broad as it is, we really need your feedback. I've devised a standardized benchmarking test to measure exactly how PR v1.1 performs on your system. It only takes about 15 minutes to do and is imperative to our understanding of the problem. Accompanying discussion can be found here.

If you spot any bugs during the course of play unrelated to the lag, please report them in this thread. Unofficial hotfixes for some of the problems can be found in this sticky, but applying them may require some working knowledge of the XMLs.

In addition, Ghostrider has set up his own topic for feedback specifically on the campaigns. You can use this for anything related to the composition of the campaigns or how they play, but keep problems with specific units and such limited to the Bug Reporting forum.

* * * * *

Are you comfortable with Photoshop and willing to help us out? If so, check out the Official Icon Help Thread, where we're outsourcing some of the mod work to the community. This is your opportunity to potentially get your name in the credits and help us add new heroes.

* * * * *

I'm working on a revamp to how we handle starfighter complements, but I want the community's input. Head to this poll to vote for how you'd like to see us handle the carrier-complement relationship going forward. The current rules have been rendered obsolete and will be changed regardless, so you might as well add your input.

* * * * *

Finally, it's that time of the year again. Yup, Mod DB is doing their annual Mod of the Year competition. Although I wouldn't dream of winning, it's free to vote, so why not do it for us? Click on the golden wrench to head to our Mod DB profile to put in a vote.

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Comments (30)


PR v1.1 Release Date Set! Phoenix Rising - December 7, 2008
After waiting nearly a year, Phoenix Rising version 1.1 will go live in less than two weeks! The latest iteration of the mod will be out Saturday, December 20th at the toll of midnight, GMT-5.

While the previous release in v1.0 introduced our unique system of space combat, v1.1 is best described as a complete reinvention thereof. We've improved upon literally every aspect of the game, from Skirmish to Galactic Conquest, Space to Land. A dead galaxy has been transformed into one pulsing with a life of its own, its inhabitants caught up in a war greater than themselves. Half a century of tech progression has been rebalanced, with its upgrades focused on creating the most distinct units possible. The very character of space battles has changed for the better through numerous subtle tweaks designed to improve the overall enjoyment factor. Version 1.1 is, in short, a whole new game, so I urge you to check it out in two weeks!

In the meantime, we still have a surprising number of game-defining changes to announce, so stay with us.

Comments (53)


Mod Of The Year 2007 Kicks Off Phoenix Rising - December 2, 2007
The polls opened today for Mod DB's 2007 Mod of the Year Awards event. This is the definitive player's choice awards event for the amateur game development community - the past three winners have all gotten their projects commercialized and published via Steam or some other means. You know the history of Star Wars strategy games and you've seen what I've been able to do alone on a closed-source mod, just imagine what could be accomplished with a little professional help. If you're enjoyed the mod at all, please vote for us this year by clicking on the golden wrench below. In the preliminary round, you can nominate as many mods as you want, so it can't hurt. Here are some important dates in the voting process:

December 2nd - nominations begin, you can nominate as many different mods as you like.
December 15th - field is narrowed to the Top 100 nominations.
December 20th - voting begins, you can vote for up to three mods in the Top 100.
January 1st - voting ends.
January 25th - player's choice winners revealed.
January 26th - editor's choice winners revealed.

I absolutely believe Phoenix Rising can make the Top 100. Our Mod DB topsite was averaging around 50th overall before they pushed out the new version and broke the daily reset. If that's any indication, we should put up a fight against some of the larger communities, but it's going to be close and we're going to need all the votes we can get. Whatever you can do to get the word out would be much appreciated.

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Comments (78)


Valiant Effort Phoenix Rising - September 23, 2007
The Rebel Alliance could not have defeated the Empire without the help of the Mon Calamari; their influence is apparent in everything from aesthetics to uniforms. With the addition of the Valiant-class MC40 Light Cruiser to the mod, Mon Calamari designs now dominate the starting lineup of the four largest classes in the Rebel tree.

The Valiant-class is one of the original brand of luxury liner-turned-cruisers that formed the backbone of the early Alliance Fleet and as such, it is not a true warship design. Its retrofitted armament of 12 turbolasers and 12 turboions is especially weak for its size, but what it lacks in firepower, it makes up for in shielding. Per Mon Calamari philosophy, the Valiant foregoes its ability to overpower its weapons systems for redundant shield generators, which makes it a tough ship to crack, even under concentrated fire. While designated a light cruiser, the ship also operates as a carrier, able to transport two squadrons. Further upgrades can add its characteristic port and starboard heavy concussion missile launchers to better protect against starfighter strafing runs.

While on the topic of Rebel ships, both the DP20 Gunship and the GR-75 Medium Transport have received new models, replacing the ones from EaW with more detailed depictions, complete with accurate firing bones. The GR-75 especially could have been taken straight from Empire Strikes Back.

Stick around; not every new unit has been announced yet...

Comments (35)


Not The Local Bulk Cruisers Phoenix Rising - January 22, 2007
That's right; both the CC-7700 and the CC-9600 - colloquially referred to as "big Corellian ships" by a certain scoundrel - are now rolling off the lines at Alliance shipyards. As expected, the CC-7700 Frigate comes equipped with gravity well projectors, so that also offers the Rebels some very useful interdiction capabilities. The rest of their stats can be found in the appropriate subsection under Units. Here's a composite shot of them in fleet formation:

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This week, I also have eight completely new in-game screenshots for you, showing off the latest four additions to Phoenix Rising in some pretty intense combat! Those, of course, can be seen on the Screenshots page. See if you can spot the Millennium Falcon in them!

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This level is not made, distributed, or supported by LucasArts, a division of Lucasfilm Entertainment Company Ltd. LucasArts, the LucasArts logo, STAR WARS and related properties are trademarks in the United States and/or in other countries of Lucasfilm Ltd. and/or its affiliates. All other content copyright Phoenix Rising Team 2006-2016.