After understanding it better, I actually like this sistem more than the Food/Parts one, it makes so we have to build up planets that would otherwise just have a Factory/Farm and a Tax Agency I'm still kind of ""cross eyed"" because I have a TR playthrough going on and that one still uses the ""older"" sistem, makes me more exited the update
Struggled a fair bit with the new infrastructure system mostly because I'm used to just building a few agriports and factories and taking out large amount of territory.
I recently started replaying Thrawn's Revenge after a bit of a hiatus, and forgot about how the infrastructure system worked - this was a much-needed refresher!
Few other quick tips not covered in the video: 1. Need infrastructure fast? Build barracks, they are cheap and the quickest to build. Alternatively if you have almost no money, the naval academy (the same one that gives you ship crews) is even cheaper up front, although it has upkeep, but that's a problem for future you. 2. If you can find a planet with a small number of slots (let's say... 4) and a level 3 defensive station, you can fill all the slots on the ground, upgrade the station to level 3, build a level 1 golan colony, a shipyard and a haven station, and with all of that investment you'll have made the planet happy enough, so that you can build two tax agencies on it, it works just right to make it all work. 3. There's also labor camps sometimes, which speed up construction, even in space! They are a great thing to build in your level 3 and 4 shipyard planets, they do make the local populace unhappy though, so don't mix them together with tax agencies unless you're compensating for the influence hit.
Its insane to see how this game has evolved from a simple strategy game to one involving infrastructure scores, specialised squad units, governments and more all from the minds of mod teams
@@BespinGuard1 it is, along with the victory star destroyer haveing only 7 guns and the venators had no hanger as tje dev team thought it was an assualt frigate with no strikcraft.
I think this is a great change. I didn't have a problem with the food and parts system, but this is a lot more streamlined and makes a lot of sense. I have a suggestion though, what do you think about maybe adding another ground building type to EaWX which adds a little bit of pop cap? Limit it to one per planet, give it a low upkeep cost, and make it add, say, 30-40 pop cap. Nothing extravagant, but enough for one capital ship per building. I'm just thinking that with the new impetus to fill the build slots on all planets, another useful passive building could be nice.
I have not played EaW since 2019 so coming back to the mod with this was overwhelming at first, but after this explanation I quite like it. Its streamlined and at its core simple enough, which is always good when it comes to a system which only prevents the player from snowballing.
From what i can tell infrastructure is a way to nerf really massive rapid multi-planet pushes, bc it doesn't take many planets to tank that score. At some point you have to pause and build.
I still remember that luckily I built up my defenses around my CIS stronghold around Eriadu,Sullust and Sluis van. One time a frickin mandator II and a bunch of escorts decided to attack Sullust where I have a full defense built and a fleet made up with a Subjugator and some providence and escorts,after into the battle the enemies fled themsevles.
First of all, thanks sooo much to the team for this gem of a mod! I have two points to get off my chest. 1. doesn't this infrastructure score change not lead to players spamming barracks all over the place for no real positive feedback? 2. given the new mechanic; when finishing missions with the CIS, you may gain 5 influence points, leading to the overtaking of a (random?) planet of the sub-faction. The planet gained ground and space structures will be reset to only the CIS office building, hence abruptly disrupting the infrastructure planning of a player. (If the player doesn't notice the planets gain right away. I suppose you added the mechanic to hinder the players from rushing in previous versions, but now it feels like a major handicap at times. Superb mod though!!!
1. Not in practice. Technically if you want to just spam up your infrastructure score really fast, that's the fastest way to do it, but you don't really need to get your score super high. As this video alludes to, when you're building optimally you tend to come out reasonably ahead before you get to the point where you'd be spamming structures for their own sake, and if you're *going* to just spam up structures, you get more out of continuing to build a variety. 2. Yes, mechanics which give you planets will mean your infrastructure gets lowered, but you should be trying to keep it higher than one planet worth at a time. Completing missions is no different from conquering a planet more conventionally in that sense.
I honestly prefer this new way of infrastructure compared to the food and industry made it a little more challenging than just rolling with a big fleet and army
So it’s basically like a credit card. Fill the card closer to the max and you get better credit. Keep away from whatever max you have and you’re rated as a poor banking person.
Not a complaint but my annoyance with this system was the update interval for the infrastructure score, because the old parts mechanics only relied over your building constructions, so it was at least easier to track for me. As a preference I set the script update interval to 10 seconds instead of 40, which may not be much for normal difficulty but for cruel admiral is just too long in my opinion, a single cycle can be 45 or 60 minutes if the AI decides to go on a rampage and you have to attack/kite/defend. I know most people probably doesn't use cruel from the very start.
Quick question: if I build for example 3 advanced factories on Rothana those vehicles will be built faster. Will building Rothana company and 2 advanced factories bring the same benefit or it doesn't count since having the corporation already make the vehicles build faster?
Overall, I like the building mechanics, albeit I do run into some issues that feel abrasive with it: on the story missions, the population ceiling is often too low since they're small maps and your starting forces have too high population. It means a lot of having to sell and rebuild things to organize, since population space stations are rather expensive early on. The second issue are the random tasks that pop up in game are often too expensive to complete early on when you're trying to save for ships or ground units, being that they often require building factories or ion guns - not really a problem if not for the fact you lose reputation for not completing them, and even if you do complete all of them, it still takes an immensely long time to get their hero unlocks unless you turtle up and just spam the stimulus research. The third issue is that it feels like the AI just ignores it and goes on a roflstomp rampage as soon as the game begins, not really suffering any setback the player would for doing so(at least it doesn't seem like they are - this is on recruit as well.) I honestly think maybe reducing the starter fleet size/power for both player and AI might be conducive to the goals of this change, at least in the smaller story GC's. I didn't have this problem in a normal medium sized GC, but sources of income, and therefor population, are far more limited in the campaigns. Often feels like you're demanded to do so much in so little time, but have nothing to work with other than 2k credits per cycle I'd say what I like most about 1.3, however, is that reinforcements from space stations during defensive battles spawn instantly. Always annoyed me how they'd otherwise spawn in slowly over time at an awkward angle.
Yeah I booted up a new galactic conquest map on admiral and ended up with a -83 infrastructure score within 20 minutes that I spent the next 3 hours trying to get myself out of. I'm only about halfway there. My opponent has all super ships, upgrades, and high end hero's while I'm still stuck building ground structures at twice the price while being swarmed by end-game Republic capital ships every week. I've never given up on a GC before but I think I'm just going to start over at this point.
Infrastructure is a bit tricky, because it means that you get punished for conquering planets fast: buildings don't come up within a single cycle, and on top of that, you don't get money for a conquest anymore, like you do in the base game. Maybe that's the intention, but for me, it just leads to waiting around, which isn't particularly fun.
Some level of waiting around is necessary for the things people want to play the game for-the battles. Without it, when you beat one fleet or take one planet, the best move is pretty much just to blitz before they can recover. With these mechanics, there are more opportunities to extend the time before the game is effectively won with no chance of fighting any fun opposition.
@CoreyLoses true, but on cruel admiral, it seems the only way, because now I've been typically confronted with AI fleets of 600-1300 pop, which isn't that fun either.
A pretty decent anti-snowballing mechanic I guess, though I feel ground slots should sorta be less effectice to supply lines to a degree, since they're mostly "Shipping on" the goods from the factories and farms which you already have to build, or is this replacing that?
Does the AI play with the same mechanic? I saw in one of my playthroughs that when I blockaded a bunch of planets , instead of outright conquering them, that the AI seems to stack credits/fights back slower than when I just push through and conquer at the same pace. Also Grievous not being able to be re-upgraded to the Malevolence after losing it (while just slightly saddening) is a good change. I just wish I could buy the Lucid Voice or Collicoid Swarm again after losing them. And no buying Dreadnought variants of the Recuscant and Providence just killed one of my Meme fleets (Trench and Frens)
@@springtrapstarwar5557 oh yeah that's different than this this is general mods mechanics for fall of the republic and thrwens Revenge there's a faction guide video where Corey talks about that I thonk
although planetary defences even fully built up cant survive a SSD with support or large fleets at this point they just kind of get rolled without putting up much of a fight
They're huge force multipliers. We're not making planetary defences worth a full 300 pop cap fleet on their own, that would mean on defense you could have twice as much power as the bigges possible attacking fleet.
@@CoreyLoses oh, i didn't mean to say that should be the case, sorry if it came across that way, i completely agree that it would cause issues if defence forces could take SSDs. planets couldn't be taken then. the comment was a note from my experience with the defence stations that's all. i wouldn't try to advise on this, it's not my place to do so i just play the game and let other ppl know my experience.
Also about influence, what actually counts as space structures here? Do I need to upgrade all the way to Golan II and build dreadnought shipyards if available? I guess the only economic structure is the trade port so I always need that. How do the space colony golan stations count here?
There’s a glitch when I start in era 3 nothing loads, like the game itself does, but no hero’s spawn, or no access to the government screen, it’s only in era 3
I’m having a hard time finding the cruel AI option anyone know where it went? Also when I select admiral it defaults to cruel once I start the campaign and won’t change I was wondering if this is a change they made where there is only one difficulty
1. While it defaults to captain for progressive maps and after loading though to the next historical one, you can change the difficulty once in-game on the options menu (it tells you this when you're selecting a GC as well) 2. Cruel is activated from the additional options menu, which is accessed by the button in the location that used to turn cruel on. Cruel isn't currently available in the story-driven campaigns
So if im the CSA and i take kuat and build the kuat cooperation building i still cant get the kuat products other than the ones i can already build? Did i get that right?
Hey i feel like a total noob but... I have all the major mods TR FOTR AOTR EAWR etc... They all play fine but for some reason, i dont get that info panel in the top left corner, wich is annoying cuz i have to actually click the resource tab every time i need a quick system audit before my next move... PLEASE HELP... this would make my gameplay so much smoother.. What do I do to fix that? (shout out to me peeps Corey and errbody at the TR and TR unleashed creative collective !!!!LOL . I am grateful I found you guys. .... To the future of EAW such an awesome hobby turned living thing lol
I recommend starting extremely far back, with a good amount of carrier acclamators with at least 8 total bomber groups with fighter cover, start the first couple waves with your starfighters to either break the shields or take out a good portion of heavy turrets or starfighter turrets, by then you’ll have lost your first wave, send the second till you have no more fighters, send your ships to hyperspace and bring in Venators or heavy hitters before pulling everybody out totally, pause the game if you need to so each ship targets one hard point each, hope this helps, what I do
As someone who spent four years studying urban development, I can tell you infrastructure makes no sense. Infrastructure should never slow down or increase production costs. I think the TR team must be thinking logistics and infrastructure are the same.
The buildings you're building are the best representation EaW has of infrastructure, which is what the score is based off of. The impacts of it being high or low are logistical, but the actual score itself comes directly from infrastructure. There are plenty of logistical elements which aren't tied up in the infrastructure score directly and *are* represented in other mechanics or resources, so calling it logistical capacity would be less clear. It's a game mechanic. The most clear conenctionw e can make for the player is "the way to build up your score is by building more structures." In a military game calling that "logistics" would imply things like military support units, which it very much is not reflective of.
@@CoreyLoses Let me start out by saying I love both TR and Fall of the Republic, I'm just passionate. So in our real world infrastructure is/are roads, railroads, cable lines, cell phone towers etc. and while it is true having better infrastructure can boost economic activity there is generally a cap to that benefit E.G. Amazon moving a warehouse to a a specific city because of recent investment, doesn't mean Amazon is going to move their HQ to said city. I'm simplifying for brevity and because things like zoning wouldn't play a role in those games. What I was trying to say is Star Wars doesn't have infrastructure the same way we would think about it Star Wars has Hyperlanes no need for roads either in Cannon or Legends. Even on planets infrastructure would be completely different because vehicles hover, the books and movies do establish transport lanes exist on planets like Coruscant so it might make sense to have a transit or skyway building in your next release. Finally, I am going to explain the real-world concept of agglomeration (briefly) and why building multiple army barracks on a planet would actually slow down the production/training of troops. I live in Seattle, Washington the Former home of Boeing and semi-home of Microsoft; Boeing produces airplanes but believe it or not Boeing doesn't produce the fabric that goes into the seats or seat belts or the hundreds of thousands of other components that enter into the production of a 777 so Boeing contracts with smaller producers who then hire staff who specialize in knitting or avionics, etc. Boeing not having to worry about the avionics or the seat of a 777 production line can focus on building the planes itself. So why would building multiple barracks on a planet slow down training, you have to think about things like uniforms, rations, and weapons, all of which might be provided in and around a barracks but more likely come from factories in the area, but infantry really is more effective with artillery and mobility so you're going to need a light factory and advanced factory to support the barracks. basically, you can think of agglomeration as the tendency for corporate entities with similar interests to colocate. If your original thought was to implement something similar to agglomeration but felt it was too complicated for the general public I get that. maybe make this an optional mechanic the same way you made cannon units optional in TR.
@@CoreyLoses Let me start out by saying I love both TR and Fall of the Republic, I'm just passionate. So in our real world infrastructure is/are roads, railroads, cable lines, cell phone towers etc. and while it is true having better infrastructure can boost economic activity there is generally a cap to that benefit E.G. Amazon moving a warehouse to a a specific city because of recent investment, doesn't mean Amazon is going to move their HQ to said city. I'm simplifying for brevity and because things like zoning wouldn't play a role in this game. What I was trying to say is Star Wars doesn't have infrastructure the same way we would think about it Star Wars has Hyperlanes no need for roads either in Cannon or Legends. Even on planets infrastructure would be completely different because vehicles hover, the books and movies do establish transport lanes exist on planets like Coruscant so it might make sense to have a transit or skyway building in your next release. Finally, I am going to explain the real-world concept of agglomeration (briefly) and why building multiple army barracks on a planet would actually slow down the production/training of troops. I live in Seattle, Washington the Former home of Boeing and semi-home of Microsoft; Boeing produces airplanes but believe it or not Boeing doesn't produce the fabric that goes into the seats or seat belts or the hundreds of thousands of other components that enter into the production of a 777 so Boeing contracts with smaller producers who then hire staff who specialize in knitting or avionics, etc. Boeing not having to worry about the avionics or the seat of a 777 production line can focus on building the planes itself. So why would building multiple barracks on a planet slow down training, you have to think about things like uniforms, rations, and weapons, all of which might be provided in and around a barracks but more likely come from factories in the area, but infantry really is more effective with artillery and mobility so you're going to need a light factory and advanced factory to support the barracks. basically, you can think of agglomeration as the tendency for corporate entities with similar interests to colocate. If your original thought was to implement something similar to agglomeration but felt it was too complicated for the general public I get that. Maybe make this an optional mechanic the same way you made cannon units optional in TR. A final question why would losing a planet reduce my infrastructure score? If anything you would think with less ground to defend the infrastructure score would increase...
You are again ignoring the fact that all of it is an abstraction of how built up the planet is, and what tha means in EaW. Losing a planet doesn't decrease your infrastructure score unless the planet was fully built up. If you lose a planet with nothing built on it, then you would actually have your infrastructure score increase. You're also wrong in your assertions about infrastructre in Star Wars for one thing, relating to hyerplanes (the mapping and maintenance of which is an ongoing process, they're not just things you find and sometimes, yes, they actually do "tunnel" them manually). I will tell you the exact same thing I told you last time again- the point was to have an anti-snowballing mechanic and use the most applicable, least confusing name for the mechanic that got across what it does. Infrastructure can and does also definitionally apply to things like buildings, even if EaW doesn't include other things that would fall under the term infrastructure in a direct sense because while yes, you're only building factories, those factories are still an abstraction of other thing, which seems to be the thing you're stumbling on. Yes, just building a bunch of barracks wouldn't mean you have all the other materials and gear necessary to train more troops, but in EaW you're not building a whole economy and everything else downstream of those production lines, and no, there's no reason to introduce uniform factories downstream of that, or textile mills downstream of that. You have to assume when you're making those barracks you're building up the extra support behind it. Again, *abstraction*, which is another reason the term infrastructure is applied there. The buildings you are directly constructing is one way the overall system is being represented, in the same way you can assume material and personnel to staff them are being hired ferried around between them even though Empire at War doesn't represent them directly.
I love this mod but my big issue i found is jedi are way to tanky. I had 4 hell fire tanks and 8 squads of b1s. Anakin soloed that entire army. I had to bombin run anakin to kill him
i know old comment the problem was the b1s since infantry fire gets absorbed by force users 4 hailfires should nuke any jedi as long as you dont get them get in melee range
That ground based corporation change is amazing
I had no idea that stacking multiple recruitment buildings speeds up production for those units, that's gonna hugely change how I do things!
I knew this worked for the base game but for some reason I thought they removed that in the mod. Time to relearn things then.
After understanding it better, I actually like this sistem more than the Food/Parts one, it makes so we have to build up planets that would otherwise just have a Factory/Farm and a Tax Agency
I'm still kind of ""cross eyed"" because I have a TR playthrough going on and that one still uses the ""older"" sistem, makes me more exited the update
Struggled a fair bit with the new infrastructure system mostly because I'm used to just building a few agriports and factories and taking out large amount of territory.
Same, lol
I recently started replaying Thrawn's Revenge after a bit of a hiatus, and forgot about how the infrastructure system worked - this was a much-needed refresher!
Few other quick tips not covered in the video:
1. Need infrastructure fast? Build barracks, they are cheap and the quickest to build. Alternatively if you have almost no money, the naval academy (the same one that gives you ship crews) is even cheaper up front, although it has upkeep, but that's a problem for future you.
2. If you can find a planet with a small number of slots (let's say... 4) and a level 3 defensive station, you can fill all the slots on the ground, upgrade the station to level 3, build a level 1 golan colony, a shipyard and a haven station, and with all of that investment you'll have made the planet happy enough, so that you can build two tax agencies on it, it works just right to make it all work.
3. There's also labor camps sometimes, which speed up construction, even in space! They are a great thing to build in your level 3 and 4 shipyard planets, they do make the local populace unhappy though, so don't mix them together with tax agencies unless you're compensating for the influence hit.
thanks for all of your work on these wonderful mods
Its insane to see how this game has evolved from a simple strategy game to one involving infrastructure scores, specialised squad units, governments and more all from the minds of mod teams
Remmber the core vinnila game flagship spot the first ship in, isnt even part of the game.
@@alexshinra6722it's been so long since I've played base EAW or FOC I genuinely don't even know if that's the case
@@BespinGuard1 it is, along with the victory star destroyer haveing only 7 guns and the venators had no hanger as tje dev team thought it was an assualt frigate with no strikcraft.
I think this is a great change. I didn't have a problem with the food and parts system, but this is a lot more streamlined and makes a lot of sense. I have a suggestion though, what do you think about maybe adding another ground building type to EaWX which adds a little bit of pop cap? Limit it to one per planet, give it a low upkeep cost, and make it add, say, 30-40 pop cap. Nothing extravagant, but enough for one capital ship per building. I'm just thinking that with the new impetus to fill the build slots on all planets, another useful passive building could be nice.
I have not played EaW since 2019 so coming back to the mod with this was overwhelming at first, but after this explanation I quite like it. Its streamlined and at its core simple enough, which is always good when it comes to a system which only prevents the player from snowballing.
From what i can tell infrastructure is a way to nerf really massive rapid multi-planet pushes, bc it doesn't take many planets to tank that score. At some point you have to pause and build.
Thanks i love your tutorial videos. They are very great explained.
Thank you for the Instruction! Appreciate it !
I still remember that luckily I built up my defenses around my CIS stronghold around Eriadu,Sullust and Sluis van. One time a frickin mandator II and a bunch of escorts decided to attack Sullust where I have a full defense built and a fleet made up with a Subjugator and some providence and escorts,after into the battle the enemies fled themsevles.
Well made guide, thanks! 🎉
Fantastic! Hopefully this helps me get a handle on the new infrastructure system
First of all, thanks sooo much to the team for this gem of a mod! I have two points to get off my chest. 1. doesn't this infrastructure score change not lead to players spamming barracks all over the place for no real positive feedback? 2. given the new mechanic; when finishing missions with the CIS, you may gain 5 influence points, leading to the overtaking of a (random?) planet of the sub-faction. The planet gained ground and space structures will be reset to only the CIS office building, hence abruptly disrupting the infrastructure planning of a player. (If the player doesn't notice the planets gain right away. I suppose you added the mechanic to hinder the players from rushing in previous versions, but now it feels like a major handicap at times.
Superb mod though!!!
1. Not in practice. Technically if you want to just spam up your infrastructure score really fast, that's the fastest way to do it, but you don't really need to get your score super high. As this video alludes to, when you're building optimally you tend to come out reasonably ahead before you get to the point where you'd be spamming structures for their own sake, and if you're *going* to just spam up structures, you get more out of continuing to build a variety.
2. Yes, mechanics which give you planets will mean your infrastructure gets lowered, but you should be trying to keep it higher than one planet worth at a time. Completing missions is no different from conquering a planet more conventionally in that sense.
This is much more simple than the previous system. I LOVE IT
I can only image the impetus for this was Corey seeing people not building things and just going “the buttons are there, PLEASE, use them.”
I honestly prefer this new way of infrastructure compared to the food and industry made it a little more challenging than just rolling with a big fleet and army
POV: you didn't understand this mechanic at first
INFRASTRUCTURE SCORE: -300
So it’s basically like a credit card. Fill the card closer to the max and you get better credit. Keep away from whatever max you have and you’re rated as a poor banking person.
Thank you very much for this breakdown. I was definitely a little confused when I started FOTR and was missing the food and industry buildings.
God Corey, you and your team are awesome at giving us everything Empire at war has to offer. Keep up the amazing work. 🍻
This taught me SO MUCH, I don't know why this took me so long to watch.
This is very helpful to a newcomer to the game. Thanks!
Sid Meier's Alpha Centauri players will probably be feeling at home with this.
Not a complaint but my annoyance with this system was the update interval for the infrastructure score, because the old parts mechanics only relied over your building constructions, so it was at least easier to track for me.
As a preference I set the script update interval to 10 seconds instead of 40, which may not be much for normal difficulty but for cruel admiral is just too long in my opinion, a single cycle can be 45 or 60 minutes if the AI decides to go on a rampage and you have to attack/kite/defend.
I know most people probably doesn't use cruel from the very start.
Quick question: if I build for example 3 advanced factories on Rothana those vehicles will be built faster. Will building Rothana company and 2 advanced factories bring the same benefit or it doesn't count since having the corporation already make the vehicles build faster?
I'm 99% sure Corporation benefits are stackable, so it should be faster having the Corp. structure plus 2 adv. factories
This guide really helped me! Thx
New player this helped a ton thanks cory!
OOOOOOH We needed a change to infastructure!
I now have to completely rebuild my economy haha
Thx, helped me a lot
The fact that corps now count as factories 👌
Overall, I like the building mechanics, albeit I do run into some issues that feel abrasive with it: on the story missions, the population ceiling is often too low since they're small maps and your starting forces have too high population. It means a lot of having to sell and rebuild things to organize, since population space stations are rather expensive early on. The second issue are the random tasks that pop up in game are often too expensive to complete early on when you're trying to save for ships or ground units, being that they often require building factories or ion guns - not really a problem if not for the fact you lose reputation for not completing them, and even if you do complete all of them, it still takes an immensely long time to get their hero unlocks unless you turtle up and just spam the stimulus research. The third issue is that it feels like the AI just ignores it and goes on a roflstomp rampage as soon as the game begins, not really suffering any setback the player would for doing so(at least it doesn't seem like they are - this is on recruit as well.)
I honestly think maybe reducing the starter fleet size/power for both player and AI might be conducive to the goals of this change, at least in the smaller story GC's. I didn't have this problem in a normal medium sized GC, but sources of income, and therefor population, are far more limited in the campaigns. Often feels like you're demanded to do so much in so little time, but have nothing to work with other than 2k credits per cycle
I'd say what I like most about 1.3, however, is that reinforcements from space stations during defensive battles spawn instantly. Always annoyed me how they'd otherwise spawn in slowly over time at an awkward angle.
Yeah I booted up a new galactic conquest map on admiral and ended up with a -83 infrastructure score within 20 minutes that I spent the next 3 hours trying to get myself out of. I'm only about halfway there. My opponent has all super ships, upgrades, and high end hero's while I'm still stuck building ground structures at twice the price while being swarmed by end-game Republic capital ships every week. I've never given up on a GC before but I think I'm just going to start over at this point.
Did you go on a conquering spree?
This is a good update to stop you early rushing the AI
Infrastructure is a bit tricky, because it means that you get punished for conquering planets fast: buildings don't come up within a single cycle, and on top of that, you don't get money for a conquest anymore, like you do in the base game.
Maybe that's the intention, but for me, it just leads to waiting around, which isn't particularly fun.
Some level of waiting around is necessary for the things people want to play the game for-the battles. Without it, when you beat one fleet or take one planet, the best move is pretty much just to blitz before they can recover. With these mechanics, there are more opportunities to extend the time before the game is effectively won with no chance of fighting any fun opposition.
@CoreyLoses true, but on cruel admiral, it seems the only way, because now I've been typically confronted with AI fleets of 600-1300 pop, which isn't that fun either.
@@notthedroidsyourelookingfo4026 that's why there are six difficulty levels, and you can change between them at any time.
A pretty decent anti-snowballing mechanic I guess, though I feel ground slots should sorta be less effectice to supply lines to a degree, since they're mostly "Shipping on" the goods from the factories and farms which you already have to build, or is this replacing that?
There are no factories and farms anymore
@@irampagingrhin0399 Ah okay. That makes sense.
@@irampagingrhin0399Hurts not being able to use farms for influence
@@DIEGhostfish Agreed, but tbh, you won't need those anymore, just build trade ports since they don't use any resources other than money
Thanks
Does the AI play with the same mechanic?
I saw in one of my playthroughs that when I blockaded a bunch of planets , instead of outright conquering them, that the AI seems to stack credits/fights back slower than when I just push through and conquer at the same pace.
Also Grievous not being able to be re-upgraded to the Malevolence after losing it (while just slightly saddening) is a good change. I just wish I could buy the Lucid Voice or Collicoid Swarm again after losing them.
And no buying Dreadnought variants of the Recuscant and Providence just killed one of my Meme fleets (Trench and Frens)
wait in thrawns revenge playing as the new republic what about a chancellor.
what?
Remember i was playing thrawns revenge when played as the new republic i had to choose who would be head of state
@@springtrapstarwar5557 oh yeah that's different than this this is general mods mechanics for fall of the republic and thrwens Revenge there's a faction guide video where Corey talks about that I thonk
What do the naval academies do? Are they worth building or no?
Ooh this is neat
although planetary defences even fully built up cant survive a SSD with support or large fleets at this point they just kind of get rolled without putting up much of a fight
They're huge force multipliers. We're not making planetary defences worth a full 300 pop cap fleet on their own, that would mean on defense you could have twice as much power as the bigges possible attacking fleet.
@@CoreyLoses oh, i didn't mean to say that should be the case, sorry if it came across that way, i completely agree that it would cause issues if defence forces could take SSDs. planets couldn't be taken then.
the comment was a note from my experience with the defence stations that's all. i wouldn't try to advise on this, it's not my place to do so i just play the game and let other ppl know my experience.
That completely change how to play the game. 👍
Also about influence, what actually counts as space structures here? Do I need to upgrade all the way to Golan II and build dreadnought shipyards if available? I guess the only economic structure is the trade port so I always need that. How do the space colony golan stations count here?
Golan colonies are economic, like the trade port
Good video
There’s a glitch when I start in era 3 nothing loads, like the game itself does, but no hero’s spawn, or no access to the government screen, it’s only in era 3
I’m having a hard time finding the cruel AI option anyone know where it went? Also when I select admiral it defaults to cruel once I start the campaign and won’t change I was wondering if this is a change they made where there is only one difficulty
1. While it defaults to captain for progressive maps and after loading though to the next historical one, you can change the difficulty once in-game on the options menu (it tells you this when you're selecting a GC as well)
2. Cruel is activated from the additional options menu, which is accessed by the button in the location that used to turn cruel on. Cruel isn't currently available in the story-driven campaigns
@@CoreyLoses awesome thanks! Love the mod and the recent 1.3 update!
I saw clone special forces and B1 marines how do you build these I don’t see that In guide influence mechanics and unique units
For the algorithm
Does the infrastructure score update immediately or at the end of a cycle? Because sometimes I build a structure and the score stays the same.
Shipyard Level doesn't affect it, right?
So if im the CSA and i take kuat and build the kuat cooperation building i still cant get the kuat products other than the ones i can already build? Did i get that right?
Hello Corey, I was curious if there is a way to reduce your ship upkeep costs? Thanks!
Nope, only selling ships.
@@CoreyLoses
Appreciate it!
what planet/deed do you need to accomplish to get salvage for kills?
Characters with the slaver trait give salvage in EaWX.
Finaly, i may get some help here, the text in top left is mashed together so i can't see how mutch Cash i have, how do i fix that? In The game
Use a standard 14:9 resolution for the game.
Hey i feel like a total noob but... I have all the major mods TR FOTR AOTR EAWR etc... They all play fine but for some reason, i dont get that info panel in the top left corner, wich is annoying cuz i have to actually click the resource tab every time i need a quick system audit before my next move... PLEASE HELP... this would make my gameplay so much smoother.. What do I do to fix that? (shout out to me peeps Corey and errbody at the TR and TR unleashed creative collective !!!!LOL . I am grateful I found you guys. .... To the future of EAW such an awesome hobby turned living thing lol
Check your game options and make sure you have subtitles turned on.
Tanks
I need a guide on how to defeat Lucrehulk 😂
Seriously I am helpless against them
I recommend starting extremely far back, with a good amount of carrier acclamators with at least 8 total bomber groups with fighter cover, start the first couple waves with your starfighters to either break the shields or take out a good portion of heavy turrets or starfighter turrets, by then you’ll have lost your first wave, send the second till you have no more fighters, send your ships to hyperspace and bring in Venators or heavy hitters before pulling everybody out totally, pause the game if you need to so each ship targets one hard point each, hope this helps, what I do
I wish battles has the same level of depth
i am not a fan how do i revert the change ?
Download an older version of the mod.
I notice that in the gameplay shown the Food/Industry parts numbers are gone. Is this just a FoTR thing or will it be that way in TR 3.3 as well?
Infrastructure replaced food and parts in both TR and FOTR
I just wish infinite units was updated :'(
As someone who spent four years studying urban development, I can tell you infrastructure makes no sense. Infrastructure should never slow down or increase production costs. I think the TR team must be thinking logistics and infrastructure are the same.
The buildings you're building are the best representation EaW has of infrastructure, which is what the score is based off of. The impacts of it being high or low are logistical, but the actual score itself comes directly from infrastructure. There are plenty of logistical elements which aren't tied up in the infrastructure score directly and *are* represented in other mechanics or resources, so calling it logistical capacity would be less clear. It's a game mechanic. The most clear conenctionw e can make for the player is "the way to build up your score is by building more structures." In a military game calling that "logistics" would imply things like military support units, which it very much is not reflective of.
@@CoreyLoses Let me start out by saying I love both TR and Fall of the Republic, I'm just passionate. So in our real world infrastructure is/are roads, railroads, cable lines, cell phone towers etc. and while it is true having better infrastructure can boost economic activity there is generally a cap to that benefit E.G. Amazon moving a warehouse to a a specific city because of recent investment, doesn't mean Amazon is going to move their HQ to said city. I'm simplifying for brevity and because things like zoning wouldn't play a role in those games. What I was trying to say is Star Wars doesn't have infrastructure the same way we would think about it Star Wars has Hyperlanes no need for roads either in Cannon or Legends. Even on planets infrastructure would be completely different because vehicles hover, the books and movies do establish transport lanes exist on planets like Coruscant so it might make sense to have a transit or skyway building in your next release. Finally, I am going to explain the real-world concept of agglomeration (briefly) and why building multiple army barracks on a planet would actually slow down the production/training of troops. I live in Seattle, Washington the Former home of Boeing and semi-home of Microsoft; Boeing produces airplanes but believe it or not Boeing doesn't produce the fabric that goes into the seats or seat belts or the hundreds of thousands of other components that enter into the production of a 777 so Boeing contracts with smaller producers who then hire staff who specialize in knitting or avionics, etc. Boeing not having to worry about the avionics or the seat of a 777 production line can focus on building the planes itself. So why would building multiple barracks on a planet slow down training, you have to think about things like uniforms, rations, and weapons, all of which might be provided in and around a barracks but more likely come from factories in the area, but infantry really is more effective with artillery and mobility so you're going to need a light factory and advanced factory to support the barracks. basically, you can think of agglomeration as the tendency for corporate entities with similar interests to colocate. If your original thought was to implement something similar to agglomeration but felt it was too complicated for the general public I get that. maybe make this an optional mechanic the same way you made cannon units optional in TR.
@@CoreyLoses Let me start out by saying I love both TR and Fall of the Republic, I'm just passionate. So in our real world infrastructure is/are roads, railroads, cable lines, cell phone towers etc. and while it is true having better infrastructure can boost economic activity there is generally a cap to that benefit E.G. Amazon moving a warehouse to a a specific city because of recent investment, doesn't mean Amazon is going to move their HQ to said city. I'm simplifying for brevity and because things like zoning wouldn't play a role in this game. What I was trying to say is Star Wars doesn't have infrastructure the same way we would think about it Star Wars has Hyperlanes no need for roads either in Cannon or Legends. Even on planets infrastructure would be completely different because vehicles hover, the books and movies do establish transport lanes exist on planets like Coruscant so it might make sense to have a transit or skyway building in your next release. Finally, I am going to explain the real-world concept of agglomeration (briefly) and why building multiple army barracks on a planet would actually slow down the production/training of troops. I live in Seattle, Washington the Former home of Boeing and semi-home of Microsoft; Boeing produces airplanes but believe it or not Boeing doesn't produce the fabric that goes into the seats or seat belts or the hundreds of thousands of other components that enter into the production of a 777 so Boeing contracts with smaller producers who then hire staff who specialize in knitting or avionics, etc. Boeing not having to worry about the avionics or the seat of a 777 production line can focus on building the planes itself. So why would building multiple barracks on a planet slow down training, you have to think about things like uniforms, rations, and weapons, all of which might be provided in and around a barracks but more likely come from factories in the area, but infantry really is more effective with artillery and mobility so you're going to need a light factory and advanced factory to support the barracks. basically, you can think of agglomeration as the tendency for corporate entities with similar interests to colocate. If your original thought was to implement something similar to agglomeration but felt it was too complicated for the general public I get that. Maybe make this an optional mechanic the same way you made cannon units optional in TR. A final question why would losing a planet reduce my infrastructure score? If anything you would think with less ground to defend the infrastructure score would increase...
You are again ignoring the fact that all of it is an abstraction of how built up the planet is, and what tha means in EaW. Losing a planet doesn't decrease your infrastructure score unless the planet was fully built up.
If you lose a planet with nothing built on it, then you would actually have your infrastructure score increase. You're also wrong in your assertions about infrastructre in Star Wars for one thing, relating to hyerplanes (the mapping and maintenance of which is an ongoing process, they're not just things you find and sometimes, yes, they actually do "tunnel" them manually).
I will tell you the exact same thing I told you last time again- the point was to have an anti-snowballing mechanic and use the most applicable, least confusing name for the mechanic that got across what it does. Infrastructure can and does also definitionally apply to things like buildings, even if EaW doesn't include other things that would fall under the term infrastructure in a direct sense because while yes, you're only building factories, those factories are still an abstraction of other thing, which seems to be the thing you're stumbling on. Yes, just building a bunch of barracks wouldn't mean you have all the other materials and gear necessary to train more troops, but in EaW you're not building a whole economy and everything else downstream of those production lines, and no, there's no reason to introduce uniform factories downstream of that, or textile mills downstream of that. You have to assume when you're making those barracks you're building up the extra support behind it. Again, *abstraction*, which is another reason the term infrastructure is applied there. The buildings you are directly constructing is one way the overall system is being represented, in the same way you can assume material and personnel to staff them are being hired ferried around between them even though Empire at War doesn't represent them directly.
Algorithm
I love this mod but my big issue i found is jedi are way to tanky. I had 4 hell fire tanks and 8 squads of b1s. Anakin soloed that entire army. I had to bombin run anakin to kill him
i know old comment the problem was the b1s since infantry fire gets absorbed by force users
4 hailfires should nuke any jedi as long as you dont get them get in melee range
Corey I can't believe you're forcing us to be keynesians. Disgraceful behaviour.