2 Years after the release of "Klingon Academy II: The General War" comes a multiplayer/instant action expansion, "Klingon Academy II: Empire at War". KA2: EAW takes the enhanced combat gameplay of KA2: The General War and adds a rich, detailed 'Empire Building' element to it. No longer can you quickly build up your forces. Now you must dedicate time and resources to research and development. This detailed system of hull, conversion packs, systems, weapons and other miscellaneous research also sheds light on the backstory behind KA2. Learn about the Klingon Empire designs her warships, how the Federation developed the massive Yamato Class, and discover the history of the Interstellar Concordium and the Tholian Assembly. Each side has an expanded set of ship classes, and a mysterious new power has entered the galaxy. The Federation's worst fears are about to be realised...

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Hello there, just a quick update to inform you that v1.3 Beta will soon be released. Still calling it a beta since it's only me doing the testing so, if there are bugs I promise I tried to eradicate them.

What's different in 1.3 you might ask? Well I like to keep a few surprises but, here is a basic outline.

- Two New Sides; The Hydran Kingdoms and the Lyran Star Kingdom.
- New Terran Empire NPCs that will either be found derelict or attack you on certain maps
- New Civilian freighters imported from Klingon Academy.
- Updated graphics for many iconic ships (Missouri, Yamato, Imperial Hawk, Senator etc) and for some stations (Federation Sensor Probe now uses the correct Klingon Academy model)
- Redone Computer voices for the Federation
- Resampled Music (Higher quality)
- New sound effects for station selection etc (taken from Armada I). Now each race has its own.
- Hero units for the Federation, ISC and Gorn Confederacy
- FleetOps inspired "Mixed Tech" (which I will explain below)
- Captured shipyards can now produce your races vessels (i.e if a Klingon player captures a Federation shipyard, he can build Klingon ships there as if it were his own shipyard)

For those unfamiliar with FleetOps and Mixed Tech, basically it gives you special rewards, units, powers etc when you either capture another races construction ship or are allied with them (varies based on "canon" alliances and conflicts). The only race that has no mixed tech, and no mixed tech based on them, is the Tholian Assembly for obvious reasons (they can neither capture nor be captured).

For example, the ISC is at war with...everyone, ergo they will need to capture construction tenders to get access to their mixed tech abilities and units. The Federation on the otherhand is at war with the Klingon Empire, the Romulan Star Empire, the Lyran Star Kingdom and the ISC, but is allied with the Gorn Confederacy and the Hydran Star Kingdom. If they start off a game allied with the Gorn or the Hydrans, their Equipment Research Station has a Databank Research Project for the relevant power, which once researched gives access to otherwise hidden units.

A special case is the relationship between the Klingon Empire and the Romulan Star Empire. To simulate the changing relationship between them, they have both an "Allied" option and a "Capture" option. The Lyran Star Kingdom, staunch allies of the Klingon Empire, also has the dual Allied or Capture option with the Romulans.

Given as most of you will simply go straight to the tech tree files and look at who gets what anyways, I might as well tell you what each mixed tech does. Also, bear in mind that mixed tech combines together.

Federation - Klingon = Enables construction of the USS Star Empire (a very powerful Dreadnought)
Federation - Romulan = Enables construction of the USS Cerberus (a Light Cruiser with holographic generators)
Federation - Gorn = Enables construction of Excelsior Class Refit Battlecruisers (stronger hull and shields than the regular Excelsior Class)
Federation - ISC = Refits Excelsiors (and Excelsior Refits if enabled) with Subspace Distortion Generators (long ranged instantaneous travel)
Federation - Hydran = Enables construction of Hornet-B Fightercraft (more phasers than regular Hornets)
Federation - Lyran = Refits Miranda (and the USS Cerberus if enabled) with Defensive ESGs

Klingon - Federation = Refits pIH-S Class Science Frigates with ESPlaDs (Cloak detection)
Klingon - Romulan = Refits Sensor Posts with Cloaking Devices
Klingon - Gorn = Enables construction of the IKS Qeh'Ral (a powerful new Battleship prototype)
Klingon - ISC = Refits pIH-C Class Cargo Frigates with Grappler Beams (immobilises and beams over Klingon Marines)
Klingon - Hydran = Enables construction of StoH'Goh (Steel Fist) Fightercraft (armed with Heavy Photons)
Klingon - Lyran = Refits Chava'Kal Class Assault Transports with Defensive ESGs

Romulan - Federation = Refits Imperial Hawk Class Battleships with Dual Assault Phasers
Romulan - Klingon = Refits War Eagle Class Dreadnoughts with AMFPs
Romulan - Gorn = Refits Legion Class Light Cruisers with GHRCs and Senator Class Command Cruisers with QCBs
Romulan - ISC = Refits Condor Class Dreadnoughts with Standard PPDs.
Romulan - Hydran = Enables construction of Shadowblade Class Fightercraft (armed with Medium Plasmas)
Romulan - Lyran = Refits Centurion Class Heavy Cruisers with Defensive ESGs

Gorn - Federation = Refits Sensor Emplacements with ESPlaDs (Cloak detection)
Gorn - Klingon = Refits King Snake-S Class Scout Frigates with Cloaking Devices
Gorn - Romulan = Refits Grendel Class Dreadnoughts and King Grendel Class Battleships with EHFRCs
Gorn - ISC = Refits Basilisk Class Battlecruisers with Standard PPDs
Gorn - Hydran = Refits Viper Psuedo-Fighters with GHRCs
Gorn - Lyran = Enables the construction of the GNS Queen Derenesktta (a Psuedo-Fighter Tender)

ISC - Federation = Enables construction of Sensor Buoys
ISC - Klingon = Refits Type APA-VII Assault Transports with Grappler Beams
ISC - Romulan = Refits Type FF-IVsc Scout Frigates with Cloaking Devices
ISC - Gorn = Refits Type DD-III (and Type DD-IIId Refits) with GHRCs
ISC - Hydran = Enables construction of Type FA-IX Fightercraft (more phasers than Type FA-VII)
ISC - Lyran = Refits Type CVN-VI Fleet Carriers with Defensive ESGs

Hydran - Federation = Refits Sensor Drones with ESPlaDs (Cloak detection)
Hydran - Klingon = Refits Monarch Class Dreadnoughts with AMFPs
Hydran - Romulan = Refits Archer Class Scout Frigates with Cloaking Devices
Hydran - Gorn = Refits Royal Sovereign Fleet Carriers with Defensive GDDS
Hydran - ISC = Refits Regent Class Light Cruisers with Light PPDs
Hydran - Lyran = Refits Knight Class Destroyers with Offensive ESGs

Lyran - Federation = Refits Sensor Posts with ESPlaDs (Cloak detection)
Lyran - Klingon = Refits Serval Class Assault Transports with Grappler Beams
Lyran - Romulan = Refits Wildcat Class Scout Frigates with Cloaking Devices
Lyran - Gorn = Refits Caracal Class Destroyers with GHRCs
Lyran - ISC = Refits Wildcat Class Scout Frigates with Subspace Jump Drives (short ranged instantaneous travel)
Lyran - Hydran = Enables construction of Occilot Pseudo-Fighters (increased weaponry compared to Occicat PFs)

So as you can see, capturing your enemy's construction tenders, or choosing your allies carefully, can yield some powerful benefits. As mentioned, these stack, so if you were Lyran and allied with the Romulans, then captured an ISC Construction Tender, with the correct research undertaken your Wildcat Class Scout Frigates could Cloak AND have Subspace Jump Drives.

Now to the slightly dull bits. Installation remains the slight odd procedure it was before, but it's simple really and if you have 1.2 installed, all you need do is delete your KA2 EAW folder (inside the FleetOps Mod Folder) then install 1.3. I would not suggest installing it over a 1.2 install as this has not been tested.

I hope to eventually upgrade all the 3d models in KA2, polish it a bit further, work out some balancing issues etc as time goes by. I very much doubt 1.3 will be the final release but, it will be the last for a while (with the exception of bug fixes and such)

So, enjoy! By the time this news goes live it should be available for download.

Lyran Star Kingdom added

Lyran Star Kingdom added

1 year ago News 2 comments

Not a huge update here, just some brief news on what's been going on the past year of development.

Manual Addon Released

Manual Addon Released

2 years ago News 0 comments

A short news post to announce the upload of an addendum to the KA2 Manual

Christmas Update

Christmas Update

2 years ago News 2 comments

Merry Christmas all! A quick update to keep you all informed over the holiday period

The Hydrans are coming! The Hydrans are coming!

The Hydrans are coming! The Hydrans are coming!

3 years ago News 3 comments

Revealing the new 7th race for KA2 Empire at War - The Hydran Kingdoms.

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KA2: Empire at War V.1.41 Patch (FIXED)

KA2: Empire at War V.1.41 Patch (FIXED)

4 days ago Patch 6 comments

KA2 1.41 Patch FIXED (as of 23/11/2015) Corrected version with folder names fixed. Sorry about that

KA2: Empire at War V.1.4 Beta

KA2: Empire at War V.1.4 Beta

1 year ago Full Version 33 comments

This version of KA2 EAW is standalone. It does not require any other mods to be installed.

KA2: Empire at War V.1.31a Patch

KA2: Empire at War V.1.31a Patch

1 year ago Patch 1 comment

Further bug fixes: Certain mixed tech special weapons were not "hidden" correctly - fixed Hydrans and Lyrans missing ships from their yards - fixed Also...

KA2: Empire at War V.1.31 Patch

KA2: Empire at War V.1.31 Patch

1 year ago Patch 1 comment

Firstly, let me apologise. Forgot to alter and add a few files (mainly affecting the Lyrans but also the odd Romulan, Gorn and ISC ships). Thanks to the...

KA2: Empire at War V.1.3 Beta

KA2: Empire at War V.1.3 Beta

1 year ago Full Version 24 comments

Brief changelist for v1.3 Beta - Two New Sides; The Hydran Kingdoms and the Lyran Star Kingdom. - New Terran Empire NPCs that will either be found derelict...

KA2: Empire at War Manual Addon 2

KA2: Empire at War Manual Addon 2

1 year ago Guides 4 comments

A short addendum to the manual for the addition of the Lyrans. PDF Format as usual.

Post comment Comments  (10 - 20 of 226)
alandrew456 May 15 2015 says:

As of recently, I have tried to install Star Trek Armada 2, but discovered my disk was damaged beyond usefulness. So in an attempt to play my favorite star trek game I downloaded a .mds virtual disk, proceeded to mount it and it installed properly but when I attempt to play it states that I don't have enough hard drive space (at least 50MB) which I have plenty of. I was wondering if anyone here knew a way around this or a fix.


+1 vote     reply to comment
delta-q May 16 2015 replied:

On Win7 (64-bit) or higher OS, you need to patch to v1.1 then install "A2Upgrade" for basic gameplay with original campaign.
Or just install the Fleet Operations MOD (but without campaign)

+1 vote     reply to comment
delta-q Jan 26 2015 says:

I edited the maps but I could not see any Space Monsters.
No more Space Monsters?
Bugs inside?

+1 vote     reply to comment
SquireJames Creator
SquireJames May 12 2015 replied:

I don't believe I removed them from the map editor lists. I'll take a look. Also, new patch will be ready soon. Apologies for the wait but I am the sole developer and well, life gets in the way sometimes.

+2 votes   reply to comment
delta-q Jan 17 2015 says:

why my game keep crashes?
have the engine been fixed?

+1 vote     reply to comment
delta-q Jan 17 2015 replied:

what's the GDDS Defensive Mode
could it remove or replaced?

+1 vote     reply to comment
SquireJames Creator
SquireJames Jan 18 2015 replied:

As mentioned, I am working on a patch to fix this issue.

+1 vote   reply to comment
desgowlron Oct 30 2014 says:

Enjoying some good 1v1 against the Klingons, loving this new version! Was wondering, what do you mean you changed cloaking device functionality? Either way, thanks for all the work you put in!

+1 vote     reply to comment
SquireJames Creator
SquireJames Oct 31 2014 replied:

Changed them from regular "cloakingdevice" to FleetOps "cloakingdeviceimp" which allows the Fire-While-Cloaked BoP to work better (doesn't need two cloaking devices now) and also allows standard cloaks to raise shields immediately upon decloaking (so you don't get that unrealistic limitation where decloaking and firing actually leaves you vulnerable rather than being a sound tactic)

+1 vote   reply to comment
jonsin1459 Online
jonsin1459 Oct 29 2014 says:

Just tried your new beta 1.4. Still the same issue, once things start to heat up in terms of action and numbers of units it just crashes.

+2 votes     reply to comment
SquireJames Creator
SquireJames Oct 29 2014 replied:

Unfortunately this is an issue with the FleetOps modified Storm 3d Engine on modern systems. I don't believe there are any more crashes caused by poor coding on my part. I will continue to test though.

+1 vote   reply to comment
SquireJames Creator
SquireJames Nov 7 2014 replied:

Tiny correction. Apparently due to a fault in the FleetOps modified engine, the GDDS Defensive Mode when used by the AI causes crashes. I am working on a new version of the GDDS to fix this.

+2 votes   reply to comment
delta-q Jan 17 2015 replied:

When will the newer version release?

+1 vote     reply to comment
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Star Trek: Armada II
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