Legacy Era: Second Imperial Civil War

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16 comments by cheesecake645 on Nov 29th, 2013

This article is the follow-up to the one I posted a few weeks ago, and is replete with a great deal of info about things I mentioned previously. The first topic is the structures that I added to GC mode. These structures will become vital as you expand your forces. Each one offers an enticing advantage, but often at a hefty price.

Commercial Trade-Port
11/28/13 Update

Although already a feature in the mod, the trade-port is receiving a new model and reduction in armament. Because it is a civilian structure, it only has 1 quad turbolaser battery. Like in the past it allows access to many merchant vessels, including the YT-1300, YT-2400, YZ-2500, Action IX Transport, and Gladius Light Freighter. This trade port can be built at most worlds that have sizable populations and trade connections, and it generates a slight income from taxes collected on all trade.
(Credits: UEAW team)

Gas Extractor
11/28/13 Update

The gas extractor is self-explanatory. These structures extract and refine gas into finished products to be used as fuel in everything from weapons and thrusters, to reactors and hyperdrives. These facilities are very vulnerable but have light shielding, and must be well protected due to the highly volatile nature of the gasses. They provide a substantial amount of income, and also a slight population boost because of its additional fleet support capabilities. These structures can only be built in the atmosphere of a gas giant or in the middle of a nebula. Once built, you will be provided with access to the Hex-type Gas Transport and the AG5 Bulk Gas Transport. Although they are very expensive to build they are a worthy investment.
(Credits: UEAW team, Petroyglyph)

Orbital Hydroponics Facility
11/28/13 Update

Going in a different direction, this structure's purpose is not economic, but rather it a support network for local forces. These structures are most commonly found in orbit of agriworlds, planets that are entirely dedicated to agricultural development. They contain pods where various plants are grown to be consumed by military forces. As such, these structures provide a considerable boost in your galactic population cap by having food directly sent to local orbiting forces. These structures have no shields or weapons, so they require much protection. They can be constructed above worlds with high agricultural significance only.
(Credits: UEAW team, Petroglyph)

Supplementary Drydock
11/28/13 Update

For a hefty price, this structure provides a boost to your starship production above worlds that already have major shipyards. In the midst of combat they also provide some repairs to friendly forces. These shipyards slightly reduce the build time for all corvettes, frigates, and capital ships at the location. They are moderately shielded but should still be protected, as they have no weapons. Additionally, a moderate population boost is provided because of its ability to help sustain fleets.
(Credits: UEAW team)

Next up are some new units I hinted at, namely carriers. Both the Alliance and Empire have one each (note that the Alliance already has the Emancipator Heavy Carrier in addition to the new one).

Conquest-class Imperial Carrier
11/28/13 Update

Armament: 6 heavy turbolaser turrets, 3 point-defense laser batteries, 2 proton torpedo launchers Complement: 8 Predator-class Starfighter, 6 Neutralizer-class Bomber, 4 Fury-class Fighter, 3 Reaper-class Assault Fighter and 3 Blitz-class Assault Bomber squadrons (24 squadrons total)

The Conquest-class is the main carrier for the Krayt Empire, in a combined effort by Kuat Drive Yards and Sienar Fleet Systems. It is a mid-sized capital ship, measuring 1,200 meters, between the size of an Ardent Frigate and a Pellaeon Star Destroyer. The carrier is modestly armed with multiple heavy turbolasers and medium torpedo launchers, and a handful of point-defense cannons to ward off fighters. It should be noted that while capable of holding its ground against corvettes and a couple frigates, it is not designed to go head-to-head with a warship such as the Scythe Battlecruiser, or an armada of frigates. Despite this, its shields are considerably powerful, with average armor and sub-light speed. The Conquest-class comes equipped with a class 0.85 hyperdrive; combined with its impressive 24 squadron-capacity, the Conquest makes for a vessel capable of commanding an invasion fleet-just make sure you guard it carefully.
(Credits: EmperorNiko, model and texture; Adamkop, concept)

Watchman-class Fleet Carrier (Types I & II) 11/28/13 Update

Armament: 8 heavy laser cannons, 2 medium turbolaser batteries, 2 concussion missile launchers
Complement: (Type I) 5 CF9 Crossfire and 5 BB-2 Starfire squadrons (10 squadrons total); (Type II) 4 X-83 TwinTail, 2 BB-2 Starfire, 2 I4 Ionizer Starfighter, and 2 RC-2 Twilight Scoutship squadrons (10 squadrons total)

The Watchman is the GA Remnant's answer to the ever-increasing need to provide a mobile base for its fighter-depended fleets, designed by defectors from numerous galactic manufactures . At 500 meters long, it is slightly larger than a ShaShore Frigate. It comes equipped with a class 0.75 hyperdrive, matching the FTL capability of a Scythe Battlecruiser. Despite this, it is considerably slow in sub-light speeds, due mostly to its heavy armor. The multiple heavy lasers can accurately target fighters but are powerful enough to defend against other similarly sized vessels when supplemented by its turbolaser and missile batteries. The larger hangars and hyperdrive system have lead to reduced reactor size, and as such the ship's shields are not very robust. The Watchman comes in two variants: Type I offers the standard fighters, while Type II holds the more advanced (and more expensive) ones. Each kind has different advantages, and while relatively robust, should be escorted into battle as part of an armada.
(Credits: Warb_null)

That concludes all the new content for this update. By the middle of December I will post again, with information regarding the remaining structures for Galactic Conquest, as well as the aforementioned repair ships. I will also try to get a video of gameplay if I have time, because videos are more fun than pictures. So, that's basically it for now. And remember what I said last time, don't ask for a release date. Just don't.

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Post comment Comments  (1600 - 1610 of 1,780)
Hallnavy May 25 2010, 7:35pm says:

Hey guys I've got a quick question.
As many of you know there are issues playing FOC with Windows 7, well there is the "patch" so I can now play the game. However I can not play the mod.

I get all the files where they need to be in my Mod's Folder, however the .exe file that is included in the download is for the directory of Program Files, on Windows 7 the game forces us to download it to Program Files x86. So anyone know how I can get this mod to work on Windows 7?

Thanks guys!

+1 vote     reply to comment
dusty1532 May 30 2010, 10:59am replied:

im running it on window 7 and i didnt need a patch for foc and the mod works fine its only the ewa that doesnt work

+1 vote     reply to comment
Cropto7 May 30 2010, 5:45am replied:

If you do happen to find the answer, could you pm me please
I'm having similar problems with Windows 7 and this mod and the mod is just to awesome to not play it at all

So if someone knows how to fix this, we would all appreciate it :D

+1 vote     reply to comment
david.74000 May 16 2010, 1:31pm says:

ouah !! Your mod is very beautiful. It's great for fans of Star Wars. But i would like to know something. How have you increase the number of the population. It's wonderful the number of units you can have on a map.
Thanks again for this mod !!

+1 vote     reply to comment
cheesecake645 Creator
cheesecake645 May 30 2010, 1:28am replied:

I changed a line of code in a couple files to <Space_Tactical_Unit_Cap>150</Space_Tactical_Unit_Cap>

+1 vote   reply to comment
ploesj42 May 14 2010, 11:21am says:

I must say the ships look awsome!!!
But wil there be misions in GC? To get ships from an other faction perhaps.
The empire still has superweapons right? Can't the consortium and rebels get superweapons, or atleast the consortium.
What will the max amount units be in space battles?
But still, great job.

+1 vote     reply to comment
cheesecake645 Creator
cheesecake645 May 15 2010, 11:43am replied:

While there won't be missions to get other sides' units, I believe there are still those small missions from the original EAW GC. I'm still thinking about what to do with superweapons too. And the space population cap is about 150.

+1 vote   reply to comment
ploesj42 May 16 2010, 2:17pm replied:

I like the fact that the space pop is extended, but now it impossible to win a space battle with only your space station.
He sends abouth 21 stardestroyers each time and they all deploy at the same time, my space station lv.5 holds out for abouth 45seconds.

PS: The consortiom AI bairly moves while the rebels and empire fight like HELL even on easy, that needs balancing.
PSS: I like your work but the venetor "economie" ship is not so good, there is an other mod, return of the clones, where the model is way bether, perhaps you can ask them for it?

+1 vote     reply to comment
icer May 12 2010, 3:26am says:

hey guys, whenever i start this mod up the game crashes (before the splash screen) iv also tried the RotC mod and it does the same thing, can anyone help???

p.s. FoC works fine

+1 vote     reply to comment
Roaming_Mutt May 8 2010, 4:24am says:

Quick question, how do you kill the death star without wedge? I've looked through the instructions and thrown everything I have at it but it won't blow up.

+1 vote     reply to comment
cheesecake645 Creator
cheesecake645 May 8 2010, 1:31pm replied:

It seems that while I edited the xml so it couldn't be built, it wasn't include in the final version. So the only way is to disable it from being built (find the Tech level tag in the file spaceunitssupers.xml and change it to 99 instead of 5).

+1 vote   reply to comment
mikey1871 May 16 2010, 12:33pm replied:

umm, i couldn't find the file named "spaceunitssupers.xml anywhere in your mod and i looked really good. i checked everywhere that i could find; in all the files too. I looked in every file marked "Spaced_unit ???" also looked in the files named "Unit_space ??" both lower cased one and upper cased ones and i couldn't' find a file called "spaceunitssupers.xml", SO could you please make the fix and upload the fix as a patch for us that can't find the file that ur talking about.

I really do like playing your mod, but I can't really win if i can't destroy the death star now can I.

SO until u can fix this little problem, i'll just have to exclusively play Nomada's Alliance 2.3X mod which is also 'super-excellent'!

that was just some incentive to get u to fix it faster hehehe
thanks :)

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Star Wars: Empire at War: Forces of Corruption Icon
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Released Feb 2, 2013
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Highest Rated (3 agree) 10/10

Takes the droll and tediousness vanilla game and rips it out, placing this magnificent shining example of what a great Star Wars strategy game should be instead.

Mar 19 2013, 12:31pm by neronix17

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