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  (30 - 40 of 1,780)
Draksylaris Oct 31 2014, 2:30pm says:

Out of all the mods I've been following this is the only one that I still look forward to.Most of the others are dead,But I'm glad to see this one is still going strong.Keep up the good work.

+1 vote     reply to comment
cheesecake645 Creator
cheesecake645 Nov 12 2014, 5:29pm replied:

Thanks for your support!

+1 vote   reply to comment
wheelmandan Oct 20 2014, 6:14am says:

are you guys "allied" work with Imperial Civil war Workers?

+1 vote     reply to comment
cheesecake645 Creator
cheesecake645 Oct 26 2014, 5:24pm replied:

Thrawn's Revenge? We are separate teams/entities (there really isn't even a team for Legacy, it's just me with some help from others). We are on good terms though.

+1 vote   reply to comment
Khanti Oct 8 2014, 9:07am says:

I played GC waiting for new version. So here are my thoughts:
1. Single Palleon SD is not enough versus 2 ISDII, even it is said Palleon is powerful.
2. Building many fighter squadrons is better than building ships (faster build time, more firepower).
3. It will be better to temporarily remove land combat (besides starting planets) as it interferences with campaign (too little land combat to produce any land forces anyway).
4. Starting planets should give more pop points and more cash.
5. Is there any research tree? If not setting GC as tech level 5 would be good move.

+1 vote     reply to comment
Khanti Oct 8 2014, 2:55pm replied:

6. Missing names (hardpoints):
Bothan Advanced Destroyer, Longhorn Escort Cruiser.
7. Some ships have missing names.
8. MaximumFleetMovementDistance is too small to attack from Korriban to Yavin 4.
9. Research does not work in GC. To have all ships one need to edit campaign xml or use advanced options when starting campaign.

+1 vote     reply to comment
Barseil_Pellaeon Sep 26 2014, 11:11am says:

Hey there ! Been enjoying myself on that amazing mod of yours for the last 6 months, and I have to say, I LOVE IT ! Thank you soooo much, Cheesecake, your mod is pure genius !

But I have to report a few issues :
- As some other people already reported I think, in the current 1.1 GC the planet Nal Hutta is unreachable, even if I have every other planets under my control I cannot reach it.
- I'm not sure that was reported, but there is another world that I can't reach either : Ilum (this however I do know why: The planet between Muunilinst and Ilum has "disappeared" from the 1.1 GC map - I think it is Aeten II ). However that missing planet was present in the 1.0 GC, so I don't understand why the patch made it disappear ...
- Still when on GC, whenever I try to conquer Bastion, space battle doesn't show my ships (nor enemy ships either), the entire map covered with War Fog, reinforcements can't be brought because the whole area is surrounded by some giant nebula - so each time I want to conquer that planet, I have to auto-resolve, or skip the space battle.
- Last but not least, something that happens from time to time, in GC as well as in Skirmish mode, the AI seems to lose it completely, and isn't doing anything AT ALL. On one occurence of this in GC, while playing as the Krayt Empire I let like 50 turns pass, and then when I came back nothing had changed, there was no message of planet conquest from the enemy ! So I resumed galactic conquest and annexed every single planet (except the two or three mentioned above), and I saw that the Galactic Alliance hadn't move from MonCalamari since the first turn.

I don't know if all those happened to other people, but I felt like I had to report these (whether these are bugs from the mod or come from my side) - however don't miss my point, those issues do not diminish at all the pleasure I take playing on this mod !
So, thanks again for your mod, and I hope we can hear about the next update soon ! (any news here ? :P )

+1 vote     reply to comment
cheesecake645 Creator
cheesecake645 Sep 29 2014, 11:00pm replied:

Thanks for your support, I am glad you enjoy the mod so much. Also thanks for posting about the bugs and issues, I will try to fix what I haven't yet.

I hope to post another article in October, things have been very busy lately with college so I haven't gotten to get much done though.

+2 votes   reply to comment
gord96 Sep 26 2014, 1:37am says:

Wow! Great mod!

I am new to the game, but this is my favourite mod so far. Cool setting and I like that the start positions are just one planet.

Thanks for such a great mod!

+1 vote     reply to comment
gord96 Sep 26 2014, 11:48am replied:

I did notice a few issues and just wanted to share in case no one else had. A few times in battles, the enemies ships are bright green. Not often, but here and there. Also when I built some more bombers as the Empire, their unit card and description says they are a transport of some sort but they are bombers. THis is only with new bombers built. The old bombers are right.


+1 vote     reply to comment
Barseil_Pellaeon Sep 26 2014, 1:02pm replied:

Yes, bright green ships, I've seen that too, especially on ol' Venator destroyers, as well as old Rebel frigates (the pirate units on Fresia) , and maybe some ISDs as well (though I'm not sure for that). So you're not alone in this gord96 ^^

+4 votes     reply to comment
cheesecake645 Creator
cheesecake645 Sep 29 2014, 10:49pm replied:

This is caused by the shaders. I included the shaders the models need but for some reason the issue still arises for some people. Perhaps try to put the shaders folder in the main data folder of the game? That might solve the problem.

+1 vote   reply to comment
Khanti Oct 8 2014, 8:34am replied:

Moving shaders to main data folder solved the problem. But I'm not sure about messing with main folder through.
Why some planets are land accessible (beside starting ones that have to be like Coruscant and Mon Calamari)?

+1 vote     reply to comment
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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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