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Star Wars Total War: Imperial Warlords[Semi-Canon]
Star Wars Total War: Imperial Warlords​
In this game, while different factions have different advantages and disadvantages shaping their faction. Doctrines sometimes play a bigger role in how they play. The doctrines are the foundation of how a factions armed forces fights, an influences the tools at your disposal. Each doctrine offers units and buildings to the faction, and some may have faction specific unites tied to certain doctrines. Choosing which doctrine to go for is really important, for they have their strenghts and weaknesses, on top of being built for situations that may not align with what you have at your disposal.
Old Republic Space Doctrine
The doctrine is inspired by the Clone wars. Built around the idea of essentially staking claim on a planet and basically telling everyone else to kriff off or die. And well, people tend to listen as they are REALLY GOOD at any sort of planetary invasion, regardless of being on the defense or offense they can usually back up the claim. They typically field versatile big ships, though they very much have a very notable edge in any planetary assault operations against other doctrines. Though their ships tend to be on the expensive side making them somewhat harder to maintain. But, if caught in deep space, their specialty can cause some real trouble.

Clone Ground Doctrine
This doctrine is built around the infantry. Well equipped, decently trained, and with a vast toolbox to call upon, they are a very versatile force that under a competent commander, can take most planets ESPECIALLY when backed by a Old Republic Space Doctrine fleet. The force is one of the most flexible, albeit lacking in less combat-intensive methods.

Rebel Space and Ground Doctrine
Both doctrines are poorly suited to holding ground in a conventional fashion, which is fitting considering the inspiration are insurrectionists. While not that capable in a direct fight, they are nasty when given an opportunity to do their thing, you will quickly find just how quickly things can go to blip as they wreck havoc in enemy territory, exploiting mobility, enemy unrest, and abilities to keep the enemy from being able to reliably respond.

Droid Space and Ground Doctrine
Rather unique, in that the infrastructure to produce is quite costly. But once built, they can produce units that while weak, are so cheap it hardly matters. They are pretty much the ultimate spammer doctrines, as they are one of the few that could probably respond to a total loss, by simply tossing another force in the general direction. While very inflexible and with limited options, there are very few faction-doctrine combos, other than fellow droid Doctrines that can out-attrition them.

New Republic Space and Ground Doctrine
In both the Ground and space, the Doctrines field a variety of specialized units that work best with full communications, and absolutely nightmarish in defense. These Doctrines are very heavy on the defenses, for if there isn't enough to deter even massive assaults, then clearly there needs to be more. On the attack, their forces tend to be lacking, but on the defense, any force, no matter the doctrine is going to be in for a hard time if they were able to dig in. The sheer level can even be enough to contest a old republic doctrine in their element!

Tarkin Doctrine
This doctrine is built around psychological warfare. Both Ground and Space is built around trying to destroy the enemy's morale, whenever it is oneshotting an enemy capital ship with a superlaser, through Big armor, or just well-placed bribes and-or emergency relief efforts, contrary to what one may assume from how Tarkin operated. They aren't built to end a fight by conventionally destroy a force, but rather by destroying the will to fight, going so far as to consider reputation as an important weapon. Although, Terror, for all of it's flaws is the easiest part to use. It tends to either works great, or not however.

Imperial Space Doctrine
Their answer to everything is usually more guns. Rather basic but it tends to work. Their ships are a bit expensive, but the sheer firepower and respectable durability means they can really hammer those it fights against. It is nice and simple, not really using much in the way of tricks and fancy tactics because bringing enough guns works pretty well.

Veers ground Doctrine
With heavy armor and a large force of infantry, they typically try hammer and anvil tactics on enemies, with armor being the hammer and infantry being the anvil. In general, they use their very numerous assets to try and smash their enemies while ideally limiting their casualties. Though their focus on size without costing quality makes them rather expensive, and they don't exactly have any advantage in replacing their losses. However, clever use of their armor can be devastating.

Chrhod doctrine
In both ground and space it is built on the idea of making a force the best it could be. Ending with a whole army of special forces, they can hit much harder than you may expect, which is good considering not being outnumbered against a peer while using this doctrine means something went horribly wrong for your opponent. While powerful, they take a long time to train, meaning losses will be felt for a long time, making attrition warfare very bad for this doctrine short of insanely lopsided K/D ratios.


A/N: Well, was inspired to try and write an omake about a hypothetical video game based on the quest. Though the tidbits on doctrine may not be that accurate.
 
They are part of the Galactic Empire. Officers taking initiative or doing things without explicit orders is a big no-no unless you have the political capita to get away with it. And we can get away with it, but we need to throw some of our IS at it first.

Also Imperial military doctrine is haphazard and incomplete since Palpatine decide limiting the effectiveness and competency of his military was a lesser evil to not limiting its ability to act beyond his control. We have experienced veterans, but they are experienced veterans of a corrupt military where following orders were more important than things like defeating the enemy. Or at least that is what Bot is going with for the Empire in this quest from my discussions with him on Discord when he was planning this quest.
Is "patrol these routes until reassigned" not an order? I'm not sure I understand the reasoning here. This seems ludicrously dysfunctional, even for the Empire. Needing explicit orders to do anything sounds something more like radioing back to HQ every time you stop across something on a patrol and a strong tendency to kick things up the chain, not needing constant written orders from the top to do standard local manoeuvres. That's the sort of system that falls apart from sheer incompetence in a decade at most, even with benevolent rulers. Especially given how much territory the Empire controlled. I'm sorry, that is silly.

I'm willing to ride it out, but it seems very strange to paint the Empire as comically-inept buffoons whilst the thread is also having it pointed it out to them that Imperial doctrine isn't stupid and was constructed by an intelligent mind who, while overbearingly cruel, was competent. It's a weird disconnect, and I think that's what contributed to the 'half-baked' impression.

[X]Plan: Fixing deficits
 
Clones+Droids mixed doctrine sounds like Phase II Darktroopers: elite infantry armed with droidified power armor.
I do agree a mix is best. I just would lean on the droids more. No B1s but replace them with those stealthier BX Commando Droids as the base unit for infantry. With Clone leadership. Make them wear the same kind of armor so enemies can't know if they are hitting bots or fleshies. Then a more even mix for special ops.
B2s for guard duty and tight spaces the enemy can't out maneuver them.
 
Is "patrol these routes until reassigned" not an order? I'm not sure I understand the reasoning here. This seems ludicrously dysfunctional, even for the Empire. Needing explicit orders to do anything sounds something more like radioing back to HQ every time you stop across something on a patrol and a strong tendency to kick things up the chain, not needing constant written orders from the top to do standard local manoeuvres. That's the sort of system that falls apart from sheer incompetence in a decade at most, even with benevolent rulers. Especially given how much territory the Empire controlled. I'm sorry, that is silly.

I'm willing to ride it out, but it seems very strange to paint the Empire as comically-inept buffoons whilst the thread is also having it pointed it out to them that Imperial doctrine isn't stupid and was constructed by an intelligent mind who, while overbearingly cruel, was competent. It's a weird disconnect, and I think that's what contributed to the 'half-baked' impression.
The Imperial system was built on problems that were exacerbated with the death of the Emperor. In autocratic systems such as these, where your fellow officers are your direct political competitors, you have to massively constrict their operational freedom if you want to keep your subordinates in line and potentially from finding holes in your planning to go join the New Republic or one of the other remnant states. The death of the Emperor as the figurehead the whole system orbited around and Darth Vader as his top dog combined with this disfunctional hierarchy lead to the warlord state the remnants of Empire finds itself in. Breaking up these structures focused on control more than operational flexibility will be hard, but not impossible. I have indeed made my thoughts on this and everyone who finds it half-baked is free to go read something else.

Alternatively you can get your Imperial Support up in the 90+ range. Then we can talk about giving your officers more freedom without reforms.
 
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The Imperial system was built on problems that were exacerbated with the death of the Emperor. In autocratic systems such as these, where your fellow officers are your direct political competitors, you have to massively constrict their operational freedom if you want to keep your subordinates in line and potentially from finding holes in your planning to go join the New Republic or one of the other remnant states. The death of the Emperor as the figurehead the whole system orbited around and Darth Vader as his top dog combined with this disfunctional hierarchy lead to the warlord state the remnants of Empire finds itself in. Breaking up these structures focused on control more than operational flexibility will be hard, but not impossible. I have indeed made my thoughts on this and everyone who finds it half-baked is free to go read something else.

Alternatively you can get your Imperial Support up in the 90+ range. Then we can talk about giving your officers more freedom without reforms.
To be clear, I didn't think of your take as half-baked. I referred to 'half-baked' as the impression that someone else had gathered. I thought your take was wrong, and I still do, but that's a different matter that I'm really not interested in getting into now that I understand your reasoning enough to entertain it for the purposes of the quest. You've already made up your mind about it, as have I, and at this point further discussion of it would be pointless. Or not have enough of a point that I really want to spend energy on it.
 
The Imperial system was built on problems that were exacerbated with the death of the Emperor. In autocratic systems such as these, where your fellow officers are your direct political competitors, you have to massively constrict their operational freedom if you want to keep your subordinates in line and potentially from finding holes in your planning to go join the New Republic or one of the other remnant states. The death of the Emperor as the figurehead the whole system orbited around and Darth Vader as his top dog combined with this disfunctional hierarchy lead to the warlord state the remnants of Empire finds itself in. Breaking up these structures focused on control more than operational flexibility will be hard, but not impossible. I have indeed made my thoughts on this and everyone who finds it half-baked is free to go read something else.

Alternatively you can get your Imperial Support up in the 90+ range. Then we can talk about giving your officers more freedom without reforms.
As the one who came up with the initial idea for the action on discord, I have a suggestion on this matter.

The first set of "Establish Patrols" can remain unchanged, because Imperial Bureaucracy still requires high command to grind through the micro-managing of where every patrol path goes at first before any of the patrols actually start.

After that though, it's "Oversee Patrols." The patrols are still coming and going on their exact paths even if you don't take this action... which is the problem, they're sticking to that exact frakking path and refusing to deviate for anything without orders from higher up the chain, even if a merchant convoy elsewhere in the star system is screaming for help or there's a fleet barreling towards the planet. Plus anyone who keeps an eye out can sooner or later figure out the predictable pattern they're moving in and thus give themselves time tables.

So "Oversee Patrols" actions are constantly needed each turn for the same overall mechanical effect: Being on-station and keeping the bureaucratic wheels churning fast enough to get orders back down the chain that yes you're supposed to respond to this distress call, and figure out when the patrol routes need to be modified (and then write out and issue those modified patrol routes.) But it shouldn't strain belief as much while still getting across that the Empire was and is an over-centralized trashfire where high command is stuck micromanaging everything because no one else is given any initiative.
 
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Vote closed
Scheduled vote count started by BOTcommander on Mar 3, 2022 at 3:09 PM, finished with 35 posts and 14 votes.

  • [X] Plan Preparing In Isolation
    -[X] Maglev Line Expansion (Phase 1), 2 Dice, (20R & 84.04%)
    -[X] Water Treatment Plants (Phase 1 of 2), 1 Die, (15R & 0.00%)
    -[X] Perform Space Prospecting, 1 Die, (5R & 90.00%)
    -[X] Medical Droid Factory, 1 Die, 1 Free Die, (50R & 22.11%)
    -[X]Industrial Droid Assembly Plant (Subordinate), 1 Die, (120R & Autopass)
    -[X] Orbital Farms (Phase 1), 3 Dice, (60R & 100.00%/89.40%?)
    -[X] Set up local informant networks, 2 Die, (10R & 51.49%)
    -[X] Set up Propaganda Bureau, 1 Die, (10R & 78.00%)
    -[X] Childcare Services, 1 Die, (5R & 61.00%)
    -[X] Imperial Clone Research Program Laboratories, 2 Dice, (40R & 65.14%)
    -[X] Exegol Hyperlane Route Beacons, 2 Dice, (30R & 72.99%)
    -[X] Re-equip Ground Forces, 1 Die, (5R & 11.00%)
    -[X] Re-equip TIE squadrons, 1 Dice, (5R & 41.00%)
    -[X] Exegol Inventory (Stage 5), 3 Dice, (15R & 99.87%)
    [X]Plan: Fixing deficits
    -[X]Maglev Line Expansion (Phase 1) 2D 20R 84.04%
    -[X]Water Treatment Plants (Phase 1 of 2) 1D 15R 0%
    -[X]Perform Space Prospecting 1D 5R 100%
    -[X]Auxiliary Droid Factory
    --[X]Subordinate 1D 120R Autopass
    -[X]Medical Droid Factory 1D+1FD 50R 22.11%
    -[X]Orbital Farms (Phase 2) 3D 60R 100%/94.04%/34.56% (Phase 2/3/4)
    -[X]Set up local informant networks 2D 10R 51.49%
    -[X]Set up Propaganda Bureau 1D 10R 78%
    -[X]Childcare Services 1D 5R 61%
    -[X]Imperial Clone Research Program Laboratories 2D 40R 51.49%
    -[X]Exegol Hyperlane Route Beacons 2D 30R 79.84%
    -[X]Re-equip TIE squadrons 2D 10R 88.24%
    -[X]Allow undercover agents to act outside the Unknown Regions 1D 0R
    -[X]Organisational Reorganisation 2D 10R 33.21%
    [X] A bit of corruption to get production going
    -[X]Maglev Line Expansion (Phase 1) 3 dice 30R
    -[X]Perform Space Prospecting 1 die 5R
    [X]Medical Droid Factory 1 free die + 1 die 50R
    -[X]Industrial Droid Assembly Plant 1 die 120R
    --[X]Subordinate(120 Resources)(+15 Resources per Turn)(+6 Capital Goods, +5 Labor, -4 Basing)(moderate rise in corruption)
    -[X]Orbital Farms (Phase 2) 3 dice 60R
    -[X]Set up local informant networks 2 dice 10R
    -[X]Set up Propaganda Bureau 1 die 10R
    -[X]Services (3 Dice): +0 45R
    -[X]Childcare Services 1 die 5R
    -[X]Imperial Clone Research Program Laboratories 2 dice 40R
    -[X]Exegol Hyperlane Route Beacons 1 die 15R
    -[X]Demobilize Ground Forces
    --[X]Small Percentage (Requires one Die)(+6 Labor)
    -[X]Re-equip TIE squadrons 1 die 5R
    -[X]Expansive ISD-II Automation Refit Development 1 die 20R
    -[X]Allow undercover agents to act outside the Unknown Regions
    -[X]Organisational Reorganisation 2 dice 10R

[X] Plan Preparing In Isolation
-[X] Maglev Line Expansion (Phase 1), 2 Dice, (20R & 84.04%)
-[X] Water Treatment Plants (Phase 1 of 2), 1 Die, (15R & 0.00%)
-[X] Perform Space Prospecting, 1 Die, (5R & 90.00%)
-[X] Medical Droid Factory, 1 Die, 1 Free Die, (50R & 22.11%)
-[X]Industrial Droid Assembly Plant (Subordinate), 1 Die, (120R & Autopass)
-[X] Orbital Farms (Phase 1), 3 Dice, (60R & 100.00%/89.40%?)
-[X] Set up local informant networks, 2 Die, (10R & 51.49%)
-[X] Set up Propaganda Bureau, 1 Die, (10R & 78.00%)
-[X] Childcare Services, 1 Die, (5R & 61.00%)
-[X] Imperial Clone Research Program Laboratories, 2 Dice, (40R & 65.14%)
-[X] Exegol Hyperlane Route Beacons, 2 Dice, (30R & 72.99%)
-[X] Re-equip Ground Forces, 1 Die, (5R & 11.00%)
-[X] Re-equip TIE squadrons, 1 Dice, (5R & 41.00%)
-[X] Exegol Inventory (Stage 5), 3 Dice, (15R & 99.87%)
BOTcommander threw 2 100-faced dice. Reason: Maglev Line Expansion Total: 163
84 84 79 79
BOTcommander threw 1 100-faced dice. Reason: Water Treatment Plants Total: 58
58 58
BOTcommander threw 1 100-faced dice. Reason: Perform Space Prospecting Total: 31
31 31
BOTcommander threw 2 100-faced dice. Reason: Medical Droid Factory Total: 58
40 40 18 18
BOTcommander threw 3 100-faced dice. Reason: Orbital Farms (Phase 1) Total: 265
78 78 100 100 87 87
BOTcommander threw 2 100-faced dice. Reason: Set up local informant network Total: 47
26 26 21 21
BOTcommander threw 1 100-faced dice. Reason: Set up Propaganda Bureau Total: 30
30 30
BOTcommander threw 1 100-faced dice. Reason: Childcare Services Total: 4
4 4
BOTcommander threw 2 100-faced dice. Reason: Clone Research Program Total: 81
34 34 47 47
BOTcommander threw 2 100-faced dice. Reason: Exegol Hyperlane Route Beacons Total: 148
65 65 83 83
BOTcommander threw 1 100-faced dice. Reason: Re-equip Ground Forces Total: 20
20 20
BOTcommander threw 1 100-faced dice. Reason: Re-equip TIE squadrons Total: 35
35 35
BOTcommander threw 3 100-faced dice. Reason: Exegol Inventory (Stage 5) Total: 135
41 41 57 57 37 37
BOTcommander threw 1 6-faced dice. Reason: Corruption Total: 1
1 1
BOTcommander threw 3 5-faced dice. Reason: Money Total: 5
2 2 1 1 2 2
BOTcommander threw 3 2-faced dice. Reason: Money Total: 6
2 2 2 2 2 2
 
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Math Post
Maglev Line Expansion (Phase 1) = 305/200 105/???
Water Treatment Plants (Phase 1 of 2) = 58/150
Perform Space Prospecting = 130/100
Medical Droid Factory = 73/150
Industrial Droid Assembly Plant (Subordinate) = Autopass
Orbital Farms (Phase 1) = 392/100 292/100 192/100 92/100 - Critical Success
Set up local informant networks = 47/100
Set up Propaganda Bureau = 107/100
Childcare Services = 64/100
Imperial Clone Research Program Laboratories = 111/100
Exegol Hyperlane Route Beacons = 283/200

Re-equip Ground Forces = 30/100
Re-equip TIE squadrons = 45/70

Exegol Inventory (Stage 5) = 163/50 113/50 63/50 13/50

Stat Changes
+3 Logistics
+15 Resources per Turn
+2 Labour
-5 Basing
+22 Food
+6 Consumer Goods
+6 Capital Goods
+1 Corruption
+625 Resources
 
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Something tells me we can get rid of food rationing next turn. And we are close to finishing the farm station with only 2 stages left (since it was mentioned it has 6 segments). We might even be able to get start some Luxury food projects the turn after the next to generate IS.
 
Something tells me we can get rid of food rationing next turn. And we are close to finishing the farm station with only 2 stages left (since it was mentioned it has 6 segments). We might even be able to get start some Luxury food projects the turn after the next to generate IS.
You can build as many as you want, but narratively the farming stations have six modules.
 
I wonder what that crit will give us. Did someone figure out how to grow space cannabis and we gained some IS from very relaxed officers?
 
I wonder what that crit will give us. Did someone figure out how to grow space cannabis and we gained some IS from very relaxed officers?
+1 Food per each stage of Orbital Farms. Bot confirmed it on the Discord and it is why I have +22 Food under Stat Changes in my Math Post.
 
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