Minor Factions & Planetary Defences

## Minor Factions

Minor Factions are non-playable hostile factions that occupy parts of the galaxy in some Galactic Conquest campaigns. Whilst the destruction of these factions isn't required in order to win a campaign, they can prove to be a serious threat to your interests. They are initially neutral unless provoked, but (with the exception of local pirate forces and Imperial Warlords) will later seek to expand their territory, and will not be afraid to attack major factions in order to do so.

The following minor factions can be encountered in AotR:

* **Local Pirate Forces**

* **Hutt Cartel**
* **Corporate Sector Authority**
* **Hapes Consortium**
* **Imperial Warlords**

### How Minor Factions Play

The three main minor factions (Hutt Cartel, Corporate Sector Authority, and Hapes Consortium) have a unique formula when it comes to attacking the player. The Local Pirate Forces and Imperial Warlords do not get this formula, and they will remain neutral for the entire game, not moving or building units.

At the beginning of the game, the minor factions start with four planets (with the exception of the Hapes, who start with only three). This is the max amount of planets that they can have at the start of the game. As the GC progresses, they will sit back and build up their forces, and because of only having four planets max to control, they will not attack the player early on. Around week 30, their programming kicks in, and goes as follows: Every 10 in game weeks, the minor factions get +1 to planets they can control. For example, if the CSA has control of their starting 4 planets, and the player is on week 38, they can invade any faction close to them (usually the player) and gain control of an additional planet. They then must wait for another 10 weeks to invade another planet. There is one thing to note: While they do not seem to pose that much of a threat, be aware that even though they may not be able to ground invade a planet, they can still attack in space, even if they already invaded a planet. Leaving them alone for too long will allow them to build up to the point where they can start becoming a huge problem, and since most of these minor factions reside in the back lines of the player, areas that are pretty weak in terms of defenses, they can wreak havoc on the player's production and economy.

It should be noted that as of 2.8.1, the Hapes Consortium has a interesting bug attached to it. Because of the fact they only start with three planets, their programming will kick in immediately at the start of the game in order to get that fourth planet. Because of this, the Hapes are very aggressive early on, more so then they should be. One thing to note is that if they do get control of a planet early on, their aggressiveness goes down, and they will not attack until the rest of the minor faction's programming kicks in.

## Planetary Defences

Planetary defences are unique structures which can only be built in the orbit of certain planets. They allow the production of a limited number of warships native to that location, which may otherwise be impossible for a given faction to obtain. They also act like shipyards in space battles, allowing reinforcements to be called in for a cost.

**ALL FACTIONS**

* **Hapan Planetary Defense - (Hapes)**

* **Bakuran Planetary Defense - (Bakura)**

**REBEL ALLIANCE AND BLACK SUN UNDERWORLD**

* **CorSec Planetary Defense - (Corellia)**

**REBEL ALLIANCE/NEW REPUBLIC**

* **Bothan Planetary Defense - (Bothawui)**

**BLACK SUN UNDERWORLD**

* **Mandalorian Planetary Defense - (Mandalore)**