recursal/Fanatic-Fandom huggingface dataset:
Anti-Air Mobile

The **Anti-Air Mobile** is a Heavy Weapon that is available at the Hvy Weapons Factory in Tech Level 3. It is very effective against Aircraft, but cannot attack ground units. It is far sturdier and does more damage than the Anti-Air Trooper, making it a better choice in most situations, though it is also more expensive.

In Tech Level 4, it can be upgraded to the Hvy Anti-Air Mobile.

> "*Useless against a ground assault, Anti-Air Mobile Heavy Weapons can obliterate Aircraft with ease — and they're also well protected against airborne attacks, making them ideal In conjunction with groups of relatively frail Anti-Air Troopers.*"
> —Manual description
>
>

## List of Anti-Air Mobiles

* Confederacy: Hailfire Droid
* Galactic Empire: AT-AA
* Gungans: Raaptur
* Rebel Alliance: Proton Torpedo Launcher
* Republic: Anti-Air Tank
* Royal Naboo: Mobile Missile Launcher
* Trade Federation: AML
* Wookiees: Proton Torpedo Launcher

## Hidden Stats

The Anti-Air Mobile deals additional damage to the following armor classes:

* +22 to Aircraft
* +75 to Air Cruiser

The Anti-Air Mobile has the following armors

* 0 - Heavy Weapons
* 0 - Base Melee/Armor
* 10 - Base Ranged/DuraArmor

## Gallery

From top row: Galactic Empire, Gungan, Rebel Alliance, Royal Naboo, Trade Federation, Wookiee, Republic, and Confederacy Anti-Air Mobile.Anti-Air Mobile icons.
Shielding

**Shielding** is a technology in the original *Star Wars Galactic Battlegrounds* that is unique to the Royal Naboo, and can be researched at the Fortress in Tech Level 4. It costs 400 **Carbon** and 300 **Nova**, and gives the Royal Crusader shielding. Battle Armor must be researched before it becomes available. The technology is not available in the expansion.

This technology gives the Royal Crusader shielding, effectively doubling their Hit Points. In the expansion, the Elite Royal Crusader gets shields by default, removing the need for this technology.

> "*This Tech Level 4 technology bestows Naboo's Royal Crusaders with a personal shielding system, making them much more resistant to injury.*"
> —Manual description
>
>

## Clone Campaigns changes

This technology is not available in the expansion, unless playing with "All Techs" on.
Star Wars Galactic Battlegrounds Wikia

## Welcome to the Star Wars Galactic Battlegrounds Wikia

This wikia is about the real-time strategy game *Star Wars Galactic Battlegrounds* and its addon *Clone Campaigns*. Here we share information on all the game's factions, units, maps, mechanics, and tie-ins with the Star Wars franchise.

## The History of Star Wars Galactic Battlegrounds

In 1999, *Age of Empires II: The Age of Kings* was released for the PC, running on the Genie Engine. The game was a sequel to the earlier *Age of Empires*, and became immensely popular. In 2000, an expansion for *The Age of Kings* was released, entitled *The Conquerors*.

In 2001, Ensemble Studios, the creator of the *Age of Empires* franchise, teamed up with LucasArts to make *Star Wars Galactic Battlegrounds*, a clone of *The Age of Kings* that ran on the same engine, the Genie Engine. It featured six civilizations, each with its own architecture. The two games were similar in their economy gameplay, but *Galactic Battlegrounds* differed from its parent game in that it featured aircraft, mechs, invisible units, and energy shields. In 2002, an expansion for *Galactic Battlegrounds* was released. Entitled *Clone Campaigns*, it added two new civilizations that were based on the main factions present in *Star Wars Episode II: Attack of the Clones*, which was released around the same time. The original game and its expansion were later sold together in a bundle, called *Star Wars Galactic Battlegrounds Saga*.

The bundle was put on Steam more than 15 years after its initial release. It is also available on GOG for the same price. By 2016, the first version of Expanding Fronts, a fan-made mod, was released, revamping the game with new features, civilizations, units and much more.

## Contents

* Campaigns
* Civilizations
* Gameplay
* Unit classes
Ore Proc Ctr

The **Ore Processing Center** is a building that is available in Tech Level 1. It costs 100 **Carbon**, and is a drop-off point for Ore. It can also research improvements to increase Ore gathering speed. Ore Processing Centers should be built as close as possible to Ore Deposits to reduce the time needed for Workers to drop off resources.

In Tech Level 4, the Trade Federation have access to Fusion Extractor at the Ore Processing Center, which will let them gather Ore faster than anyone else in the game.

## Technologies

Tech Level 2
* Beamdrill Mining

Tech Level 3
* Hvy Duty Beamdrill

Tech Level 4
* Fusion Extractor (Trade Federation only)

> "*Ore Processing Centres should be built close to the purple-hued resource they're designed to collect. A derivative of ore, known as DuraSteel, is a dense compound used mainly for defensive structures, such as Walls, Turrets, and Shield Generators — as well as Fortresses. Ore may not be initially important to a civilisation, but by Tech Level 3 it will begin to figure much more prominently. Ore Processing Centres are also used to research better mining technology, to improve ore-gathering operations.*"
> —Manual description
>
>

## Gallery

From the back row: Galactic Empire, Gungan, Rebel Alliance, Royal Naboo, Trade Federation, Wookiee, Republic, and Confederacy Ore Processing Center.Ore Processing Center icons.
Primary Focusing Coils

**Primary Focusing Coils** is a technology that can be researched at the War Center in Tech Level 2. It costs 100 **Food**, and gives +1 attack to all Mech Factory and Troop Center units, except the Anti-Air Trooper. It must be researched before Cooling Sleeves becomes available.

This technology gives a modest improvement, and the fact that it affects so many units is a point in its favor.

> "*By researching this optimised blaster-firing mechanism, you grant your Troop Centre and Mech Factory units a bonus to their attack strength.*"
> —Manual description
>
>
Superconducting Shields

### **Effect**

Decreases recharge time and increases drop off time for shield activation/deactivation

**Superconducting Shields** is a technology in *Clone Campaigns* that can be researched at the Shield Generator in Tech Level 3. It costs 300 **Nova** and 100 **Ore**, and causes shields to degenerate slower when units leave the Shield Generator's area of effect.

> "*This Tech Level 3 technology, available at your Shield Generator structures, makes them more efficient than before by decreasing shield recharge times for units and structures within range. Furthermore, the Superconducting Shields technology increases the time it takes for the effect of shielding to wear off on units that move beyond the range of a Shield Generator.*"
> —Manual description
>
>
Hvy Pummel

The **Hvy Pummel** is an upgrade of the Pummel, and is available at the Hvy Weapons Factory in Tech Level 4. It has more hit points, attack, armor, and pierce armor than its predecessor.

It is available to all civilizations except the Rebel Alliance, Republic, and Royal Naboo.

> "*Heavy Pummels are enhanced to be even more resistant to damage of all kinds, and their close-range attack is even more damaging to buildings and defenses.*"
> —Manual description
>
>

## List of Hvy Pummels

* Confederacy: Hvy Corporate Alliance Energy Pummel
* Galactic Empire: Hvy Energy Pummel
* Gungans: Large Cerrabore
* Rebel Alliance: Hvy Energy Pummel
* Republic: Hvy Energy Pummel
* Royal Naboo: Hvy Energy Pummel
* Trade Federation: Hvy Energy Pummel
* Wookiees: Hvy Energy Pummel

## Hidden Stats

The Hvy Pummel deals additional damage to the following armor classes:

* +3 to Base Melee/armor
* +12 to Heavy Weapons, Decimators, Tame Animals
* +150 to All Buildings, Walls & Gates

The Hvy Pummel has the following armors

* 1 - Pummels & Cannons
* 15 - Heavy Weapons
* 15 - Base Melee/Armor
* 190 - Base Ranged/DuraArmor

## Gallery

From top row: Galactic Empire, Gungan, Rebel Alliance, Royal Naboo, Trade Federation, Wookiee, Republic, and Confederacy Hvy Pummel.Hvy Pummel icons.
Stimulants

**Stimulants** is a technology that can be researched at the Animal Nursery in Tech Level 2. It costs 75 **Food** and 75 **Carbon**, and makes animals in the nursery produce Food 17% faster than base rate. It must be researched before Genetics becomes available.

This technology should be researched as soon as possible, provided that the player has animals in their nursery. The increased food trickle will mean that the technology quickly pays for itself.

> "*This Tech Level 2 technology is available at Animal Nurseries, and causes these facilities to produce a flow of food at a slightly faster rate.*"
> —Manual description
>
>
Dark Trooper

The **Dark Trooper Phase 1** is a mechanical Trooper that is unique to the Galactic Empire, and is available at the Fortress in Tech Level 3. It is an excellent damage-dealer, more effective than the Strike Mech. It can also detect stealth units, like Jedi/Sith with Jedi Mind Trick, or Gungan Frigates.

In Tech Level 4, it can be upgraded to the **Dark Trooper Phase 2**, which has more hit points and slightly more attack and pierce armor.

Despite being considering mechanized units, Dark Troopers only benefit from upgrades that affect Troop Center units. This includes armor and weapon upgrades at the War Center, and speed and range upgrades at the Troop Center.

> "*This experimental Tech Level 3 ranged attack unit is more effective than Strike Mechs at dispersing enemy infantry formations, and can detect units that are imperceptible to standard scans — units such as concealed Jedi.*"
> —Manual description
>
>

## Hidden Stats

The Dark Trooper Phase I (and Dark Trooper Phase II) units have a bonus against the following armor classes:

* +1 (2) Base Melee/Armor
* +3 (4) to Tame Animals,
* +3 (5) to Pummel & Cannon
* +4 (8) to Jedi & Bounty Hunters
* +4 (5) to Ship, Submarines
* +6 (7) to Base Ranged/DuraArmor
* +13 (14) to Mounted Troopers
* +19 (20) to Troopers

The Dark Trooper Phase I (and Dark Trooper Phase II) units have the following armor classes:

* 2 - Base Melee/ Armor
* 4 (5) - Base Ranged/ Melee Armor
* 0 - Troopers
Sarapin's Bounty

*For the similarly named scenario, see Sarapin's Fury.*

**Sarapin's Bounty** is a bonus scenario included with some copies of the *Star Wars Galactic Battlegrounds: Clone Campaigns* Bonus CD.

> "*The Imperial mining operations on the planet of Sarapin have been disrupted by the Talors and it is your task to restore Imperial rule in the area.*"
>
>
>

> "*Sometime after the Battle of Yavin General Tal Ashen, a trusted leader reporting directly to Darth Vader, and his forces have been dispatched to the planet Sarapin, the Galactic Empire's main energy production planet.
>
> Rand Talor and Kath Talor, notorious Rebel leaders, each command a band of Rebel thugs and have been sighted in the vicinity of one of the Energy Collection Facilities. It is the opportunity the Empire has been looking for to capture them.*"
> —In-game description
>
>

## Scenario Instructions

### Objectives

* Boba Fett must survive.
* Locate Rand and Kath Talor and their hidden base.

## Players

1. **Player** (Galactic Empire)The player starts with Boba Fett in Slave I. Later on, after discovering the Talors, General Tal Ashen lands planetside with a base under the player's control.
2. **General Rand Talor** (Rebel Alliance) The Rebel Base and main opponent.
3. **Kath Talor** (Rebel Alliance) Sends a small assault force after the Talors have been found.
Boss Nass

**Boss Nass** is the third campaign in the game. The campaign is split into two parts, and the player controls the Gungans in both.

In the first part, Boss Gallo unites the Gungan tribes to defeat Boss Rogoe. In the second part, set three thousand years later, his descendant Boss Nass allies with the Royal Naboo to stop the Trade Federation from conquering Naboo.

> "*It is a time of chaos for the Gungans. Three thousand years before the invasion of Naboo by the Trade Federation, the Gungan tribes are at war with each other.
> But a leader has arisen. GALLO, ancestor of Boss Nass, has encouraged the warring factions to unite as one.
> But his pleas fall upon deaf ears. It will take more than words to end the years of bitterness...*"
> —Campaign description
>
>

## Scenarios

1. Otoh Sancture
2. The Gungan Who Would Be Boss
3. Raid on Spearhead
4. Desperate Escape
5. The Chains Are Broken
6. The Liberation of Harte Secur
7. The Battle for Theed (bonus mission)
Nova

**Nova** is one of the four resources, and is used to train units and research technologies.

Workers can gather Nova from Nova Deposits and Nova Stockpiles. Cargo Hovercraft generate Nova by traveling between the player's Spaceport and another player's Spaceport. Players can also get Nova by using a Jedi/Sith to place a Holocron in a Jedi/Sith Temple, where they'll slowly gather an infinite amount of Nova.

The cheat code "forcenova" will give the player 1000 ****Nova****.

## Civilization modifiers

* Confederacy: Geonosian Diligence lets Workers gather all resources 10% faster. Confederacy Alliance gives Cargo Hovercraft +10% speed.
* Republic: Holocrons give more Nova.
* Royal Naboo: Nova collection is 10% faster. Holocrons give more nova.

### Team bonuses

* Confederacy: Cargo Hovercraft return +25% Nova.
AquaHarvester

The **AquaHarvester** is a building that is available in Tech Level 1. It costs 90 **Carbon**, and can be used by Utility Trawlers to gather food. It is essentially an aquatic version of the Farm that provides 715 **Food**, but cannot be upgraded.

AquaHarvesters should be built close to the Shipyard, to reduce the time it takes to drop off resources. They also should be protected from enemy units that can destroy AquaHarvesters, and especially from enemy Utility Trawlers, which can capture them and get free food.

> "*AquaHarvesters function similarly to Farms — they produce a limited supply of food before they must be rebuilt — only AquaHarvesters are built on water, and not by workers but by Utility Trawlers that are built from your Shipyard. An AquaHarvester requires that a Utility Trawler stand by to extract food from it. Unlike Farms, AquaHarvesters cannot be upgraded to produce more food.*"
> —Manual description
>
>

## Gallery

From the back row: Galactic Empire, Gungan, Rebel Alliance, Royal Naboo, Trade Federation, Wookiee, Republic, and Confederacy AquaHarvester.AquaHarvester icons.
Bacta Tanks

**Bacta Tanks** is a technology that can be researched at the Command Center in Tech Level 4. It costs 200 **Food** and 300 **Nova**, and lets garrisoned units heal 4 times faster. It is available to all civilizations except the Trade Federation and Wookiees.

This technology is useful for players that use garrisons to heal units, rather than Medics and Workers. It is particularly apt for civilizations with lots of mechanical units, who'll otherwise have to spend resources to repair their units.

> "*Units garrisoned within buildings and Turrets heal at four times the normal garrison heal rate.*"
> —Manual description
>
>
Basic Training

**Basic Training** is a technology that can be researched at the Command Center in Tech Level 1. It costs 50 **Nova**, and gives Workers +15 Hit Points, +1 armor, and +1 pierce armor. It is available to all civilizations. The Confederacy start the game with Basic Training already researched.

This technology will increases the sturdiness of Workers, making it more likely that they'll live long enough to hide in the Command Center during an attack. They'll also defend themselves better against Rancors and other predators.

> "*Basic Training gives workers units better armor and more hit points, making them tougher to kill.*"
> —Manual description
>
>

## Notes

* This is the only technology that has an individual icon for each civilization. Each icon shows three workers of the respective civilization.
* This is the only technology available in Tech Level 1.

## Gallery

Galactic Empire, Gungan, Rebel Alliance, Royal Naboo, Trade Federation, Wookiee, Republic, and Confederacy icon.
Confederacy Alliance

**Confederacy Alliance** is a technology in *Clone Campaigns* that is unique to the Confederacy, and can be researched at the Spaceport in Tech Level 4. It costs 250 **Food** and 250 **Nova**, and gives Spaceports +500 Hit Points. In addition, it gives Cargo Hovercraft +25 Hit Points and +10% speed.

The increased sturdiness of Spaceports and Cargo Hovercraft is important if the player relies on trade, which is often a good idea when playing as the Confederacy.

> "*The Confederacy Alliance serves to increase the durability of its Spaceport as well as of its Cargo Hovercraft. Cargo Hovercraft are also made faster, and will be able to move 10 percent more quickly than before.*"
> —Manual description
>
>
A Force From the Past

**A Force From the Past** is the first scenario of the Princess Leia campaign. Princess Leia comes to Krant to talk to a Bothan spy, and meets the Jedi Master Echuu Shen-Jon.

## Scenario Instructions

### Objectives

* Find Ghost base and the Bothan Spy with information that is critical to the Rebel Alliance.
* Protect the peaceful villages of Peche and Theenes from Imperial attack.
* At least one of the bridges between Peche and Theenes must remain standing.
* Destroy all Troop Centers and Mech Factories in either Camp Sagol (purple) or Camp Kaxol (blue).
* Princess Leia, C-3PO and Jedi Master Echuu must survive.

### Hints

1. Be prepared for anything. When Imperials are present, well-laid plans frequently go awry.
2. Princess Leia can handle herself in a fight, provided the odds are fair. You had best use her soldiers to protect her from harm.
3. C-3PO is a protocol droid, not a combat unit. Keep him away from battle.

## Players

### Player

* **Player** (Rebel Alliance): The player starts with Leia, C-3PO and a handful of Troopers. They must build up a base and take out one of the two Imperial bases on the map.

### Allies

* **Peche** (Rebel Alliance): One of the two villages at the center of the map. They must be protected from Imperial attacks.
* **Theenes** (Rebel Alliance): The second of the two villages at the center of the map. They must be protected from Imperial attacks.
* **Small Village** (Rebel Alliance): The first village that the player reaches. They immediately come under the player's control.

### Enemies

* **Camp Kaxol** (Galactic Empire): The eastern Imperial base. They have three Troop Centers and one Mech Factory, and will produce units to attack Peche and Theenes.
* **Camp Sagol** (Galactic Empire): The southern Imperial base. They also have three Troop Centers and one Mech Factory, and will produce units to attack Peche and Theenes.

## Strategy

The player starts near a small village, which is immediately attacked by Imperial Troopers. The player should garrison their forces in the Command Center to avoid damage. The enemy Troopers are soon taken down by the Jedi Master Echuu Shen-Jon, and the village comes under the player's control.

The goal of the scenario is to take out one of the two enemy camps while defending the villages at the center of the map, particularly the bridges between the two halves. Building a Spaceport and researching Holonet Tranceiver will let the player see their allies' Line of Sight, which makes it easier to know when the enemy is attacking the villages.

Train Workers and gather resources, then build a Troop Center and start training Troopers and Mounted Troopers. Send some units to guard the bridges, while the rest head to one of the Imperial camps - the camps are identical, so it doesn't matter which one the player chooses. Bring Echuu along, as he will be useful in combat, but Princess Leia and C-3PO should be garrisoned in the Command Center to keep them safe. Once one of the camps has been destroyed, the scenario is over.
Armored Platework

**Armored Platework** is a technology that can be researched at the Airbase in Tech Level 4. It costs 350 **Carbon** and 200 **Nova**, and gives aircraft +4 armor. It is available to the Rebel Alliance, Republic, Royal Naboo, and Wookiees.

This is a useful improvement for keeping aircraft alive longer, but for most of them, the Shield Modifications grants a better protection, and should be researched first.

> "*At Tech Level 4, you may research this advanced, lightweight armor that makes your Aircraft much more resistant to enemy fire.*"
> —Manual description
>
>
Hvy Anti-Air Destroyer

The **Hvy Anti-Air Destroyer** is an upgrade of the Anti-Air Destroyer, and is available at the Shipyard in Tech Level 4. It has slightly more attack, pierce armor, and range than its predecessor.

> "*The Tech Level 4 enhanced version of the Anti-Air Destroyer is not only tougher and stronger, but its surface-to-air missiles have homing capabilities, making them virtually indefensible.*"
> —Manual description
>
>

## List of Hvy Anti-Air Destroyers

* Confederacy: Confederate Hvy Missile Destroyer
* Galactic Empire: Hvy Missile Destroyer
* Gungans: Bongo Hvy Missile
* Rebel Alliance: Hvy Javelin
* Republic: Hvy Missile Destroyer
* Royal Naboo: Hvy Missile Destroyer
* Trade Federation: S-HAAD
* Wookiees: Hvy Liberator

## Gallery

From top row: Galactic Empire, Gungan, Rebel Alliance, Royal Naboo, Trade Federation, Wookiee, Republic, and Confederacy Hvy Anti-Air Destroyer.Hvy Anti-Air Destroyer icons.
Chasing Ghosts

**Chasing Ghosts** is the second scenario of the Princess Leia campaign. Princess Leia finally finds Ghost Base, but it has been taken over by the Galactic Empire. She must drive back the Empire and find Utric Sandov, a Bothan spy.

## Scenario Instructions

### Objectives

* Locate Ghost Base.
* [Optional] Rescue the captured worker droids to the North of Ghost Base by destroying the turret that is guarding them.
* Recapture Ghost Base.
* Get Princess Leia, C-3PO and Jedi Master Echuu to the island of Le'Roche to pick up backup support for your next mission.
* Princess Leia, C-3PO and Jedi Master Echuu must survive.

### Hints

1. Ghost Base must be nearby. It may appear as any indigenous village.
2. The Empire may have found Ghost Base first. Be ready for any contingency.
3. The Emperor has twisted his army's will to the dark side. Any effort to convert them will only result in them taking their own lives.

## Players

### Player

* **Player** (Rebel Alliance): The player starts with a small force. They must build up a base and take back Ghost Base.

### Allies

* **Ghost Base** (Rebel Alliance): The remains of Ghost Base. They have no impact on the scenario.
* **Le'Roche** (Rebel Alliance): An allied base. The player must reach it to win the scenario.

### Enemies

* **Strike force Alpha** (Galactic Empire): The enemy base. The player must destroy it to reclaim Ghost Base.

## Strategy

The player reaches Ghost Base and discovers that it's been taken over by the Empire. Go north and destroy the Turrets to reclaim some Workers, and use them to build a base.

Train an army of Troopers and Hvy Mounted Troopers, and send them to destroy Strike force Alpha. Echuu can go with them, if he is kept safe, but Princess Leia and C-3PO should be placed in the Command Center to keep them from being killed.

Strike force Alpha has a lot of Troopers and Hvy Mounted Troopers, and some Light Turrets guard the base. Once every enemy building has been torn down, the Rebels will reclaim Ghost Base, and two Transport Ships will arrive. Use them to send the three heroes east to Le'Roche and win the scenario.
Commander

The eight Commanders

The **Commander** is a special unit that appears only in Terminate the Commander games. They are foot units with a lot of hit points, but with no attack. They cannot be trained, but every player starts with one.

Players in a Terminate the Commander game must keep their own Commander alive, while killing the enemy's Commanders. If the Commander is killed, the player instantly loses. All players also start with a Fortress, so players commonly garrison the Commander inside it.

Players can always find enemy Commanders by using the Commander Locate button at the Fortress. It costs 400 **Nova**, and temporarily reveals the position of all enemy **Commanders** on the mini-map. It is researched almost instantly, and can be researched again and again.

## List of Commanders

* Confederacy: Count Dooku
* Galactic Empire: Darth Vader
* Gungans: A Boss (possibly Boss Nass)
* Rebel Alliance: Princess Leia
* Republic: Mace Windu
* Royal Naboo: Queen Amidala
* Trade Federation: Nute Gunray
* Wookiees: Chewbacca
Food

**Food** is one of the four resources, and is used to train units and research technologies.

Workers can gather Food from Muja Fruit Bushes, Farms, fish that's close the shore, Food Stockpiles, and huntable and herdable animals. Players can also place herdable animals inside Animal Nurseries, where they'll slowly gather an infinite amount of Food.

Utility Trawlers can gather Food from fish or AquaHarvesters.

The cheat code "forcefood" will give the player 1000 ****Food****.

## Civilization modifiers

* Confederacy: Geonosian Diligence lets Workers gather all resources 10% faster.
* Rebel Alliance: Farm droids carry +5 Food.
* Republic: Kaminoan Refit lets Animal Nurseries work 20% faster.
Tech Level 4

**Tech Level 4** is the fourth and last Tech Level in the game. Players have access to the strongest units in the game, like the Assault Mech, Cannon, and Air Cruiser. Players can build Monuments, and the strongst Turrets and Walls in the game.

## Buildings

* Monument
* Advanced Turret
* Adv Anti-Air Turret
* Shield Wall

## Units

* Repeater Trooper
* Hvy Strike Mech
* Hvy Mech Destroyer
* Assault Mech -> Hvy Assault Mech
* Adv Frigate
* Cruiser -> Adv Cruiser
* Hvy Destroyer
* Hvy Anti-Air Destroyer
* Jedi/Sith Master
* Air Cruiser
* Cannon
* Hvy Artillery
* Hvy Anti-Air Mobile
* Hvy Pummel
* Enh Bomber -> Adv Bomber
* Fast Fighter -> Adv Fighter

### Unique units

* Dark Trooper Phase 2 (Galactic Empire only)
* Hvy Fambaa Shield Generator (Gungans only)
* Armored Airspeeder (Rebel Alliance only)
* A-wing (Rebel Alliance only, expansion only)
* Elite Royal Crusader (Royal Naboo only)
* Hvy Destroyer Droid (Trade Federation only)
* Adv Berserker (Wookiees only)
* Adv Jedi Starfighter (Republic only)
* Elite Geonosian Warrior (Confederacy only)
* Acklay (Confederacy only)

## Technologies

* Droid Assistants
* Integrated Rangefinder
* Dexterity
* Explosive Yields Increased
* Efficient Buildings
* Power Core Shielding
* Advanced Generator
* Advanced Redesign
* Technicians
* Force Strong
* Jedi/Sith Concentration
* Jedi/Sith Purge
* Faith in the Force
* Force Influence
* Jedi/Sith Meditation
* Jedi/Sith Perception
* Jedi Mind Trick
* Bothan SpyNet
* Attack Programming
* Automated Processes
* Presidium
* Bacta Tanks
* Reinforced Frame
* Anti-Air Retrofit (expansion only)
* Mechanics
* Advanced Flight School
* Efficient Manufacturing
* Armored Platework
* Hvy Armor
* Targeting Sensor
* Hvy Plating
* Advanced Power Pack
* Advanced Propulsion
* Redoubled Efforts
* Advanced Scanning Capabilities
* Permacite Plating
* Homing Sensors
* Hvy Weapons Engineers
* Hvy Duty CarbonExtractor
* Galactic Trade Commission
* Cloning
* Advanced Harvesting Program

### Unique technologies

* FarSeeIn Binoculars (Gungans only)
* Walker Research (Galactic Republic only)
* Gungan Creature Armor (Gungans only)
* Wookiee Ingenuity (Wookiees only)
* Sight Beyond Sight (Republic only)
* Taxation (Royal Naboo only)
* Galactic Senate Hub (Republic only)
* Berserker Jet Packs (Wookiees only)
* Upgraded Med Droids (Republic only)
* Geonosian Diligence (Confederacy only)
* Self Regeneration (Wookiees only)
* Creature Training (Gungans only)
* Forest Vision (Wookiees only)
* Geonosian Engineers (Confederacy only)
* A-wing Research (Rebel Alliance only)
* Air Cruiser Boost (Republic only)
* Advanced Engines (Royal Naboo only)
* Faster Growth Chambers (Gungans only)
* Kaminoan Cloners (Republic only)
* Tougher Armor (Rebel Alliance only)
* Droid Upgrades (Confederacy only)
* Fusion Extractor (Trade Federation only)
* Confederacy Alliance (Confederacy only)
* Altered Bargains (Galactic Empire only)
* Market Control (Trade Federation only)
* Kaminoan Refit (Republic only)
Orray

The **Orray** is a huntable animal that runs away when attacked. It provides a lot of Food, making an excellent target for hunting Workers.

Like the Massiff, the Orray has an attack stat of 7. This suggests that it was meant to strike back when attacked, but for some reason, this was not implemented.

## Trivia

* Orrays serve as mounts for the Confederacy Mounted Troopers.
Adv Bomber

The **Adv Bomber** is an upgrade of the Enh Bomber, and is available at the Airbase in Tech Level 4. It has slightly more hit points and attack than its predecessor.

> "*Enhanced Bombers gain slight bonuses to their hit points and attack ratings, but remain relatively slow and thus much more effective in groups, and with escort Fighters.*"
> —Manual description
>
>

## List of Adv Bombers

* Confederacy: Commerce Guild Adv Bomber
* Galactic Empire: TIE Interdictor
* Gungans: Adv Gungan Bomber
* Rebel Alliance: Hvy Y-wing
* Republic: Gunship Bomber Advanced
* Royal Naboo: NB-1T Starbomber
* Trade Federation: Adv Droid Starbomber
* Wookiees: Adv Blade

## Hidden Stats

Adv Bombers have a bonus against the following armor classes:

* +5 to Troopers
* +6 to Mounted Troopers
* +7 to Base Melee/Armor
* +18 to Pummels & Cannons
* +20 Heavy Weapons, Assault Machines, Decimators, Shield & Power Units
* +30 to Tame Animals, Workers
* +40 to Ships, Submarines
* +50 to All Buildings, Walls & Gates
* +125 to Defense Buildings

Adv Bombers have the following armor classes:

* 0 - Aircraft
* 0 - Base Melee/Armor
* 0 - Base Ranged/DuraArmor

## Gallery

From top row: Galactic Empire, Gungan, Rebel Alliance, Royal Naboo, Trade Federation, Wookiee, Republic, and Confederacy Adv Bomber.Adv Bomber icons.Adv gunship bomber (bottom left) concept art
Redoubled Efforts

**Redoubled Efforts** is a technology that can be researched at the War Center in Tech Level 4. It costs 600 **Food** and 200 **Nova**, and reduces the cost of Ships by 20%. It is available to the Gungans, Royal Naboo, and Trade Federation.

This technology will allow the player to field a more cost-effective navy than their opponent, giving them an important advantage.

> "*By focusing the development of your navy, this Tech Level 4 upgrade makes all your Shipyard units much cheaper to produce.*"
> —Manual description
>
>

## Clone Campaigns changes

Originally, this technology cost 900 **Food** and 300 **Nova**. The price was reduced in the expansion.
Cruiser

The **Cruiser** is a Ship that is available at the Shipyard in Tech Level 4. It has a very long range, and can be used to bombard structures on land, but is ineffective against other Ships, and can be easily taken down by Destroyers.

It can be upgraded to the Adv Cruiser.

> "*First available at Tech Level 4, Cruisers fire devastating artillery volleys at an extreme range, making them ideal for coastal bombardrnent. They are otherwise susceptible to aerial attacks or to quick strikes from faster vessels.*"
> —Manual description
>
>

## List of Cruisers

* Confederacy: Confederate Cruiser
* Galactic Empire: Cruiser
* Gungans: Bongo Behemoth
* Rebel Alliance: Prowler
* Republic: GAR Cruiser
* Royal Naboo: Naboo Cruiser
* Trade Federation: S-CRS
* Wookiees: Cruiser

## Gallery

From top row: Galactic Empire, Gungan, Rebel Alliance, Royal Naboo, Trade Federation, Wookiee, Republic, and Confederacy Cruiser.Cruiser icons.
Acklay

The **Acklay** is a Trooper that is unique to the Confederacy, and is available at the Animal Nursery in Tech Level 4. It is a controllable predator that is effective against Troopers.

> "*The Confederacy has the unique ability to use its Animal Nurseries not just for food production, but also as a training ground for various predatory beasts, which are tamed and can then be deployed in battle. Three different predators are available. Two of them become available in Tech Level 3: The Nexu, which is effective against the worker units of opposing civilisations, and the Reek, which is effective against Turrets and against structures in general. In Tech Level 4, the Confederacy can also produce the Acklay, a lumbering creature that can be highly effective against Troopers.*"
> —Manual description
>
>

## Hidden Stats

The Acklay has a bonus against the following armor classes:

* +2 to Base Melee/ Armor
* +5 to Workers
* +15 to Jedi & Bounty Hunters
* +20 to Tame Animals
* +30 to Troopers

The Acklay has the following armor classes:

* 3 - Base Melee/ Armor
* 3 - Base Ranged/ Melee Armor
* 0 - Troopers
* 3 - Wild Animals
Colo Claw Fish

The **Colo Claw Fish** is an aquatic predator that will attack nearby ships. It is slightly faster than the Opee Sea Killer. It can be dangerous to Utility Trawlers, Anti-Air Destroyers, and Transport Ships, as well as Cruisers if it gets too close, as none of the ships can attack it. It will quickly be taken down if it attacks Frigates or Destroyers.
Hvy Mounted Trooper

The **Hvy Mounted Trooper** is an upgrade of the Mounted Trooper, and is available at the Troop Center in Tech Level 2. It has more hit points and attack than its predecessor.

In Tech Level 3, the Hvy Mounted Trooper can be upgraded to the Adv Mounted Trooper.

> "*Like standard Mounted Troopers, these more robust mounted units are armed with close-range weapons that are excellent against slower foes. Heavy Mounted Troopers are significantly stronger, and tougher to bring down. They can also detect unseen units.*"
> —Manual description
>
>

## Notes

* Despite what the manual says, the Hvy Mounted Trooper cannot detect stealthed units.

## List of Hvy Mounted Troopers

* Confederacy: Hvy Orray Trooper
* Galactic Empire: Hvy Dewback Trooper
* Gungans: Hvy Kaadu Trooper
* Rebel Alliance: Hvy Tauntaun Trooper
* Republic: Hvy Blurrg Trooper
* Royal Naboo: Hvy Tuskcat Trooper
* Trade Federation: Hvy Beetle Trooper
* Wookiees: Hvy Dragon Trooper

## Hidden Stats

Hvy Mounted Troopers have a bonus against the following armor classes:

* +2 to Decimators
* +3 to Standard Buildings, Shield & Power Units
* +6 to Defense Buildings
* +7 Base Melee Armor
* +9 Heavy Weapons
* +10 to Mounted Troopers
* +13 to Jedi & Bounty Hunters
* +15 to Tame Animals
* +20 to Pummels & Cannons
* +40 to Wall & Gates

Hvy Mounted Troopers have the following armor classes:

* 4 - Base Melee Armor
* 3 - Base Pierce Armor
* 0 - Troopers
* 0 - Mounted Troopers

## Clone Campaigns changes

* The original Hvy Mounted Trooper for the Royal Naboo was the "Hvy Kaadu w/Royal Trooper". Like the Gungan Hvy Mounted Trooper, it rode a Kaadu into battle. In the expansion, the Kaadu was replaced with a Tusk cat.
* Originally, the Hvy Mounted Trooper had 3 armor. This was increased to 4 in the expansion.

## Gallery

From the top row: Galactic Empire, Gungan, Rebel Alliance, Royal Naboo, Trade Federation, Wookiee, Republic, and Confederacy Hvy Mounted TrooperHvy Mounted Trooper iconsThe original Royal Naboo Hvy Mounted Trooper iconThe original Royal Naboo Mounted Trooper and its upgrades
Advanced Power Pack

**Advanced Power Pack** is a technology that can be researched at the War Center in Tech Level 4. It costs 300 **Food** and 200 **Nova**, and gives +2 attack to all Mech Factory and Troop Center units, except the Anti-Air Trooper. It's available for all civilizations except the Confederacy. Cooling Sleeves must be researched before it becomes available.

The increased attack makes the player's Mechs and Troopers more effective in battle, and the cost isn't too intimidating for a Tech Level 4 technology.

> "*The ultimate in blaster technology, this Tech Level 4 upgrade effectively doubles the effects of the previous Trooper and Mech weapons enhancements.*"
> —Manual description
>
>
Commander Locate

**Commander Locate** is a technology that is only available in Terminate the Commander games, replacing the Bothan SpyNet. It can be researched at the Fortress in Tech Level 1, costs 400 **Nova**, and temporarily reveals the position of all enemy Commanders. It is researched almost instantly, and can be researched again and again.

This technology helps the player locate enemy Commanders, which is useful if the enemy is trying to hide them.
Star Wars Galactic Battlegrounds: Clone Campaigns

The **Clone Campaigns** is the expansion to the original *Star Wars Galactic Battlegrounds*. It was released on May 14, 2002, shortly before the release of *Star Wars: Episode II Attack of the Clones*. It introduced two new civilizations, two new campaigns, and a few units and technologies available to other civilizations. The expansion also included a lot of minor gameplay changes.

## Civilizations

* Confederacy - The Confederacy of Independent Systems (CIS) is good at both troopers and mechs.
* Republic - The Galactic Republic or Old Republic is the benevolent predecessor to the Galactic Empire. They have exceptionally good Jedi and clone troopers.

## Campaigns

* Confederacy: *The dark clouds of galactic strife form over the mysterious planet GEONOSIS. SEV'RANCE TANN, a Confederacy officer and Jedi Master, rushes to join her leader, Count Dooku, on the rocky surface. But a Republic counterattack looms just beyond the landing site...*
* Galactic Republic: *It is a perilous point in history for the Galactic Republic. Fearing a collapse of energy production, Mace Windu, of the Jedi Council, orders ECHUU SHEN-JON, Jedi Master, to the secret world of GEONOSIS. Joining him on his quest is Stam Reath, an impetuous young Padawan with a zest for battle. The secessionist movement, under the control of Count Dooku, has never been stronger, and Echuu fears a Galactic Civil War may be upon the Jedi...*

## Units

Confederacy and Republic unique units are not listed below, only units available to other civilizations.

* Air Cruiser: A slow but long-ranged and incredibly powerful aircraft that can siege bases from the air.
* Power Droid: A cheap but weak mobile Power Core.
* A-wing (Rebel Alliance only): A lightly armored but incredibly fast aircraft that excels at hit-and-run attacks.

## Technologies

* A-wing Research (Rebel Alliance only): Lets the player build A-wings.
* Anti-Air Retrofit: Gives additional range and Line of Sight to anti-air units.
* Efficient Buildings: Causes powered buildings to work faster than before.
* Power Core Shielding: Gives the Power Core a shield.
* Strengthened Assembly: Increases the Hit Points of Power Cores and Power Droids.
* Superconducting Shields: Decreases shield recharge time. Shields last longer when units move out of a generator's area of effect.
* Strengthened Superstructure: Gives Shield Generators more Hit Points.

## Other changes

All civilizations get a new Fortress bonus - a Civilization bonus, applied only to their Fortresses from the beginning of a game.
Jedi/Sith

**Jedi/Sith** are a class of unit, and are trained at the Jedi/Sith Temple. They are melee foot soldiers that are good against Troopers and some Mechs. Jedi/Sith are the only units in the game that can pick up Holocrons.

The Jedi/Sith Apprentice is a simple foot soldier. It can be upgraded to the Jedi/Sith Knight, which is stronger, and has the ability to convert enemy units. The Jedi/Sith Master is not an upgrade of the Knight, but a separate unit. It's even stronger in combat, and its hit points will regenerate. With the right upgrades, the Master can gain stealth, detect stealth units, and convert buildings, Heavy Weapons, Aircraft, and other Jedi/Sith.

All Jedi/Sith are biological.

## Tech Level Availability

### Tech Level 4

* Jedi/Sith Master (Avaliable to Galactic Empire, Royal Naboo, Republic and Rebel Alliance)
Elevation Tracking

### **Effect**

Gives Mechs, Ships, Command Centers, Fortresses, and Turrets +1 attack, range, and line of sight

**Elevation Tracking** is a technology that can be researched at the War Center in Tech Level 2. It costs 150 **Food**, and gives Mechs, Ships, Command Centers, Fortresses, and Turrets +1 attack, range, and line of sight. It must be researched before External Sensor Pod becomes available.

> "*This Tech Level 2 technology enhances Mechs and Ships, as well as Command Centers, Fortresses, and Turrets, with bonuses to their attack ratings, their maximum range and their line of sight.*"
> —Manual description
>
>
Market Insider Trading

**Market Insider Trading** is a technology that is unique to the Trade Federation, and can be researched at the Spaceport in Tech Level 3. It costs 200 **Food** and 100 **Nova**, and reduces the cost of all technologies by 10%. Neimoidian Endorsement must be researched before it becomes available.

The reduced upgrade cost is a nice addition. Like the previous upgrade, the earlier it's researched, the more the player will save.

> "*Similar to the Neimoidian Endorsement, this Tech Level 3 Spaceport technology allows the Trade Federation to research any additional technologies at a reduced price.*"
> —Manual description
>
>
Shield Generator

The **Shield Generator** is a building that is available in Tech Level 3. It costs 250 **Ore**, and generates a shield around itself when powered. All friendly units and buildings within range of the Shield Generator will be shielded.

Shield Generators are very useful when defending a base. Not only will affected units and buildings double their hit points, but the shield also regenerates. This can make defensive units and structures present a much greater challenge to invading armies. When invading a base, it's usually wise to knock out the Shield Generator as quickly as possible - or at least destroy the nearby Power Cores, robbing the Shield Generator of power.

In the expansion, players can also research technologies that increases the strength of the Shield Generator, and reduces the speed at which its shield degenerates.

It must be noted that in no manner can a shield overlap another, adding further durability to units and buildings. This does not only mean that multiple shield generators placed nearby do not have their bonuses stacked up, but also that units protected by other shield types simply see their individual protection nullified. This is true for the Destroyer Droid, whose shield upgrade becomes futile under such circumstances. Moreover, shields cannot completely absorb all damage for units the way buildings do. Units will still take a small amount of damage, thus necessitating the need to heal and repair.

## Technologies

The technologies are only available in the expansion.

Tech Level 3
* Strengthened Superstructure
* Superconducting Shields

> "*This highly useful Tech Level 3 structure casts a powerful shield on all buildings and units in its area of effect. Shields gradually regenerate, and effectively double the hit points of units and buildings that have them. Note that Shield Generators require nearby Power Cores to provide them with energy.*"
> —Manual description
>
>

## Trivia

* The Rebel Shield Generator resembles the one on Hoth in *Star Wars Episode V: The Empire Strikes Back*.

## Gallery

Shield Generator icons.Tech Level 3 - Front row: Galactic Empire, Gungans, Rebel Alliance - Mid row: Royal Naboo, Trade Federation, Wookiees - Back row: Republic, ConfederacyTech Level 4 - Front row: Galactic Empire, Gungans, Rebel Alliance - Mid row: Royal Naboo, Trade Federation, Wookiees - Back row: Republic, ConfederacyDestroyer Droids stationing under a shield generator. Note that their shield reflects their HP, and that it does not double or stack up despite having researched the individual shield for these units.
Pummel

The **Pummel** is a Heavy Weapon that is available at the Hvy Weapons Factory in Tech Level 3. It is effective against buildings and walls, but not units. It has a high resistance to ranged attack, so it should be taken down in close combat.

In Tech Level 4, it can be upgraded to the Hvy Pummel.

> "*These Heavy Weapons platforms are extremely well protected against ranged attacks, and are armed with highly concentrated short-ranged cutting beams that can rip through buildings and defensive structures easily.*"
> —Manual description
>
>

## List of Pummels

* Confederacy: Corporate Alliance Energy Pummel
* Galactic Empire: Energy Pummel
* Gungans: Cerrabore
* Rebel Alliance: Energy Pummel
* Republic: Energy Pummel
* Royal Naboo: Energy Pummel
* Trade Federation: Energy Pummel
* Wookiees: Energy Pummel

## Hidden Stats

The Pummel deals additional damage to the following armor classes:

* +2 to Base Melee/armor
* +6 to Heavy Weapons, Decimators, Tame Animals
* +125 to All Buildings, Walls & Gates

The Pummel has the following armors

* 0 - Pummels & Cannons
* 5 - Heavy Weapons
* 5 - Base Melee/Armor
* 180 - Base Ranged/DuraArmor

## Gallery

From top row: Galactic Empire, Gungan, Rebel Alliance, Royal Naboo, Trade Federation, Wookiee, Republic, and Confederacy Pummel.Pummel icons.
Holocron

The **Holocron**, also known as the **Jedi Holocron**, is an artifact that can be picked up and moved by Jedi/Sith. When it is placed in a Jedi/Sith Temple, it will generate 45 **Nova** every minute.

Garrisoning Holocrons can be a good way to ensure a steady supply of Nova later in the game, once Nova Deposits have run out. Otherwise, the player will have to rely on Cargo Hovercraft or selling other resources at the Spaceport.

In some games, gathering all Holocrons on the map will start a victory countdown. Holocrons captured by the player's allies will contribute to the team's victory so long as every single Holocron on the map is in possession of a team member.
Assault Mech

The **Assault Mech** is a unit created from the Mech Factory, available in Tech Level 4. They are heavy and slow units, with lots of armor and health, and are very expensive. They are best used for situations where buff, tanky units are needed as opposed to cheap, mediocre ones, such as the Trooper. With a powerful though slow Area of Effect attack, Assault Mechs are devastating against groups of units and are also effective against buildings, making them powerful siege units in numbers. Assault Mechs can transport ten units inside them.

Their main weaknesses lie in their lack of agility, the weapons' minimum range, and lacking capacity to attack air units. Therefore, they are vulnerable to getting overrun by melee units and air threats.

The Assault Mech can be upgraded to the Hvy Assault Mech.

> "*Perhaps the most powerful product of the Mech Factory, the Assault Mech can deliver a powerful, explosive attack that severely damages everything in its wide blast radius - especially Ships. In addition, Assault Mechs may be used to transport smaller forces, such as Troopers, within their thickly armoured confines. Note that Assault Mechs cannot attack effectively at close range and cannot attack air units.*"
> —Manual description
>
>

## List of Assault Mechs

* Confederacy: Corporate Alliance Tank Mech
* Galactic Empire: AT-AT
* Gungans: Fambaa
* Rebel Alliance: Attack Tank
* Republic: AT-TE
* Royal Naboo: Steadfast
* Trade Federation: MTT
* Wookiees: Battle Scythe

## Hidden Stats

The Assault Mech unit has a bonus against the following armor classes:

* +2 to Heavy Assault Machines
* +6 to Base Melee/Armor
* +10 to Pummels & Cannons
* +18 to Base Ranged/DuraArmor
* +30 to Heavy Weapons, Assault Machines, Decimators,
* +40 to Tame Animals, Defense Buildings
* +60 to Ships, Submarines, Troopers
* +80 to All Buildings
* +150 to Walls & Gates

The Assault Mech has the following armor classes:

* 0 - Heavy Assault Machines
* 0 - Decimators
* 1 - Assault Machines
* 4 - Base Melee/Armor
* 9 - Base Ranged/ Melee Armor

## Trivia

* The Imperial Assault Mech is the tallest Assault Mech in the game, which reflects their immense height in the movies. Moreover, it is a roughly accurate depiction of their actual size when compared to a humanoid unit in the game.

## *Clone Campaigns* changes

* The manual states that Assault Mechs *"cannot attack air units."* This is no longer true for all civilizations, as the Galactic Empire can research a unique technology, Walker Research, that allows Assault Mechs to attack air units.

## Gallery

From top row: Imperial, Gungan, Rebel, Royal Naboo, Trade Federation, Wookiee, Republic, and Confederate Assault MechsAssault Mech icons