Tech 0
Tech 0
Description
Housing Modules house formations of the Grand Army of the Republic. Each module receives fully-equipped clones drawn from Kamino's central production pipeline. Larger formations require higher tech tiers to construct.
Battalion Detachment
Description
Houses one full Battalion of the Grand Army of the Republic (~576 clones), with standard-issue armour, small arms, and supporting equipment
Cost
5,000,000 credits
Upkeep
100,000 credits per turn
Construction Time
1 turn
Description
Support Modules will add specific capabilities to a district: motor pools, hangar bays, repair yards, medical facilities, command suites, training wings, and similar logistics infrastructure.
Pending PvP system
Description
Intelligence Modules generate Espionage Points per turn that may be spent on covert operations, sabotage, information gathering, and counter-intelligence.
Espionage Points generated here can only be used on matters outside of Republic territory and against non-Republic worlds, factions and actors.
Intelligence Bureau
Description
Houses intelligence operatives, runs counter-intelligence, and gathers and processes intelligence on rival factions.
Generates 200 Espionage Points per turn and provides baseline counter-intelligence capacity
Cost
25,000,000 credits
Upkeep
500,000 credits per turn
Construction Time
2 turns
Tech 1
Description
Housing Modules house formations of the Grand Army of the Republic. Each module receives fully-equipped clones drawn from Kamino's central production pipeline. Larger formations require higher tech tiers to construct.
Regiment Encampment
Description
Houses one full Regiment (~2,300 clones), with standard-issue equipment and integrated motor pool, medical, and command capacity
Cost
20,000,000 credits
Upkeep
400,000 credits per turn
Construction Time
1 turn
Description
Support Modules will add specific capabilities to a district: motor pools, hangar bays, repair yards, medical facilities, command suites, training wings, and similar logistics infrastructure.
Pending PvP system
Description
Intelligence Modules generate Espionage Points per turn that may be spent on covert operations, sabotage, information gathering, and counter-intelligence.
Espionage Points generated here can only be used on matters outside of Republic territory and against non-Republic worlds, factions and actors.
Tech 2
Description
Housing Modules house formations of the Grand Army of the Republic. Each module receives fully-equipped clones drawn from Kamino's central production pipeline. Larger formations require higher tech tiers to construct.
Legion Garrison
Description
Houses one full Legion (~9,200 clones) with full Legion supporting infrastructure
Cost
75,000,000 credits
Upkeep
1,500,000 credits per turn
Construction Time
2 turns
Description
Support Modules will add specific capabilities to a district: motor pools, hangar bays, repair yards, medical facilities, command suites, training wings, and similar logistics infrastructure.
Pending PvP system
Description
Intelligence Modules generate Espionage Points per turn that may be spent on covert operations, sabotage, information gathering, and counter-intelligence.
Espionage Points generated here can only be used on matters outside of Republic territory and against non-Republic worlds, factions and actors.
Tech 3
Description
Housing Modules house formations of the Grand Army of the Republic. Each module receives fully-equipped clones drawn from Kamino's central production pipeline. Larger formations require higher tech tiers to construct.
Corps Base
Description
Houses one full Corps (~36,000 clones). Major military installation, serves as primary deployment base for entire regional operations
Cost
250,000,000 credits
Upkeep
5,000,000 credits per turn
Construction Time
3 turns
Description
Support Modules will add specific capabilities to a district: motor pools, hangar bays, repair yards, medical facilities, command suites, training wings, and similar logistics infrastructure.
Pending PvP system
Description
Intelligence Modules generate Espionage Points per turn that may be spent on covert operations, sabotage, information gathering, and counter-intelligence.
Espionage Points generated here can only be used on matters outside of Republic territory and against non-Republic worlds, factions and actors.
Tech 4
Description
Housing Modules house formations of the Grand Army of the Republic. Each module receives fully-equipped clones drawn from Kamino's central production pipeline. Larger formations require higher tech tiers to construct.
Sector Army Headquarters
Description
Houses one full Sector Army (~147,000 clones). Operations-tier military installation, the primary military presence in an entire sector of GAR control
Cost
800,000,000 credits
Upkeep
15,000,000 credits per turn
Construction Time
4 turns
Description
Support Modules will add specific capabilities to a district: motor pools, hangar bays, repair yards, medical facilities, command suites, training wings, and similar logistics infrastructure.
Pending PvP system
Description
Intelligence Modules generate Espionage Points per turn that may be spent on covert operations, sabotage, information gathering, and counter-intelligence.
Espionage Points generated here can only be used on matters outside of Republic territory and against non-Republic worlds, factions and actors.
Tech 5
Description
Housing Modules house formations of the Grand Army of the Republic. Each module receives fully-equipped clones drawn from Kamino's central production pipeline. Larger formations require higher tech tiers to construct.
Systems Army Command
Description
Houses one full Systems Army (~294,000 clones).
Cost
2,500,000,000 credits
Upkeep
50,000,000 credits per turn
Construction Time
6 turns
Description
Support Modules will add specific capabilities to a district: motor pools, hangar bays, repair yards, medical facilities, command suites, training wings, and similar logistics infrastructure.
Pending PvP system
Description
Intelligence Modules generate Espionage Points per turn that may be spent on covert operations, sabotage, information gathering, and counter-intelligence.
Espionage Points generated here can only be used on matters outside of Republic territory and against non-Republic worlds, factions and actors.