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* GameBreakingBug: In "Core Assault", there is a rare chance for the CIS attack to instead consist of the CIS sending Dooku stealthed to Coruscant. Since the Republic lacks anti-hero units, and due to how the scenario is coded, Dooku will always reach Coruscant, which will result in an instant loss for the Republic.
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* ATasteOfPower: Much like games such as ''Rome: Total War'', your beginning fleet will usually consist of a few higher-tier units - for example, the Republic usually has at least one Venator Star Destroyer over Coruscant and another one over Bespin. The CIS will also usually start with Lucrehulks and Providences over worlds like Geonosis and Mygetto.

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* ATasteOfPower: Much like games such as ''Rome: Total War'', your beginning fleet will usually consist of a few higher-tier units - for example, the Republic usually has at least one Venator Star Destroyer over Coruscant and another one over Bespin. The CIS will also usually start with Lucrehulks and Providences over worlds like Geonosis and Mygetto.Mygeeto.



** ''Dreadnaught''-class cruisers are not well off in terms of power. They are rather durable, but do not have the best anti-capital ship capability and cannot carry fighters, thus rendering it not very viable when trying to defend a planet from hordes of CIS ships.

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** ''Dreadnaught''-class ''Arquitens''-class light cruisers are not well off in terms of power. They are rather durable, expensive, but do not have the best anti-capital ship capability capability, are frail and cannot carry fighters, thus rendering it not very viable when trying to defend a planet from hordes of CIS ships.



** The "Fall of the Jedi" scenario has a mostly optional sidequest that begins upon reaching Tech Level 5. Upon conclusion of this sidequest, your entire roster of Force-Sensitive heroes is removed due to Order 66 being executed, Palpatine and Anakin are replaced with their Imperial equivalents, and Tarkin is brought in as a governor hero. You also get a few Imperial Star Destroyers with TIE Fighters.
** The CIS get multiple upgraded capacities for their carrier ships and will replace their basic droid bombers with Hyena Bombers (previously exclusive to the garrisons from Admiral Trench's flagship) and many ships will have their carriers upgraded with additional Tri-fighter squadrons.

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** The "Fall of the Jedi" scenario has a mostly optional sidequest that begins upon reaching Tech Level 5. Upon conclusion of this sidequest, your entire roster of Force-Sensitive heroes is removed due to Order 66 being executed, Palpatine and Anakin are replaced with their Imperial equivalents, and Tarkin is brought in as a governor and space hero. You also get a few Imperial Star Destroyers with TIE Fighters.
** The CIS get multiple upgraded capacities for their carrier ships at Tech 5 and will replace their basic droid bombers with Hyena Bombers (previously exclusive to the garrisons from Admiral Trench's flagship) and many ships will have their carriers upgraded with additional Tri-fighter squadrons.

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** At Tech Level 5, the Republic stops deploying V-19 Torrents and NTB Bombers out of Acclamators and Venators and instead starts to deploy V-Wings and ARC-170s.

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** At Tech Level 5, the Republic stops deploying V-19 Torrents and NTB Bombers out of Acclamators and Venators and instead starts to deploy V-Wings and ARC-170s. All Level 5 space stations likewise do the same, although V-19s and NTBs still spawn from lower leveled space stations.


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** The CIS get multiple upgraded capacities for their carrier ships and will replace their basic droid bombers with Hyena Bombers (previously exclusive to the garrisons from Admiral Trench's flagship) and many ships will have their carriers upgraded with additional Tri-fighter squadrons.


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** The CIS outright spawns with ''max level'' space stations over Mygeeto in the "Triad of Evil" scenario, when this should be impossible (the max level of stations over Mygeeto is only Level 3)

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** Some of the planet-unique units suffer from this.
*** As the Republic, controlling Kuat allows you to construct up to three ''Imperator''-class Star Destroyers. While they are awesome at taking down capital ships, they do not carry many fighters and also suffer from rampant pathing issues, rendering them useless unless one drops them directly next to the enemy starbase.
*** Controlling Ryloth as the CIS allows one to construct the special warships of Sabaoth Squadron (up to 4 Sabaoth Destroyers and unlimited number of Sabaoth fighters and Hex Deployers). While the fighters are decent, the Hex Deployers suffer from having no weapons other than their primary weapon (which also cannot deal much damage to capital ships) and the Destroyers are rather fragile and are easily torn apart by fighters.



** At Tech Level 5, the Republic stops deploying V-19 Torrents out of Acclamators and Venators (which also deploy NTB bombers) and instead starts to deploy V-Wings and ARC-170s.

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** At Tech Level 5, the Republic stops deploying V-19 Torrents and NTB Bombers out of Acclamators and Venators (which also deploy NTB bombers) and instead starts to deploy V-Wings and ARC-170s.ARC-170s.
*** Prior to this point, Acclamators slowly get upgraded fighter wings, going from a few V-19s to V-19s and NTB bombers.



** The "Fall of the Jedi" scenario has a quest that begins upon reaching Tech Level 5. Upon conclusion of this brief quest, your entire roster of Force-Sensitive heroes is removed due to Order 66 being executed, Palpatine and Anakin are replaced with their Imperial equivalents, and Tarkin is brought in as a governor hero. You also get a few Imperial Star Destroyers with TIE Fighters.

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** The "Fall of the Jedi" scenario has a quest mostly optional sidequest that begins upon reaching Tech Level 5. Upon conclusion of this brief quest, sidequest, your entire roster of Force-Sensitive heroes is removed due to Order 66 being executed, Palpatine and Anakin are replaced with their Imperial equivalents, and Tarkin is brought in as a governor hero. You also get a few Imperial Star Destroyers with TIE Fighters.
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** It's hard to find a reason to use ''Recusant''-class destroyers. They cannot carry fighters and are fragile for an anti-ship warship. In addition, no small amount of ArtificalStupidity will often have them moving forward and mindlessly ambling on without firing while Republic guns tear them to pieces.

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** It's hard to find a reason to use ''Recusant''-class destroyers. They cannot carry fighters and are fragile for an anti-ship warship. In addition, no small amount of ArtificalStupidity ArtificialStupidity will often have them moving forward and mindlessly ambling on without firing while Republic guns tear them to pieces.
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* AwesomeButImpractical:
** ''Dreadnaught''-class cruisers are not well off in terms of power. They are rather durable, but do not have the best anti-capital ship capability and cannot carry fighters, thus rendering it not very viable when trying to defend a planet from hordes of CIS ships.
** MTTs are rather weak for a CIS ground unit. They have subpar attacks, are very expensive, suffer from pathing issues, and their only ability is to deploy Battle Droid units. At least they only take up one unit capacity...
** Juggernauts don't fare well for being the most expensive ground unit in the Republic's arsenal. They do not have any anti-vehicle capability and their primary trait (their ability to carry troops) is rendered useless in defenses and redundant in offensives because the Republic's primary infantry already move fast enough.
** It's hard to find a reason to use ''Recusant''-class destroyers. They cannot carry fighters and are fragile for an anti-ship warship. In addition, no small amount of ArtificalStupidity will often have them moving forward and mindlessly ambling on without firing while Republic guns tear them to pieces.

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* ATasteOfPower: Much like games such as ''Rome: Total War'', your beginning fleet will usually consist of a few higher-tier units - for example, the Republic usually has at least one Venator Star Destroyer over Coruscant.
* TheBattlestar: Venator Star Destroyers will often be the bulk of a Republic fleet once the logistics to field them ''en masse'' is established. The CIS have Providences (such as the ''Invisible Hand'') as their equivalent.

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* ATasteOfPower: Much like games such as ''Rome: Total War'', your beginning fleet will usually consist of a few higher-tier units - for example, the Republic usually has at least one Venator Star Destroyer over Coruscant.
Coruscant and another one over Bespin. The CIS will also usually start with Lucrehulks and Providences over worlds like Geonosis and Mygetto.
* TheBattlestar: Venator Star Destroyers will often be the bulk Each side has a number of a carrier units. The Republic fleet once have the logistics to field them ''en masse'' is established. The ''Venator''-class Star Destroyer and ''Acclamator''-class assault ships as their most famous ones, while the CIS have Droid Carriers and later on Providences (such as the ''Invisible Hand'') as their equivalent.and Lucrehulks.



** Heavy Artillery Guns for the CIS aren't as glamorous as say, a droid tank or multiple droid gunships, but they are easy to manufacture[[labelnote:Elaboration]]They are the only artillery weapon in the game that is created from the Light Factory instead of the Heavy Factory, which means that you can build it on basically any world while others can only be built on specific planets.[[/labelnote]], and putting them on a planet with a shield and some AATs for support is a rather cheap way to create a fortress world. At least, until the Jedi show up...



* TheComputerIsACheatingBastard: Unlike the player, the AI can advance its tech level without research facilities.

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* TheComputerIsACheatingBastard: TheComputerIsACheatingBastard:
**
Unlike the player, the AI can advance its tech level without research facilities.facilities.
** In certain scenarios, the AI starts off with stronger infrastructure and planets than the player if they start off in the AI's position. The AI can also get planets which are marked red and thus impossible to invade. The most egregious example of this is in the Core Assault scenario. If you are playing as the Republic and then switch to the CIS, you'll find the AI CIS controls far stronger space stations across most of their planets than if a player was playing the CIS, and they also get multiple red planets with massive fleets orbiting them. Flipping the scene, players will soon find the Republic starts off far better as an AI than the Seperatists, as they control stronger space stations and a larger fleet above Coruscant.



** While playing as the Republic in the "Core Assault" map, the player must stop the Confederacy from conquering Coruscant for 45 galactic days to win.[[note]]It is worth noting that you don't actually have to strictly hold out for 45 days - the AI will send a massive feet towards Coruscant at around day 40. The game will simply end once every ship in the fleet is destroyed. In addition, one only needs to guard the space around Coruscant, as the CIS winning a space battle and taking control of the planet's orbit results in an instant loss for the Republic.[[/note]]

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** While playing as the Republic in the "Core Assault" map, the player must stop the Confederacy from conquering Coruscant for 45 galactic days to win.[[note]]It is worth noting that you don't actually have to strictly hold out for 45 days - the AI will send a massive feet towards Coruscant at around day 40.40-42. The game will simply end once every ship in the fleet is destroyed. In addition, one only needs to guard the space around Coruscant, as the CIS winning a space battle and taking control of the planet's orbit results in an instant loss for the Republic.[[/note]]



** The "Fall of the Jedi" scenario has a quest that begins upon reaching Tech Level 5. Upon conclusion of this brief quest, your entire roster of Force-Sensitive heroes is removed due to Order 66 being executed, Palpatine and Anakin are replaced with their Imperial equivalents, and brings in Tarkin as a governor hero. You also get a few Imperial Star Destroyers with TIE Fighters.

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** The "Fall of the Jedi" scenario has a quest that begins upon reaching Tech Level 5. Upon conclusion of this brief quest, your entire roster of Force-Sensitive heroes is removed due to Order 66 being executed, Palpatine and Anakin are replaced with their Imperial equivalents, and brings in Tarkin is brought in as a governor hero. You also get a few Imperial Star Destroyers with TIE Fighters.

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* BoringButPractical: Some relatively early units like the Republic's All Terrain Attack Pod or the CIS Droid Carriers may not be as cool as some later options, but they are solid and reliable units with a high enough damage output to remain a part of your army throughout the whole game.

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* BoringButPractical: Some relatively early units like the Republic's All Terrain Attack Pod or the CIS Droid Carriers may not be as cool as some later options, but they are solid and reliable units with a high enough damage output to remain a part of your army throughout the whole game.game.
** AT-APs are a decent artillery piece that allows one to destroy the droid hordes from a longer range in the early game (when you don't have the AV-7 or AT-TE unlocked).
** CIS Droid Carriers are this in spades. They are cheaper than the CIS's other carriers and are vital if one is starting the game off at a lower tech level, as they are the first carrier unit available.



* DiscOneNuke: Yoda, Mace Windu, and Count Dooku are all available at the first tech level, and all of them are far more powerful than anything else during that portion of the game. During the "From Ashes" scenario, it very well may be viable to just use your heroes to take a planet instead of dealing with the fleet in orbit!
* EarlyBirdCameo: The Republic can build an extremely limited number of Imperial Star Destroyer prototypes out of Kuat, complete with prototype TIE Fighters to boot.

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* DiscOneNuke: DiscOneNuke:
**
Yoda, Mace Windu, and Count Dooku are all available at the first tech level, and all of them are far more powerful than anything else during that portion of the game. During the "From Ashes" scenario, it very well may be viable to just use your heroes to take a planet instead of dealing with the fleet in orbit!
** In some scenarios, if the player starts off at a low tech level, they can obtain extremely high level ships before they can normally be built (the Republic has Venators and the CIS have Providences and even ''Lucrehulks'') starting above some planets.
* EarlyBirdCameo: The Republic can build an extremely limited number of three Imperial Star Destroyer prototypes out of Kuat, complete and when Order 66 is initiated they even get kitted out with prototype TIE Fighters fighters to boot.



** While playing as the Republic in the "Core Assault" map, the player must stop the Confederacy from conquering Coruscant in space for 45 galactic days to win.

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** While playing as the Republic in the "Core Assault" map, the player must stop the Confederacy from conquering Coruscant in space for 45 galactic days to win.[[note]]It is worth noting that you don't actually have to strictly hold out for 45 days - the AI will send a massive feet towards Coruscant at around day 40. The game will simply end once every ship in the fleet is destroyed. In addition, one only needs to guard the space around Coruscant, as the CIS winning a space battle and taking control of the planet's orbit results in an instant loss for the Republic.[[/note]]



** At Tech Level 5, the Republic stops deploying V-19 Torrents out of Acclamators and instead starts to deploy V-Wings and ARC-170s. This also applies to any Venators you begin with, who deploy V-19s and NTB bombers initially.

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** At Tech Level 5, the Republic stops deploying V-19 Torrents out of Acclamators and Venators (which also deploy NTB bombers) and instead starts to deploy V-Wings and ARC-170s. This also applies to any Venators you begin with, who deploy V-19s and NTB bombers initially.ARC-170s.



* SlowPacedBeginning: The aforementioned "From Ashes" scenario takes this up to eleven due to a lack of tech level options (settings or Research Facilities) and every planet after the initial few being nothing but BeefGate fleets and garrisons.
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** The "Fall of the Republic" scenario removes your entire roster of Force-Sensitive heroes due to Order 66 being executed upon reaching Tech Level 5, replaces Palpatine and Anakin with their Empire equivalents, and brings in Tarkin as a governor hero. You also get a few Imperial Star Destroyers with TIE Fighters.

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** The "Fall of the Republic" Jedi" scenario removes has a quest that begins upon reaching Tech Level 5. Upon conclusion of this brief quest, your entire roster of Force-Sensitive heroes is removed due to Order 66 being executed upon reaching Tech Level 5, replaces executed, Palpatine and Anakin are replaced with their Empire Imperial equivalents, and brings in Tarkin as a governor hero. You also get a few Imperial Star Destroyers with TIE Fighters.

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** While playing as the Republic in the "Core Assault" map, the player must stop the Confederacy from conquering Coruscant for 45 galactic days to win.

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** While playing as the Republic in the "Core Assault" map, the player must stop the Confederacy from conquering Coruscant in space for 45 galactic days to win.



* MasterOfNone: Though a useful asset, the Acclimator suffers from this as its fighters are limited (and does not include bombers), its firepower is helpful but exposed to being taken apart piece by piece, and its durability is mostly in their shields rather than their hull.

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* MasterOfNone: Though a useful asset, the Acclimator Acclamator suffers from this as its fighters are limited (and does not include bombers), its firepower is helpful but exposed to being taken apart piece by piece, and its durability is mostly in their shields rather than their hull.



** At Tech Level 5, the Republic stops deploying V-19 Torrents out of Accimator ships and instead starts to deploy V-Wings and ARC-170s. This also applies to any Venators you begin with, who deploy V-19s and NTB bombers initially.
** The Republic also switches out to Phase II clone troopers at Tech 5. Your previous options of recruiting Squads, Platoons, and (Kamino-exclusive) Companies is replaced by just recruiting Companies, while Kamino gains the ability to field the various famous regiments like the 501st or 212th in their place. This does include a mild downgrade, however, as Barracks no longer provide garrison Clone Troopers.

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** At Tech Level 5, the Republic stops deploying V-19 Torrents out of Accimator ships Acclamators and instead starts to deploy V-Wings and ARC-170s. This also applies to any Venators you begin with, who deploy V-19s and NTB bombers initially.
** The Republic also switches out to Phase II clone troopers at Tech 5. Your previous options of recruiting Squads, Platoons, and (Kamino-exclusive) Companies is replaced by just recruiting Companies, while Kamino gains the ability to field the various famous regiments like the 501st or 212th in their place. This does include a mild downgrade, however, as Barracks no longer provide garrison Clone Troopers.



* MyRulesAreNotYourRules: The AI can produce units at cheaper costs than you; the player needs 60,000 credits to construct the ''Malevolence'', but the AI only needs 20,000 credits to build it according to the [[https://republicatwar.com/changelog changelog.]]

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* MyRulesAreNotYourRules: MyRulesAreNotYourRules:
**
The AI can produce units at cheaper costs than you; the player needs 60,000 credits to construct the ''Malevolence'', but the AI only needs 20,000 credits to build it according to the [[https://republicatwar.com/changelog changelog.]]]]
** The AI can get planets that are immune to being attacked and much more developed planets than if you were in their position during the "Core Assault" and "Triad of Evil" scenarios.
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Up To Eleven is a defunct trope


* SlowPacedBeginning: The aforementioned "From Ashes" scenario takes this UpToEleven due to a lack of tech level options (settings or Research Facilities) and every planet after the initial few being nothing but BeefGate fleets and garrisons.

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* SlowPacedBeginning: The aforementioned "From Ashes" scenario takes this UpToEleven up to eleven due to a lack of tech level options (settings or Research Facilities) and every planet after the initial few being nothing but BeefGate fleets and garrisons.

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* ATasteOfPower: Much like games such as ''Rome: Total War'', your beginning fleet will usually consist of a few higher-tier units - for example, the Republic usually has at least one Venator Star Destroyer over Coruscant.
* TheBattlestar: Venator Star Destroyers will often be the bulk of a Republic fleet once the logistics to field them ''en masse'' is established. The CIS have Providences (such as the ''Invisible Hand'') as their equivalent.
* BeefGate: Several, depending on the map.
** "From Ashes" is nothing but this after the initial few planets, as every planet no matter how insigificant will be guarded by at least two Lucrehulks and every planet will have a garrison complete with artillery support to slow you down.
** "Core Assault" has the CIS begin with well-fortified planets complete with maxed out space stations and gun platforms to stop the Republic from taking the offensive early.
* BoringButPractical: Some relatively early units like the Republic's All Terrain Attack Pod or the CIS Droid Carriers may not be as cool as some later options, but they are solid and reliable units with a high enough damage output to remain a part of your army throughout the whole game.



* DiscOneNuke: Yoda, Mace Windu, and Count Dooku are all available at the first tech level, and all of them are far more powerful than anything else during that portion of the game.
* EarlyGameHell: In the "From Ashes" map, you start with only one planet, low income, have to fight through fleets with ships more powerful than yours, and won't be able to advance your tech level for quite some time.

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* DiscOneNuke: Yoda, Mace Windu, and Count Dooku are all available at the first tech level, and all of them are far more powerful than anything else during that portion of the game.
game. During the "From Ashes" scenario, it very well may be viable to just use your heroes to take a planet instead of dealing with the fleet in orbit!
* EarlyBirdCameo: The Republic can build an extremely limited number of Imperial Star Destroyer prototypes out of Kuat, complete with prototype TIE Fighters to boot.
* EarlyGameHell: In the "From Ashes" map, you start with only one planet, low income, have to fight through fleets with ships more powerful than yours, and won't be able to advance your tech level for quite some time.yours with only the most basic units available.



* MasterOfNone: Though a useful asset, the Acclimator suffers from this as its fighters are limited (and does not include bombers), its firepower is helpful but exposed to being taken apart piece by piece, and its durability is mostly in their shields rather than their hull.



* MidSeasonUpgrade: A few things change as you upgrade your tech level, most significantly with the Republic.
** At Tech Level 5, the Republic stops deploying V-19 Torrents out of Accimator ships and instead starts to deploy V-Wings and ARC-170s. This also applies to any Venators you begin with, who deploy V-19s and NTB bombers initially.
** The Republic also switches out to Phase II clone troopers at Tech 5. Your previous options of recruiting Squads, Platoons, and (Kamino-exclusive) Companies is replaced by just recruiting Companies, while Kamino gains the ability to field the various famous regiments like the 501st or 212th in their place. This does include a mild downgrade, however, as Barracks no longer provide garrison Clone Troopers.
** The "Fall of the Republic" scenario removes your entire roster of Force-Sensitive heroes due to Order 66 being executed upon reaching Tech Level 5, replaces Palpatine and Anakin with their Empire equivalents, and brings in Tarkin as a governor hero. You also get a few Imperial Star Destroyers with TIE Fighters.



* OneManArmy: Force-sensitive units are powerful enough to conquer a planet by themselves.

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* OneManArmy: Force-sensitive units are powerful enough to conquer a planet by themselves. This is vital during the "From Ashes" scenario once you run into the BeefGate fleets.


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* SlowPacedBeginning: The aforementioned "From Ashes" scenario takes this UpToEleven due to a lack of tech level options (settings or Research Facilities) and every planet after the initial few being nothing but BeefGate fleets and garrisons.
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* TheMedic: Medical droids heal nearby infantry.
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The mod's official website is [[https://republicatwar.com/ here.]] You can download the mod [[https://www.moddb.com/mods/republic-at-war here.]]


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* EarlyGameHell: In the "From Ashes" map, you start with only one planet, low income, have to fight through fleets with ships more powerful than yours, and won't be able to advance your tech level for quite some time.

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* HoldTheLine:
** While playing as the Republic in the "Core Assault" map, the player must stop the Confederacy from conquering Coruscant for 45 galactic days to win.
** Confederacy players in the "Triad of Evil" map must defend Mygeeto, Felucia, and Saleucami from the Republic for 60 galactic days to win.



** The "Triad of Evil" conquest map gives Republic players only 60 galactic days to conquer Mygeeto, Felucia, and Saleucami. Failing to do so results in the Confederacy winning.
** The "Core Assault" map gives the player only 45 galactic days to conquer Coruscant while playing as the Confederacy. Meanwhile, the Republic has to hold on to Coruscant for the same amount of time to win.

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** The "Triad of Evil" conquest map gives Republic players only 60 galactic days to conquer Mygeeto, Felucia, and Saleucami. Failing to do so results in the Confederacy winning.
Saleucami.
** The "Core Assault" map gives the player only 45 galactic days to conquer Coruscant while playing as the Confederacy. Meanwhile, the Republic has to hold on to Coruscant for the same amount of time to win.
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* TheComputerIsACheatingBastard: Unlike the player, the AI can advance its tech level without research facilities.
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''Republic at War'' is a GameMod for the Creator/LucasArts & Petroglyph PC [[RealTimeStrategy Real-Time Strategy Game]] ''VideoGame/EmpireAtWar'', specifically for the ''Forces of Corruption'' expansion pack. As the name implies, the mod functions like the original game with ''Franchise/StarWars'' prequel-era content, including material from ''WesternAnimation/StarWarsTheCloneWars'' and the Expanded Universe.

The mod has made some gameplay changes. Heavy factories, mining facilities, and research facilities can no longer be built on every planet, the unit cap in both space and land battles has been increased significantly, only one barracks can be on a planet at a time, and medical droids that can heal infantry have been added. Some planets present in the original game like Coruscant and Tatooine have new maps. New planets have also been added. All of this can make the mod feel like an actual prequel to the original game.
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!!''Republic at War'' contains examples of:
* CombatMedic: Barriss Offee and Fixer can attack enemies and also heal friendly units.
* DiscOneNuke: Yoda, Mace Windu, and Count Dooku are all available at the first tech level, and all of them are far more powerful than anything else during that portion of the game.
* HealingFactor: All of the Force-sensitive units recover their HP over time.
* MyRulesAreNotYourRules: The AI can produce units at cheaper costs than you; the player needs 60,000 credits to construct the ''Malevolence'', but the AI only needs 20,000 credits to build it according to the [[https://republicatwar.com/changelog changelog.]]
* OneManArmy: Force-sensitive units are powerful enough to conquer a planet by themselves.
* PromotedToPlayable: In the original game, Dark Side Adepts were enemies that could only be encountered in the campaign. In this mod, players can recruit them on Korriban while playing as the Confederacy.
* TimedMission:
** The "Triad of Evil" conquest map gives Republic players only 60 galactic days to conquer Mygeeto, Felucia, and Saleucami. Failing to do so results in the Confederacy winning.
** The "Core Assault" map gives the player only 45 galactic days to conquer Coruscant while playing as the Confederacy. Meanwhile, the Republic has to hold on to Coruscant for the same amount of time to win.
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