- Release Year: 2007
- Platforms: Windows
- Publisher: ak tronic Software & Services GmbH, Disney Interactive, LucasArts
- Genre: Compilation
- Perspective: Top-down
- Game Mode: LAN, Online PVP, Single-player
- Gameplay: Ground combat, Real-time strategy, Space combat
- Setting: Star Wars
- Average Score: 87/100

Description
Star Wars: Empire at War – Gold Pack is a special compilation edition featuring the real-time strategy game Star Wars: Empire at War (Collector’s Edition) and its expansion Forces of Corruption, set in the Star Wars universe during the Galactic Civil War. Players command massive fleets and ground forces as the Galactic Empire or Rebel Alliance, engaging in epic space and planetary battles across the galaxy, with the expansion introducing the rogue Zann Consortium faction and new corruption mechanics for strategic depth.
Gameplay Videos
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Star Wars: Empire at War – Gold Pack Reviews & Reception
metacritic.com (76/100): A great game, still pretty solid on its own.
steambase.io (98/100): Overwhelmingly Positive
artasgames.wordpress.com : These weapons make for some cool gear.
Star Wars: Empire at War – Gold Pack Cheats & Codes
PC
While playing the game, press ~ (tilde) to display the console window. Then, type one of the following codes and press Enter to activate the corresponding cheat function. Alternately, press Shift + Tab to display the console window.
| Code | Effect |
|---|---|
| ? | Display Console Codes |
| CHEAT_Empire_Spawn_Fett | Spawn Boba Fett |
| CHEAT_Empire_Spawn_Veers | Spawn Colonel Veers |
| CHEAT_Empire_Spawn_Vader | Spawn Darth Vader |
| CHEAT_Empire_Spawn_Emperor | Spawn The Emperor |
Star Wars: Empire at War – Gold Pack: Review
Introduction
In the vast expanse of video game history, few titles have captured the epic scale of galactic warfare quite like Star Wars: Empire at War – Gold Pack. Released in 2007 as a definitive compilation, it bundles the original 2006 real-time strategy (RTS) masterpiece Star Wars: Empire at War—complete with its Collector’s Edition bonuses—and the transformative expansion Forces of Corruption. Developed amid the post-prequel fervor of the mid-2000s Star Wars renaissance, this Gold Pack promised not just nostalgic lightsaber duels and TIE fighter swarms, but a revolutionary blend of real-time tactics (RTT) and grand strategy that redefined how players waged war in a galaxy far, far away. Its legacy endures not through flawless perfection, but through audacious innovation: ditching micromanaged resource harvesting for planet-based economies, seamless space-to-ground transitions, and a modding scene that has kept it alive nearly two decades later. As a professional game journalist and historian, my thesis is unequivocal: Empire at War – Gold Pack stands as a pivotal RTS landmark, blending Star Wars lore with accessible yet deep mechanics that influenced hybrid strategy games, while its vibrant community ensures it remains a must-play for fans and strategists alike—flaws in repetition and dated visuals notwithstanding.
Development History & Context
Star Wars: Empire at War emerged from Petroglyph Games, a studio founded in 2003 by alumni of Westwood Studios—the legendary team behind Command & Conquer. Freed from Electronic Arts’ constraints, Petroglyph’s veterans, including key figures like programmer Charlie Smith, channeled their expertise into a fresh take on Star Wars RTS titles. Previous efforts like Star Wars: Galactic Battlegrounds (2001) and Force Commander (2000) had been criticized for mediocrity, shackled by outdated engines and rote Age of Empires clones. Petroglyph promised reinvention, announcing the game for fall 2005 but delivering it on February 16, 2006, for Windows (with a 2007 Mac port by Aspyr).
The heart of this ambition was the bespoke Alamo engine, built from scratch to support higher-end visuals like soft shadows, specular lighting, particle effects for explosions and dust, and scalable battles across planetary surfaces and orbits. Technological constraints of the era—DirectX 9.0c, modest VRAM requirements (32-256 MB)—meant compromises like simplified unit scaling and fewer canonical hardpoints on ships for performance, but these enabled fluid 3D space combat without the era’s typical RTS top-down rigidity. LucasArts published under Disney’s eventual umbrella, with the Gold Pack (September 13, 2007) compiling the base game, Forces of Corruption (October 2006), a Prima hint book (physical copies), and Collector’s Edition extras like bonus content.
The 2006 gaming landscape was RTS-saturated: Company of Heroes innovated cover mechanics, Warcraft III expansions dominated fantasy, and Supreme Commander loomed with massive scales. Empire at War carved a niche by hybridizing RTT (precise unit control) with 4X-lite empire management, sidestepping worker rushes for cinematic flair. Post-launch patches (up to v1.05 for base, v1.1 for expansion) fixed RAM issues and lobbies, while Steam’s 2017-2023 revival—Steamworks multiplayer, Workshop integration, 64-bit upgrade (November 2023), and mod support—addressed GameSpy’s shutdown, ensuring relevance amid modern hardware. Publishers like ak tronic and Disney Interactive bolstered European/physical releases, cementing its cross-platform legacy (ESRB Teen, 1 offline/2-8 online players).
Narrative & Thematic Deep Dive
Empire at War‘s storytelling weaves canonical Galactic Civil War threads with bold “what if” divergences, framed by iconic opening crawls. The Rebel Alliance campaign kicks off with a daring X-wing prototype raid led by Captain Raymus Antilles aboard the Sundered Heart, escalating through missions like the Assault on Kashyyyk (tutorial), Kessel Rescue, and Millennium Falcon extraction. Heroes like Obi-Wan Kenobi, Han Solo, Chewbacca, Luke Skywalker, and Admiral Ackbar shine in setpieces: defending Mon Calamari shipyards or the climactic Battle of Yavin, where players can alter the Death Star’s doom over any planet. It culminates in Luke’s trench run and the medal ceremony, echoing A New Hope.
The Imperial campaign flips the script, with Darth Vader hunting a traitor amid Death Star construction. Tutorials on Ryloth lead to Thyferra assaults, Geonosis subjugation, and Alderaan’s inevitable destruction (unpreventable for narrative fidelity). Alternate endings depict Vader crushing Rebel bases on Alzoc III, Polus, Shola, Hoth, or Yavin 4, or Tarkin firing the superlaser, followed by Palpatine’s triumphant arrival—pure Infinities-style fanfic.
Forces of Corruption introduces the Zann Consortium, a Black Sun offshoot led by crimelord Tyber Zann (voiced luminaries like Scott Lawrence as Vader, Stephen Stanton as Obi-Wan). Set post-Yavin/pre-Endor, its campaign explores corruption mechanics: bribing planets, smuggling, and heists like raiding Coruscant vaults. Heroes include Bossk, IG-88, and Mara Jade.
Thematically, it’s a meditation on power’s corrupting allure. Rebels embody cunning underdogs striking imperial might; Imperials project tyrannical inevitability; Zann twists Star Wars’ moral binary with underworld pragmatism—shields-piercing metal bullets symbolize black-market subversion. Dialogue (e.g., Vader’s chokes, Mon Mothma holograms) and voice cast (Tom Kane as C-3PO, Temuera Morrison as Boba Fett) immerse, though plots suffer “destroy all enemies” repetition. Non-canon flourishes—like early A-wings or Wayland ops—prioritize fun over lore purity, fostering themes of alternate histories that mods like Thrawn’s Revenge amplify.
| Campaign | Key Missions | Heroes | Ending |
|---|---|---|---|
| Rebel | Kashyyyk Assault, Yavin Battle | Luke, Han, Ackbar | Death Star destroyed |
| Imperial | Ryloth, Alderaan Destruction | Vader, Veers, Tarkin | Rebellion crushed |
| Zann | Post-Yavin heists | Tyber Zann, Bossk | Underworld dominance |
Gameplay Mechanics & Systems
Empire at War revolutionizes RTS loops by abstracting economy: no harvesters—instead, credits flow from controlled planets, with bonuses like Kuat’s ship discounts or Bespin’s wealth. Galactic Conquest mode spans 40+ worlds; capture via space battles (secure orbital station) then ground assaults (eliminate surface forces). Attackers claim Reinforcement Points for more units; defenders deploy 10 instantly but face bomber runs. Shields block artillery, build pads spawn turrets/repair stations.
Core Loops Deconstructed:
– Space Combat: RTT precision—target hardpoints (shields, engines) on ships like Imperial-class Star Destroyers (fewer turbolasers for balance). Rock-paper-scissors: TIE swarms vs. X-wings, Y-wing bombers vs. capitals. Heroes like Vader’s TIE Advanced tip scales.
– Ground Combat: Squad-based (stormtroopers, AT-ATs vs. rebels’ T-47 speeders). No full base-building; academies produce offline. Invasion dynamics: landing zones limit forces, natives aid defenders.
– Expansion Innovations: Zann’s corruption (bribe fleets/planets), smuggling raids bypass space. Three factions: Empire (brute force), Rebels (raids), Consortium (subterfuge).
UI is intuitive (battle cam for cinematic views) but clunky in chaos—pathing glitches persist. Progression: Tech via academies unlocks T2/T3 (e.g., AT-AT barges). Multiplayer (LAN/Internet, 2-8) shines in skirmish, with AI balance praised (know unit counters). Flaws: Repetitive campaigns, AI cheating (fleet spawns), unit caps limit spectacle. Mods/Steam Workshop (e.g., 64-bit fixes) enhance depth.
Strengths & Flaws:
– Innovative: Planet perks, no-build battles.
– Flawed: Bugs (Han/Death Star crash), dated pathing.
World-Building, Art & Sound
The galaxy pulses with lore: Yavin 4 temples, Kashyyyk wroshyr trees, Hoth tauntauns—mixing films, EU (Taris, Wayland). 40+ planets vary biomes (Dagobah swamps, Coruscant ecumenopolis), fostering atmosphere via natives (Wookiees aid Rebels).
Art direction: Alamo’s shaders deliver debris fields, exploding hulks—visually punchy for 2006, but zoomed models reveal low-poly smudges, poor scaling (fighters dwarfed). Expansion adds grimy Consortium aesthetics.
Sound elevates: John Williams cues (Imperial March swells), Miles Sound System (Dolby Surround, EAX 4—deprecated post-2023). Explosions thunder, blasters pew-pew authentically, though ground audio feels distant. VO cast (Lloyd Floyd as Luke, Nick Jameson as Palpatine) immerses; battle cam + score crafts cinematic highs.
These elements forge immersion: space debris evokes Empire Strikes Back, ground sieges channel Hoth—flawed visuals can’t dim the atmospheric triumph.
Reception & Legacy
Launch reception was solid: MobyGames cites 80% critics (GameStar: excels in free play’s balanced AI, critiques campaign repetition); players 4.4/5. Metacritic user 7.6/10; Steam’s 98% Overwhelmingly Positive (40k+ reviews) praises mods, space battles. Commercial success: 1M+ units estimated, enduring sales ($6.99 digital).
Reputation evolved via community: Thriving mods (Thrawn’s Revenge, Republic at War, Awakening of the Republic) add eras/diplomacy/upkeep, XML/Lua openness fueling it. Petroglyph’s map editor, 3ds Max plugins enabled this. Steam patches (2017-2023: multiplayer revival, 64-bit, QoL) countered obsolescence; GOG lags but sells.
Influence: Pioneered space/ground hybrids (inspiring Homeworld sequels, Sins of a Solar Empire), mod longevity prefigures Workshop era. In Star Wars gaming, it outshines predecessors, bridging pre-Disney canon—essential for RTS history.
Conclusion
Star Wars: Empire at War – Gold Pack is no mere relic; it’s a strategic cornerstone that distilled cinematic spectacle into playable form, flaws like repetition and visuals be damned. Its planet-driven economy, dual-layer battles, and mod ecosystem cement a definitive verdict: an enduring 9/10 masterpiece, rightfully ensconced in video game history as the pinnacle of Star Wars RTS. For newcomers or veterans, it’s essential—grab it on Steam/GOG, dive into mods, and command the galaxy. In a medium chasing remakes, this one’s community-built immortality proves timeless innovation triumphs.