Star Wars: Battlefront II/Galactic Conquest Mode

Galactic Conquest
Galactic Conquest mode is a new mode of gameplay where you take control of one of the four factions and battle for control of the galaxy. There are 13 planets to start with, and when a base planet is captured, it becomes neutral and does not count to the amount of planets you own. Use credits from winning battles and occupying planets to purchase new units and one-time use bonuses. All battles on planets are fought in conquest mode, while space battles are in assault format.

Bonuses
Bonuses can be purchased for anywhere from 200 to 800 credits. All are one-time use and you can only have three at a time.

Energy Boost
Cost: 200 credits

Use: All your units energy meters(not health meters!)replenish faster.

Garrison
Cost: 200 credits

Use: Adds troops to 60 once you fall below a certain number of reinforcements.

Auto-turret
Cost: 200 credits

Use: Guards your command posts with destroyable auto-turrets.

Bacta Tank
Cost: 400 credits

Use: Replenishes the health of all friendly units

Supplies
Cost: 400 credits

Use: Gives you the ability to hold more...well...supplies.

Sabotage
Cost: 600 credits

Use: Damages all enemy vehicles upon spawning in.

Enhanced Blasters
Cost: 600 credits

Use: Amplifies the power of all blaster-type weapons.

Combat Shielding
Cost: 400 credits

Use: Gives your units extra health upon spawning in, denoted by the flashing part of your health meter.

Leader
Cost: 800 credits

Use: Activates that faction's playable hero character for that planet.

Unit Cost
All non-commander units and non-elite units (assault droids, rebel smugglers and the like) are 1000 credits. The Clone Commander, Imperial Officer, MagnaGuard, Bothan Spy, Wookiee Warrior, Dark Trooper, Jet Trooper, and Droideka are all 1800 credits to recruit.

Fleets
Fleets get you around. When one of your fleets occupy the same space as an enemy planet or fleet, a corresponding battle starts. before battle, any applicable bonuses can be activated. All bonuses work in planetary battles, but only sabotage, bacta tank, auto-turret, and combat shielding work in space. If at any time you attack a planet, or take part a space battle, and are defeated you will lose your fleet. You can build a fleet whenever you need one. the cost to build a fleet starts out at 1000 credits, but rises a 1000 credits every time you build one. So try not to lose many battles you start!

Plantetary Battles
Planetary battles start when a fleet occupies the same space as an enemy planet. A confirmation screen, which is a close-up view of your fleet outside the planet, will come up. Press psx: X to continue. The attacker, then the defender will choose a bonus. Then the battle starts. The object is to capture all the command posts or eliminate all enemy troops. When you do either, its victory, same goes for the enemy. There are always 150 reinforcements to start with, which can be added to by the Garrison bonus. There are usually 6 command posts on a planet, but kashyyyk has only 4 and geonosis has 7. Once you have either won or lost the battle, the aftermath screen will come up, showing how many credits each faction earned. Once the planet overview is up, you can continue with more battles.

Space Battles
A space battle starts when two opposing fleets occupy the same space. This type of battle is more used as a way of defense than offense. By winning and destroying an enemy fleet, you prevent a possible threat to a planet. This starts off like a planetary battle, everyone chooses a bonus. When the battle starts, most units find themselves in the hangar, or sometimes in the innerts of the ship. Make your way to a starfighter and use the controls found on the controls page. After you've won or lost, the credit screen comes up. It's a flat 300 credits for a win, and 100 for losing. Be careful, because if you've lost, 100 credits will help you very little in constructing a new fleet!

Types of Ships
Multi-Purpose Starfighters: Jack of all trades, master of none. These ships perform well in attacking other starfighters and capital ships. However, the two other specialized classes are better at both areas.

Scout Class Fighters: This class is more armed towards dominating ship-to-ship battles, but are hardly, if at all, effective at attacking a capital ship.

Bomber Class Fighters: These heavy-hitters are aimed towards capital ships. However, with no lock-on weapons, these ships will have to score a hit the old-fashioned way in a dogfight.

Attack Transport Class Fighters: These ships pack lots of weapons, and the biggest ship in this class seats six! These are designed for raids, and anytime you can land one of these in an enemy hangar, you can spawn units from it. These are very slow.