Er... this.
Star Wars Empire:
1 – Miner: same as other miners (150/0) YELLOW
2 – Ewok: short little furry guy with a spear (175/0) GREEN
3 – Trooper: Masked guy with armor and a blaster (400/0) LIGHT BLUE
4 – Jedi Consular: Robed guy with a green lightsaber (200/400) DARK BLUE
5 – Sith: Robed guy with a red lightsaber (500/400) DARK BLUE
6 – Jedi Knight: Robed guy with a blue lightsaber (300/300) DARK BLUE
7 – Bounty Hunter: Armored guy with a blaster and a jetpack (450/50) LIGHT BLUE
8 – TIE Fighter: Armored flying ship with a blaster (750/0) RED
9 – AT-AT Walker: Immensely armored walker that shoots lasers (1500/0) RED
Miner: Same stats as all other miners.
Ewok: Like a regular Swordwrath, but its speed is that of a raging Swordwrath.
Trooper: Same health as a Swordwrath, fires 4 times every second, misses 7 out of 8 shots, shots continue until it hits something/goes out of the playing field, moves at the speed of an Archidon. ARMORED
Jedi Consular: Same health as a Shadowrath, attacks like a Shadowrath, and moves at the speed of a Shadowrath.
Sith: Same health as a Shadowrath, attacks like of a raging Swordwrath, and moves at the speed of a Shadowrath.
Jedi Knight: Same health as a Spearton, attacks like of a Shadowrath, and moves at the speed of a Spearton. ARMORED
Bounty Hunter: Same health as a Shadowrath, fires like a trooper, and moves at the speed of a Spearton. ARMORED
TIE Fighter: Same health as an Albowtross, fires like a trooper, and moves like an Albowtross but at the speed of a Shadowrath. ARMORED
AT-AT Walker: Same health as a unupgraded statue, moves twice as slow as a Giant, and fires like a trooper. ARMORED
Jedi Consular: Can heal like a Meric.
Jedi Knight: Can Force Push, knocking a chosen opponent to the ground for about two seconds.
Bounty Hunter: Can toggle between using his jetpack and running. When flying, he cannot be hit by ground melee units, like other flying units. However, he can only fly for one minute before his jetpack runs out of fuel and you must garrison him to refuel.
Yellow:
Miner Hustle: Works the same way as regular Miner Hustle.
Passive Income levels I, II, III: Works the same way as regular Passive Income.
Miner Centipede: Creates tiny centipedes that scurry along the ground and can be used to assassinate one opposing unit. Unit will be assassinated if centipede is not hit before it reaches the unit. Centipedes are as small as bombers.
Costs 100/0 for research and 200/0 for each use. 10 seconds for research, 1 minute cooldown.
Tower Spawn level I, II: Works the same way as a regular Tower Spawn, level I spawns a Jedi Knight, level II spawns a AT-AT walker. HOWEVER, the costs are higher. Level I costs 1000/200 and level II costs 2500/1500.
Green:
Ewok Stones: Ewoks are now ranged units as well as melee units. Stones have the range of a Magikill cast and the damage of a Meric attack cast. Costs 100/50 for research and will automatically be toggled on. Ewoks will switch to spears when in melee, and will always attempt to be in melee if not explicitly instructed not to be in melee. 17 seconds for research.
Castle Ewok levels I, II, III: Exactly like a Castle Archer but the damage is smaller (like regular Ewok stones). Costs less too: 200/0 for level I, 400/0 for level II, and 750/0 for level III.
Resilience: Works the same way as regular Resilience.
Light Blue:
Good Aim Bro: Trooper shoots one shot at any unit that you can see, automatically hitting. Cooldown lasts 10 seconds. Costs 100/100 to research and 50/0 for each shot. 20 seconds for research.
Tracker levels I, II: Works like Shinobi levels I and II, except without the poison. Bounty Hunter may use it, and also Sith. Costs 150/100 to research level I, and 200/150 for level II. Costs 0/30 to activate.
Dark Blue:
Cure: Same as regular Cure, except for Jedi Consulars.
Force Choke: Like Medusa’s Petrify, but with a cool Force choking animation, instant kill for any unit, not just units with low health, and the Sith using it must not be damaged for five seconds. Does nothing to wall/statue. Costs 100/150 to research and 0/50 for each use. 1 minute for research.
Force Lightning: Sith does a constant stream of damage (1/2 bar each second) for 5 seconds to a chosen unit, then poisons the unit, except not really poison, it’s electricity. No difference really, just visually. Range and cooldown is the same as Medusa’s Petrify. Costs 100/150 to research and 0/50 for each use. 1 minute for research.
Rage: Sith rages exactly like a Swordwrath does except for two things: the Sith gets twice his move speed and twice his attack speed, and it’s also 0/100 for each use.
Guardian: Jedi Knight protects a chosen unit on your side. Jedi Knight will only attack a unit that is either attacking him or attacking the chosen unit and will always stay by the chosen unit, but no non-ranged, non-ability attack will be able to damage the chosen unit until the Jedi Knight acting as the Guardian is killed. Cooldown lasts 1 minute. Costs 100/150 to research and 100/50 for each use. One minute for research.
Red:
Hyperspace: TIE Fighter can teleport anywhere in the map. Costs 200/0 for research and 100/0 for each use. Cooldown 20 seconds. 30 seconds to research.
Walker Growth levels I, II: Works like Giant Growth, except for AT-AT Walkers.