Japp, es gibt auch Deutsche hier im Forum. Moin moin. But back to a language everyone does understand: Admiral Toguro Ani allready wrote about bobardment values. But I am quite sure, the most effective leader for a bombardment is a general. One I was bombarding a planet three times with a Admiral, but I did not damage anything. So I switched him into a General, and badabing badabang he did quite a lot of damage to the planet. I advice you to download and install the RebEd Programm, even if you don't want to edit anything. But with RedEd you can view quite a lot of ship stats, which are not in the manual, for example speed, bombardment rate, repair speed, etc. For the point with the Jedis: Yes, I do think too, that Jedis are too weak in normal play. Espeacially when playing the rebels, the game is allmost over, when you begin your training. Playing the Empire things are a little bit different: Since you can only train until Jedi Student, you can have produced some until turn 200 or something like that. These ones are quite more powerfull than normal characters. Sometimes I even send them on missions without a decoy. But however, usually I insert one more character who is a known Jedi and can train Jedis. This way one character can start the training while the other one is looking for more Jedi candidates. In my oppinion this is more fun. For your point 6, the disturbed diplomacy mission: I had something like this too, once I played the Rebels. In this particular case I found out, that it had nothing to do with an abduction or assassin mission, but whith Darth Vader trying an incite uprising mission. So, perhaps you like to start an espionage mission to your own planet. Point 9, needed troops: Ingame, when you select a planets garison, there should be an information, how many troops you need minimum at this planet. But beware: You won't get a message when the computer did sabotage one of your troops. This way you can suddenly wake up with a message "Your planet is gone uprising."