


You then have to do diplomacy on the planet until it supports you. With the rebels, yes, it is better to make sure that you have at least 6 (surviving) troops at the end of the battle, to ensure that there is no uprising. The subdue uprising strategy seems to work with the Imperial side only. Your tip about making sure to have enough troops to avoid an uprising ONLY applies when you play as the rebellion. Here's a video where it takes me just two days to make the planet an Imperial supported planet (no garrison requirement) without using long diplomatic missions. When the mission is complete, you sometimes don't even need to do a touch up with a diplomatic mission, as the garrison requirement immediately becomes 0. Each successful subdue uprising mission adds a little bit of popular support in your favor. Then, you send whatever high leadership personnel you have in the area to subdue the uprising. You just remove all troops but one, which will cause an uprising.

There is a much better way to deal with the "rebel planet(s)" instead of sending all of your diplomats there. I usually send Veers to subdue uprisings or incite uprisings, and that's pretty much it. You really don't need war droids or dark troopers, at all. So, you can expect all of your troops (or shield generators) to be easily sabotaged by your opponent. Veers has an awful espionage rating, so he's not very good at foiling missions. I also disagree with assigning Veers as a general. I noticed it takes 4-5 guys to capture Vader. If he sees Vader there, he will use everything he has to capture him. A decent player will do counter espionage on his own planets, 24/7, like you said. In regards to Vader being an excellent choice for incite uprisings missions, that's a good way to get him captured. I disagree with several points you brought up.
