The time of Diplomacy is over. The length of the war and differing opinions on what should be done to bring the war to an end has led to a splintering of the groups involved. The controlling powers-that-be have depleted arsenals and seemed to have exhausted all efforts of diplomacy. Trapped in a stalemate, sub-factions have rebelled and broken off the main alignments. Rebellion is upon us.

A full-fledged expansion to the original, Sins of a Solar Empire: Rebellion draws you even deeper into the galactic struggle for supremacy with appealing new factions, terrifyingly cool new ships of all sizes, enhanced lighting and particle effects for increased visual pleasure and all-new victory conditions.

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We've usually done some general faction overviews for each faction, talking roughly about rosters and whatnot. For this release, I've decided to go a bit more in depth with additional videos showing off some of the stuff that's less conducive to a text update without it being 50 paragraphs long. In these videos, I'll go over all the major tech, roster and ability updates for each faction in 1.1, starting with the Pentastar Alignment and ending with a separate videos on the heroes.

This isn't replacing the other text faction profiles when we add factions (the Hapans will be getting their full treatment after 1.1's release), it's supplemental. I'll also be recording full playthroughs for Corey Loses.


In this video, we talk about some shuffling in the PA frigate lineup, the new capital ship abilities, potential Lucrehulk replacement, Naval Station Validusia, and some quick Veterancy & Upkeep system demonstrations.


Taiidan Fighter Squadrons Progression Update

Taiidan Fighter Squadrons Progression Update

The Homeworld Returns... 9 comments

Pictures of the Taiidan fighter squadrons in Sins of a Solar Empire: Rebellion.

Empire of the Hand: Past, Present and Future

Empire of the Hand: Past, Present and Future

News 12 comments

The Empire of the Hand has always been one of our favourite aspects of the mod to develop, giving us an opportunity to explore an area of the Legends...

Discussing Problems and Whats being developed

Discussing Problems and Whats being developed

The Homeworld Returns... 9 comments

Discussing the problems about this mod and the differences between SOASE and the Homeworld games. At the bottom of the article includes what is currently...

Announcing TREKWARS Galaxies Collide

Announcing TREKWARS Galaxies Collide

News 38 comments

MASSIVE ANNOUNCEMENT, HAVE YOU EVER WONDERED WHAT WOULD HAPPEN IF TWO GALAXIES COLLIDED! Then look no further as the Stellar Parallax Team joined by the...

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Stars 3.34

Stars 3.34

Stars Full Version 7 comments

IDEA: more realistic universe VERSION: 3.34 COMPATIBLE: Rebellion 1.9 NEW: few new tunes

Maelstrom Rebellion Expansion v1.9 R12 (+DLC's)

Maelstrom Rebellion Expansion v1.9 R12 (+DLC's)

Maelstrom Full Version 36 comments

The Maelstrom Mod for Rebellion. A epic battle between seven unique races ... TEC, Vasari, Advent, Norlamins, Replicators, Trade Alliance and the Pirates...

SoGE 4.11.1 release for SoaSE: Rebellion

SoGE 4.11.1 release for SoaSE: Rebellion

Sins of a Galactic Empire Full Version 21 comments

Sins of a Galactic Empire (SoGE) 4.11.1 release for Sins of a Solar Empire: Rebellion 1.90, a Star Wars total conversion mod for Sins of a Solar Empire.

trivial_options_mods_pak_main_2017-04-09.zip

trivial_options_mods_pak_main_2017-04-09.zip

Trivial Options Mods Pak Full Version

This .zip contains all contents in the Trivial Options Mod Pak, including the Extra Random Maps. Updated for SOASE:R v1.90

trivial_options_component_mods_2017-04-09.zip

trivial_options_component_mods_2017-04-09.zip

Trivial Options Mods Pak Full Version

This .zip contains individual minimods that were merged into "Trivial Features" in the main download. Updated for SOASE:R v1.90

Tim's Sins Rebellion Map Pack V1

Tim's Sins Rebellion Map Pack V1

Installer Tool 1 comment

Tim's Sins Rebellion Map Pack V1 is an auto play menu I designed to help people install multiple maps using a simple interface Contains the following...

Comments  (0 - 10 of 235)
Hellstormer321
Hellstormer321

Hi, I gotta ask, how do u colonize planets moons? (IF ITS POSSIBLE) cuz I finished research that says I can colonize moons but I have no idea how

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ToxicBlood
ToxicBlood

I have no idea how many of you are interested in massive graphic upgrades but if you are ^_^ Moddb.com Version 0.5.5 going to be released march 20th.

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Technotron42
Technotron42

I think a Sins mod dedicated to just the Clone Wars era in Star Wars would be great, as there are mods for the Galactic Civil War and after that time (New Republic e.t.c.).

There is Sins of a Galactic Empire but, it has all 3 eras (Clone wars, Galactic Civil War and post Original movies(Legends)).

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BrokenHopes
BrokenHopes

so booted up sins again and played the mod again and there is something that always bugged me. later in the game some ships don't work. as in the fleet has to be entirely that ship or not have it at all for the ship to remember to follow the given orders. like the corellian gunship (not that i mind having a fleet of gunships as a rapid response till larger ships arrive to back it up) a point defense fleet if you will.

(note this is for the intergen mod)

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Armada115
Armada115

Not Long Before 1.86 patch comes out.

Would love a Star Trek Vs Star Wars Mod

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crazyboule
crazyboule

Anyone planning of a mod of Star-War vs Star-Trek? Or some some kind of sub-mod merging two of already made mods.

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Guest
Guest

This is why Star Wars vs Star Trek isn't a good idea:
stardestroyer.net/Empire/Essays/FiveMinutes.html

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crazyboule
crazyboule

Well it seem just a good reason for trekies to prove this guy is wrong. In fact federation limit there armement development a little like after WWI treaties for ship tonnages, but they have the knowledge for doing lot more. The only thing I think SW are better it the Hyperdrive, but Star-Trek have sub-space corridor. And the hyperdrive in SW it really dangerous to use on uncharted region. Even on the major trade route it not safe to use.
Im watching ST NG and they make a sun go supernova with some modified torpedo.
For the weapon range Idk his source but from what a see in movies SW are not accurate as ST and for the range SW look like old ranged navy battle with close-range canons. Again ST they can modify torpedo to make them long range. And Laser it like an old tech in ST, Phaser are far beyond.
I dont really see majors advantage if we forgot time travel. Technology in SW dont grow as fast as in ST too and SW peak tech are the galaxy-guns.
The plus of a mod like that it all factions available in the same mod to.

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Exakter
Exakter

I hate any argument about ST vs SW for one reason, it's pointless. They are both fictitious universes so arguing about the internal logic within either universe is a waste of time. Depending on your POV a Star Destroyer is either impossible for a Galaxy to destroy, or no work at all. If I were to ever make a mod of this you'd have to set your OWN rules and stick to them steadfast. Since people want to see it, I'd make Star Wars ships cheap and plentiful, but weak for their size (high hull points, weak armor and shields and able to target multiple vessels and focus fire) and make Star Trek ships very strong for their size but very expensive and rare (low hull points, high armor and high shields but only able to target individual vessels and not focus fire). For in-game reasons, I'd balance their ship sizes so that ST ships are about the size of corvettes. The SW factions would be well served to use SSDs, but will find that the ST factions better capital ships will absolutely wreck anything that isn't defended by a very large fleet or an SSD. Static defenses will mean nothing versus a faction that can torpedo them from out of range. I see battles in my mind of an Imperial SD going up against a Galaxy and being fairly equal. The logic I'd use is "parity through popularity" rather than attempting to use any form of science or lore (which is made up anyways).

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crazyboule
crazyboule

They are both fantasy world and science lore are something we can forget that I agree with you.
The Executor-class are something federations dont have anything comparable, execept maybe some static Star-bases, but from what I read it consomune like an entire planet ressources when refuelling.

Second I will not make any mod it was just a suggestion like the mod for Galactic Civ. 2, and I'm already working on a Mtw2 mods.
If SW vs ST worked in Gal. Civ 2 or some others space games Idk why it can't work for Sin.

For rules SW are maybe a little much to fantasy compared to ST, and sometime referring to tech from WW2 for example, turret of Millennieum falcon or ship fuel or Cannons battle of the revenge of the Sith begin.
What of SW turbo-laser(it date from when lasers was someting big), I'm not even sure it will make a scratch on any ST ship, like I said laser it a 21 century weapon. And what of the SW torpedo, look more like old missiles.
So this mod should be more for the eyes than for the lore, and make easier to play with all factions combined, without switching mods. It should not be to difficult for an expert, with already like 3 mods for Sw and 3 for ST, maybe more, so combining the most advanced 2 and make some tweak to balance the thing.Dont even need for any 3d modelling and factions rosters.

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Sins of a Solar Empire: Rebellion
Platforms
Windows
Developer
Ironclad Games
Publisher
Stardock
Engine
Iron Engine
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Nov 14 2012 by ZombiesRus5

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