Sins of a Solar Empire is often described as a 4XRTS game, or a game that tried to merge the action and tactics packed gameplay of a Real time strategy game with the deep, complex, empire wide strategy of a 4X turn based game. It's up to debate whether Sins succeeded in this goal, but I think all can agree that of the 4Xs of "explore, expand, exploit, and exterminate", Sins is much more focused on the exterminate than on the others. This mod seeks to give more depth to the other 3Xs of the game by adding additional game elements or refining the existing ones to reward players who give more strategic thought to the non-combat side of the game. Combat will still be the center point of the game, but players will find that the non-combat options available will be much more rewarding. Spying, exploring, sabotage, diplomacy, culture, and economic development have all been added or changed in innovative new ways. Regardless of what you think Sins is, this is the 4XRTS it should have been.


  • Faction Diversity - Exploit all new racial and subfaction bonuses and techs to crush your enemies.
  • Hero Units - Lead your race's champions into battle with their powerful new abilities to base your strategies off of.
  • Random Encounters - Keep your eyes peeled when scouting, new challenges and opportunities await you in the distant parts of space.
  • Embassies and Espionage - Adds more depth when dealing with other Empires, and removes some of the annoyances of the old system at the same time.
  • Ship Upgrades - Customize your capitalships and titans with unique upgrades.
  • New Planets - Your Empire will never look the same again with 10 new colonizeable planets. Meticulously balanced for competitive play.
  • New Skyboxes - 12 unique skyboxes provide a fantastic backdrop to your conquest of space.
  • New Artifacts and Bonuses - Your Empire contains great secrets to be found, if you take the time to look...
  • Civics Matter - Almost all civic structures have an impact on your Empire. You must develop your planets wisely to get the most out of them.
  • Culture Matters - The hearts and minds of the galaxy can now assist you greatly in your quest for victory.
  • Customization - Play the game the way you want it with a growing library of optional minimods and enhanced mapmaker support!

For those new to the mod or wanting more details on the features, check out the Beginners Guide.

Details about installing the mod or technical problems can be found here.

Enhanced 4X Mod 1.74

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Blog RSS Feed Post news Report abuse Latest News: Small Hotfix for E4X and Interregnum

1 comment by GoaFan77 on Jul 29th, 2014

Hello E4X and Interregnum players,

I've released a small, optional hotfix today that applies to both mods. An issue was discovered that caused the AI to occasionally stall and do very little. This was caused by a mostly behind the scenes change related to uncolonizeable planets made in Enhanced 4X version 1.7 (in part to test the ground for an unfinished Interregnum feature), but was not noticed at the time because of the Rebellion 1.8 patch had changed the AI as well.

This hotfix for the most part reverts that change, however this has the side effects of getting rid of the uncolonizeable planets' planet bonuses as well as the pirate trade station random encounter. The random trade stations will hopefully be back in the next full release, but the neutral planet bonuses were just not meant to be. I believe the future Interregnum feature can be accomplished in a different way that will not cause the AI problems.

To install this hotfix, simply extract the download. In that folder, there will be two folders, one which contains files for updating the Enhanced 4X Mod 1.73 and one for Interregnum. Simply copy the files in these folders and paste them to the GameInfo folder of the corresponding mod. Interregnum players will need to copy both sets of files into the correct mod. Additional instructions are included in a text file in the download.

I apologize for the inconvenience, and if you haven't had any problem with the AI you're free to wait for the next major release.

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Enhanced 4X Mod 1.75

Enhanced 4X Mod 1.75

Jun 30, 2015 Full Version 1 comment

The Enhanced 4X Mod version 1.75 for Rebellion version 1.82. Checksum is 37733035.

E4X Optional Minimods 1.74

E4X Optional Minimods 1.74

Sep 3, 2014 Other 33 comments

A series of optional minimods to allow users to customize their Enhanced 4X Experience. Also compatible with Star Wars: Interregnum. Please read the entire...

Enhanced 4X Mod 1.74

Enhanced 4X Mod 1.74

Sep 3, 2014 Full Version 9 comments

The Enhanced 4X Mod version 1.74 for Rebellion version 1.82. Full version, checksum 37724835.

Enhanced 4X Mod 1.731 and Interregnum Hotfix

Enhanced 4X Mod 1.731 and Interregnum Hotfix

Jul 29, 2014 Patch 4 comments

An optional hotfix patch to correct an AI stalling issue in the Enhanced 4X Mod 1.73 and Star Wars Interregnum Alpha 1. See the instructions in the file...

E4X Optional Minimods 1.73

E4X Optional Minimods 1.73

Jun 20, 2014 Other 9 comments

A series of optional minimods to allow users to customize their Enhanced 4X Experience. Now useable with Star Wars: Interregnum. Please read the entire...

Enhanced 4X Mod 1.73

Enhanced 4X Mod 1.73

Jun 19, 2014 Full Version 4 comments

The Enhanced 4X Mod version 1.73 for Rebellion version 1.82. Full version, checksum 37675537.

Post comment Comments  (0 - 10 of 568)
Guest Apr 18 2015, 6:07pm says:

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raptor1988 Apr 19 2015, 4:14pm replied:

High Density Dome is the research name, but that isn't in the game and should be for the level 4 research teir is missing, so level 5 can't be done for oceanic colonies research updated population.

+1 vote     reply to comment
Guest Mar 14 2015, 5:44pm says:

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GoaFan77 Creator
GoaFan77 Mar 15 2015, 6:59pm replied:

E4X Version 1.74 is for Rebellion 1.82, yes. What is your checksum on the mods menu? Have you tried lowering your graphics (ship/structure/planet) detail settings?

+1 vote   reply to comment
Oddly? Mar 5 2015, 6:12pm says:

Hello, I just downloaded your mod last night I'm loving the mod so far thanks! adds a whole lot to the normal game it's great , the faction flavor really adds to each one. I haven't played for very long and only as the TEC Loyalists but I really love how different they feel. I was wondering if you were planning on adding different ships for the different sub factions? maybe added to the new tech like the Loyalists Armour upgrade? if that's even possible.

+2 votes     reply to comment
GoaFan77 Creator
GoaFan77 Mar 5 2015, 7:03pm replied:

I wanted to do this at one point, but I am sadly not good at making new ship models from scratch. Remaking textures I can do fine, but to just make a ship from nothing is a bit beyond my artistic abilities at this point (I'm a programmer by trade :p). Certainly I can make nothing good enough to look like they would fit in with the existing Sins ships. If someone willing and able to make some new ships ever shows up I'd certainly think about it.

Because of that, I've mainly moved on to the Star Wars: Interregnum mod (which an add on to E4X) since there are many Star Wars modelers I am friends with, so I can focus on making new factions with interesting gameplay mechanics rather than modeling. In fact a few of the Sins factions will get some new capitalships in that mod.

+1 vote   reply to comment
hamasake Feb 16 2015, 9:44am says:

have yo uthout to put option to lower fighter count or removing cariers ? ai spams it so much and lags the game for me too much

+1 vote     reply to comment
GoaFan77 Creator
GoaFan77 Feb 16 2015, 6:39pm replied:

I have reduced the fighter counts of each squadron already as well as increased carrier fleet supply usage by 50%, but for the moment there is no option to reduce it further.

+2 votes   reply to comment
hamasake Feb 17 2015, 2:01am replied:

that what i am saying you should consider puting and option to remove cariers completly

0 votes     reply to comment
Gorwe Feb 13 2015, 12:20pm says:

Howdy GoA! How goes the work on this fine mod + Interregnum?

I'd agree that the only con of this mod is that AI is sorta passive. Ok I am not using the newest version(idk if I use ,72 or ,73), but still. If I don't go to unfair or higher they mostly do nothing. Hard AI should be more difficult imo. I even set it to "Agressor" and nothing - the AI bunkers. But if I set it to Defensive it starts attacking! What gives?

I know that you can't really do anything about this, but it would be VERY nice if we could play vs AI in the full glory of this fine mod. Add in Real Capital Ships and perhaps Faster combat minimod... LOVE IT!

+1 vote     reply to comment
GoaFan77 Creator
GoaFan77 Feb 15 2015, 12:45am replied:

Yeah, I'm afraid the relative AI change was something Stardock made, I cannot undo it with this mod. However, if you play the latest version, there is an new minimod called "Enhanced AI" that does what I can to give targeted bonuses to the AI to get them to play better, but are not direct economic or military benefits; the goal being it shouldn't feel like the AI is getting additional cheats.

Since it was just released last update its still pretty basic and this point, but hey, it might help and will likely get better over time as it gets tested by more players and I add improvements.

The main reason for the early slow down is simply sometimes the AI mismanages its resources badly, or decides it needs to save up for something expensive when it shouldn't etc. On harder difficulties this isn't as noticeable since the increased AI resource cheats means it usually has the means to build something at all times, but since Stardock decreased the resource cheat, even hard can suffer from this problem now (normal and easy could always do this).

+1 vote   reply to comment
Gorwe Feb 15 2015, 6:13am replied:


So it's nigh unplayable Hard and below? I know that AI is a bitch, but... :p

You get it.

+1 vote     reply to comment
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Released Dec 2011
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