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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Greetings all,

While we are nearing completion of a new 3.1 graphical update patch for Interregnum, you may have noticed the mod hasn't been getting that many official updates recently (the community of course has more than made up for it with their screenshots). Well there is a good reason for that. Two weeks or so ago, I was busy building my first PC! (And then spending a week or more getting everything I used to have installed on the new rig.) So I thought I'd use the occasion to briefly go off topic and highlight just what sort of hardware E4X and Interregnum were made on, what I'll be using now, and what types of programs we use to bring these mods to life.

But before we get to the new rig, here's what I was working with until this point. My trusty (and still functioning) 5+ year old laptop! It was a low tier gaming laptop back in the day, and ideal for college since having a roommate means sometimes your dorm is not a good place for gaming and/or modding. But with only 4 GB of RAM and a 2.33 Ghz dual core I-5 processor, well I'm certain the vast majority if you were getting better performance on the mod than I was. The 1366x766 or so maximum resolution was also annoying for making the HUDs for larger monitors, since I could not say test them on the more common 1920x1080. I was even running out of space on the 580GB harddrive, and its battery life is now 30 minutes at most.

Despite that, basically everything done on Enhanced 4X and Interregnum up to Alpha 3 was done on this laptop. May your last years be good to you old friend, enjoy your modding retirement!

Well, out with the old, in with the new. With only some minor damage to my sanity, I built the new rig and it is performing great.

With four 4.0 Ghz CPU cores, 16 GB of RAM, a 2 TB harddrive and an SSD, my new desktop is 2-4x better than the laptop in every way. But truly the biggest improvement is having dual monitors on my workstation back home. Sins is one of the few games were mod changes can be loaded into the game while its running. Having a second monitor allows me to be working on Sins on one screen while keep text/image/3D model editors open at the same time. Before I would lose several seconds by having to alt+tab to these programs. On heavy modding days, that could happen a few hundred times easily. Now I can see a model in game while having its texture open at the same time.

This is of course very good news for anyone following my projects, since this productivity improvement should hopefully go a long ways to combating the dreaded effect of not having as much time to mod anymore. :-p Curse ye real life...

And since I'm already off topic, did you know that 99% of the work done on Interregnum has been done on open source or otherwise free programs? Granted, many of the ship models were done by other people who likely used programs like 3DS Max heavily. However, I myself stick to using these free tools for the most part.

  • Eclipse IDE - If you don't know what an IDE (Integrated Development Environment) is, think of it as a text editor on steroids with extra support for managing large software project. Basically all the coding for the mod happens in here. Ideal for Sins thanks to ZombiesRus' special plugin for it, which allows it to catch many mistakes as you make them!
  • Git - Version control software that documents the project and makes sure we can always go back to earlier versions of files in case we really [insert preferred profanity here] something up.
  • Paint.NET - In an industry dominated by photoshop, you might be surprised to learn all the UI work for the mod any many graphical things was done entirely in Paint.NET. This free program gives you a lot of image editing power while being fairly light weight, so I find it ideal for general graphics work.
  • GIMP - For image editing tasks that require something more advanced, like ship bump maps, I use the also free GIMP program. It is also the preferred editor of ERock72, our new graphics leader, and you'll seeing a ton of his craftmanship in 3.1.
  • Softimage XSI Modding tool - While softimage XSI is now officially dead, it is none the less still one of the better 3D modeling tools available to modders for free. More importantly for us, all Sins models need to be sent through XSI before we can get them in game, so for Sins mod makers you really have no choice but to use this program at least a little bit
  • Audacity - Open source sound editor to handle the occasional audio edits we have to do, including Interregnum's opening theme mash up.

So if there's a point to this post, I suppose it is that while having nice expensive mod making tools is a good thing, you can make a very well done mod with fairly modest equipment. As long as you don't factor in all the time you waste doing it... because if time really is money, and you like money, stay well away from this hobby! :p


Small Hotfix for E4X and Interregnum

Small Hotfix for E4X and Interregnum

1 year ago News 1 comment

Information about the small hotfix released to fix an AI issue.

The Interregnum begins and an E4X Update

The Interregnum begins and an E4X Update

1 year ago News 3 comments

The first public alpha release of Star Wars: Interregnum is here, along with an update to the Enhanced 4X Mod to go along with it.

Enhanced 4X Mod version 1.72 Incoming

Enhanced 4X Mod version 1.72 Incoming

1 year ago News 4 comments

After a bit of delay, a new update of E4X focusing on the Stellar Phenomenon DLC will be released in the next few days.

Enhanced 4X Mod version 1.7 released

Enhanced 4X Mod version 1.7 released

2 years ago News 5 comments

With the next version of Enhanced 4X released (or about to be), here's a look at the new features 1.7 adds. Warning, contains pirates.

E4X & Interregnum Optional Minimods 1.75

E4X & Interregnum Optional Minimods 1.75

4 months ago Other 46 comments

A series of optional minimods for the Enhanced 4X Mod and Interregnum to allow the player to customize their experience. Please read the entire description...

Enhanced 4X Mod 1.75

Enhanced 4X Mod 1.75

5 months ago Full Version 16 comments

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

1 year ago 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

1 year ago 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

1 year ago 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

1 year ago 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...

Post comment Comments  (0 - 10 of 595)
Piemanlives Nov 29 2015 says:

1.8 is coming and I am not prepared.

+2 votes     reply to comment
Guest Oct 27 2015 says:

Love the mod! I have a question about the Orthodox Advent. In their description, it states that the Temple of Communion takes up half the logistical space to build. However, it seems that the Temple of Communion still takes 4 logistical space like every other faction. Also, it states that you start with a free culture center but I could not find one in my base at the start.

+1 vote     reply to comment
GoaFan77 Creator
GoaFan77 Oct 28 2015 replied:

Ah. Until fairly recently the Orthodox Advent did get half logistic slots culture centers. However, it was proven that this bonus was too powerful so it was set back to 4 for balance reasons.

You don't get a free culture center, but free culture that spreads from your homeworld from the start of the game. A recent change gave all factions this feature, but for the Orthodox Advent it is much, much more potent (even without factoring in homeworld and research bonuses).

So yeah, as you can see I haven't updated the faction descriptions in a while. :p Thanks for pointing that out, I will rewrite them for the next update.

+1 vote   reply to comment
AnYnA Aug 29 2015 says:

i really loved this mod a lot.I wish if you could 4X enhance the Maelstorm mod.It would simply be too amazing !
I gave you 10. Kudos to you !

+2 votes     reply to comment
Turbo215 Aug 6 2015 says:

I have been really liking the mod but have two quick questions the first one are the (TEC) pacts not supposed to affect titans or was this intended (or is it still the base game pacts) because it doesn't show that a lot of pacts affect them e.g armor pact (i think it doesn't atleast, correct me if i'm wrong) secondly an ai i was going up against (unfair difficulty) managed to have two titans at the same time it was an advent loyalist is this possible or a bug or something else.
Thanks in advance.

+2 votes     reply to comment
GoaFan77 Creator
GoaFan77 Aug 6 2015 replied:

I've not done any major changes to the pacts in the game. They were added in the Diplomacy expansion, before Rebellion, so it is possible the pact info cards were never updated to include titans. It probably does affect them though.

Do you have a save or screenshot of the two titans? Where you using any minimods?

+2 votes   reply to comment
Turbo215 Aug 7 2015 replied:

Thanks for the info on the pacts. I was using six minimods and these were the alternate main menu music, enhanced ai, non vasari phase gate, no superweapons, resetting titan levels and expanded research and yes i have two screenshots but no save. What would you like me to do with them?

+2 votes     reply to comment
GoaFan77 Creator
GoaFan77 Aug 7 2015 replied:

Add them on your Moddb user page? Would probably be the simplest thing to do.

+2 votes   reply to comment
Turbo215 Aug 8 2015 replied:

I think i have added the two images to my user page please let me know if it doesn't work and i'll see what i can do.

+2 votes     reply to comment
GoaFan77 Creator
GoaFan77 Aug 8 2015 replied:

Yeah, that's a problem all right. Chances are it is something up with the Resetting Titan Levels minimod. If you see it again, try to keep the save, and perhaps some autosaves from before the titan was built if you have any idea when that is.

+2 votes   reply to comment
Turbo215 Aug 8 2015 replied:

Ok i'll make sure to check to see if this is happening in any future games and if so will make sure to keep any saves.

+3 votes     reply to comment
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Sins of a Solar Empire: Rebellion
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Released 2011
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