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 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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E4X Optional Minimods 1.74

E4X Optional Minimods 1.74

Sep 3, 2014 Other 16 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.

Enhanced 4X Mod 1.72 German Language Patch

Enhanced 4X Mod 1.72 German Language Patch

Feb 24, 2014 Patch 2 comments

A German translation of the Enhanced 4X Mod version 1.72 by Xanth.

Post comment Comments  (0 - 10 of 553)
BrandstifterFussel Jan 30 2015, 4:44pm says:

Hello dear modders,

I've got a question,
Does this mod change the vanilla combat system in any way? Because I really hate this "Unit gets hit by a projectile that's half the size of itself and loses only 1% health"-crap of the vanilla game. And in case your mod doesn't Change it, do u know any Rebellion mod which does exactly this?
looking forward to your answer and to try this mod.

+1 vote     reply to comment
lordzeromih Nov 25 2014, 10:02am says:

What a great mod! I am an avid fan of Maelstrom mod and even original Sins but after trying out E4X I find the Original structure of the game extremely lackluster. Even though I am not familiar with the star wars lore the changes in E4X sins seem very logical. And I love that using any of the race, if played by their respective strengths I can totally pwn even the hard AI! And there in lies the problem... I mean it feels like the AI is not aware of all the amazing racial strengths E4X has allowed. Usually my allies and adversaries just keep on twiddling with meager forces instead of using their real powers. For example when I played as advent I built culture buildings like no tomorrow and left the AI with no hospitable planets to colonize! If such challenge was introduced from the AI side this mod would really shine! Just some food for thought :)

Also a question: HTS don't have the Truce Among Rogues anymore, do they? It only adds the ability to convert neutral militia to the colony frigates. I thought the ability of manipulating neutral pirates was the HTS forte... Is there *any* research for allying with pirates?

Also a feedback: The mod is much more stable for vanilla races. Interregnum... not so much. The more lrm cruisers I have the more fighters. Eventually all the small frigates and cruisers overload the RAM and all minidump is inevitable. I actually had to change my playstyle to an all Capship strategy in order to reduce the clutter before I managed to finish a game using warlords without a perma minidump.

Sorry for the rant :D

+2 votes     reply to comment
GoaFan77 Creator
GoaFan77 Nov 27 2014, 9:02pm replied:

Sadly the AI is not really something we can mod. There's a few tricks we use but its mostly out of our control. Of course even in the vanilla game the AI cannot use some faction's most important strengths like Wail of the Fallen and the Vasari Rebel's jumping starbases. It's sadly a handicap we cannot correct.

That said sometimes the AI does indeed spam culture centers. You might just need to play against harder AI levels.

Truce Amongst Rouges in the vanilla game ruined the random encounter (militia controlled) planets E4X uses because it makes you allied with all minor factions. There was sadly no way to make it only apply to pirates. That means you wouldn't be able to take militia owned planets because they were your allies and you can't break that alliance.

In this mod Truce Amongst Rogues is still powerful for rushing by allowing you to get a powerful force of militia ships on your side. It also makes the pirates favor you by giving you more bounty and the pirate attacks on you will be one level weaker.

Probably in the next version large address aware will be required for interregnum. It is already strongly recommended, so if you haven't enabled that yet I would try it.

+1 vote   reply to comment
lordzeromih Jan 5 2015, 12:45am replied:

A suggestion that may solve the broken AI problem partially.... Can you set the original races to different traits that already exist in the game? For example...
Setting TEC to be economic or Vasari to be aggressive or adventure to be defensive? Okay, okay, I know it can be done by players for each game individually but would it make sense to set the threshold for each trait (economical/ aggressive/ defensive) high for particular races?

It is just an abstract idea, I know I am not making much sense. But I hope it helps to make this awesome mod even better :)

+1 vote     reply to comment
GoaFan77 Creator
GoaFan77 Jan 5 2015, 6:45pm replied:

While the AI does behave differently for each of the original races, we do not have access to anything that can change or determine this behavior. The best we can do is tweak a few things with those traits you set for each game.

+1 vote   reply to comment
RIPStPalmer Oct 19 2014, 3:03am buried:


Broken mod. Kicks me out of the game after an hour with some runtime C++ error.

-8 votes     reply to comment
GoaFan77 Creator
GoaFan77 Oct 21 2014, 10:13pm replied:

Did you try reducing your ship/structure/planet detail settings? Its a good first thing to try with any Sins mod, especially if you have it on highest.

+3 votes   reply to comment
Bigleon Sep 20 2014, 6:46pm says:

Wanted to give you guys a shout out. :D Been loving this mod for a long time, glad to see an update. :D

+2 votes     reply to comment
Evilonesix Aug 29 2014, 4:46am says:

Will you add colonizable moons to gas giants like in Star Trek SoA? Really love them. Feel more realistic in a way :p

+1 vote     reply to comment
jordanthejq12 Aug 28 2014, 2:36pm says:

Um, minor issue at best, but there's a fully functioning full release available, but this page still lists the release date as TBD.

Also, are there plans/is it possible to have any compatibility between the Deathmatch and No Superweapons addons? As much as superweapons annoy me, I'd rather not sacrifice the insanely good resource rates.

+1 vote     reply to comment
GoaFan77 Creator
GoaFan77 Aug 28 2014, 3:00pm replied:

Yeah, I'm told that keeping the release as "TBD" keeps them from doing things like putting it on Desura. I might try releasing it with the next update though, just to see what happens. :p

Actually as of the last version or two ago, you CAN use Deathmatch and No Superweapons. This is because I changed how No Superweapons works, so now with the right mod order all the addons can more or less work with each other (I.e., only with minor side effects if you try Deathmatch and say Resetting Titan Levels). Sorry if there is some outdated text somewhere that says otherwise.

+2 votes   reply to comment
BrandstifterFussel Jan 30 2015, 4:51pm replied:

No superweapons... thanks god. *Faith in humanity restored*

+1 vote     reply to comment
jordanthejq12 Aug 28 2014, 6:12pm replied:

Huh. Well, glad that was ironed out. There's nothing like taking a planet and then having back-to-back-to-back-to-back Novalith shots keep it away for ten minutes.

+1 vote     reply to comment
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Sins of a Solar Empire: Rebellion Icon
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Released Dec 26, 2011
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