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.

Features

  • 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 1.83Mod of the Year 2015 Top 100

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Sins has always been blessed to have a developer and publisher that has been supportive of the mod community. Appearently the Enhanced 4X Mod as earned their seal of approval. Check out this Mod Spotlight put together by Stardock games themselves. :-)

Star Wars Interregnum and Enhanced 4X Mod Updates for Sins 1.90

Star Wars Interregnum and Enhanced 4X Mod Updates for Sins 1.90

News 12 comments

The Enhanced 4X Mod and Star Wars Interregnum have been updated again for the Sins of a Solar Empire Rebellion 1.90 update. Major new changes to balance...

Star Wars Interregnum and Enhanced 4X December Updates

Star Wars Interregnum and Enhanced 4X December Updates

News 19 comments

A quick briefing of the changes to Star Wars Interregnum and the Enhanced 4X Mod this month. Warning: Includes Starbases and Mandalorians!

A quick E4X and Interregnum update for Rebellion 1.83

A quick E4X and Interregnum update for Rebellion 1.83

News 11 comments

A news article announcing small updates to Enhanced 4X and Interregnum for Rebellion patch 1.83. Read here to find out who should download them and when.

Mod Updates for the Holidays, and Game of the Year

Mod Updates for the Holidays, and Game of the Year

News 6 comments

Enjoy the holiday season with fresh updates to the Enhanced 4X Mod and Star Wars Interregnum. Plus, share the cheer by voting for Interregnum in Mod of...

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Enhanced 4X Mod 1.83

Enhanced 4X Mod 1.83

Full Version 44 comments

The Enhanced 4X Mod version 1.83 for Rebellion version 1.90. Fix missing strings, rebalances Antistructure cruisers, minor AI improvements, and added...

E4X & Interregnum Optional Minimods 1.83

E4X & Interregnum Optional Minimods 1.83

Script 39 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...

E4X & Interregnum Optional Minimods 1.82

E4X & Interregnum Optional Minimods 1.82

Script 13 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 1.82

Enhanced 4X Mod 1.82

Full Version 14 comments

The Enhanced 4X Mod version 1.82 for Rebellion version 1.86. Features a rebalance of Starbases. Checksum is 36992638.

E4X & Interregnum Optional Minimods 1.811

E4X & Interregnum Optional Minimods 1.811

Other 47 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...

E4X Galaxy Forge 1.811

E4X Galaxy Forge 1.811

Mapping Tool

A modified galaxy forge tool, allowing you to make maps with all the new planets, ships and planet bonuses E4X adds. Includes icons for the new E4X planets...

Comments  (0 - 10 of 761)
Big_Bantha
Big_Bantha

Hi Goa, I've got a few suggestions/bugs:

BUG(?): TEC Loyals' homeworld is the only one to not auto-spread culture (due to their command center having 'Ability_E4X_InvincibleEntityTechLoyals' in place of 'Ability_E4X_CommandCenter'.)

IDEA: Have 'Survivability' and 'Weapons Mastery' require a fair number of completed researches before coming available.

IDEA: Possibly also impose completed research counts on superweapon/titan (2-4) researches.

IDEA: Remove the 'Ability_E4X_TradeReduction' ability from Advent trade ports; since they also act as refineries, it would be logical for them to have neither ability.

IDEA: Disallow superweapons targeting home planets (TEC can cheese their way to a capital victory) as well as targeting the Occupation World.

IDEA: Disallow 'Ability_E4X_DespoilPlanet' targeting the Occupation World.

BUG(?): For whatever reason, neither TEC faction uses the 'TEC 3' music track.

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GoaFan77 Creator
GoaFan77

Hello Bantha. Thanks for the comments.

1. Yup that's a bug. Will fix it in the next release.

2. Well they are tier 8 techs an incredibly inefficient for the cost. I'm not sure what the benefit of that would be.

3. I'm a bit reluctant to slap additional requirements on stuff from the vanilla game. What reasons do you think this is necessary?

4. That would remove the entire anti-snowball mechanic of the Trade Reduction though. If they don't already, Advent trade ports in refinery mode should give the trade boost of a refinery.

5. Could be an interesting minimod.

6. Yeah, good idea.

7. TEC 3 is special. It was the main menu music for the Diplomacy expansion, despite the name. I don't believe vanilla uses it either.

Reply Good karma+2 votes
Big_Bantha
Big_Bantha

Also,

BUG: The IntenseBeamUpgrade for Vasari titans is useless for the rebels as their titan's pulse beams don't target fighters (their's uses point defense lasers instead)

BUG(?): TEC Loyals' starbases can only have 3 trade ships, as apposed to the 5 of all other starbases.

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GoaFan77 Creator
GoaFan77

1. Will look into this.

2. TEC is actually right then, the rest is a bug lol.

Reply Good karma+1 vote
titangfxcontact
titangfxcontact

Hey is there any chanced you could implement elements from the mod Infinite Space as a for of a mini mod to yours? It would seem as tho the original author has discontinued his work however I strongly believe it would be a great subtle addition to enhance 4x in terms of atmosphere by adding a further sense of realism with the more proportionate scales. Thanks, otherwise great mod, much love

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GoaFan77 Creator
GoaFan77

I really loved Infinite Space too. A lot of Axeldude's work lives on in E4X, most of the planet textures, some planet bonuses etc. are from him.

I also found the scales interesting, and I would like to do it some day, but there is a problem. Changing the scales requires resizing just about everything. Since this mod does more than just add planets, and I'm still adding new features, it would be a lot of work to keep such a minimod up to date. If I ever decide I'm done and that E4X is "complete", I would like to do a minimod like that, but I'd rather not double the work required to add new stuff while I'm still active. :-)

Reply Good karma+1 vote
CobraL0rd
CobraL0rd

Thanks for this mod. Looks great and i will check it out. Have you thought about uploading your mod to the NexusMods site as well? Cheers.

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Guest
Guest

I have an issue when fighting the Advent. In combat, mostly at late levels of research, their capital ships can reach over 100% mitigation.

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GoaFan77 Creator
GoaFan77

Hi guest,

Can you tell me just how this situation occurred? I take it you were using the expanded research minimod? Was there anything else in play that could raise the shield mitigation?

Reply Good karma+1 vote
Guest
Guest

None that I can think of, no. The mitigation isn't at 100% all the time, just as soon as anything hits their capital ships, the mitigation starts to rise, but it does go back down after combat ends.

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Cardi01
Cardi01

Edit: I first noticed it while playing Interregnum with E4X with the Empire vs Advent, but it still happens when playing any of the other vanilla races vs Advent too.

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GoaFan77 Creator
GoaFan77

Mitigation is supposed to rise and fall and ships take damage, but I thought I made sure they couldn't get 100% mitigation even with the minimods. Could you show a screenshot of a ship with 100% mitigation?

Reply Good karma+1 vote
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