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 1.82Mod of the Year 2015 Top 100

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

Hello players of Sins of a Solar Empire,

It is my pleasure to announce the release of another pair of updates to Star Wars: Interregnum and the Enhanced 4X Mod. Both mods received a nice common sense rework to how Starbases work. Interregnum meanwhile has unleashed the highly anticipated Mandalorian Raiders as a replacement to the pirates, providing players with new enemies and ships to acquire.

Starbase Rework

While the main purpose of the Enhanced 4X mod is to improve the non-combat aspects of the game, Starbases was one area that needed just a bit of polishing up. The main problem was that some upgrades were so marginal or situational, it was hard to use one of your 8 upgrade slots on them. The vast majority of players seemed to just unlock the combat upgrades and leave the rest alone.

This update will make some of the secondary Starbase upgrades more accessible. This was done via a few methods. The largest is that some starbase abilities that used to require an upgrade slot now only require research. This means all Starbases will have the ability unlocked after it is researched without any resources or upgrade points required.

Second, some upgrades were combined into one, freeing up more slots and making that upgrade much more cost effective. The Advent Starbase for example can now spread culture and increase allegiance with just one upgrade, while the Vasari colony pod ability was combined with bombardment immunity.

Third, some upgrades, like the TEC Starbase's Ship Production, was reduced in price, so it is more competitive with other upgrades. A full list of changes can be seen in the mod's readme, and a minimod to allow Starbases to get all their upgrades will be released shortly as well.

Similar changes were made in Star Wars: Interregnum, with the Rebel's Listening Post and the Empire's Resupply Fleet abilities becoming research only, and the Rebel's "Starfighter Swarm" starbase ability now getting unlocked with the standard hangar upgrades.

Mandalorian Raiders

The main draw of this update however is the Mandalorian Raiders for Interregnum. These powerful mercenaries are basically the most powerful "minor faction" in the mod, acting as an extremely unique version of the Pirates in Sins of a Solar Empire. While they will periodically attack players in the game, any Empire that can conquer their bases or even their homeworld (Mandalore) will be able to use their unique ships in battle.

Doing so will not be easy however. The Mandalorians use a mix of their own designs, including the Crusader Corvette, Scyk Fighter and powerful Keldabe battleships, as well as older Clone Wars vessels that have been acquired, including Acclamator Assault Ships, Dreadnaught Heavy Cruisers and Venator Star Destroyers.

You can find Mandalorians on almost all maps, either from their colony bases or from Mandalore herself (pictured above). The colony bases are now proper planets, and while less defended only allow a few Mandalorian ships to be acquired. They will also provide a single Keldabe battleship as a special "Captain" hero like unit. The planet itself will always have a bonus to ship production and planet defense due to the presence of Mandalorian warriors you can recruit.

Mandalore itself has a chance to appear instead of a base on most maps. It is much more heavily defended, with many capitalships as well as a powerful frigate fleet and a multitude of defense platforms. Conquering it however will let you produce as many Mandalorian ships as you desire. It also contains a very rare resource, Beskar, one of the best Metals in the Star Wars Universe, which greatly enhances your ship construction as well as Metal and Trade income.

December Festivities

As most of you are probably aware, December always brings a multitude of major events related to the mod. Christmas and other winter holidays are in full swing, Rogue One has just hit theaters, and Moddb's own Mod of the Year contest is in full swing. Thanks to your tremendous support, Interregnum has made the Top 100 list for the third year in a row. We are incredibly thankful for your support, and if you enjoy this update and want to see more from us, please consider voting for us in these last days of the final round!


I hope everyone has a wonderful holiday and enjoys these updates!

You can download E4X 1.82 here (not needed if you get Interregnum):

Enhanced 4X Mod 1.82


And Interregnum Alpha 3.3 here(included E4X):

Star Wars Interregnum Alpha 3.3


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...

Modders on Modding: Tools of the Trade

Modders on Modding: Tools of the Trade

News 13 comments

GoaFan77 recently built himself a new PC. He takes the opportunity to go off topic and talk about just what kind of hardware Interregnum was built with...

Small Hotfix for E4X and Interregnum

Small Hotfix for E4X and Interregnum

News 1 comment

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

Add file RSS Files
Enhanced 4X Mod 1.83

Enhanced 4X Mod 1.83

Full Version 7 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 1.82

E4X & Interregnum Optional Minimods 1.82

Script 12 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 13 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...

Enhanced 4X Mod 1.811

Enhanced 4X Mod 1.811

Full Version 17 comments

The Enhanced 4X Mod version 1.811 for Rebellion version 1.85. Checksum is 36968183. Updated the mod for 1.85 and to support the new Outlaw Sectors DLC.

Comments  (0 - 10 of 695)
azharnoordin38
azharnoordin38

Any plan on integrating bailknight's mod?? although you need to do some work if you want to because the file at Rick's Galaxy is not complete though or can i just dump the particle folder in your mod...would that work??

Reply Good karma Bad karma+1 vote
GoaFan77 Creator
GoaFan77

Sadly not. The only version of Bailknight's that still works with Rebellion (Ricks) is not very mod friendly, because they changed the names of the particles with Rebellion when they added/redid them all. You can try using it with E4X above it in your mod order, but a lot of the effects won't work, without having to rename a lot of the files.

Reply Good karma+1 vote
azharnoordin38
azharnoordin38

Not to sound like i'm complaining but there is so much talented modder out there and none of them think to create a graphics mod?

Reply Good karma Bad karma+2 votes
GoaFan77 Creator
GoaFan77

There was a guy working on a new Rebellion era particle effects mod, but he never ended up finishing it due to lack of interest. :-( This one would have worked fine with E4X if it was completed.

A lot of the other guys interested in more graphics/art related stuff work on the total conversion mods. That is also where most of my new particle effects and modeling time go, into my Star Wars Interregnum mod.

Forums.sinsofasolarempire.com

Reply Good karma+1 vote
piotrb19
piotrb19

Is there any minimod for75% scaled down ships and stations?

Reply Good karma Bad karma+1 vote
GoaFan77 Creator
GoaFan77

Not yet. I'm looking into a way to automate this in my spare time, but otherwise it's not worth the upkeep to maintain to separate, resized versions of the mod like say Infinite Space did until the mod is complete.

Reply Good karma+1 vote
auxingaming
auxingaming

can you explain how the planetary defense tech from the tec loyalists work? how many weapons are gonna be added, is there a cap on how strong planetary defense is,how long does it take for it to increase its defenses

Reply Good karma Bad karma+1 vote
GoaFan77 Creator
GoaFan77

The planetary defenses get "built" in four stages after either adding them to a planet via colony frigate or after colonizing a planet with the tech unlocked. Each stage takes progressively longer to build. Times are listed in minutes since applied/colonization, so it takes 26 minutes for them to "max out".

Your homeworld starts with maximum planetary defenses already built.

Stage 1 - Garrison (3 minutes). Increases the maximum health of the planet.
Stage 2 - Anti-space Missiles (8 minutes). Short ranged attack that can damage many targets close to the planet. A cannon icon will display over the planet to let you know actual weapons are online.
Stage 3 - Railgun (16 minutes). Mid range attack that reduces the armor of targets it hits. Can fire at a few targets.
Stage 4 - Tactical Nuke (26 minutes). Single target, long range attack that damages all enemies nearby the ship that gets hit.

Reply Good karma+2 votes
auxingaming
auxingaming

thanks for the info, any numbers on the actual damage output and damage radius?

Reply Good karma Bad karma+1 vote
GoaFan77 Creator
GoaFan77

Garrison - +500 health
Missiles - 75 damage to 5 targets every 10 seconds
Railgun - 200 damage to 5 targets every 25 seconds, -1 armor for 30 seconds.
Nuke - Fires once every 60 seconds, deals 550 damage to all enemies with 2000 meters of the target, reduces shield and antimatter restoration by 25% for 45 seconds.

Reply Good karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
Sins of a Solar Empire: Rebellion
Creator
Contact
Send Message
Release date
Mod watch
Follow
Share
Community Rating

Average

9.3

32 votes submitted.

You Say

-

Ratings closed.

Style
Genre
4X
Theme
Sci-Fi
Embed Buttons
Link to Enhanced 4X Mod by selecting a button and using the embed code provided more...
Enhanced 4X Mod
Statistics
Last Update
Watchers
793 members
Addons
1
Files
31
Articles
26
Reviews
11