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 1.811Mod of the Year 2015 Top 100

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Happy Holidays Everyone,

Today I uploaded new versions for Enhanced 4X and Star Wars Interregnum. However, while the timing would suggest a surprise Christmas present, NOT EVERYONE should play these new versions yet. E4X 1.801 and Interregnum Alpha 3.11 are primarily for updating the mods to work with the new Rebellion 1.83 patch, which many of you will not have yet. It is primarily for users who purchased the recently launched GOG.com version of Rebellion, who only have access to 1.83 at this time.

A Tale of Two Stores: GOG and Steam

The release of Rebellion on GOG has created an odd phenomenon in the modding community; Different users are on different versions of the game. Steam users are on Rebellion version 1.82, which E4X 1.8 and and Interregnum Alpha 3.1 were released for. However, within days, GOG released their version of Rebellion, with their uses on version 1.83. As you may guess, Rebellion 1.83 does not work with most version 1.82 mods.

If you did buy Rebellion from GOG, you can stop reading this here! Download the new versions right now (Interregnum includes Enhanced 4X 1.801 if you want to try both). I hope you enjoy what is likely your first experience with Sins mods.

The vast majority of you who have Steam or local copies of the game, things are more complicated. You can actually get version 1.83 from the Steam opt in beta feature. However, I DO NOT recommend Steam users update at this time. This is because the 1.83 version of Rebellion has some very annoying bugs in it, including weapon sound effects not working and needing to manually edit the settings file to play multiplayer. I think most people would agree these issues to the base game itself far outweigh any of the bug fixes and convenience added by the new mod versions. So if you have version 1.82 of Rebellion, keep it. Sometime in January steam will force you to update to version 1.83, at which point the bugs will hopefully be fixed and you can then download the 1.83 versions of the mod without delay. I may even upload a patch for those of you with 1.8/3.1 don't need to redownload the entire mod(s) again.

Long Story Short, if you already have E4X 1.8/Interregnum 3.1 working for you, do not download these new updates or opt in to Rebellion version 1.83. At this point only GOG players should use the new downloads.

So What was Changed?

While the new 1.83 Rebellion patch has some major issues, it also contains a lot of changes made especially for modders to take advantage of (many thanks to the Devs of Ironclad Games, especially Blair Fraiser!). A few of these will already be used in E4X 1.801 and Interregnum 3.11, and you will certainly see more of them used later on.

First, hero units will now be able to use different amounts of fleet supply, not just the 50 used by standard Sins capitalships. This generally means the first hero of every faction now costs considerably less fleet supply, and Star Wars factions now have several heroes that use more than 50 fleet supply.

Second, Imperial Warlords players will get a major convenience upgrade when it comes to choosing their titans. All six titans can now be selected from the build menu! This improvement not only makes it more straightforward to see the Titans available to you, but also means the complicated Titan switching system used before can be retired (and with it, the slight chance it would fail and cheat you out of your titan). This also means Warlord titans will keep their levels when rebuilt like other faction's titans (unless you use the resetting titan levels minimod).

Somewhat related to the above change, the Galactic Empire faction can now build the generic Executor class Star Destroyer, in addition to the Bellator and Darth Vader. Also, the Executor(s) obtained from Kuat Drive Yards now require 2 capitalship slots to be able to be built (thus you can no longer get negative capitalship slots). Of course, you can still build at least eight of them if you really wanted to, so I doubt that should make much of a difference to anyone's Super Star Destroyer construction schedule.

Minimods Delayed

Unfortunately, having to immediately update E4X and Interregnum again to version 1.83 has prevented me from being able to update the optional minimods as quickly as I wanted. Hopefully I'll be able to have something out this weekend, but it is the holidays so no promises.


I hope everyone has a great remainder of 2015, and cross your fingers for us as the Mod of the Year results are announced!

-GoaFan77

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.

The Interregnum begins and an E4X Update

The Interregnum begins and an E4X Update

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 1.811

Enhanced 4X Mod 1.811

Full Version 14 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.

E4X & Interregnum Optional Minimods 1.811

E4X & Interregnum Optional Minimods 1.811

Other 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...

E4X Galaxy Forge 1.811

E4X Galaxy Forge 1.811

Mapping Tool 0 comments

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 1.81

Enhanced 4X Mod 1.81

Full Version 9 comments

The Enhanced 4X Mod version 1.81 for Rebellion version 1.84. Checksum is 36960650. Major changes include new faction shield colors, improved unit descriptions...

Enhanced 4X Mod 1.801 (Full Version)

Enhanced 4X Mod 1.801 (Full Version)

Full Version 9 comments

The Enhanced 4X Mod version 1.801 for Rebellion version 1.83. This is a minor patch that updates the mod to Rebellion version 1.83. For Steam users still...

Enhanced 4X Mod 1.8

Enhanced 4X Mod 1.8

Full Version 22 comments

The Enhanced 4X Mod version 1.8 for Rebellion version 1.82. Checksum is 35389348. Major changes include three new planets, four new skyboxes, rebalanced...

Comments  (0 - 10 of 632)
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Guest
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Nice mod! Really good. Damn, it's almost perfect!
You should give people an option to buy you some beer as an appreciation of an insane amount of work you've done to make all that things work together and keeping up with SoSE patches. Donation button, a paypal account link in readme, or something like this.
Brilliant work!

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Piemanlives
Piemanlives

You know I've often thought that the loyalists and rebels should have different pools of hero characters. Something more to continue setting apart both sides of a faction, like the advent rallying to popular spiritual leaders etc. or TEC rebel heroes being those brought into their positions out of desperation while the loyalists have very traditionalist naval officers.

But that said I'm not entirely sure just how feasible it would be for you to do that.

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GoaFan77 Creator
GoaFan77

Had E4X been originally created for Rebellion, they would probably have different heroes. However, heroes were actually added in one of the later Diplomacy versions of the mod but before Rebellion was announced, so that feature was done before we knew about Loyalists and Rebels.

I may yet go back and add a new set of 3 for each vanilla race some day, but right now its not a major priority.

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Piemanlives
Piemanlives

Understandable.

Anyways, any word on when we can expect the minimods to be updated?

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camper0769
camper0769

I seem to be having problem where ferrous planets are not colonizable, does the mod support that dlc or did I mess something up?

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GoaFan77 Creator
GoaFan77

Yes. Are you using any other mods? The Ferrous planets should still appear if you have the DLC, but no longer require research to colonize. It is possible this is something the recent update affected though, I'll double check.

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Kain777
Kain777

High Quality Mod.

one of my favorites, looking forward to the next update.
your hard work is much appreciated, many thanks.

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boltjo222
boltjo222

so v1.85 literally came from nowhere any chance of a compatibility update soon?

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GoaFan77 Creator
GoaFan77

Probably, but you can also go back to 1.84 via Steam properties -> Betas tab. Given the new DLC may contain things E4X would really like to take advantage of, I might take a few more days to update it in order to really make use of the new features. :-)

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