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 1.74

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Blog RSS Feed Post news 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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Enhanced 4X Mod 1.75

Enhanced 4X Mod 1.75

Jun 30, 2015 Full Version 8 comments

The Enhanced 4X Mod version 1.75 for Rebellion version 1.82. Checksum is 37733035.

E4X & Interregnum Optional Minimods 1.75

E4X & Interregnum Optional Minimods 1.75

Jul 10, 2015 Other 43 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 Optional Minimods 1.74

E4X Optional Minimods 1.74

Sep 3, 2014 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

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...

Post comment Comments  (0 - 10 of 592)
AnYnA
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
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
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
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
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
IIN0V4D3
IIN0V4D3 Aug 4 2015 says:

Hello random question. Is the spawn rate for orbital structures like phase tunnelers tied to planet artifact density or planet bonus density in the map script?

+2 votes     reply to comment
GoaFan77 Creator
GoaFan77 Aug 4 2015 replied:

Nope. They are completely independent of each other.

E4X does increase the artifact/bonus density for all included maps though (excluding competitive maps). Also I believe the Competitive maps/planet sets do not use ancient structures, since competitive maps do not have the artifacts needed to use them.

+2 votes   reply to comment
IIN0V4D3
IIN0V4D3 Aug 4 2015 replied:

Sorry should have been a little clearer. I know about the numbers you use for planet bonus and artifact density. I'm tweaking them for my own purposes and would like to increase the orbital structure density. Couldn't determine weather or not they were affected by planet bonus or artifact density

+2 votes     reply to comment
GoaFan77 Creator
GoaFan77 Aug 5 2015 replied:

They are not. As I said, they are completely independent of each other. Changing the artifact ratio does not increase the chances of getting ancient structures.

You can place them manually with the E4X galaxy forge though, if you are making your own maps.

+2 votes   reply to comment
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