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 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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E4X & Interregnum Optional Minimods 1.75

E4X & Interregnum Optional Minimods 1.75

Jul 10, 2015 Other 40 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 1.75

Enhanced 4X Mod 1.75

Jun 30, 2015 Full Version 5 comments

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

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 575)
proyecto117 Jul 29 2015, 10:02pm says:

Is this mod compatible with the lastest version of the game? (Stellar phenomena)

+1 vote     reply to comment
frk4rush Jul 27 2015, 11:08pm says:

just downloaded this mod,after i pick a map and go to pick a race it mini-dumps everytime. not sure what's happening. the maod is installed corectly.

+1 vote     reply to comment
ginohuetitaninormous Jul 22 2015, 3:58pm says:

Man, I really do love this mod. The only issue I have is I play random medium large maps and I usually can't use advent cause it makes my game play rediculously lagged. Vasari and tec run beautifully. It's just advent. And I know it's not my rig. i7-3820 clocked at 4.3ghz and 32gb ram using a gtx 570 hd graphics card.
I play on the lowest possible graphics settings.
anybody got any advice to decrease lag so I could use advent on these larger maps?

+1 vote     reply to comment
GoaFan77 Creator
GoaFan77 Jul 22 2015, 7:49pm replied:

What kind of frame rates are we talking about here? Just slow or practically frozen at times?

+1 vote   reply to comment
Guest Jul 22 2015, 8:45pm replied:

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GoaFan77 Creator
GoaFan77 Jul 10 2015, 12:34am replied:

Your ability that captures extractors will now work on other targets. It does take some time to capture now though. Just leave your colony ships in a gravity well with something captureable (and nothing to shoot at them) and they should capture it for you. :p Giving new orders in the middle of the capture process will stop the capture.

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Guest Apr 18 2015, 6:07pm says:

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raptor1988 Apr 19 2015, 4:14pm replied:

High Density Dome is the research name, but that isn't in the game and should be for the level 4 research teir is missing, so level 5 can't be done for oceanic colonies research updated population.

+1 vote     reply to comment
Guest Mar 14 2015, 5:44pm says:

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GoaFan77 Creator
GoaFan77 Mar 15 2015, 6:59pm replied:

E4X Version 1.74 is for Rebellion 1.82, yes. What is your checksum on the mods menu? Have you tried lowering your graphics (ship/structure/planet) detail settings?

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