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.

Post download Report content E4X Optional Minimods 1.73
Jun 20th, 2014
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A series of optional minimods to allow users to customize their Enhanced 4X Experience. Now useable with Star Wars: Interregnum. Please read the entire description, and keep the minimods in the same relative mod order as the picture above.

A series of optional minimods to allow users to customize their Enhanced 4X and Star Wars: Interregnum experience. As it is not possible to add additional options in game, this system of minimods will allow users to customize the game settings to their specifications. To apply these mods, simply enable them ABOVE the main Enhanced 4X mod (see picture, try to keep them in the same relative order). For detailed instructions, see the explanation thread. The minimods currently in the pack are as follows:

Alternate Main Menu Music
: For those wanting a retro Sins feel, this minimod will change the main menu music to the theme of the Original Sins of a Solar Empire. If you're looking to return it to the Rebellion theme, do not apply this mod and delete the the Rebellion Title.ogg file from the main mod's sound folder.

Doubled Fleet Supply and Capitalships
: Allows you to have twice as many ships and capitalships at any particular research level. Note that this will certainly make any performance issues worse, especially on maps with lots of players.

Faster Combat
: Increases all weapon damage by 50%. Works well with Deathmatch, or if you just which Sins combat was faster like other RTS games.

: Increases the influence of the map fleet supply, income, build time, and research options. Usually slow is equal to the old normal, normal the old faster, and fast and faster are much higher than what was previously available. Best for small and medium sized maps, as this allows you to afford to use every weapon at your disposal. Note that this mod and Doubled Fleet Supply will combine to further increase your maximum fleet size.

Expanded Research:
Inspired by mods like Mad Scientist and Distant Stars, the Expanded Research minimod doubles the amount of most stat increasing research available. For example, the TEC Laser research will go from having two techs with 2 levels each for a max 20% damage bonus to having 2 techs with 4 levels each for a max 40% damage bonus. Can be used with any other minimod.

No Superweapons
: Prevents you and the AI from building superweapons.

Resetting Titan Levels:
It's a little crude, but the result is titans will lose their levels on being destroyed, so they are always rebuilt at level 1. This was a major gripe of some who thought titans were too strong, and works especially well on larger maps.
non-Vasari Phase Gate: Lets Trader and Advent factions build phase gates to warp between all connected planets, but at a much higher cost.

Exploding Mines: Reverts space mines to explode when enemy targets are in range, rather than dealing damage over time. However, the mine limits have no been changed, so mines are still more expensive, have longer range, and now do devastating damage to make up for the limited numbers of them.

Enhanced AI: Gives the AI some minor bonuses to make it more competitive without directly helping its economy or military. Gives your favorite AI level a little more challenge without it feeling more "Cheaty".

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E4X Optional Minimods 1.73
Post comment Comments
Sain346 Jun 22 2014 says:

Doubled Fleet Supply and Capital Ships is great but its not affecting Vasari Central Command (VCC/ Vasari Loyalists) for me. this a bug?

+1 vote     reply to comment
GoaFan77 Author
GoaFan77 Jun 22 2014 replied:

I believe your mod order is incorrected. You must make sure all minimods are Above E4X and if you have it Interregnum, like the picture, for them to work properly. Otherwise the VCC won't get doubled capitalships like you describe.

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Dark_Ansem Jun 23 2014 says:

in short it has to be like this, right?

Version 0
enabledModNameCount 5
enabledModName "E4X non-Vasari Phase Gate"
enabledModName "E4X Expanded Research"
enabledModName "E4X Enhanced AI"
enabledModName "Star Wars Interregnum Alpha 1"
enabledModName "Enhanced 4X Mod 1.73"

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GoaFan77 Author
GoaFan77 Jun 23 2014 replied:

That should work for those three minimods yes.

+1 vote   reply to comment
Guest Jun 27 2014 says:

Thx for these greats mini mods. However "E4X Expanded Research" crash my game (rebellion v1.82.5006 with dlc Forbidden worlds and stellar phenomena) after 1 to 2 hours of game. Seems that it cannot reach a certain amount of research. I tested in small and huge random map.Once i deactivated the mod the game no longer crash. I play with only a traduction mod.

+1 vote     reply to comment
GoaFan77 Author
GoaFan77 Jun 27 2014 replied:

I find that unlikely. If it really was the minimod, it should crash again if you reloaded from the last autosave of the game where it crashed. You may have just hit the Sins RAM limit, which can happen with practically any mod. You can reduce the chance of that happening by reducing your ship/planet/structure detail settings.

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Darkymodding Jun 28 2014 says:

A much asked minimod is one that prevents the AI from surrendering, whatever happens. The AI surrenders too fast, I think. Would be very nice to see them fight to the end :)

+1 vote     reply to comment
GoaFan77 Author
GoaFan77 Jun 28 2014 replied:

I know I can change how often the AI retreats from battle, but sadly I do not believe I can change anything to do with the AI surrendering entirely. We simply so not have very much access to the AI code in Sins. :-/

+1 vote   reply to comment
palidins Jul 8 2014 says:

darkymodding capitol victory stops them from retreating they only lose when they are dead

+1 vote     reply to comment
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