Republic at War is a total conversion modification for Star Wars Empire at War Forces of Corruption. The mod replaces the Empire with the Galactic Republic and the Rebel Alliance with the Confederacy. Republic at War focuses heavily on the theatrical films but also contains content from the Clone Wars cartoon series as well as the expanded universe. Players can re-enact various Clone War campaigns such as the Outer Rim Sieges. Players will have the choice to fight as either the CIS or the Republic and wage war for control of the galaxy. Realism is key and players will have unprecedented control over how and where they fight. Push forward with an entire clone legion such as the 501st or 212th or overwhelm your opponent with a seemingly endless number of B1 battledroids. The choice is yours. There are also a number of expansions planned that will add new (as well as polish existing) content.

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Current Project Status

Development continues with the current task list sitting below 40 items remaining.

2015/2016 v1.2 Tasklist: 207/245 tasks complete (85%).

Move to GitHub (2016)

As we mentioned earlier this year, we will be making adjustments to the way we do future development with the goal of better transparency, more community involvement, and faster turnaround times. The biggest change here will be our move to GitHub later next year. This change will provide the community with a more direct avenue for impacting the direction of the project.

GC Name Contest

One of the top requests we've received is the addition of new full-sized galactic conquest map where each player starts with a single planet. Since this was something that came about as a result of community input, we figured it would be appropriate to let you decide the title of this new GC map. Let us know in the comments section, below, and we'll select the title that has received the most votes/support (weighted by time added to give everyone an opportunity to submit a suggestion).


April Update (2015)

April Update (2015)

News 88 comments

A Republic at War news update for the month of April, 2015.

March Update (2014)

March Update (2014)

News 95 comments

A Republic at War news update for the month of March, 2014.

Republic at War v1.1.5 is GOLD

Republic at War v1.1.5 is GOLD

News 58 comments

A Republic at War news update for the month of June, 2013.

Republic at War v1.1.5

Republic at War v1.1.5

News 33 comments

A Republic at War news update for the month of June, 2013.

RSS feed Downloads
Republic at War v1.1.5 Deutscher Patch

Republic at War v1.1.5 Deutscher Patch

Patch 110 comments

Please install Republic at War v1.1.5 with the Auto-Installer package before installing this patch. Dieser Patch updatet Republic at War v1.1.5 vollständig...

Republic at War v1.1.5 [Minimal | ADV USERS ONLY]

Republic at War v1.1.5 [Minimal | ADV USERS ONLY]

Full Version 83 comments

This package contains the BASIC Republic at War v1.1.5 game files (NO AUTO-INSTALLER). This is recommended ONLY for ADVANCED USERS who want a minimalist...

Republic at War v1.1.5

Republic at War v1.1.5

Full Version 604 comments

This package includes Republic at War v1.1.5 (auto-installer) as well as the game launcher and a short installation guide.

Republic at War v1.1 Game Manual

Republic at War v1.1 Game Manual

Guides 69 comments

This is the Republic at War v1.1 Game Manual. A revised manual will be made available sometime after the release of Republic at War v1.1.5.

Comments  (0 - 10 of 48,562)
kevinjonathan
kevinjonathan

yes easy tactic for win the battle^^ in a big map,take (in offensive) defensive position and kill all units(not building garnison) and after destroy all building because you are all time in numeric inferiority!,in defense use tx 130s, barc speeder detonator for destroy in priority all infantry,2 light vehicle and in 3 and last part,when you have captured cis commanderpost with your infantry and when you have numeric superiority destroy heavy cis units(spider walker,cab) good luck! may the force be with you!

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leyamasa
leyamasa

TX-130 tanks running over a ton of B1 and B2 battle droids= thug life. (I'm not a full completely CIS player, I play both sides for fun).That strategy was so useful in the GC land battles.

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kevinjonathan
kevinjonathan

ah and for win land battle: form a cannon company(144clone+1 officer) and 2 squad of sabertank(tx 130s)per planets, rush commander post,hit and run with barc speeder and trtt and rush the cp massive attack with all unith for take easy victory :-) (ps:sabertank,rt tt walk to your ennemy :-) ,for destroy easily droideka droid destroyer,build antiaerial turret !vode an!

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kevinjonathan
kevinjonathan

i have see one post talk about: don't possible to build imperial destroyer ,really? and it's possible to destroy lucrehulk leyamasa ,1 or 3 :if you have equivalent number of venator 1-destroy light ship and kill all cis strike bomber,2-destroy shield and reactor of munificent,recusant,transport,3-destroy in last very heavy ship(providence,lucrehulk) and you win the space battle^^(destroy in priority all strike bomber and hangar of lucrehulk,lucrehulk have unlimited garrison,in theory your loses because the cis have very number forces in middle/late time of the battle) sorry for my english i'm french ,good luck rapublican camarade !may the force by with you :-)

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leyamasa
leyamasa

Umm..., I didn't say anything about star destroyers not possible to build and I didn't say anything about lucrehulks. Care to give me a proof?

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leyamasa
leyamasa

I challenged myself with teaming up with hard AI as confederacy in space battle against 2 republic hard AI. I was overrun of Venators, V-Wings, and Arc fighters.
Please nerf garrison for Venator and nerf V-Wings, they are OP and unfair T_T

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Sephiroth0812
Sephiroth0812

You play against 2 hard AIs and then decry Venators as OP? Hard AI is called hard for a reason.
Lol, the Venator is everything but OP as even two Techno Union Frigates with Rapid Fire ability on can blast a Venator apart while a Providence can go toe-to-toe with them.
If anything the space forces of the Republic need to get strengthened and not nerfed to truly display their qualitative superiority.
The CIS relies on vast numbers to win, so where were your dozens of Providences, Bulwarks and Lucrehulks to counter the Venators?
In Skirmish the Republic AI already is somewhat nerfed since in comparison to the Galactic Conquest AI the Republic never builds Victory I-Star Destroyers or Imperators.

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leyamasa
leyamasa

Dude, Arc fighters are and V-wings are everywhere. I mean really I played Confederacy for the space Skirmish teaming up with hard AI Confederacy against 2 republic hard AI and my team didn't stand a chance.

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Sephiroth0812
Sephiroth0812

Well duh, the Venator IS the ship with the biggest complement of fighters the Republic has (and it is still less numbers-wise than Lucrehulks and Providences of the CIS have).
However, if the AI already had the opportunity to unleash a flood of Venators and also launch all their fighters it is not because the units are OP but because you've made a strategic error much earlier then. What were your forces made of and how did you use them?
Just like a Republic player needs to take out the Hangars on Droid Carriers and Lucrehulks, a CIS player needs to take out the hangars of Venators once they appear. Also make sure to have Recusant Destroyers around as their many Laser Cannons can be a tremendous help against Republic fighters as is Jango Fett with his special ability.
The Republic units are supposed to be qualitatively superior and pack a big punch in the endgame. If the Republic manages to amass a sizeable late game fleet it is supposed to be very challenging or game over. The primary goal of the CIS is to not let the Republic get that far in the first place, meaning that in case of a skirmish by the time the Republic can start chuming out Venators the map should already be filled with masses of CIS fighters, Recusants, Techno Union Frigates and some Lucrehulks while the Republic star base is already under attack.
The CIS must attack early and fast, disrupting the income-flow of the Republic and never cease the pressure.
If the pressure is ceased and the Republic AI is left room to breathe they will eventually steamroll everything.
If you have an AI-ally leave research stuff to the AI and start early looking into how the enemy AI can be annoyed, building some Vulture droids to harass enemy economy buildings.
Build a CIS Central Command for 5.000 on the special buildpad and then collect 6.500 cash to build a Bulwark Battlecruiser. These sturdy things can destroy anything the Republic throws at you except a Venator or bigger easily, meaning practically space superiority for your side until the Republic reaches station lv 5. Once the own station reaches lv 3 invest some money into Techno Union Frigates to bolster your Bulwark and build also two or three Droid Carriers. Distract the weaponry of the enemy station with the Vultures and use the Droid Bombers to take out the Shield generator. Then send the Bulwark and Techno Union Frigates to wreak as much havoc as possible while accumulating more cash.

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BenQuinnobi
BenQuinnobi

I would just like to say, the 'Strength in Numbers' thing you've been saying is only possible for CIS AI because the AI in this mod poofs in magical fleets from nowhere and has seemingly endless credits. Not that this is a problem for skilled republic players, but when you're playing as the CIS and the Republic pulls out the same magic fleets, strength in numbers is almost impossible to pull off. Or, at least it is in GC. It's also hard to outnumber the enemy when their main battleship that can outclass a lot of what you have in both fighters and firepower is less expensive than you're ships. I believe a Venator cost 5,500 credits, but a Providence cost 6,000, a Bulwark cost 6,500 and a Lucrehulk 8,000. But, again, I'm using what I've experienced in Galactic Conquest so my opinion may not apply. As one final note, no, Venator's should not be made even stronger, beams and powerful fighters combined with lots of basic weapons makes them hard enough to deal with already.

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Sephiroth0812
Sephiroth0812

Considering how many comments I've read around here how "impossible" or "difficult" the Republic is to play in GC I doubt it not being a problem for most average players. The Republic is supposed to be difficult to play in early game and early mid-game while the for the CIS it becomes more difficult the longer the game goes on. Even when the AI pulls its "magical fleets" trick in GC the CIS does not have much of a problem until Tech 4 when the Venator becomes available as Acclamators, Dreadnaughts etc. can be effectively defended against even in high numbers.
Well, that's the thing, Republic ships are meant to outclass most CIS ships one-on-one due to having a much higher quality. The main reason though the Venator is cheaper than Providence, Lucrehulk and Bulwark is because the Venator is a jack-of-all trades, master of none-type of ship, a Medium Capital ship/Carrier hybrid suited for mass production and THE workhouse of the Republic Navy.
The Bulwark for example is a flat out heavy capital ship (with a ****** fighter complement though) with much better armor and more torpedo launchers while the Providence has several more hardpoints than the Republic ship. It's still closest to the Venator in price range due to the SPHA-Beam allowing the Venator to fight the Providence on roughly even terms.
Lucrehulk on the other hand is a whole class above the Venator as the "equivalent" to it on the Republic side is actually the Imperator-class and it has more fighters than any other unit in the game except the superweapons.
In actual Star Wars canon, one Venator is worth (and can defeat) up to four Munificent Frigates or three Recusants, is roughly on par with the Providence while three Venators are needed to defeat one Lucrehulk.
I do agree though that the prices for some of the medium ships of the CIS are too high, as the Munificent, Techno Union Frigate, Droid Carrier and Recusant should each be at least 1000 credits cheaper or if that is not feasible have a shorter build time for allowing the strength in numbers policy the CIS mainly relies upon.
Note how in my first post of this comment chain I spoke about the general "Republic space forces" needing to be strengthened in order to display their superior quality better. The Venator (and the ISD, but this one isn't buildable by human Republic players) is in the current version of the mod the only Republic space unit to actually reflect the supposed superior quality of the GAR and thus fine exactly as it is. The Acclamator for example is way too fragile in the current version and the Centax Frigate seems to have no effective use at all since the Carrack Cruiser is way cheaper and way faster.
I play both sides quite regularily so I can certainly confirm that the Venators are hard to deal with when playing the clankers, they're even damn annoying, but they're supposed to be. ;)
It gets actually even worse when the Republic sends Venators and then brings Victory I SDs to the party as well. The Venator and the Victory I make an excellent (and deadly) tag team.
When playing as the Republic you also very often curse about those damn Lucrehulk donuts or Providences though especially when the donuts remain in the background and do nothing but fighter and bomber spam.

The main problem is certainly in regards to balance of the units when it comes to humans using them vs AI using them as nerfing/buffing several of them too far might make one side unplayable for human players.

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Star Wars: Empire at War: Forces of Corruption
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Highest Rated (94 agree) 10/10

Looks really polished Z3r0x. I must say though, you've caught alot of flak today, and the fact that you kept your cool would make me give you a 10/10 in itself. Nice work.

Dec 31 2010 by ExoticTofu

Lowest Rated (33 agree) 1/10

Worst MOD EVER!!!!

Jun 4 2011 by z3rOx

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Interested into helping to create an modding editor (University Project) ? Github.com More info will come on GitHub

Mar 15 2016

tweaked and tested easy AI a bit. now it waits some days before attacking.

Feb 26 2016

just reviewing some old eaw files and remake them into high resolution media

Feb 22 2016

long long time no post here. we are all quiet busy with stuff, but we will move to RaW again this week.

Feb 18 2016

So we have just passed our 400th commit for Republic at War. This special commit contained some huge changes for a new GC.

Nov 27 2015

added full steam support for the launcher. now it is about 99,9% completed

Nov 16 2015

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