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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78 comments by KillerHurdz on Mar 23rd, 2014

Current Project Status
Over the past couple of months, we have been very busy developing the next stage of the project -- Republic at War v1.2. This next release will include a number of additions and enhancements, some of which I've outlined below.

Republic at War v1.2 Features:

  • New units and planets.
  • New GC battlefield hazards and events.
  • New planetary income and defense structures.
  • New game launcher w/ one-touch game updating.
  • Completely redesigned GC maps.
  • Over 400 balance adjustments.
  • Numerous AI improvements and fixed.
  • GC performance improvements.
  • Misc bug fixes.

We'll continue reveal new details on progress, beta testing, and a release time frame, as we near completion.

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Republic at War v1.1.5 Deutscher Patch

Republic at War v1.1.5 Deutscher Patch

Jun 30, 2013 Patch 77 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]

Jun 30, 2013 Full Version 55 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

Jun 30, 2013 Full Version 406 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

Jun 2, 2011 Guides 56 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.

Post comment Comments  (0 - 10 of 44,939)
HelloImMoonMoon 1hour 48mins ago says:

could i change units from other mods? like dooku, i dont like the pose he has (riding an invisible horse), only that, could i take a model from other mod and place him in this one?

+1 vote     reply to comment
Guest 11hours 9mins ago says:

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LogantheKrogan 13hours 31mins ago says:

It's been a while since we had any new content for "RAW". Is there any way I can help speed up the process? This is the best mod for Empire at War and I would like to support this mod however way I can.

+2 votes     reply to comment
fenix02 14hours 3mins ago says:

Is this mod still in development? been waiting for 1.2 for a while

+1 vote     reply to comment
HelloImMoonMoon Oct 21 2014, 2:24pm says:

how can i disabled a unit? im tired of the AI spaming those flying *****... i dont have a unit that can take them down playing as a republic... do i have to take them from mod\republic_at_war\data\art\model?? and how can i give anakin the health regen like obi and barris offee? :s

+1 vote     reply to comment
HelmetMan 11hours 34mins ago replied:

oooooooooooooooooor you could use LAATS for those flying units

+1 vote     reply to comment
HelloImMoonMoon 24mins 34secs ago replied:

Try it... Cis flying ***** are atrong against republic laats, the only thing could beat them is an aircraft turret... OP?? Of course...

+1 vote     reply to comment
The_Blackout Oct 21 2014, 8:33pm replied:

You have to go into RaW's XML folder. (Almost) each exclusive unit in RaW has it's own XML file, which you can edit with something like notepad++(or just regular notepad).

For getting rid of the annoying and OP flying CIS thing, you could just delete/rename/edit the XML file/code for it to do away with it.

As far as healing goes for Anakin and Obi, the easier thing to do would be to copy and paste the "healing" code from Yoda's xml file to both Anakin's and Obi's files(with some minor adjustments as needed).

+2 votes     reply to comment
Sephiroth0812 Oct 22 2014, 3:32am replied:

There's nothing "unrealistic" about massive swarms of fighters and bombers especially when it comes to the Confederacy as it was their main modus operandi to attack in overwhelming numbers.

I agree with the notion though that some of the medium capital ships of the Republic (like Acclamators) are a bit too fragile in the current version as the Republic is supposed to counter the massive numbers of the CIS with superior quality.
The only unit so far which fits that description is the Venator-class Star Destroyer (which coincidentally is also the only unit in the Republic arsenal to provide a decent amount of fighters).
By wisely using the special abilities of Republic ships though (energy to shields for the Acclamator and anti-missile-shield for the Dreadnaught for example) you can increase their survivability.

I managed to defeat enemy fleets consisting of 10+ Lucrehulk Battleships (the giant flying donuts) with considerably less than 50 ships though.
The absolute key (and primary objective) in a space battle that involves Lucrehulks, Droid Carriers and/or Providences is to scramble everything you got with missiles and torpedoes (meaning Bombers, ARC-170s, Red Corvettes and even Acclamators) and target the hangars of the enemy capitals.
Use your own fighters to protect your bombers while White Corvettes or Carrack Cruisers protect your own capitals from enemy bombers.
If defending, use the free garrison units as damage sponges to divert enemy fire (they respawn indefinitely as long as the space station is intact), especially the Dreadnaughts (Republic) or Techno Union Frigates (CIS) are ideal for this role.

+1 vote     reply to comment
Skillisix 11hours 23mins ago replied:

I already said I didn't want to hear anything about strategy, because it doesn't work very well for me. I just want the try hard AI gone. Is there any way to get rid of it. The glaring problems with this mod are:

Most CIS ships are ridiculously fragile and underpowered.

Fighter and bomber swarms are way to big.

The enemy knows exactly where to attack to cause the most damage, which is complete ********.

Now what I said was is there a way to remove the try hard AI and use vanilla instead? This mod is **** with the AI it has now.

+1 vote     reply to comment
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Star Wars: Empire at War: Forces of Corruption Icon
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Release Date
Released Jun 30, 2013
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1733 votes submitted.

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Highest Rated (80 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, 1:36am by ExoticTofu

Lowest Rated (30 agree) 1/10

Worst MOD EVER!!!!

Jun 4 2011, 11:58am by z3rOx

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