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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68 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 75 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 52 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 375 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 55 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.

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Sephiroth0812 8hours 11mins ago says:

It was Skywalker who hatched that plan to put the Venators on a position where they would seem vulnerable (have no room to manoeuver, additional protection for the enemy fleet due to the asteroid ring etc.) because he wanted 2 things at once: Defend Bothawui and capture Grievous.
By luring the enemy fleet into the Asteroid ring using the cruisers as bait the Republic could also prevent the CIS forces from retreating as you can't jump to hyperspace in an Asteroid field.
As expected Grievous eventually fled his doomed flagship in his fighter after the AT-TE-trick worked and Skywalker gave chase. He was only prevented from catching Grievous by a piece of debris crashing into his fighter which disabled it.

As far as I have read, there were several millions of warships entangled in the Outer Rim Sieges during the last year of the Clone Wars on both sides.
The 1000 Venators were actually the core of the Coruscant defense fleet, which already may give a slight overview of the actual size of both Republic and CIS navies in the entire conflict, if they could really hold back 1000 Venators to defend the capital world. Additionally there were several Dreadnaughts, Carrack cruisers and even some new Victory I-Star Destroyers stationed around the outskirts of the Coruscant system which were called back when the CIS fleet arrived.

The attack on Coruscant was a total surprise for the Republic though because Grievous used secret hyperlanes through the Deep Core to reach Coruscant which were provided by Palpatine. While Grievous managed to "kidnap" Palpatine, the battle raged on between the two massive armadas with the Defense Fleet sustaining heavy losses.
When Grievous wanted to flee though, the Open Circle Armada (which was stated to also include "thousands" of ships of different classes) under command of both Kenobi and Skywalker returned and trapped the CIS fleet between them and the remaining Defense Fleet. In the end the Republic won, but it was a phyrric victory overall.

+1 vote     reply to comment
Sephiroth0812 7hours 56mins ago replied:

Continuation of previous comment:

True, at the first battle of Geonosis there were even only roughly 200.000 Clone Troopers present (not counting pilots or gunners on ships) as well as 20 Acclamators. Of course it was a small amount when looking at galactic scale, but that was the problem the Republic had to face at first. They were severely outnumbered and the inital amount of ships was crucial so that they wouldn't be already overrun in the first few weeks. The planetary defense fleets of individual member worlds would of course also add to the overall defense of the Republic while the many medium and small ships of the Judicial Forces were swiftly integrated into the new Navy.
In order to combat the short supply of warships, there were of course placed orders to produce more Acclamators, but Palpatine also ordered nearly all diplomatic Consular-class cruisers to be converted into warships called the charger c70-retrofit (those are the white corvettes in RaW).
The Republic was actually rather slow to go into full wartime production (it's a democracy after all and it provided more opportunities for Palpatine to amass more emergency powers), but planets like Kuat, Duro, Rothana, Corellia, Rendili etc. could nonetheless produce dozens of warships in parallel runs in their facilities.
Both Acclamators and Venators were "stock"-type warships, meaning they had many standardized parts and equipment that made them good for serial production runs, reducing the time needed to construct them overall.

+1 vote     reply to comment
Lieutenant_Sunber 6hours 1min ago replied:

Personally, in real life I believe the droids would have one the war the first few months. They were literally mass produced in minutes within those factories around the galaxy, provided they had the parts and resources.

Clone Troopers took much longer to make and they almost all came from Kamino which meant it took longer to distribute them around the galaxy. Later they started more cloning facilities around the galaxy. Although I'm sure the Kaminoians oversaw it personally.

Democracy has a tendency to be slow when it comes to war. Free and democratic societies seek to negotiate and try to resolve diplomatic issues peacefully. They aren't militaristic and start producing massive militaries when someone disagrees with them. First they talk. Then they fight. But from the start they are slow to pick up arms. It simply isn't in there nature. So it's not really a surpirse they were slow at first to producing ships. Although it is a good thing to be slow to war. Because war is indeed a terrible thing.

Stock ships are much easier to produce. I knew that, but I'm just wondering as a kind of easter egg type bonus, how long, in reality, with the stock parts, to make a Venator or Acclamator in weeks, months, etc. Just curious.

+1 vote     reply to comment
chancellor14 21hours 4mins ago says:

Where can I build Malevolence as the CIS? I conquered the galaxy, letting the Republic live on Alderaan.

+1 vote     reply to comment
Yoda1106 20hours 36mins ago replied:

You can build it ONLY on Minntooine (spelling?) at Tech 3 or 4 with a Level 4+ Space Station. Did that help?

+2 votes     reply to comment
GulCoratDamar Aug 19 2014, 9:00am says:

I need some help installing the mod. It keeps telling me that I don't have Empire At War Gold installed however I have it installed on Steam. I have followed the install instructions I just have no idea what has gone wrong :/

+1 vote     reply to comment
The_Blackout 6hours 7mins ago replied:

Try downloading the "Republic at War v1.1.5 [Minimal | ADV USERS ONLY]". It will let you manually put the files where they need to be.

+1 vote     reply to comment
GulCoratDamar 4hours 55mins ago replied:

Thanks a billion man :)

+1 vote     reply to comment
lancelot253 Aug 19 2014, 4:19am says:

wann kommt das neue update raus?

+1 vote     reply to comment
Lieutenant_Sunber Aug 19 2014, 4:01am replied:

They made it clear the variant they were up against in Republic Commando was in fact a battleship class.

Plus tactics can make almost any battle winnable. Saying a lucrehulk can hold out against a small group of Acclamators indefinitely isn't a wise strategic standpoint. Remember the Lucrehulk is splitting it's fire at multiple targets as well as squadrons launched by the Acclamators. Not to mention the torpedo tubes on the Acclamators are more than capable of disabling the Lucrehulks critical systems such as shields and hangers within the first few volleys leaving it exposed, and vulnerable.

With the fighters covering the Acclamator's assault and keeping enemy bombers off their back it would be manageable.

I recall 3 Venators in the Clone Wars series often going up against a lucrehulk battleship with several Munificent frigates (often 6-7) in escort. And that's with droid bombers and fighters bearing down on them.

A small group of Acclamators would be well capable of handling a lucrehulk providing their Commander was competent in tactics. Just remember, Never Give Up.

Hey, did you know there is a glitch where you press the boost shields button on the Acclamator repeatedly when taking fire and the shields never go down? The Seps certainly find that surprising...

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Star Wars: Empire at War: Forces of Corruption Icon
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Released Jun 30, 2013
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Highest Rated (77 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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