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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57 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 74 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 49 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 365 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 54 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  (10 - 20 of 44,401)
Anakin_Sklavenwalker
Anakin_Sklavenwalker Jul 28 2014, 7:51am says:

Recently I was working on a new GC for Republic at War. The base code is done and it works perfect and honestly better than expected. We will add some additional story coding the make this GC even more fun. Maybe you want to guess how we want to call the new GC :)

+2 votes     reply to comment
GhOsTxYOLOx
GhOsTxYOLOx Jul 28 2014, 12:41pm replied:

Also I'm playing this now n I lost a space battle at keesl playing as CIS n now ground battle just begun n the republic had tanks not only At-Rt but saber tanks I think n when I play as them I can't recruit them on tech 1 pls tell me how I can

0 votes     reply to comment
Sephiroth0812
Sephiroth0812 8hours 57mins ago replied:

The AI gets some starting forces from higher tech levels, so when the Republic attacks you with Saber Tanks (which are normally available on Tech 2) they're most likely starting forces the AI uses for an attack.
Or they have simply reached Tech Level 2 before you and can build them because of that. ;)

+1 vote     reply to comment
GhOsTxYOLOx
GhOsTxYOLOx 2hours 46mins ago replied:

I was playing on tech 1 n only set for that for both factions but when I play the republic on tech 1 I don't get them as a starting unit(s) but when I played as the CIS the republic had 12 squads of them

+1 vote     reply to comment
BobMcBobJr
BobMcBobJr 18hours 11mins ago replied:

You have to assume the enemy is always one step ahead and use tactics especially on the ground to defeat superior forces. Biggest bit of advice, turrets are your friends.

+1 vote     reply to comment
GhOsTxYOLOx
GhOsTxYOLOx 2hours 44mins ago replied:

And I do use turrets n yesterday I played as the republic tech lvl2 set only n I had only barracks n a platoon of clones n I had to put some many turrets around my base n took 10 mins to repel the enemy n they 4x as more than I did including tanks n destroyers n STAPs

+1 vote     reply to comment
GhOsTxYOLOx
GhOsTxYOLOx Jul 28 2014, 12:39pm replied:

Hey can u add Comander Gree Captian Rex Comander fox n other comanders and Captians

+1 vote     reply to comment
The_Blackout
The_Blackout 20hours 2mins ago replied:

They are already in the mod as P2(and/or P1) Commanders. The specific commander that appears in battle depends on the type of planet the commander is on(such as Urban, Arctic, Forest, ect...)

+1 vote     reply to comment
GhOsTxYOLOx
GhOsTxYOLOx 18hours 14mins ago replied:

That I know I meant like seperate units

+1 vote     reply to comment
jordanthejq12
jordanthejq12 Jul 27 2014, 11:42pm replied:

Well, I'd be interested in seeing some of that. I agree with Renorick, I wanna see something, darn it! (Anybody who gives a thumbs-up to this should do the same to that post.)

+2 votes     reply to comment
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Everythingeaw.com
Release Date
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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