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.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
RSS feed Articles

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 75 comments

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

March Update (2014)

March Update (2014)

News 94 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 56 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 32 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 103 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 77 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 569 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 66 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 47,768)
AceAccess
AceAccess

Dear santa

gime gime 1.2 with new units, planets,hero's, new techs and more advanced and deep tech tree to research

there is one feature I really want in the game, I want to be able to select some of my ground/space units back into hyper/space when they are no longer needed
when I invaded geonosis in space they had 700+ fighters in space so I responded by sending a fleet where I kept my capital shisp in hyperspace and fought with only corvette and I lsot only one unit, then the enemy bought in capital ships.... I had to retreat since I couldn't bring in my capital ships unless my corvettes got destroyed which I'm not sticking around for and I couldn't just send back my corvets and replace them with venators in that battle even though i had 20 of em... I had to come back for a second space battle to take over geonsis space.... a similar thing happened during the ground battle

can we get a hero unit made up off padme and c3po (you can add r2 if u want) and give them a passive surveillance ability so we can use them as mobile surveillance stations on the GC map
add senator organa along iwth other non-combat characters.. and give them alogn with padme the ability to negotiate with other planets, maybe make other systems leave the CIS and become neutral and cause the native population to start civil war

I hope they'll add a sniper squad (9 units) to poke enemy infantry from afar and have decent close range shooting capabilities

also the ground to space ion cannon, can it be turned into a EMP weapon that one-shots enemy shield generators and kill enemy/allied fights caught in its blast (shield generators are destroyed not temporarily disabled)
a variant of this I thought of is equipping this on to space stations where they fire blasts like the Malevolence taking out all shield generators it hits, fighter/bombers get killed
this might be a good weapon for planets that can't build the turbo laser to one shot enemy ships

also the V1 victory star destroyer... can we get a missile variant of it, its only anti-ship weapons are a large number of missile pods covering its hull like chicken pox and it only laser cannons are for anti-fighter duty
and speaking of the V1, its is very squishy and without any other ships to back it up they die easily

the republic will need some AA ground units since the CIS keeps seaming gunships like there is no tomorrow, maybe create a AA units that serves as the prototype for the AA unit the empire used in EaW

will we get the stun cannon tank and a Self-Propelled Heavy Artillery Turbolaser in the game anytime soon along with a zillo beast to use it on,

Reply Good karma Bad karma+4 votes
The_Great_Rice_God
The_Great_Rice_God

That's a lot of requests. I'll do my best here:

For the hyperspace thing, you can separate your corvette into one fleet and your venators into another, and send the cap ship fleet immediately after you send the other, so you kill their fighters, retreat, and then your second fleet gets there.

If you want passive spying, you can just make bounty hunters on Tatooine and stick them on important CIS planets. They're stealth fleets so they can stay there indefinitely.

They're adding in a heavy-weapons squad with missile launchers and blaster cannons. Not sure if it has snipers though

As for the OP hypervelocity cannon, that is actually an interesting idea. Instead of one-shotting a Providence, to just have it disable it for some time. I like that, and it'd make the cannon less OP, too.

The victory SD is supposed to be fragile. They're meant to be siege platforms that sit in the back and bombard enemy capital ships and stations with their missile launchers. If you look at the ones we have right now, they've got plenty of missile tubes already.

And for the zillo beast, it might make it in as a prop, since they're adding the planet Malastare, but it'd be pretty difficult to recreate the zillo beast battle, since the base game isn't meant to do that kind of thing.

Reply Good karma Bad karma+2 votes
Sephiroth0812
Sephiroth0812

On the Victory I- Star Destroyer this isn't correct though. It is true that in the current version of the mod they are nothing but glorified space artillery (and they're good in that role) but they are NOT supposed to be fragile.
The contrary actually as while their shielding is supposed to be equal, Victory Is are supposed to have much better armor than Venators.
It is this much thicker armor and the missile launchers which are responsible for the Vic I having much fewer fighters. The Venator is a Carrier/Medium Capital ship hybrid, but the Victory I is supposed to be an Artillery/Heavy Capital Ship hybrid of which the current RaW-version fulfills only the frist part.

The weaponry of the Victory I is however already close to actual Legends-canon (the actual Disney-canon Victory has no specifics for weaponry yet due to only being referenced in the novel "Tarkin") as it is said to have 80 missile launchers (RaW-Victory has 8 missile hard points, each representing 10 launchers), 10 Quad-Turbolaser (4 hardpoints) and several point-defense Laser cannons. The only weaponry a little misrepresented are the Medium Dual Turbolasers of which the Victory is supposed to have 40, yet the RaW-Victory has "only" 4 or 6 hardpoints of.

Reply Good karma Bad karma+1 vote
AceAccess
AceAccess

i don't want the laser to disable shields, I want it to blow up the generators powering the shields, making space battles easier... I mainly want the lukerhulks to have their shield generators blown up, the other ships losing their shields temporarily seems fine but the giant donuts which get spammed ad nausea needs to be shredded fast

I think we should keep the turbo space laser since the CIS just spams ships a lil too often, I once got attacked by 28 lukerhuls
the ion cannon can be buildable in other worlds with strategic importance

and what abotu the sendign back selected ground units to space ?
sometimes I lose the momentum I've built up in the battle if I send back my entire force, I have enough infantry but they start sending in heavy armor and i need more armor to fight back but can't bring in anymore

Reply Good karma Bad karma+1 vote
Sephiroth0812
Sephiroth0812

ARC-170s are a much cheaper way to blow up the shield generators (and hangars) of the annoying donut battleships though.
Once the hangars are gone, a Lucrehulk loses much of its fear-inducing ability as it cannot concentrate the fire of its beam weaponry well.
Providences and Bulwarks are much more dangerous for your own capital ships and space stations.

That the CIS comes with many of those (and many ships in general) is wanted though as big numbers is the primary modus operandi of the CIS anyways.
The Republic is meant to have fewer numbers but superior quality in nearly all their units.

The main problem comes from the AI to which a "spamming numbers" strategy is favorable, hence why an AI-controlled CIS seems to be a nightmare sometimes especially in early game.
If you have played the CIS human-controlled though you will realize that an AI-controlled Republic can be even worse because the AI then goes and does number spamming with the higher quality Republic units and while a fleet of more than 20 Venators knocking on your door is already probematic,a big fleet consisting of Venators AND Victory Is is outright cruel.

Reply Good karma Bad karma+1 vote
LanteanOmega
LanteanOmega

Not sure if I'm allowed to post this, but I am starting a LP of this mod, tips and hints will be greatly welcomed :) https://youtu.be/jkxn0aEuTmk

Reply Good karma Bad karma-2 votes
LogantheKrogan
LogantheKrogan

I have downloaded the mod successfully, however the confederacy AI is unresponsive. It does not build or command units, or purchace upgrades. I have attempted uninstalling and reinstalling RAW and FOC with no results. Can someone assist me?

Reply Good karma Bad karma+1 vote
The_Great_Rice_God
The_Great_Rice_God

Try this. It should fix the issue:
Everythingeaw.com

Reply Good karma Bad karma+1 vote
CT261409Echo
CT261409Echo

**** this mod am done with it they wont give us anything when the mod is going to be updated

Reply Good karma Bad karma-1 votes
Lord_Baal
Lord_Baal

I have a even better idea, why don't you instead go and copulate yourself out of here. If you want the mod "NOW" then go ahead and by all means do a mod yourself.

Reply Good karma Bad karma+1 vote
CT261409Echo
CT261409Echo

i have made a mod

Reply Good karma Bad karma+1 vote
Post a comment

You are not logged in, your comment will be anonymous unless you join the community. Or sign in with your social account:

Icon
Star Wars: Empire at War: Forces of Corruption
Contact
Send Message
Release date
Mod watch
Start tracking
Share
Community Rating

Average

9.2

1960 votes submitted.

You Say

-

Ratings closed.

Highest Rated (92 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

Style
Embed Buttons
Link to Republic at War by selecting a button and using the embed code provided more...
Republic at War
Statistics
Last Update
Watchers
4,722 members
Downloads
4
Articles
43
Reviews
614