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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48 comments by KillerHurdz on Apr 6th, 2015

Current Project Status

After a much needed (extended) hiatus, the team has agreed that it's time to put a focus on wrapping up this interminable chapter of Republic at War's development.

The team is poised to wrap up the remaining v1.2 development components and is working hard to achieve that goal.

Pelta-class Frigate

Over the past three years, the team has gone through a number of changes that have had a significant impact on our development timelines. To clarify, these changes will not affect the end product. We do appreciate your concerns and take them seriously.

CIS AA Turret

To accompany these changes, we will also be making adjustments to the way we do development with the goal of better transparency, more community involvement, and faster development. We'll be announcing full details on these changes later this year.

Our internal task list is currently down to fewer than 100 items, much of which is polish & cleanup. This includes a number of additions to the original scope that we decided were important to include in this release.

We're on the home stretch -- thanks for bearing with us.

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Republic at War v1.1.5 Deutscher Patch

Republic at War v1.1.5 Deutscher Patch

Jun 30, 2013 Patch 93 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 69 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 508 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 57 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  (20 - 30 of 46,443)
andreivisalon9
andreivisalon9 Jun 30 2015, 9:53pm says:

Ok then for 2% users that C.I.S Ai doesnt work ,only for users that have it off steam and not gold edition instaled retailed one by one (empire at war in a folder,force of corruption in another)
will only work with 1.1.5 others arent tested procede with caution
First update Force Of Corruption to 1.1 taking the update from this link:
Main: Empireatwar.filefront.com (use hotspot Shield to download else the mirror)
Mirror: Drive.google.com
After You Finished Applying The Patch Instal The Ram Fix From this Link:
Link: Drive.google.com

Now download the A.I. Fix from next link and apply it as it sais in the guide: Everythingeaw.com
Now Run Game And Test A.I from C.I.S and Republic in GC (note that this guide if for A.I. not working and not moving only defending this patch also resolves the very hard difficulty it wont be so hard with many troops built and game starting lagging but will attack str diffuculty not vicious as it was) Mail me via a_visalon@yahoo.com or write in command for furthure coordonation have fun till then and hope it helped!

+1 vote     reply to comment
LogantheKrogan
LogantheKrogan Jul 1 2015, 10:54pm replied:

It works.

+1 vote     reply to comment
LogantheKrogan
LogantheKrogan Jun 30 2015, 11:08am says:

I successfully downloaded Republic at War 1.1.5 but the confederacy A.I is completely unresponsive. It doesn't move units or purchase anything. I also noticed that the Rebel A.I is also unresponsive. Can anyone assist me?

+1 vote     reply to comment
andreivisalon9
andreivisalon9 Jun 30 2015, 9:52pm replied: +1 vote     reply to comment
FloppyEars
FloppyEars Jun 30 2015, 1:00am says:

So I recently downloaded this mod again and I saw the post saying that 1.2 will be out soon. So I was wondering whether I should start a new game or wait? Sorry for bugging you or annoying you about time frame. Thanks for you dedication to this mod and I appreciate it so much.

PS: Do we still have that GC huge lag after the first few days or is that gone now?

+1 vote     reply to comment
semillakan6
semillakan6 Jun 30 2015, 1:31pm replied:

I havent had that lag and i been playing for a will now

+1 vote     reply to comment
Guest
Guest Jun 29 2015, 11:34am says:

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jawafreak
jawafreak Jun 28 2015, 12:47pm says:

I feel that the republic conquest medium and hard ai spams too many victory classes, and the sheers amount of missiles they fire is devastating to my own droid capital ships. I feel that the Munificients' point-defense systems are way too ineffective against large numbers of enemy torpedoes or missiles. I think the Recuscant or some new ship such as the supply ship, should get missile jamming ability similar from foc where it covered a significant area and could stay on indefinitely. Because when the Republic spams between thirty and 100 or more victories and Venators ... Things practically become un winnable. MISSILE JAMMING FOR CIS!!!!

+1 vote     reply to comment
Doci
Doci Jun 26 2015, 5:03am says:

Hey Guys :)
I love your Mod !
But im sorry to say that it is nearly impossible to play a GC as the Republic
(Rim-Conflict and the smallest one) Because the cis gets 4 times the money i get, so im getting attacks every 10 sec on medium difficulty.
and he is continously attacking with 14 munificient/12 Droid-carriers and or 2 Lucrehulk (is it an A or B ?) and some addittional Providences xD
He gets (in Rim GC) 25.000 credits per day and i get 7000 and that only because of Bespin. So please consider a rebalancing of the two GC maps, guys.
I hope i could help a bit :)

Greetings,
Doci

"Hallowed are the Ori"

+1 vote     reply to comment
Flashy_3
Flashy_3 Jun 27 2015, 12:02pm replied:

Awhile back the developers stated that Easy mode would be revamped to actually be what people consider "easy" in the next update. So don't sweat it, Gc will soon be fixed.

+1 vote     reply to comment
Zupanicarr Online
Zupanicarr Jun 27 2015, 1:01am replied:

It's hard, but far from impossible. If you build refineries and mining stations on every world you can, after a little while you'll be getting 10,000 to 14,000 per "week" (that's what I call a day), and pretty soon you'll be mass producing a steady stream of shining Venators... to replace the steady stream of sunken Venators.
I'll leave the rest of the strategy up to you.


"Great and unknowable are the Eldritch Horrors"

+1 vote     reply to comment
Sephiroth0812
Sephiroth0812 Jun 29 2015, 6:21am replied:

If you manage your fighters well though and mix in some Dreadnaughts as cannon fodder, you shouldn't actually lose so many Venators that it becomes a "stream".

When looking at my Republic GC Venators are actually the ships I lose the least units in.
It's the Victorys that I have need to steadily replace as not only seem they to die quicker than a Venator (despite supposed same shield strength and BETTER armor for the Victory), the CIS AI also seems to give priority to try and destroy the Victorys first in battle.

+1 vote     reply to comment
Zupanicarr Online
Zupanicarr Jun 29 2015, 9:17am replied:

I was joking... I don't actually lose too many Venators, since the CIS AI usually avoids a large fight, even when they don't have any land units; if it's a large fleet they'll usually still run, so there sadly few big epic battles that aren't on the defensive in RaW, at least in my experience and luck.

And yes, despite being more powerful in lore, and looking (almost) cooler in-game, Victory class star destroyers are generally inferior and mostly used as support ships in game.
Think artillery that can hold it's own in a fist fight.

+1 vote     reply to comment
Sephiroth0812
Sephiroth0812 Jun 29 2015, 9:43am replied:

Lol I see.
Indeed, when you are on the offensive the AI retreats rather often even if they have 4+ Providences around that could manage a decent defense with the Space station in tandem.
Defensive battles can really last more than an hour though as
I still remember the one big battle I had at Rothana where I had 6 Venators and 3 Victorys to repel a CIS fleet of 15 Lucrehulks and several Recusants.

It's a discrepancy that is hopefully addressed in the next version.
While the Victory I is supposed to be roughly equal in shield power to the Venator, slower and with less fighters, it is also supposed to be much better in terms of armor and the missile batteries together with the Quad-Turbolasers are supposed to pack more punch than the 8 primary turrets of the Venator.
While the Venator may be my personal favorite Capital Ship in Star Wars as a whole, it cannot be denied that the Venator is supposed to be a medium battleship/carrier hybrid while the Victory I is supposed to be a full blown heavy hitter with space artillery as secondary role.
In the current version of RaW though, the Victory mainly fills only the secondary role while it goes down faster than a Venator in direct combat where it is supposed to be sturdier than its cousin.
Nonetheless it is interesting to see that all four "big" factions in Star Wars seem to have a different main naval strategy:
CIS => overwhelming numbers
Republic => versatility (as many Republic units having implied dual roles show)
Rebel Alliance => fighter superiority.
Empire => overwhelming capital ship firepower and intimidation.

+2 votes     reply to comment
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Released Jun 30, 2013
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Highest Rated (83 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 (33 agree) 1/10

Worst MOD EVER!!!!

Jun 4 2011, 11:58am by z3rOx

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