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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74 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 54 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 392 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.

Post comment Comments  (20 - 30 of 44,795)
jlaw264 Sep 17 2014, 7:43pm says:

First off, this is an awesome mod and ever since i played as the pentastar alignment in the thrawn's revenge mod, i've been wanting to play as the true CIS (they share a few units: Munificent, droid control ship, hellfire droids, ect.) I have one question and a few requests.
1)When ever i play GC i can never build a research facility, is it called something special or did i mess up the install.
2)Since heroes do respawn, could you nerf them a bit. Earlier you compared how in thrawn's revenge heroes were over powered in space, but i get the feeling that these heroes are way too over powered on ground plus the respawn ability makes it awfully tempting to only use heroes in battle and not use the actual armies and navies.
2b)could most heroes have special space units under their command, i havent really used my heroes in space combat and i have not encounted the enemy's heroes in space, so if this is already the case could you just add what they are in command of in the hero description
3)one of the things i liked about Thrawn's revenge was how the galaxy map both added and displayed all hyperspace routes and no one, not you or the ai, could diverge from those routes. this made the capture and defense of strategic hub worlds a must. as it stands you have to defend more or less every planet you own because the enemy can attack any of them at any time. sun tzu said " by reinforcing every part, you weaken every part" which is exactly how it feels, both sides have no shortage of ships but when they're spread across every planet, they dont form a defense that is worth a damn against any form of assault.
4)in the canon munificent class ships (among others) had hanger bays, granted relatively small ones but they had them. in the mod they dont have them, yet their republic equivalents, the acclamator, have hangers.

+1 vote     reply to comment
Sephiroth0812 Sep 18 2014, 3:53am replied:

1) You can only build research facilities on certain specific planets. The Republic for example can build research facilities on Coruscant, Anaxes and Naboo among others.
As I play the CIS mostly in skirmish and haven't finished my Republic GC yet I can't say much about them, but I do remember that Cato Neimoidia definitely can build a research station for the clankers.
2) It depends on which heroes you talk about. On the Republic side, Jedi and Delta Squad are definitely among the strongest, but they are also the best among the best. Most Jedi (except Yoda) are also counterbalanced in that they do not get auto-heal. Three or four Spider Droids should make short work of nearly every Jedi.
The CIS heroes are even a bit underpowered in land battles and instead of nerfed at least Dooku, Ventress and Grievous should pack a bit more punch on land.
2b) Most of the Jedi (Mace, Plo Koon, Anakin, Obi-Wan) fly their specialized Jedi fighters in Space combat while Yoda and Chancellor Palpatine have Fleet Commander bonuses and take up one of the Capital ships present as their flagship (if a Venator is present, they will always take it as flagship). Cody and Delta Squad do not have any special units as far as I know.
On the CIS side, Dooku and Gunray function like Yoda and Palpatine, while Grievous comes with the "Invisible Hand", essentially giving the CIS player an extra Providence cruiser. Aurra Sing, Durge and Ventress enter battle in their personal starfighters like the Jedi.
3) I agree that this can really pose a problem also because you cannot see which planet can be reached from which one. You can make some planets secure and not needing a defense fleet but to do that you need to take all enemy planets in a wider radius. For example, to secure Coruscant, you need to conquer (or blockade) Mechis, Foerost, Cato Neimoidia, Trandosha and possibly even Mygeeto.

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Guest Sep 20 2014, 12:57am replied:

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Sephiroth0812 Sep 18 2014, 3:54am replied:

Continuation because of character limit:

4) Right now the Acclamators do not have reserves for their fighters though and the Munificent has the heavy turbolasers instead, not to mention that the CIS has the dedicated Droid Carrier, a ship the Republic has no equivalent to. The CIS is already vastly superior in space anyways in the current version as most CIS ships that carry fighters do so in vastly superior numbers compared to Republic ships. The only Republic unit with a decent fighter complement so far is the Venator because the Acclamator has no reserves (which canonically is also questionable as it says that an Acclamator could carry 156 fighters) and the Victory has only two (in line with canon though) and comes only in tech 5.

+1 vote     reply to comment
Captain-Brisco Sep 17 2014, 9:35pm replied:

I used Delta Squad to take over whole planets by themselves.

Without air support, without Arc Troopers, without other heroes. Just Delta Squad.

Why put myself through that you ask?


There, now that I got that our of my system, why isn't Alpha 17 and Captain Fordo in this mod? I'm hurt by the neglect my favorite heroes are receiving. :'-(

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Guest Sep 18 2014, 10:24am replied:

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Captain-Brisco Sep 18 2014, 7:51pm replied:

Delta Squad is an army unto themselves if you know how to use them.

They aren't OP, they are easy to kill if you focus on them but the key to winning with them is choosing your engagements carefully and waiting to strike when the time is right like a real commando. Until eventually, all the enemy has left is not nearly enough to stop them.

Again, if you know how to use Delta Squad, then you've got all the army you'll need.

+1 vote     reply to comment
Guest Sep 17 2014, 5:50pm says:

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Sephiroth0812 Sep 18 2014, 3:26am replied:

You encountered the freeze bug which happens automatically when there are too many units in general in the whole galaxy (already destroyed units count too!!!).
It's an inherent bug in the game engine of FoC itself and has nothing to do with the Velocity gun or the RaW mod.
On the mod page of Thrawn's Revenge there exists a defreezer-tool for save games to fix this issue.

+1 vote     reply to comment
Captain-Brisco Sep 16 2014, 11:53am replied:

I'm sorry dude, I'm too busy staring at your avatar pic to care what you just said...


+3 votes     reply to comment
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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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1728 votes submitted.

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Highest Rated (78 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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