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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35 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 92 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 62 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 474 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 56 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  (30 - 40 of 45,968)
GottMitUns205
GottMitUns205 Apr 22 2015, 12:02pm says:

You know what I really want...I'd like to see the style of this mod applied to the stock game of EaW. I mean imagine ISD's with as many hard points (and good model), as well as a decent Victory, Imperial Venator (limited numbers), Imp Dreadnaught, Carrack....and a Rebel Alliance with Assault Frigate Mk 1's with good hard points, Mon Cal cruisers with hangers and more hard points...act act act...and as many planets to fight over.

Pipe dream, but man...that'd be something mega cool.

+2 votes     reply to comment
davidt0504
davidt0504 Apr 23 2015, 10:03am replied:

Check out Phoenix Rising mod

Eawpr.net

+1 vote     reply to comment
Flashy_3
Flashy_3 Apr 21 2015, 4:09pm says:

I know how it would be very overpowered for both sides, but wouldn't it be something if the Mandator-I and the Subjugator class's were able to be mass produced, or at least make up to 3 per. I know , I know, very overpowered, but these ships aren't THAT strong in cannon, actually, in fact, seven Mandator-I's were active in the Clone Wars, in addition with Mandator-II's. Same thing with the Subjugator-class, there was another ship called the Devastaion armed with a giant cannon on its bow. Maybe there could be another GC map with these ships being able to be built in larger numbers at Tech 5, that would be amazing guys. And please don't beat me up, its just an idea. Feel free to ignore this.

+1 vote     reply to comment
Sly442
Sly442 Apr 22 2015, 12:09am replied:

You can always edit the units' xml files yourself.

+2 votes     reply to comment
Flashy_3
Flashy_3 Apr 22 2015, 2:52pm replied:

I know how to, but the Raw team could balance the ships out much better than I could ever do.

+1 vote     reply to comment
rawplayer99
rawplayer99 Apr 22 2015, 12:20am replied:

Youre on the team right? Just wanted to show some appreciation. I first downloaded RaW in 2013 and have to say that it is a work of art. You dont know how happy i am to see an update after all this time xD Thank you! and youve got fans out there :D

+1 vote     reply to comment
KriegsMeister27
KriegsMeister27 Apr 22 2015, 3:35am replied:

the authors of the mod will have a little redbox that says Author or Creator underneath their profile pic.

@Flashy_3
a while ago I edited the 2 super ships xml files to make production of them unlimited and it really kinda broke the balance of the game, a fleet of even just 3 of these ships would just roflstomp anything in it's path that wasn't another super ship. and the AI would build fleets of dozens of them and just annihilated me about 1 galactic week after they hit tech 5

+1 vote     reply to comment
Sly442
Sly442 Apr 22 2015, 8:17am replied:

Well that's superweapons for you. XD

+1 vote     reply to comment
Sly442
Sly442 Apr 22 2015, 1:47am replied:

Lol i'm not part of the team. Xp

+1 vote     reply to comment
Guest
Guest Apr 21 2015, 8:21am says:

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Astraeos
Astraeos Apr 21 2015, 4:58am says:

Why doesnt Moff Tarkin get his own ship in the Fall of the Jedi campaign? It makes no sense. It says on his character card that he's a fleet commander. You dont command a fleet from a shuttle. It makes even less sense given the fact that you spawn three Victory Class I SD's on Darth Vader. Why not just make Moff Tarkin have one of those in space? This should seriously be changed in the upcoming release.... I know its dumb, but I was totally stoked to play that campaign, but as soon as I saw Tarkin in that stupid shuttle, I went back to the standard Clone Wars campaign.

+3 votes     reply to comment
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Star Wars: Empire at War: Forces of Corruption Icon
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Everythingeaw.com
Release Date
Released Jun 30, 2013
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9.2

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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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Single & Multiplayer
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