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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50 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 94 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 515 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 59 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  (70 - 80 of 46,512)
FloppyEars Jul 2 2015, 10:01pm says:

The GC still lags whenever the enemy prepares for an attack, which is always...So is their any way of solving this. I never lag during battles so my comp is not the problem.

+2 votes     reply to comment
InvertedInvert Jul 6 2015, 7:00am replied:

They mentioned that they were working on it.

+1 vote     reply to comment
Bohba13 Jul 2 2015, 4:32pm says:

this is a great mod, however, the CIS seams OP, when they counterattack it's like a force of nature, and the republic ships can't seem to keep up, any tips on eco management that i could use as well as where to hit early and often?

+1 vote     reply to comment
Sephiroth0812 Jul 2 2015, 8:48pm replied:

That the CIS is stronger (especially in space) at the beginning is true to Star Wars canon as the CIS was vastly numerically superior at the start of the war.
When playing the Republic, a player needs to first rely on a mix of defense chokepoints, ground defense and mobilizing of war economy. The Republic has an advantage in territory so they can afford to give some ground at first if pressured too hard.
Key planets for the Republic are of course Coruscant, the capital, Kamino, Kuat, Corellia and Bespin. Kamino is essential for the best ground units, Kuat and Corellia for shipbuilding and Bespin has two distinct advantages in that with a gas refinerie it can provide more than 5.000 Credits a day and its planetary bonus gives all Venator Star Destroyers a 25% damage bonus.
The three Venators you start with should be maintained (means no suicide runs against a big space station with still functionable shields) as they're your strongest card to play in the early game.
First a Republic player should muster some Clone Troopers to get the free neutral planets on the very first day: Fresia, Hoth and Bonadan. Having Fresia means one less staging point for an attack on Coruscant while Bonadan is another planet that can build a refinerie for your economy. To secure Coruscant, the enemy planets Foerost and Mechis III need to be taken out as fast as possible. Foerost can build capital ships so it needs to be silenced quick. Mechis III has a very hard ground battle, so to neutralize it as a staging point it is advised to only blockade it first until you are at least Techlevel 2 so you can build Saber tanks.
After that, all efforts should be focused on taking Muunilinst and Mygeeto, as one of those two planets can give more than 10.000 credits a day with three mines.
Then, one should probably focus on taking out Minntooine before the enemy reaches Techlevel 4 as it is the planet that can build the Malevolence.
As for the admittedly hard space battles in early game for the Republic, it is adivsed to rely on a mix of Red Corvettes and Acclamators in the beginning and use the Missile Launchers of the Corvettes to take out enemy hangars and shield generators. If a Droid Carrier, Lucrehulk or Providence is present, target their hangars first to prevent CIS fighter spam. Acclamators are right now in the current version weaker than they're supposed to be, but with their energy-to-shield ability they can last a while longer. Use them in groups of 6 or more when attacking and always concentrate fire on one enemy ship.
For the space stations, take some bomber squadrons along and use those to target the stations shield generator.
After the shields are down, send your three Venators and some Acclamators in to wreak havoc, destroying the missile launchers first.
At Techlevel 2 you can finally build Dreadnaughts which are excellent damage sponges helping greatly in space battles.

+5 votes     reply to comment
Guest Jul 4 2015, 12:54am replied:

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Puffmate Jul 2 2015, 8:47am says:

hello i downloaded the mod an hour ago, and it's awesome! love it love it love it! one problem tho, it crashes in the middle of the game. something i can do about that?

+1 vote     reply to comment
Guest Jul 2 2015, 6:34am says:

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The_Blackout Jul 4 2015, 7:39am replied:

RaW should be installed into the "Mods" folder and not stop you from playing FoC. Is that where your RaW is?

+1 vote     reply to comment
Wummy77 Jul 1 2015, 2:55pm says:

Me want 1.2! :)

+1 vote     reply to comment
Guest Jul 1 2015, 10:11am says:

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The_Blackout Jul 1 2015, 10:12am replied:


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Star Wars: Empire at War: Forces of Corruption Icon
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Release Date
Released Jun 30, 2013
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1832 votes submitted.

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Highest Rated (84 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

Real Time Strategy
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