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.

Nothing_1991 says

7/10 - Agree Disagree

Not a bad mod, not at all, a nice adaptation of Clone wars into FoC.

However, there are certain AI balancing problems....most notably, the ridiculously over-powered CIS, and the ridiculously under-powered Republic, at least when it comes to space combat.

Even on Easy difficulty setting, the Republic is so ridiculously under-powered when compared to CIS, that it is almost unplayable.
This means that the FUN FACTOR (which is supposed to be, idk, a main point in a video game?) goes down the drain real fast if one happens to be playing with the Republic.

Examples in space/galactic map: (note this is EASY difficulty, i don't even want to imagine what's it like for the Republic player on medium, or God forbid, hard)

1.Massive ship number starting advantage for CIS side.

2.Quite a large ship-class starting advantage for CIS side.
Obviously CIS just so happens to start with a but ton of capital and semi-capital ships. As a Republic, you will be lucky if you get 3 Venator star destroyers at the start of the game. And good luck trying to use Acclamator class ships to repel any decent CIS attacks (and 90% of attacks CIS does ARE in "decent" category), since Acclamators have a tendency of exploding like popcorn when faced up against anything that can even marginally be called strong.
Oh, and did I say that CIS absolutely LIKES to spam Droid fighters, like it has a infinite number of them.

3.CIS can magically jump to one of your planets which is not connected with a CIS world in any hyperspace way. I, and I bet a nice number of other players, have a habit of retreating a fleet from a planet that can't be jumped to by the enemy.(No need to keep a fleet above a planet if an enemy can't jump to it in the 1st place.) Now imagine my surprise when a CIS fleet just jumped above one of my planets, which I have marked as safe(after examining all hyperspace in-out routes that were connected to it, and concluding that it was not directly connected directly to any hostile world).
Now, From where did that CIS fleet pop? Magical Hyperspace jump?
And this had happened to me at least 4 times, maybe 5.

Ok...I personally could live with the points 1 and 2, IF NOT for the point 3.
Because CIS can oh-so-magically-jump to planets he isn't supposed to be able to, you as a Republic player, simply can't afford to leave planets unguarded. Because of this, you can't effectively focus and distribute the your fleet over key planets and thus make effective anti-CIS choke points.