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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While the mod adds a lot to the original game and improves on it it many ways, it still suffers from balancing issues and (Possibly due to my computer) incredibly low FPS on the Galactic Conquest screen.

Great Mod however the main thing that holds it back is the large amounts of balancing issues particularly in Space combat. A prime example is how the AI will just build capital ships and spam fighters and bombers from them with what feels like an infinite amount of them. The AI NEEDS to be toned down some in terms of difficulty as you cant go literally 5 minutes in-game without the AI spamming units even at tier 1. The space cap should also be modified to accommodate more balance (making Venator's and Providence's costing 8 points for example). Overall until 1.2 is released i would only recommend playing this if you enjoy a unbalanced mess

Great Mod but I hate the AI.

hey i wanted to stay something. I have got this mod for a month or two now and i would like to say that it's awesome...But i would also like too say is, Why is it so damn frustrating?! it weirdly harder than the original game on Easy! it also has alot of lagging and frame drop, but that maybe my fault. I just found it unnecessarily hard and difficult too work with. If there is a way that I can make it easier for myself and others with out doing some crazy MLG **** please talk to me.

While I'm impressed with the depth and effort in this mod, I really can't give it high marks for playability. As others have pointed out, it's balance is incredibly lopsided in favor of the CIS, and after playing both skirmish and GC, I have to wonder... Where does the AI get the credits for the capship spam it likes to do in the first few minutes? It's not from the mines in skirmish, or it's holdings in GC, so where is it getting these monster fleets from?

Until these issues are addressed, I feel that I'm better off removing the mod and playing EaW: FoC as is. At least it doesn't feel broken that way. However, I will be revisiting this mod once 1.2 comes out, with high hopes. Individually, I think the units, mapsm and scenery are well done. Very well done indeed, with great attention to the canon abilities of ships, soldiers, etc. in most instances.

Some tweaking required, but it's enough as is to have me interested.

this is a solid mod except a few issues. mainly that enemy ships can get to planets without a direct path to it, meaning the core worlds are invades, even when I control every planet in it and with a direct line to it.

I downloaded your mod and for the record it is very well done. Impressive work on the unit models and maps. I like the ambient sound effects(genius idea). Gameplay is sorta annoying. Seems unbalanced and in the CIS's favor. Im also confused whether or not the vulture droid should have buzz droids. I read that its the droid tri-fighter that carries the buzz-droid\discord missiles. Its a big issue for me because the V-19s suck against vultures with their buzz-droids. But to each his own. Good work.

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.

Great mod , been able to play as the Clones or the Droids. would be 10/10 but the CIS seem OP there ships have more gun hard points , Also only two factions , and there has been no visual update or more unit update for a very long time , still would recommend as it is a very good mod but needs more ships, and the clones need it more then every .

Great mod,Great models,Great Campaign but it takes a while to install

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