SoGE is a Star Wars Total Conversion for SoaSE: Rebellion with it's roots in the Homeworld 2 mod Star Wars: Warlords which features the two primarily sides of the Galactic Civil War, the Clone Wars, and the Yuuzhan Vong War. The current public version works for Sins of a Solar Empire: Rebellion 1.80/1.82+ and all DLC.

Image RSS Feed Latest Screens
Leviathan Sentry Ingame Assault Frigate Mk.II Texture Edit
Blog RSS Feed Report abuse Latest News: State of the Mod: September 2014

8 comments by Lavo on Sep 18th, 2014

The Old Republic Era

As mentioned awhile ago, back in the past dev diary, it was mentioned that a team was being formed to produce a mod that covers the Old Republic era. It is my pleasure to announce that these plans are now in motion, with work having begun on this project. vader111 has been hard at work rigging a number of our initial slew of models, such as the Interdictor (Leviathan), Centurion, and the Hammerhead.


Further the initial planning and coding of the two primary factions; the Galactic Republic and the Sith Empire. When it comes to units and technological progression, at this time I can say that it is highly probable that the factions will take elements from both KotOR and TOR; the precise mechanics are being worked on at the moment.

However, we cannot do this alone! Your assistance is needed for this project to ultimately bare fruit. Coders, unit riggers, modellers, skinners, and UI artists, of all skill levels, are amongst the skill set that we need. If you wish to aid us in this endeavor, please contact Crist Seymour, the project's leader, or myself, for more details.

In addition, I will note that, according to plans at this time, the Old Republic factions will in fact be compatible with SoGE proper, even though the Old Republic factions will not be balanced with reference to regular SoGE factions. This means one could do a face off of the Sith Empire versus the Galactic Empire, though the ISD might very well find an equal in the Sith's fleet, or even find itself weaker than it's opponent.

Upcoming Changes to SoGE

While there haven't been a large number of changes since the last version, which was one of the biggest overhauls in the mod's history, a few tweaks and additions have been made since then. The most notable change in the interim has been the overhaul of the Alliance's civilian and defense research trees. As we are all aware, the Alliance did not win the Galactic Civil War through an open and direct confrontation with the Empire; that would have been suicide. Indeed, it was mainly fought through a variety of asymmetrical and propaganda warfare.

Fortunately, Sins has a couple of mechanics that can be used for this purpose, and a flexible buff system that can be used to create new mechanics for players to use. One that people are familiar with, that is already ingame, is culture, and specifically seeing whatever planets are under your culture's influence. The Rebellion will be getting much stronger culture, with spread rates rivaling the Republic's. However, instead of getting military bonuses for fighting in their culture, Alliance culture will cause production debuffs and additional allegiance loss to the enemy planets affected by Rebel propaganda and sympathizers.

Another aspect of the alliance that will be expanded on is intelligence. as alluded to by the research tech named Bothan Spynet, the Rebellion had a vast network of informants and sympathizers around the galaxy, in addition to assistance from some organizations. To that end, the Alliance's Assault Frigate Mk.II has been retooled into an intelligence vessel, giving it a use and purpose. It will have the ability to deploy listening posts, special space mine structures which reveal the gravity well they are placed in, and for a cost, can open an illicit HoloNet connection to allow an Alliance fleet to strike the planet directly. The ship will also be able to detect any enemies jumping to the gravity well it is stationed in, and has the ability to mask itself by scrambling enemy sensors, allowing it to scout and monitor the enemy with ease.

Assault Frigate Mk.II Texture Edit  Sentry Ingame
Assault Frigate Mk.II and a listening post.

Even with this, that is not everything that is new regarding the Rebel scum. They also will be able to fortify their planets more easily, due to being able to acquire defenses for cheaper, and more of them atop that. This however comes with a cost. Owing to the need for secrecy, the lack of clearly established territory, laws, and in some areas leadership, the Alliance's economy is the weakest of all six factions. Use your intelligence, entrenchment, and Mon Calamari durability wisely.

One other notable change that has occurred in the interim has been a reworking of Discord Missiles, also known as buzz droids, based on a suggestion by RustyNinja. One of the most powerful tools in the CIS arsenal, it has been adjusted to not be as overwhelming as it currently is. For engine and weapon debuffs, rather than being a flat out disabling, they now cause weapon cooldown and engine speed/acceleration debuffs, which both stack indefinitely. This has a very similar effect, though now individual ships are not absolutely locked down. In addition, as these are now percentage based debuffs, Supercaps are now affected by Discord Missiles, however they will suffer from a much lesser debuff than capital ships and frigates, and have a stacking limit.

Let's Play!

Something that I haven't given enough attention to is the number of Let's Play videos that have been put out for SoGE. That said, let's watch a few of them, shall we?

To start we have a new game started by fellow Sins modder, Gul Dukat! This isn't his first video either, here's his previous incarnation as an Imperial officer.

Next we have a multiplayer match featuring CaptainShack, Gul Dukat, and hijinks ensure. Here's part 2 and part 3, respectfully.

Last up we have MasterofRoflness with a game as the Empire, and also functioning as a walkthrough of this faction.

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
Sins of a Galactic Empire - Addons Pack

Sins of a Galactic Empire - Addons Pack

Jul 16, 2014 Patch 36 comments

Welcome to the addons pack for Sins of a Galactic Empire. Unless otherwise stated, this is compatible with the latest version of SoGE.

SoGE Hotfix - 8a75ab7

SoGE Hotfix - 8a75ab7

Jul 15, 2014 Patch 38 comments

This hotfix fixes several issues in the prior public release. To install, extract to your mod directory and overwrite when prompted.

SoGE 946392c release for SOASE Rebellion 1.82

SoGE 946392c release for SOASE Rebellion 1.82

Jul 2, 2014 Full Version 121 comments

Sins of a Galactic Empire (SoGE) 946392c release for Sins of a Solar Empire: Rebellion 1.82, a Star Wars total conversion mod for Sins of a Solar Empire

OUTDATED - Sins of a Galactic Empire - Addons Pack

OUTDATED - Sins of a Galactic Empire - Addons Pack

Dec 1, 2013 Other 23 comments

Welcome to the addons pack for Sins of a Galactic Empire. Unless otherwise stated, this is compatible with the latest version of SoGE. This contains the...

OUTDATED - SoGE R1114 release for SOASE Rebellion

OUTDATED - SoGE R1114 release for SOASE Rebellion

Nov 22, 2013 Full Version 309 comments

Sins of a Galactic Empire (SoGE) R1114 release for Sins of a Solar Empire: Rebellion 1.80+; a Star Wars total conversion mod for Sins of a Solar Empire.

Galaxy Forge Editor + Ludo Kreesh's Icon Pack

Galaxy Forge Editor + Ludo Kreesh's Icon Pack

Feb 3, 2013 Mapping Tool 7 comments

Fully equipped Galaxy Forge (Rebellion only) ready to make maps for SoGE and Novus Universum.

Post comment Comments  (0 - 10 of 3,067)
1050Hooligan 11hours 38mins ago says:

Not sure if this is working as intended but when playing against multiple AI's with pirates active, the AI's don't ever seem to place bounty on each other. They only place it on the player. And the Neutron Star (Bulk Cruisers) are really strong in their capture ability... When the pirates attack a planet of mine they end up capturing more stuff than they kill... Star Bases, Hangar Defenses, Missle Defenses, Trade Hubs... Just thought I'd mention this... And the Turbo Laser Batteries now cost 1 tacticle slot instead of 1/3 like they used to but it seems like they are still far weaker than the missle/torpedoe batteries...

+1 vote     reply to comment
Lavo 4hours 38mins ago replied:

The AI bit is simply hardcoded. The Neutron Stars are working as intended; make sure to take them out quickly! Turbos were also intentionally increased, their past 1/3 slot cost made them game breaking good, now they're meant to be used as a cheap and fast reinforcement for planets if need be.

+1 vote     reply to comment
Guest Oct 15 2014, 1:39am says:

This comment is currently awaiting admin approval, join now to view.

Lavo 11hours 50mins ago replied:

You have to hit save after checking off the flag box. Double check that you put on Large Address Aware correctly; you may have accidentally forgotten to save.

+1 vote     reply to comment
RIPStPalmer Oct 13 2014, 4:06am says:

Fix this friggin' mod! This thing keeps crashing after I've been playing a while. And forget about saving progress... that just makes it crash sooner...

-1 votes     reply to comment
Lavo 11hours 52mins ago replied:

Sounds like you have Large Address Aware off; make sure you have it on.

+1 vote     reply to comment
CptData Oct 12 2014, 7:58am says:

I like the game, the only frustrating thing at the moment is the AI. It doesn't matter how good I am, I end on the lower end of the latter quite early, no way to catch up. In vanilla, it's not too hard to get an edge even against hard AI quite early - even if you fail in one discipline, say, crystal income (standard for me), you still end on top in several other disciplines. In a game with >four players, my military is usually on 2nd place (mid game) or 1st place (late game).

Somehow that's not possible in this game. To be precise, the normal AI curbstomps me quite hard. Worst offender so far is the Imperium which spams ISD IIs - one alone is a tough thing, but the random ordinary early-game fleet is composed of somewhat 5 - 10 units. That's what you get within 60 minutes of gameplay! You could do that if you wouldn't spend any money on research, but the very same AI also wins here too, with same amount of planets and roughly same income. How to do so?

What I'd like to request is an AI that's "easy" on "easy" and "normal" on "normal". Somehow the "normal AI" behaves pretty much like an "insane AI" when it comes to the curbstompy part.

+1 vote     reply to comment
Lavo 11hours 53mins ago replied:

Having 5-10 ISDs one hour into a game isn't that abnormal nor unreasonable for a normal AI. However, as weird as this will sound, it is extremely difficult to have an AI be "easy" on easy and "normal" on normal if one does any change to the AI, as SoGE has done. The reason for this is that the AI itself is entirely hardcoded; the only way to modify the AI is via AI-only research and abilities/buffs. The problem is that these changes apply to all AI types the same way, rather than taking into account the AI's difficulty setting.

That being said, we are working on tweaking the AI to more reasonable levels, and the current AI tweaks on the beta build are showing great results thus far.

+1 vote     reply to comment
Guest Oct 10 2014, 5:21pm says:

This comment is currently awaiting admin approval, join now to view.

Lavo 12hours 2mins ago replied:

This is really map dependant; maps like the SW Galaxy Map will start to lag very quickly, while others, like the medium and small sized random maps, will play normally for a long time. SoGE starts to lag faster than other mods due to most of its models being poorly optimized for Sins.

+1 vote     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Sins of a Solar Empire: Rebellion Icon
SW Rebellion
Send Message
Official Page
Release Date
Released Dec 31, 2011
Mod Watch
Track this mod
Community Rating



401 votes submitted.

You Say


Ratings closed.

Highest Rated (23 agree) 7/10

I have to give it a seven. While the mod most certainly looks nice, it's scale, both visually and gameplay-wise, doesn't work well in Sins. All costs have been increased and so has resource collection, but they feel harder to control as a result. As for the appearance, all the systems appear to have been scaled up in size and the ships scaled down. I would have preferred the game to have more of a vanilla Sins feel than it has now because it makes you feel more involved when you can see your ships…

Feb 17 2012, 12:25pm by OseronPhaer

Real Time Strategy
Single & Multiplayer
Embed Buttons

Promote Sins of a Galactic Empire on your homepage or blog by selecting a button and using the HTML code provided (more).

Sins of a Galactic Empire Sins of a Galactic Empire
Sins of a Galactic Empire
57 of 22,455
Last Update
1 month ago
2,268 members