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 1.90 and, with or without, all DLC. Rated #6 players choice in MOTY 2014. An editors choice in MOTY 2015.

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Hello all and welcome to the first dev diary of, the work in progress, Star Wars: Rise of the Confederacy. To many this project will come as an unexpected shock, while to others this will be less surprising, given that I've long desired to make a Clone Wars focused mod since I had first heard of Homeworld: Remastered. While work on SoGE has come to a crawl, with a fair portion of that being due to my work at Sins of the Prophets, more of that has to do with this project, which is nearing the point of an open alpha, featuring the Galactic Republic, to come in May. Now, let us jump straight to the meat itself, shall we?

Ever since the founding of SoGE's Discord, and thus the acquisition of an ersatz tester corps, many of SoGE's underlaying flaws came to light, or became far more evident. These concerns ranged from the never-good implamentation of fighters, to the supremacy of ISD-type ships, to how overwhelming, or underwhelming, SoGE's economy can be. While various fixes had been attempted over time, when push came to shove, many of these aspects could only be fixed through the creation of a new mod. This project would be built from the ground up incorperating all the experience acquired over the years, while utilizing existing art assets to allow for a focused effort on coding efforts. RotC is the culmination of this thought process, and will have a heavy emphasis on player experience, gameplay, and balance. For example, absolute weapon ranges will be shorter when compared to SoGE, for a better cinematic feel and culture will likely be entirely absent, for a number of reasons.

Premise


With Sheev Palpatine's machinations having been put into full swing, the galaxy finds itself deep in the plunge of civil war, with the Galactic Republic and Confederacy of Independant Systems battling one and other in a savage conflict. With one army being manned by a force of clones, and the other equipped with a force of droids, which shall reign supreme in the stars? That duty falls to you, admiral. The Galactic Republic is a moribund institution that is thousands of years old, with billions of citizens and thousands of worlds under it's flag. Along with multiple shipwrights and benefactors, the Republic Navy is no slouch, and can go toe to toe with the Confederate Navy. It's largest failing may very well be the drastic difference in speed between many of its warships.

The Galactic Repubic focuses on researching new technology quickly, and at a lesser cost, while drawing on it's large population for taxes to support the war. Further, leveraging it's many mineral and manufacturing consortiums allows it to improve mineral income, ship construction speed, and lower ship construction costs. Preliminary analysis of the Conferacy's current economic outlook suggests they depend heavily on inter-planetary trade, rapidly developing their orbital facities to further said trading, lower ship upkeep costs, and quickly developing their member planets at a low cost. Take this latter data with a grain of salt however. Now that you have been brought up to speed on the galactic situation, let us look at the assets at your disposal.

Galactic Republic Unit List


Capital Ships


Venator-class Star Destroyer: The backbone of the Republic Navy, this fast, multi role, vessel is a favorite of Jedi commanders and ferries large amounts of starfighters and ground forces. All three of these aspects are reflected in its possible abilities; from Jedi staffing, to fighter-related buffs, to the classic colonization ability.

Victory I-class Star Destroyer: Rushed into service in response to the Bulwark Fleet's escape from Foerost, this ship quickly earned itself a reputation for being a well armed vessel, albeit a slow one, for it's size. After it's general introduction into the fleet, it quickly became a favorite of fleet admirals, and thus its abilities are generally focused on buffing other ships with a single one focused on the ship proper.

Procurator-class Star Battlecruiser: This large ship predates the Clone Wars by nearly two centuries, being the first vessel to be called a 'battlecruiser' under the Anaxes War College System. Featuring a huge volume of internal space, and a powerful reactor, it was seen as the only solution to the Republic's then lack of electronic warfare capabilities. The Procurator was equipped with the best EW/ECM gear Kuat Drive Yards had access to, and then some, producing a single vessel with the capabilities of multiple Munificents. This vessel is the Republic's main way to hinder and decrease the capabilities of enemy fleets.

Tector-class Star Destroyer: The brother of the Imperator-class, this sizable vessel is a massive gun platform, fielding large amounts of turbolasers and ion cannons. The only Confederate vessel that can hope to equal it in a feat of arms are the behemoths that are the Lucrehulk-class battleships, but even they cannot focus their fire in ways the Tector can. After the debackle of the Battle of Salvara, this ship did not reach the production numbers originally invisioned for it, resulting in them being expensive for admirals to acquire, and lose, if foolishly deployed.

Frigates


Acclamator-class assault ship: A common sight across the Republic Navy, this ship is filled to the brim with ground forces to secure both hostile, and neutral, worlds in the name of the Galactic Republic, as it did during both battles on Geonosis. While not particularly well armed, this hardy vessel can keep pace with the Venator. It acts as the Republic's colony and siege unit.

Dreadnaught-class heavy cruiser: Slow and crew intensive, these cruisers remain a common sight amongst planetary security forces across the galaxy, and are particularly common in the Outer Rim. With their high numbers across the board, these vessels are abundant in the Republic Navy, even if not staffed by Clones and the more dedicated offers. Owing to their name, they can take a heavy punishment while dealing out solid damage in response. However, one must ensure they don't delay the fleet too much...

Stalwart-class cruiser: This new vessel was quickly designed by Kuat Drive Yards engineers after being inspired by the shape, and efficency, of the Acclamator. Recognizng that the, then new, Venator could not be everywhere at once due to it's per unit cost, and futher recognizing that the ground elements are not always needed, these engineers went about creating a pocket carrier for the Republic Navy. Featuring decent armament and a respectable starfighter compliment, this ship has won the attention of multiple commanders, giving them access to badly needed starfighter forces at a good price.

Arquitens-class light cruiser: Designed to escort larger vessels such as the Venator, this vessel is well armed for it's size, and has surprised multiple Confederate commanders, much to their detriment. Seeing widespread deployment throughout the Republic Navy, this escort is often used to plug holes in the line and provide fleets with additional much needed firepower.

Charger c70 (Consular-class): This retrofitted corvette features a host of light weaponry, making it ideal for crowd control against enemy starfighters.

Annendum


Data on the Conferate Navy is unavaliable at this time, as that module is currently under construction. However, it has been confirmed that the Lucrehulk-class battleship, the Lucrehulk-class Droid Control Ship, the Providence-class carrier/destroyer, the Bulwark Mark I, the Captor-class cruiser, the Munificent-class star frigate, and the Recusant-class light destroyer are currently in active service. May the Force be with you, admiral.

SoGE Discord's 1 Year Anniversary!

SoGE Discord's 1 Year Anniversary!

News 1 comment

SoGE Discord's is now over a year old and has over 200 members! If you're looking for a match and/or people to talk with, come by and visit!

Rebuild Progress Update #4: Completion

Rebuild Progress Update #4: Completion

News 24 comments

The SoGE rebuild is complete and we have officially released version 4.11.0 of Sins of a Galactic Empire!

Rebuild Progress Update #3: The Road to a New Republic

Rebuild Progress Update #3: The Road to a New Republic

News 4 comments

The Alliance and New Republic have been added, sans supercaps, and work on the Yuuzhan Vong is next on the list.

Rebuild Progress Update #2: Clone Wars and Outlaws

Rebuild Progress Update #2: Clone Wars and Outlaws

News 13 comments

Here's what has been going in the rebuild for the past three months, what will happen due to the release of 1.85 and Outlaw Sectors and when, plus the...

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SoGE 4.11.1 release for SoaSE: Rebellion

SoGE 4.11.1 release for SoaSE: Rebellion

Full Version 70 comments

Sins of a Galactic Empire (SoGE) 4.11.1 release for Sins of a Solar Empire: Rebellion 1.90, a Star Wars total conversion mod for Sins of a Solar Empire.

OUTDATED - SoGE 4.11.0 release

OUTDATED - SoGE 4.11.0 release

Full Version 96 comments

Sins of a Galactic Empire (SoGE) 4.11.0 release for Sins of a Solar Empire: Rebellion 1.86, a Star Wars total conversion mod for Sins of a Solar Empire.

OUTDATED - SoGE Addons Pack for 4.10.2

OUTDATED - SoGE Addons Pack for 4.10.2

Full Version 41 comments

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

OUTDATED - SoGE 4.10.2 release

OUTDATED - SoGE 4.10.2 release

Full Version 35 comments

Sins of a Galactic Empire 4.10.2 release for Sins of a Solar Empire: Rebellion 1.85, a Star Wars total conversion mod for Sins of a Solar Empire

OUTDATED - SoGE GOG patch for SOASE Rebellion 1.84

OUTDATED - SoGE GOG patch for SOASE Rebellion 1.84

Patch 27 comments

Sins of a Galactic Empire GOG patch for Sins of a Solar Empire: Rebellion 1.84; this patch is for those whom have 4.10.0 or 4.10.1 and are on GOG (aka...

OUTDATED - SoGE 4.10.1 for SOASE Rebellion 1.82

OUTDATED - SoGE 4.10.1 for SOASE Rebellion 1.82

Patch 53 comments

Sins of a Galactic Empire 4.10.1 patch for Sins of a Solar Empire: Rebellion 1.82, a Star Wars total conversion mod for Sins of a Solar Empire. Requires...

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Grommosh
Grommosh

question...for map making purposes...what would the Venator sd and (from the old republic addon) harrowing battlecruiser be labled as in the Galaxy Editor? I am trying to make a map where the sith and the republic start off with a few capital ships like the Harrowing and the Venator

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m_reaver
m_reaver

At the risk of sounding like a complete noob
Can there please be an A.I Patch? The easy A.I alone are way WAY too quick to finish you off on a one on one match, their resources skyrocket almost immediately at the start of the game, and when you do finally meet the enemy after conquering worlds, it's an entire armada of Capital ships
And there's a real balance issue with having the Caps and frigates share the same population, someone else mentioned before that frigates and cruisers are practically useless and better just mass Capital ships. The a.i certainly think so too. It just beats the purpose of having them, and btw the Frigates are pretty much paper.

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Grommosh
Grommosh

i have one question....will there be a first order faction or will first order ships be in the empire?

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Lamrett
Lamrett

Seeing as this is clearly Legends canon, and the First Order isn't... Well... Take a guess?

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Grommosh
Grommosh

oh. sorry I did not know. not one for the whole lore thing..lol

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Grommosh
Grommosh

on a different note...and I know it may not be canon, however I would really like to see the first order star destroyer, the dreadnought and the mega dreadnought (snoke's command ship I believe the it was called the Supremacy) as an addon or sub mod. like the old republic was

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BeefBacon
BeefBacon

Black market prices seem to be kind of nuts. I've not played vanilla Sins in a while (not for years, this mod is the only reason I loaded it up, forgot how good Sins is) but I seem to recall that black market prices were usually in the hundreds, but now it's easy to sell for 1500-2000 credits a pop. I was able to just sell a bunch of metal and crystal so I could buy an Executor. Trade routes and credit income seems kind of useless when you can sell resources for so much. I assume the AI is doing some weird manipulation of the prices because I saw a video of a human-only game and the prices seemed normal.

Also, I'm playing as the Galactic Republic, have HoloNet stations on all of my planets and have all research completed, but I still can't travel between HoloNet stations. Does the Republic not get that feature? The Rebel AI I'm playing against certainly does.

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Makedonia
Makedonia

It's because they increased the selling from 100 pieces of lommite/neutronium to about 500. They also made it so that shift is 1000.

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BeefBacon
BeefBacon

Scratch that, loaded a saved game and now the HoloNet beacons work. Don't know what that's about, but I'll take it.

Economy is still crazy, though.

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Highest Rated (35 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 by OseronPhaer

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