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, with or without, all DLC.

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Blog RSS Feed Report abuse Latest News: State of the Mod: September 2014

10 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.

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Sins of a Galactic Empire - Addons Pack

Sins of a Galactic Empire - Addons Pack

Jul 16, 2014 Patch 42 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 44 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 155 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 12 comments

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

Post comment Comments  (30 - 40 of 3,289)
theolin2 Feb 14 2015, 11:37am says:

Hello! I have been playing this mod for quite a while and I love the mod!

I'm just wondering if there will be a more diversified imperial capital ship tree? Instead of just star destroyers with a small visual change and mostly stat difference.

Sorry if I caused you any inconvenience!

Best wishes..


+1 vote     reply to comment
Lavo Creator
Lavo Feb 14 2015, 11:49pm replied:

There are no plans at this time to introduce more Imperial capital ships.

+1 vote   reply to comment
theolin2 Feb 15 2015, 3:31am replied:

Okey dokey =(, thank you for the reply anyways!

+2 votes     reply to comment
MacFloyd Feb 13 2015, 4:03pm says:

New mashes cool.Lucrehulk need new mash too.

+1 vote     reply to comment
Aaesith Feb 12 2015, 10:46am says:

Speaking of the Old Republic Era submod, I would just love to see the X-70B Phantom as one of the Sith Empire's corvettes. I find that ship to be the greatest looking one in swtor :D

+2 votes     reply to comment
Darth_Cameroth Feb 12 2015, 6:35am says:

What would we do if we were say... interested in finding out how the Old Republic Era submod is progressing?

+1 vote     reply to comment
Lavo Creator
Lavo Feb 12 2015, 8:30pm replied:

Once I touch base with the OR team I'll see what I can give you.

+3 votes   reply to comment
Darth_Cameroth Feb 13 2015, 1:36am replied:

Thanks very much, that would be awesome :)

+1 vote     reply to comment
BlackVegetable Feb 6 2015, 10:07am says:

Thank you, it is a excellent mod, I look forward to the next update!

+1 vote     reply to comment
Mercato Feb 6 2015, 8:12am says:

Sorry for asking such a stupid question but can I install this whilst having STA 3? I'll edit the notepad txt file to only use one of them at a time but i was wondering if one would mess with the other's contents in install

+1 vote     reply to comment
Lavo Creator
Lavo Feb 9 2015, 10:11am replied:

The mods should not conflict with one and other, if installed and enabled correctly.

+1 vote   reply to comment
Wolf_Republic Feb 3 2015, 9:37am says:

I have 2 Questions:
1) The bots focus on their culture and they build alot of Holonets why is that?
2) How come when you build a ship all the Abilities are full why is that?

+1 vote     reply to comment
Lavo Creator
Lavo Feb 4 2015, 6:09pm replied:

1) That's just how Sins' AI is. Nothing can be done about it sadly.
2) Not all ships have this, and it is by design. Some capital ships are "elite" capital ships, which have levelable abilities and cost slightly more than their "regular" counterparts. Unlike vanilla Sins, in SoGE, capital ships are a regular part of your fleet, and by mid-late game, should make up a good half or more of your fleet.

+2 votes   reply to comment
TheHippie Feb 4 2015, 1:43pm replied:

That first question is one I've wondered myself.
I've seen them build nothing but Holonet relays on shipyard planets

+1 vote     reply to comment
DarkPeliconious Feb 9 2015, 5:58am replied:

The one downfall to just about any RTS game that I've come across is the enemy does nothing but get extra credits or their units get extra buffs with the difficulty and they just focus on swarming the player(s) rather than actually thinking about tactics or strategy. Unfortunately, that also counts for the structures they build.

I've assumed it's most likely (from the AI perspective) because they already have Frigate and Captial factories on some planets, they have all of their tech stations already, and they already probably have a solid income so instead of building spares/extras of buildings that serve no purpose (in their eyes), why not build holonets that you can use to overwhelm enemy culture and get buffs from it?

Try to take a players logic out of the equation. It would make sense to build factories on shipyard planets and trade structures on trade planets, but the AI just isn't and hasn't really ever been that smart in the games I've played. There may be a game out there where they are actually smart, but I haven't played it.

+2 votes     reply to comment
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Release Date
Released Dec 31, 2011
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435 votes submitted.

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Ratings closed.

Highest Rated (26 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

Lowest Rated (4 agree) 3/10

The ships look glorious, but all we needed was few tweaks to the game mechanics, not a complete overhaul (which has subsequently nearly broken the game). The economy is quite frustrating. I don't even see the point in the changes. The vanilla game has a really well balanced economy, not one where I have an infinite supply on one thing and the tiniest trickle of another. Bring back fleet supply and command to what it was, bring back the same income and distribution of the original asteroids, and…

Jan 28 2014, 10:44pm by CagiVasu

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