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.

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

9 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 44 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 150 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 3,239)
MegaModer Jan 13 2015, 12:01am says:

Will you even add in the Assertor Class Dreadnought? I will probably get the mod anyways, but if you could add it that'd be amazing. There's a wiki with pictures from most angles.

0 votes     reply to comment
Lavo Creator
Lavo Jan 15 2015, 10:01am replied:

Seeing as how the Assertor is similarly powerful to the Executor, it will not be added as it fills the same role as the latter ship.

+1 vote   reply to comment
MegaModer Jan 15 2015, 10:17pm replied:

I think its a bit smaller cheaper came later, and usually had squads of TIE Defenders, unique to it however I do understand. Maybe add TIE Ds as an alternative to the Jedi Ace Fighters since they were usually only piloted by TIE Aces? Maybe later at some point, add it or the Defenders later perhaps? The Assertor was made more for Ship to Ship, the Executor more for support it seems, or most of that class of SSD was more support, thus the huge cities on top.

+1 vote     reply to comment
Lavo Creator
Lavo Jan 16 2015, 4:43pm replied:

There are two other issues preventing the Assertor's introduction. One is that there isn't any more room for additional supercapitals; the existing system cannot be expanded any further. The second is two-fold; there is no model, let alone a rigged model, of the Assertor avaliable, plus we are trying to cut back on the amount of meshes/textures the mod loads. For example, the new Consular and Charger c70 share the same light and bump texture, while also replacing the old Centax model.

+1 vote   reply to comment
MegaModer Jan 19 2015, 3:48am replied:

I thought of one way to solve the first person, make a post Endor Empire, post Death Star or Imperial Remnant, using later design ships, including the Assertor and/or a Bellator Class SSD, and TIE Defenders as an advanced fighter research. I think there were other unique Star Destroyers. Just an idea, I am not sure how modeling works, if that aids you. I think there might have been an ingame model for Empire at War, a FOC Alliance mod for Forces of Corruption, maybe use that?

+1 vote     reply to comment
MegaModer Jan 19 2015, 4:00am replied:

Actually the Bellator could be a regular Star Destroyer, I just now found out, this guy has a bunch of models for stuff, and there is another mod for that model as well, however it is not released yet.

+1 vote     reply to comment
MegaModer Jan 16 2015, 8:13pm replied:

Alright then, I guess my dream of controlling an Assertor shall never be *cries*. Good to know though, thanks for explaining.

+1 vote     reply to comment
katamuro Jan 11 2015, 10:08am says:

Just a quick question, the Imperial capital ships(anything larger than Victory II) have now small balls of light where their engines are instead of the more uniform glow, is that something wrong on my side or have the models been simplified?

+2 votes     reply to comment
Adrien_Victus Jan 12 2015, 5:28pm replied:

I believe this may be a graphical flaw on your side, the current version of the engines glow is very much there and not simplified. And I don't believe there's a huge difference between the current beta and the public release.

+1 vote     reply to comment
katamuro Jan 13 2015, 4:55am replied:

I wonder which option do I need to tweak. I would understand if it was all ships but no its only imperial SD's

+1 vote     reply to comment
Lavo Creator
Lavo Jan 14 2015, 10:41am replied:

Those engine trails are how engines are supposed to be, rather than the boring, flat, and always on engine texture. As new ships are introduced, they will be getting similar engine effects whenever possible.

+1 vote   reply to comment
katamuro Jan 14 2015, 11:49am replied:

No offense but it looks worse. I love your mod and played for about 100 hours but this kinda spoils it a bit. There is literally a single ball of light where the engines are, sure its cool when they light on and off but it looks like a blue lightbulb that just floats in space just behind the engine. And the cool particle trail effect is gone too.

+1 vote     reply to comment
Lavo Creator
Lavo Jan 14 2015, 7:42pm replied:

Hrm, it looks worse than I thought. I'll fix it up, thanks for the feedback!

+1 vote   reply to comment
katamuro Jan 15 2015, 5:03am replied:

No problem, more than half of the enjoyment of playing the game comes from looking at your amazing ship models.

+1 vote     reply to comment
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Sins of a Solar Empire: Rebellion Icon
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Released Dec 31, 2011
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424 votes submitted.

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Highest Rated (24 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 (2 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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