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 1.82/1.83 and, with or without, all DLC. Rated #6 players choice in MOTY 2014. An editors choice in MOTY 2015.
I have to rate this a six. While I have been waiting for a SOASE mod based in the Star Wars universe, this one fails in some fundamental ways, drawing away from the base economic structure of Sins, and for little to no reason.
-Asteroid and planetary populations are low, but the tax rates remain the same, meaning the more planets you have under your control, the less tax income you have. This does not translate well from the Sins system, as planetary populations should (at the very least), not handicap your credit income, and at most, give you a reason to hold onto systems, and their populations.
-Far, far too many asteroid mines. I've counted as much as 13 mining stations in some gravity wells, with the standard .6-.7 rates for each one, leading to a huge influx of resources early on, which in my opinion, stems your reasons for expansion, as you could keep a small, clustered group of systems and have all the resources you need.
-The scale of battles is not indicative of the star wars universe. Look at the Battle of Naboo, Yavin, Coruscant, any large 'naval' battle had precious few large ships, and mostly fighters, you will not find a battle with 48 star destroyers versus dozens of other ships. The scale of ship battles in vanilla rebellion (One titan, a dozen or less capitals, a few dozen corvettes) would be perfectly set for a 'realistic' Star Wars conflict.
The scale of the ships is, as some other reviewers have mentioned, also a problem. If we are willing to suspend the disbelief of the resource income, we can suspend the disbelief of the scale of a planetary system. I would have much rather liked to see large capital ships crusing slowly through a plantary system than small blips and icons floating around.
In closing, the ship models, visual effects, 'lore' based research text, and sound effects are very nice in this modification, but the fundamental lack of understanding of the game's basic resource, ship and economic mechanics leave much to be desired.
Unit size, too small. Cost for the basic ships? Too high. Epic fights? once again size plays a factor, and since theyre so small they have limited guns compared to vanilla. research? Be done with it in an hour in all fields, easy.
I liked it but I think it needs more types of capital ships
The game is well made, many units, buildings and planets etc....
But, like others have pointed out, the games starts to lag very early.
The ships are really really really really really small....as a consequence space combat sucks a bit. Laser beams seem bigger than Capital ships... :s
You can't see a thing and thus enjoy the game.
Apart from that the game is good. But those things should be corrected...
I would love to vote it better but sadly every 15 minuets or so it crashes, which needless to say gets in the way a bit.
I had to give it a 6. While I really want to like this star wars mod I cant.
The cost of everything while increased and the speed at witch you get resources is increased I feel that it takes to much control from the player. Also when I finally got the resources to build an SSD it auto built and then I never did see it build it is building.
But for me the big glaring issue is that the mod crashes every hour on the hour. I have a fairly beefy machine and was only playing on a small map vs one ai and it would crash.
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