Sins of a Solar Empire is often described as a 4XRTS game, or a game that tried to merge the action and tactics packed gameplay of a Real time strategy game with the deep, complex, empire wide strategy of a 4X turn based game. It's up to debate whether Sins succeeded in this goal, but I think all can agree that of the 4Xs of "explore, expand, exploit, and exterminate", Sins is much more focused on the exterminate than on the others. This mod seeks to give more depth to the other 3Xs of the game by adding additional game elements or refining the existing ones to reward players who give more strategic thought to the non-combat side of the game. Combat will still be the center point of the game, but players will find that the non-combat options available will be much more rewarding. Spying, exploring, sabotage, diplomacy, culture, and economic development have all been added or changed in innovative new ways. Regardless of what you think Sins is, this is the 4XRTS it should have been.

Description

A series of optional minimods for the Enhanced 4X Mod and Interregnum to allow the player to customize their experience. Please read the entire description, and keep the minimods in the same relative mod order as the picture below. This update adds support for Interregnum Beta 1, and the New Republic faction.

Preview
E4X & Interregnum Gameplay Minimods 1.86
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Norean
Norean - - 235 comments

Well so much for getting any sleep tonight. Cheers!

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pythagorex
pythagorex - - 6 comments

Whelp, I was waiting for this update hoping it was gonna be fixed, but seems like INT Disable Vanilla Factions still messes up the Rebel Alliance/New Republic thing.

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donos_47
donos_47 - - 315 comments

You can get around this by leveraging the individual faction disable minimods. Apologies for the error

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pythagorex
pythagorex - - 6 comments

Ah no problems, I just thought I'd mention it. Also, unless I'm mistaken, doesnt INT Disable Vanilla Factions also disables vanilla minor factions, unlike the faction disable minimods? It's main reason I used it.

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GoaFan77 Author
GoaFan77 - - 3,863 comments

No, it doesn't actually touch minor factions.

With Beta 1 we reduced the amount of vanilla minor factions in the mod (unless you use all E4X Random Encounters), and eventually we may well disable all of them as the number of Star Wars minor factions increases, but we do not have a minimod that does this currently.

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darrenkoester1
darrenkoester1 - - 142 comments

Starbase full upgrades isn't working for the New Republic, and additional ship level is still at 1 instead of 2 with expanded research

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darrenkoester1
darrenkoester1 - - 142 comments

New problem, after rearranging my mini mods the New Republic is no longer available

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GoaFan77 Author
GoaFan77 - - 3,863 comments

Disable Vanilla Factions has a bug, you can use the individual faction disable mods for the time being.

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Guest
Guest - - 687,512 comments

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Guest
Guest - - 687,512 comments

Is the bomber armor mini mod still necessary?

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GoaFan77 Author
GoaFan77 - - 3,863 comments

It is not, it has been fixed in Beta 1.

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Guest
Guest - - 687,512 comments

Great Mod collection. Wondering if a Beshkar - All Random encounters combined minimod is planned, since the 2 are exclusive...

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GoaFan77 Author
GoaFan77 - - 3,863 comments

If you put All Random Encounters above Beskar, they will work to some extent. You will get the stronger Mandalorian raids, but the bases will be defended with the normal amount of ships.

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accolyte1022
accolyte1022 - - 600 comments

Is there any way to make this mod work with E4X? I really like the idea of the Advent not spamming 50 Aeria drone hosts.

Moddb.com

It wipes out hero units from the research tree as well.

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Förster44
Förster44 - - 608 comments

What happened to the "Disable Superweapons" Minimod?

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Squirb
Squirb - - 1 comments

It is no longer necessary as the base game includes an option to disable superweapons.

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Mcgan
Mcgan - - 1 comments

For some reason, if I hit the Alt key (either Alt key) during a game while "E4X Disable Heroes" is activated, the game crashes and makes a minidump.

In case you're wondering, yes I did check game files integrity, and yes the game works fine with the same load order minus "E4X Disable Heroes".

Judging by the readme I assume it hasn't been updated for the beta yet?

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duneczan
duneczan - - 6 comments

I'm curious what the load order should be because I have the current Enhanced 4x mod first, then 2x fleet/capship, expanded research, infinite research, max starbase upgrade, more tac slots, and non-vasari phase gate active in that order and I'm getting the vanilla factions instead of the 4x factions.

EDIT: Yes, I had it at the bottom of the list too.

EDIT 2: Doesn't seem to work even with just 4x mod itself active. Working on it!

EDIT 3: Don't mind me, I'm an idiot. I didn't take the 4x folder out of the 4x folder so the game was recognizing the wrong thing. Keeping this for future generations to learn from my mistake.

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Guest
Guest - - 687,512 comments

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Kalec
Kalec - - 5 comments

Hey guys! Love these labor of love and yall need all the love. I am running into an issue. I download this mod but when I add it to my mod order, it gives me a neg number (-196536589 or similar) when moved above all the E4X but pos when below the SinsRemastered-v094b. Everything else work but these minimods. I have re-downloaded and extracted yet it is still the same thing. I have also downloaded Moddb.com but not sure what I could be doing wrong :(
Helps me Obi Awesome Kenobis!

edit: This was answered... thank you

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