This is a submod for the Star Wars Republic at War mod. This submod consists of all the custom modifications I've made to the original mod. This modification includes new units, planets, and changes to some heroes, but nothing too game breaking. I hope to bridge the divide between the Clone Wars mod and the Republic at War by combining some assets into one amazing mod. This mod is compatible with RaW version 1.2 and perfectly compatible with both the disk and steam versions.

Complete list of changes:

Steam Workshop Link:

Twitch Streams:

Development Roadmap Link:

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RSS Articles

1.3.3 Update Changes!


The newest update of my submod is here with some changes, a lot of it based on feedback from YOU, the players!

The highlight of this update is that the new clone units are now back to squad format, but they look so much better now! I've also been working on adding scripts so there's a few cool ones thrown in!

Link to download:

New Units:
-Added General Kota as a T4 Republic Hero (Trained on Corellia).
-Added Kota's Militia trained on any planet General Kota is orbiting. (Limit of 3)

New Planets:
-Skako to the following GCs: Clone Wars, Core Assault, From Ashes, Fall of the Jedi.

New Scripts:
-Added a script that automatically upgrades Phase 1 clones to Phase 2 variants at Tech 5.
-Added random ship heights for all capitals, frigates, and corvettes.

Unit Changes:
-Switched new clone models to squad format again.
-Rewrote a lot of the unit texts to better match the unit.
-Gave Tarkin the Fire All Batteries ability.
-Added new custom names for Pinnance Dreadnought, Venator, Star Destroyer, Victory, Providence, Recusant, Lucrehulk, Arquitens, Acclamator, Clone Troopers.
-Gave General Grievous a custom fighter that launches from his capital ship.
-Changed B1 and Super Battledroid build sounds.
-Added Fire All Weapons to Acclamator and Acclamator 2.
-Gave General Kalani a Providence in space.
-Gave Umbaran Militia take cover ability.
-Gave Y-Wings hyperdrives.
-Capped ARC build limit to 5.
-Capped BX Commando build limit to 5.

Bug Fixes:
-Removed Saesee Tiin and the P1 Clone Commander from ROTE.
-Fixed Rex and Wolffe t-pose issue (Thanks TheProtato923 for the fix).
-Fixed Ki-Adi Mundi's glitch causing him to get stuck. (Thanks TheProtato923 for the fix).
-Fixed an issue causing some ground vehicles to be available on Rishi.
-Fixed an issue allowing the AI to produce the old clone units.
-Temporary fix for Magnaguard's causing crashes.
-Fix for Cydon Prax not appearing in GC. (Temporarily removed)
-Fixed ion cannon garrison.
-Fixed Plo Koon's Strike ability.
-Fixed duplicating jedi after they died.
-Fixed ARC Trooper Abilities.

Misc Changes:
-Started framework for Republic campaign mode.
-Updated planet descriptions to show what planets train what special units.
-Added visible pathfinding to space units.
-Credits are now spent over time as you build (Like EaW Remake), rather than taking a lump sum when you click build.
-Added more units to skirmish.
-Increased buildable structures on Malastare from 2 to 4.
-Gave Carida and Kamino a starting Arc Facility in all GC's.
-Increased max ground forces on a planet from 20 to 30.
-Increased number of buildable factories per planet from 2 to 4.
-Adjusted mining facilities to attempt to balance economy a little more.

All Changes Made

All Changes Made

Feature 3 comments

Here is an updated list of all changes made by this mod.

1.3.2 Update

1.3.2 Update

News 24 comments

The next update of this mod is coming soon, so here is everything that is so far included. I will update this as I add more if I do.

Rise of the Empire Update (3/8/18)

Rise of the Empire Update (3/8/18)

News 2 comments

Here is the next big update for my submod. A lot of work went into this so enjoy!

New Update! (2/15/18)

New Update! (2/15/18)

News 1 comment

I just released a new update and I have some news!

RSS Files
RaW Submod 1.3.3

RaW Submod 1.3.3

Full Version 4 comments

The newest version of the submod is here, and with that a lot of changes!

OLD - RaW Submod 1.3.2

OLD - RaW Submod 1.3.2

Full Version 4 comments

The next full version of this mod, check out the full list of changes because this is a big one!

OLD - RaW Submod 1.3.1 (Hotfix)

OLD - RaW Submod 1.3.1 (Hotfix)

Patch 2 comments

Hotfix for the latest update of the submod. Fixes a few small things I overlooked.

OLD - RaW Submod 1.3 (Rise of the Empire)

OLD - RaW Submod 1.3 (Rise of the Empire)

Full Version 10 comments

New version of the Republic at War submod, including more units, heroes, and a brand new GC.

OLD - RaW Submod 1.2

OLD - RaW Submod 1.2

Full Version 3 comments

The first actual update for this mod, check the description or ReadMe for details.

OLD - Nojembre's RaW Submod

OLD - Nojembre's RaW Submod

Full Version

This is the first complete version of additions made to the mod, if there is anything you'd like to see added, let me know and I'll see if I can make...

Comments  (0 - 10 of 270)

Will you update the units to make them more HD??

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Is this mod alive?
Clones do not destroy buildings

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Do you add a separatist council.
And the republic militias (with the clone wars fashion)
If not, tell me how to do it

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So when i conquer Ord Mantell as the republic, none of the special units appear (g400, mere crusier etc.) Playing from the ashes GC

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Those units are in Lok, along with the heroes Nym, Vana Sage and Jinkins

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Is it a bug if your credit reserve slowly hits 0 , even if you are not doing anything ? (In Galactic conquest )

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Can you fix the very popular issue: space ships when engaging in space battles, mostly CIS ship units rolling around when firing. Can you fix it?

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The fall of the jedi campaign cannot be finished by the obiwan bug in utapau, it simply does not appear on the planet once the mission has started, do you think you can fix it when you can?

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because in the fallen jedi campaign you cannot follow the mission in utapau

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Star Wars: Empire at War: Forces of Corruption
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Highest Rated (3 agree) 9/10

Never underestimate the power of a good submod. There are a ton of high quality mods for Eaw/FoC, and at a certain point it becomes hard to justify adding another one to mix unless you know for sure that you can either match the quality of what is already available, or introduce something new and unique. Another option, however, is to deliver up another helping of what is already on offer, keeping it fresh and giving the public more of what they want. And this mod succeeds in doing just that- giving…

Feb 25 2018 by killdivas


Latest tweets from @republic_at_war

Republic at War v1.2.5 is now LIVE! You can view the full changelog here:

Dec 12 2020

Republic at War v1.2.1 is now LIVE!

May 5 2019

RT @ModDB: After the surprise official patch release for Star Wars: Empire at War, here's what the Clone Wars-era mod Republic…

May 20 2018

Republic at War 1.2 (Rush to Victory expansion) is now available!

Dec 24 2017

Republic at War Trailer 2 (official) - Releasing on DECEMBER 25th!

Dec 20 2017

Interested into helping to create an modding editor (University Project) ? More info will come on GitHub

Mar 15 2016

tweaked and tested easy AI a bit. now it waits some days before attacking.

Feb 26 2016

just reviewing some old eaw files and remake them into high resolution media

Feb 22 2016

long long time no post here. we are all quiet busy with stuff, but we will move to RaW again this week.

Feb 18 2016

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Nojembre's Republic at War Submod
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