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 1.90 and, with or without, all DLC. Rated #6 players choice in MOTY 2014. An editors choice in MOTY 2015.

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Hello all and welcome to the first dev diary of, the work in progress, Star Wars: Rise of the Confederacy. To many this project will come as an unexpected shock, while to others this will be less surprising, given that I've long desired to make a Clone Wars focused mod since I had first heard of Homeworld: Remastered. While work on SoGE has come to a crawl, with a fair portion of that being due to my work at Sins of the Prophets, more of that has to do with this project, which is nearing the point of an open alpha, featuring the Galactic Republic, to come in May. Now, let us jump straight to the meat itself, shall we?

Ever since the founding of SoGE's Discord, and thus the acquisition of an ersatz tester corps, many of SoGE's underlaying flaws came to light, or became far more evident. These concerns ranged from the never-good implamentation of fighters, to the supremacy of ISD-type ships, to how overwhelming, or underwhelming, SoGE's economy can be. While various fixes had been attempted over time, when push came to shove, many of these aspects could only be fixed through the creation of a new mod. This project would be built from the ground up incorperating all the experience acquired over the years, while utilizing existing art assets to allow for a focused effort on coding efforts. RotC is the culmination of this thought process, and will have a heavy emphasis on player experience, gameplay, and balance. For example, absolute weapon ranges will be shorter when compared to SoGE, for a better cinematic feel and culture will likely be entirely absent, for a number of reasons.

Premise


With Sheev Palpatine's machinations having been put into full swing, the galaxy finds itself deep in the plunge of civil war, with the Galactic Republic and Confederacy of Independant Systems battling one and other in a savage conflict. With one army being manned by a force of clones, and the other equipped with a force of droids, which shall reign supreme in the stars? That duty falls to you, admiral. The Galactic Republic is a moribund institution that is thousands of years old, with billions of citizens and thousands of worlds under it's flag. Along with multiple shipwrights and benefactors, the Republic Navy is no slouch, and can go toe to toe with the Confederate Navy. It's largest failing may very well be the drastic difference in speed between many of its warships.

The Galactic Repubic focuses on researching new technology quickly, and at a lesser cost, while drawing on it's large population for taxes to support the war. Further, leveraging it's many mineral and manufacturing consortiums allows it to improve mineral income, ship construction speed, and lower ship construction costs. Preliminary analysis of the Conferacy's current economic outlook suggests they depend heavily on inter-planetary trade, rapidly developing their orbital facities to further said trading, lower ship upkeep costs, and quickly developing their member planets at a low cost. Take this latter data with a grain of salt however. Now that you have been brought up to speed on the galactic situation, let us look at the assets at your disposal.

Galactic Republic Unit List


Capital Ships


Venator-class Star Destroyer: The backbone of the Republic Navy, this fast, multi role, vessel is a favorite of Jedi commanders and ferries large amounts of starfighters and ground forces. All three of these aspects are reflected in its possible abilities; from Jedi staffing, to fighter-related buffs, to the classic colonization ability.

Victory I-class Star Destroyer: Rushed into service in response to the Bulwark Fleet's escape from Foerost, this ship quickly earned itself a reputation for being a well armed vessel, albeit a slow one, for it's size. After it's general introduction into the fleet, it quickly became a favorite of fleet admirals, and thus its abilities are generally focused on buffing other ships with a single one focused on the ship proper.

Procurator-class Star Battlecruiser: This large ship predates the Clone Wars by nearly two centuries, being the first vessel to be called a 'battlecruiser' under the Anaxes War College System. Featuring a huge volume of internal space, and a powerful reactor, it was seen as the only solution to the Republic's then lack of electronic warfare capabilities. The Procurator was equipped with the best EW/ECM gear Kuat Drive Yards had access to, and then some, producing a single vessel with the capabilities of multiple Munificents. This vessel is the Republic's main way to hinder and decrease the capabilities of enemy fleets.

Tector-class Star Destroyer: The brother of the Imperator-class, this sizable vessel is a massive gun platform, fielding large amounts of turbolasers and ion cannons. The only Confederate vessel that can hope to equal it in a feat of arms are the behemoths that are the Lucrehulk-class battleships, but even they cannot focus their fire in ways the Tector can. After the debackle of the Battle of Salvara, this ship did not reach the production numbers originally invisioned for it, resulting in them being expensive for admirals to acquire, and lose, if foolishly deployed.

Frigates


Acclamator-class assault ship: A common sight across the Republic Navy, this ship is filled to the brim with ground forces to secure both hostile, and neutral, worlds in the name of the Galactic Republic, as it did during both battles on Geonosis. While not particularly well armed, this hardy vessel can keep pace with the Venator. It acts as the Republic's colony and siege unit.

Dreadnaught-class heavy cruiser: Slow and crew intensive, these cruisers remain a common sight amongst planetary security forces across the galaxy, and are particularly common in the Outer Rim. With their high numbers across the board, these vessels are abundant in the Republic Navy, even if not staffed by Clones and the more dedicated offers. Owing to their name, they can take a heavy punishment while dealing out solid damage in response. However, one must ensure they don't delay the fleet too much...

Stalwart-class cruiser: This new vessel was quickly designed by Kuat Drive Yards engineers after being inspired by the shape, and efficency, of the Acclamator. Recognizng that the, then new, Venator could not be everywhere at once due to it's per unit cost, and futher recognizing that the ground elements are not always needed, these engineers went about creating a pocket carrier for the Republic Navy. Featuring decent armament and a respectable starfighter compliment, this ship has won the attention of multiple commanders, giving them access to badly needed starfighter forces at a good price.

Arquitens-class light cruiser: Designed to escort larger vessels such as the Venator, this vessel is well armed for it's size, and has surprised multiple Confederate commanders, much to their detriment. Seeing widespread deployment throughout the Republic Navy, this escort is often used to plug holes in the line and provide fleets with additional much needed firepower.

Charger c70 (Consular-class): This retrofitted corvette features a host of light weaponry, making it ideal for crowd control against enemy starfighters.

Annendum


Data on the Conferate Navy is unavaliable at this time, as that module is currently under construction. However, it has been confirmed that the Lucrehulk-class battleship, the Lucrehulk-class Droid Control Ship, the Providence-class carrier/destroyer, the Bulwark Mark I, the Captor-class cruiser, the Munificent-class star frigate, and the Recusant-class light destroyer are currently in active service. May the Force be with you, admiral.

SoGE Discord's 1 Year Anniversary!

SoGE Discord's 1 Year Anniversary!

News 1 comment

SoGE Discord's is now over a year old and has over 200 members! If you're looking for a match and/or people to talk with, come by and visit!

Rebuild Progress Update #4: Completion

Rebuild Progress Update #4: Completion

News 24 comments

The SoGE rebuild is complete and we have officially released version 4.11.0 of Sins of a Galactic Empire!

Rebuild Progress Update #3: The Road to a New Republic

Rebuild Progress Update #3: The Road to a New Republic

News 4 comments

The Alliance and New Republic have been added, sans supercaps, and work on the Yuuzhan Vong is next on the list.

Rebuild Progress Update #2: Clone Wars and Outlaws

Rebuild Progress Update #2: Clone Wars and Outlaws

News 13 comments

Here's what has been going in the rebuild for the past three months, what will happen due to the release of 1.85 and Outlaw Sectors and when, plus the...

RSS Files
SoGE 4.11.1 release for SoaSE: Rebellion

SoGE 4.11.1 release for SoaSE: Rebellion

Full Version 83 comments

Sins of a Galactic Empire (SoGE) 4.11.1 release for Sins of a Solar Empire: Rebellion 1.90, a Star Wars total conversion mod for Sins of a Solar Empire.

OUTDATED - SoGE 4.11.0 release

OUTDATED - SoGE 4.11.0 release

Full Version 96 comments

Sins of a Galactic Empire (SoGE) 4.11.0 release for Sins of a Solar Empire: Rebellion 1.86, a Star Wars total conversion mod for Sins of a Solar Empire.

OUTDATED - SoGE Addons Pack for 4.10.2

OUTDATED - SoGE Addons Pack for 4.10.2

Full Version 41 comments

Welcome to the addons pack for Sins of a Galactic Empire. Unless otherwise stated, this is compatible with the latest version of SoGE.

OUTDATED - SoGE 4.10.2 release

OUTDATED - SoGE 4.10.2 release

Full Version 35 comments

Sins of a Galactic Empire 4.10.2 release for Sins of a Solar Empire: Rebellion 1.85, a Star Wars total conversion mod for Sins of a Solar Empire

OUTDATED - SoGE GOG patch for SOASE Rebellion 1.84

OUTDATED - SoGE GOG patch for SOASE Rebellion 1.84

Patch 27 comments

Sins of a Galactic Empire GOG patch for Sins of a Solar Empire: Rebellion 1.84; this patch is for those whom have 4.10.0 or 4.10.1 and are on GOG (aka...

OUTDATED - SoGE 4.10.1 for SOASE Rebellion 1.82

OUTDATED - SoGE 4.10.1 for SOASE Rebellion 1.82

Patch 53 comments

Sins of a Galactic Empire 4.10.1 patch for Sins of a Solar Empire: Rebellion 1.82, a Star Wars total conversion mod for Sins of a Solar Empire. Requires...

Comments  (0 - 10 of 4,532)
NikonOlympos
NikonOlympos

Is there ever going to be an update to the SWTOR Addon? It was a great feature and is a shame that it no longer works.

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Ozark451
Ozark451

Has anyone saw that the CIS doesnt have any research to speed up research and reduce recearch cost? And that they don't have the hyperspace research speed, for this current version? Or is this just me?

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JP_Dino_Hunter
JP_Dino_Hunter

I vote for a balanced Death Star if possible.

It just doesn't feel like Star Wars without it.

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hoverswcraft
hoverswcraft

paladin-storm That's very strange because interregnum is completely broken for me unless I only play against another starwars faction. It's fun, and it's far less broken than soage, but it's like every vanilla faction has infinite health against the starwars classes. I don't know why everyone seems to have a different opinions, it's almost as if the mod has some secret random variable that changes one persons game to *rip your hair out*- difficult, to *cute and cuddly puppies*-difficulty for another person. I really do believe different people are having completely different experiences with intterregnum for some mysterious reason. gives me a headache to be honest.

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UpstartRegent
UpstartRegent

You might want to fix the Midiator class it says you can build 2 but you can only have one out at a time and also it doesnt shoot like the rest its rate of fire is severely low and there is a problem with AI starting dead around 10 player matches idk if i broke something or what but thats my report for you so you can make this mod better i look forward to your response

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hoverswcraft
hoverswcraft

This is my honest review after playing this mod. WARNING: don't get your feelings hurt, this is honestly how I feel.

Pros:
. oh my goodness a starwars mod. WOW.
. lots of factions
. fun sounds

Really game breaking fun ruining Cons:

. extremely cheap highly cheating AI. Playing on normal, you can build a small amount of ships and capture about three or four planets in the first few minutes and then every single one of your planets is attacked by multiple enemy ships at the same time. No way they could have gathered so much resources so fast, I even built and did research with the game paused to gain as much time advantage as possible and this was not enough. This alone rendered the game unplayable for me. I didn't feel challenged. The game was over before it started and there is no excitement.

. all ships are extremely small. this means that even your large empirial start destroyers are extremely tiny and you must zoom all the way in to see any detail besides a little red triangle. By that point you're losing because you can't see anything else that's going on.

. the lasers are a very dull washed out color and brightness that look nothing like the bright and intense lasers in the ships battles in starwars

. laser and missle defense platforms do absolutely nothing in this game. In the same game I played where the cheating AI rushed me with infinite resources and money (spawned out of thin air) so I decided to do the same (because fair is fair!) and I gave myself infinite resources to combat the cheating AI. I had maximum planet tactical slot upgrades and surrounded my planets in missle defense and laser platforms until my planets disallowed me from building anymore. When the enemy ships swarmed in the platforms went "pew pew!" but the enemy ships didn't take an ounce of damage and continued on ignoring them like they were nothing. This is like 20 missle and laser platforms per planet, MAXED OUT. They didn't care, were not affected.

I had infinite money and resources and I continued to spawn the best ships I could make with my current research level as fast as I could- And guess what? Didn't matter. Not only is the AI able to cheat with it's infinite resources right from the start of the game, but it's ship spawn times seem to be so fast that they might as well have hacked ship drydocks.

I abandoned this mod in favor of the Interregnum mod (also for sins rebellion)
Interregnum is an early alpha and still very very broken but at least it was playable for me. Interregnum allows you to play starwars factions vs vanilla sins factions but it's so unbalanced that the starwars factions always lose vs vanilla sins factions. If you play interregnum and always play starwars faction vs ONLY starwars faction, the game becomes playable again. I'll just stick with that for now.

I hope this feedback helps the mod creator improve this mod and also saves many people from huge amounts of frustration in the meantime. Have a good day.

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paladin-storm
paladin-storm

I have played Interregnum just recently, and I can beat the vanilla factions just fine since there ships have a LOT less health then most SW ships.

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Nikzzz
Nikzzz

Can you fix the flagship victory mode part where it became a Supercapital unit in the game...

Every time i try to build a Supercapital unit, it says that i already built it but i only use Flagship units (Not titan) via flagship victory mode..

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CrimsonWolf_
CrimsonWolf_

i wonder if you want add something good, like the death star,be like a shape of a planet, but moon type only, can be captured by every faction, and whoever controls it can destroy ships
Edit: even what's the sins of the galactic empire without a death star tho, even tht would be cool if you add it as the 1.92 of the sins of the solar empire

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8.8

546 votes submitted.

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Highest Rated (36 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 by OseronPhaer

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