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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Report RSS Rebel Alliance Civilian Tree (view original)
Rebel Alliance Civilian Tree
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thesnowpirate
thesnowpirate - - 116 comments

Red October shtanding by.

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Crisiss23
Crisiss23 - - 37 comments

(buried)

Wow what a great tech tree! It really exemplifies how much work is put into the mod! My favorite one is where the alliance has all kinds of defensive upgrades where canonically they had jack **** for territory, much less means to hold it said territory! Good job Lavo, proud of you.

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Lavo Author
Lavo - - 2,041 comments

Your sarcasm is ever present I see. It's odd that it's only now that you're voicing opposition to parts of this tech tree, when I talked with you about it during the initial development and when you have had beta access to the Alliance in this form for a little while now. Perhaps you have some additional suggestions to make?

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Osskscosco
Osskscosco - - 2 comments

By his logic rebels should only have a couple of ships with a dozens of fighters because they didn't have more in the movies.

So let's just ignore him and move along.

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Crisiss23
Crisiss23 - - 37 comments

(buried)

Not sure where I said that but okay. I just like ******* with Lavo. I talk to him in private about serious(ish) SoGE related ****, I would never bring it out onto any open social media platform. That would be Lavo's thing.

Rebels actually had a pretty decent fleet canonically. Nothing to rival any other factions present in the mod but that's not the point.

Thanks for your criticism, it has be noted and ignored.

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bornloser
bornloser - - 269 comments

I dont know much about sins modding but is there a way to make the rebels more nomadic so they don't have to rely on many planets in the first place?

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Description

Thank you all for voting for us this year for MOTY, where we have once again made it to the top 100! For those who haven't voted, there still is a day left to vote, and even if you have voted for us, give the folks over at the phenomenal Sins mod, Star Trek: Armada III, your vote as well!
With that said, here's a preview of the Rebel Alliance's tech tree.

The Alliance to the Restore the Republic's civilian tree is amongst the weakest economically, forcing the Rebels to avoid protracted and costly massive fleet engagements when possible. While this sounds gloomy at first, the Alliance benefits from having the greatest intelligence of all factions, through their use of the Assault Frigate Mk.II, a network of listening posts, and the ever present Bothan Spynet.

Speaking of the Bothan Spynet tech, it has become much more potent due to one of the Alliance's new strengths, culture. With potential culture spread rivaling or even surpassing the Republic, the Bothan's tendrils can be found throughout the galaxy. However, unlike the Republic, the Alliance's culture is not primarily military based, but is aimed at disrupting the enemy. With the right techs, Rebel culture will degrade enemy allegiance rates at accelerated rates, and will also severely hamper enemy ship and structure production.

Another new aspect to the Alliance's tactics is raids and entrenchment. Via research the Rebels can put out tactical structures for half of their original cost, gets 8 additional tactical slots per planet plus a cost decrease for building more, and finally the ability to house an extra star base per gravity well. This combined with a proper sentry network, and the hit-and-run tech/bonus, should allow the Alliance to carry out raids against enemy planets and choose engagements in general.