Star Wars: Interregnum is an upcoming mod for Sins of a Solar Empire: Rebellion that builds off of the highly successful Enhanced 4X Mod. Fleeing the unknown terror that is chasing the Vasari, the factions of Sins of a Solar Empire stumble on a temporary wormhole that takes them to a galaxy far, far away. The sudden arrival of armadas with trillions of refugees and thousands of warships between the events of Episodes 5 & 6 forever alters the Star Wars universe and plunges the galaxy into an unprecedented period of chaos and violence. Begun, a new conflict has.

Faction List

  • Galactic Empire - The once galaxy spanning Empire founded by Palpatine, now ruled by Darth Vader since the Emperor's demise.
  • Imperial Warlords - Ambitious Imperial Leaders from the Expanded Universe seeking to rule their own part of the galaxy.
  • Rebel Alliance - The resourceful Rebels from the Galactic Civil War continue their struggle against the Empire.
  • New Republic - A new government of planets seeking to preserve their new found freedom in a chaotic galaxy.

Unit and Character ListTechnical SupportFeedbackLoreCustomizeCredits

Key Features

  • Hero Units - Fight with the most renown characters in the Star Wars Universe.
  • New Planets and Random Encounters - Feel like you are in a Galaxy Far, Far Away.
  • Improved Balance and Gameplay - Pull off brilliant strategies to crush your opponents.
  • Customization - Full compatibility with E4X's minimod system lets you play the game the way you like it.

Star Wars Interregnum Beta 1Mod of the Year 2014 Finalist Mod of the Year 2015 FinalistMod of the Year 2016 Top 100 Mod of the Year 2017 Top 100Mod of the Year AwardsMod of the Year Awards 2019Discord Server


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Greetings Commanders,

After many years of hard work, hundreds of hours of testing, and more than a few Sins updates, I am incredibly excited to tell you that we have a date for releasing the first Beta version of Star Wars: Interregnum, complete with the eagerly awaited New Republic faction. For our patient fans, we could not think of a better Star Wars day present for you than to release this update on May 4th! Read on to find out about how this exciting new faction will play.

But first, you may be wondering why are we calling this upcoming release a Beta now? In a nutshell, it is because the New Republic is the last of the original core feature to be completed. 8 years ago, I day dreamed and wrote down my ideas for what would become this mod between college classes. That design called for two new races, the Alliance and Empire, each with two subfactions. One would represent these races as we saw them in the Star Wars trilogy, and this gave us the Galactic Empire and Rebel Alliance.The other would represent what these races would become after the Battle of Endor in the Expanded Universe (now known as Legends). With the Warlords and now the New Republic, all of these factions have been completed. In software development, the beta phase of development begins when all the core features are completed, and I am pleased to say we have finally arrived at this point.

While this mod began as my passion project, the New Republic was always going to be the greatest challenge, due to the obscurity and poor sources of their ships compared to the other factions. More than any, this update was only made possible due to the talent, hard work, and dedication of others.

  • By far the most significant is dolynick, who not only upgraded the textures and models of many of the mod's existing units last year, but who after joining the Interregnum team as our graphics lead, overhauled and retextured all the units of the New Republic fleet, and even made some original models himself. Never in my wildest dreams did I think the New Republic fleet would look as good as they will in this update, and this mod certainly would never have gotten this far this quickly without Dolynick’s help.
  • Donós_ continued to do great work with the Mandalorians and Minor Factions, and even took on a good portion of the UI work for this update.
  • ERock72 has done a great job as always with the custom particle effects required for each and every new ship, which this update certainly contains a lot of.
  • Finally, there would be no mod to make without the many modelers, artists, and writers who help flesh out the Star Wars Universe, both professional and hobbyists.

So what exactly can you expect from the New Republic as a faction?



The New Republic is a brand new government made up of worlds who have overthrown the Empire, and seek to bring Freedom and Democracy back to the galaxy. To achieve this goal, the New Republic must establish brand new institutions for both the civilian government and a professional military. To do either is a difficult task - to do both while war consumes the entire galaxy might be almost impossible. Yet the raw potential is there. The skills of the many species of the New Republic, such as the Mon Calamari, Bothans, and Sullustans, gives the New Republic the unique ability to create a new, diverse and powerful fleet quickly. After decades of Imperial rule, many in the galaxy would welcome the return of the Republic, giving them popular support. And by enshrining the rule of law, business in the New Republic is thriving, perhaps to the point of becoming an economic powerhouse.

In game, you the player must help the New Republic develop these institutions. At first, it will be painful. The New Republic does not initially have many ships available, and worse, due to the inexperience of its new military, it suffers significant penalties when operating outside of friendly territory. Yet if they persevere, these shortcomings will be eliminated, and you will have access to a powerful, technologically advanced military backed by competent government, strong culture, and an impressive economy. This makes the New Republic great for players who like to tech up to the end phase of the game, and then create an unstoppable fleet to secure the win.

The development of these institutions is represented in game by two key research lines - the New Class program and the Reorganization line.

New Class Program

Nebula Star Destroyer

While the Rebellion was forced to make due with whatever ships or weapons they could find, the New Republic quickly realized that this hodgepodge of tech and equipment would be a nightmare to maintain in a professional navy. Instead the New Republic created the New Class program, which sought to create a fleet that would be standardized and efficient. The technology and standards developed for the program would be freely shared with member worlds, allowing the many different shipyards of the New Republic to make vessels and equipment that could easily be maintained, repaired, and supplied.

In game, the vast majority of New Republic ships are unlocked by the New Class program research. There are six technologies representing the different phases of the program, and they alternate between unlocking ships, from the humble Hajen Fleet Tender to the mighty Nebula Star Destroyer, and providing new abilities or upgrades to existing ships. As these techs unlock more than one ability or ship at a time, they are quite expensive, but are key in providing the New Republic a diverse and effective fleet.

New Class Research


Reorganization

While developing the military hardware to defend democracy is important, having it available does not mean it will be used competently. Rather than overhaul the existing Rebel Fleet with new tech, which was already well equipped and experienced in raids and assaults, the New Republic decided to build a new professional navy from scratch. One whose first responsibility was to defend member worlds instead of defeating the Empire. While these new recruits can be expected to perform well at defending their homes, without a developed system of training, logistics, and administration, the new navy will struggle to take the fight to the enemy.

In game, the inexperience of the New Republic’s military is represented by large penalties to damage, armor, and experience points while operating outside of friendly territory. There is no disadvantage whatsoever while fighting at your own planets, but fighting the enemy without the home field advantage is a very risky engagement. This is annoying when expanding against militia, but it is easy to compensate with overwhelming force. Against other players though, it makes any sort of early rush or battle to control key planets extremely difficult to win.

The Reorganization research line allows the New Republic to eliminate this disadvantage. By investing in the institutions needed to field a professional military, this offensive penalty can be reduced and eventually eliminated (unlike the disadvantages of the other Star Wars factions).

Reorganization Research

While it will take almost entirely maxed out research facilities, if a New Republic player is able to complete both the New Class and Reorganization research lines, they will certainly be among the most powerful factions in the game.

While the New Republic is less than a month away, keep an eye on this space for more articles about the New Republic and other improvements, including new Minor Factions (DLC Required) and enhancements to the Rebel Alliance.

Some Minor News

Some Minor News

News 6 comments

In addition to the New Republic, 7 Minor Factions will be making their debut in the Beta 1.0 Update.

A Timeline of Star Wars: Interregnum, Part 8 - Converts and Exiles

A Timeline of Star Wars: Interregnum, Part 8 - Converts and Exiles

News 13 comments

The chaos of the Interregnum breaks out even in the most isolated of sectors, while terrible secrets from the center and fringes of the galaxy inch closer...

Minor Factions DLC Update

Minor Factions DLC Update

News 5 comments

A quick road map of changes made to the Enhanced 4X Mod and Star Wars: Interregnum in the wake of the Minor Factions DLC.

Mod Updates, Community Discord, Bug Fixes, and Mod Page Update

Mod Updates, Community Discord, Bug Fixes, and Mod Page Update

News 10 comments

Find out what's new in the new Enhanced 4X Mod and Star Wars: Interregnum updates, join the new community discord channel, learn more about one of the...

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Star Wars Interregnum Beta 1

Star Wars Interregnum Beta 1

Full Version 78 comments

The full version of Star Wars Interregnum for Sins of a Solar Empire Rebellion 1.94/1.95. This update adds the New Republic faction to the mod. This download...

E4X & Interregnum Gameplay Minimods 1.86.1

E4X & Interregnum Gameplay Minimods 1.86.1

Patch 10 comments

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...

Interregnum Galaxy Forge Beta 1

Interregnum Galaxy Forge Beta 1

Mapping Tool

A modified version of the map making Galaxy Forge tool designed for Star Wars: Interregnum. Added support for Interregnum Beta 1/New Republic faction.

E4X & Interregnum Gameplay Minimods 1.86

E4X & Interregnum Gameplay Minimods 1.86

Patch 20 comments

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...

E4X & Interregnum Graphics Minimods 1.86

E4X & Interregnum Graphics Minimods 1.86

Script 22 comments

A series of optional graphics enhancement minimods for the Enhanced 4X Mod and Interregnum to allow the player to customize their experience. Use of the...

Sins:  Remastered v0.94 Beta

Sins: Remastered v0.94 Beta

Full Version 9 comments

The full version of the Sins: Remastered v0.94 Beta mod for Sins of a Solar Empire: Rebellion v1.94.

Comments  (0 - 10 of 4,736)
Fedaygin
Fedaygin

Howdies. Which is the latest stable client with New Republic & other new updates ? I mean should i click that big 'download now' that has Beta 1 txt or something else ? Good weekend, stay warm & safe o/ Kindly: Fedaygin

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GoaFan77 Creator
GoaFan77

Yes, Beta 1 is the latest release with the New Republic. :)

Moddb.com

Reply Good karma+2 votes
Fedaygin
Fedaygin

Thanks. Launched the dl & moment after browser asked if mmodb can dl multiple files. I clicked allow & then download slowed down to dial connection spd. Had just 1x zip (1.2gb) dowloading. Or hmm nah it looked like that, but really was dl'ing faster. DL complete moments after, but yeah weird glitch happened :D

Early this week when downloaded other things then all came with lightning spd. I have 75/10 vdsl connection. Oh well tech happens ;) Update With Question: Do i just add the Mod Folders to My Documents / IronClad Games / SOASE / Root Folder ? Hjeh can't recall cause long time since prev. install. Gonna save instructions to r txt file :P 2nd UPDATE: Oh thanks good to know about the folder appearing & advice if doesn't :) Gonna launch soon after got Warm Veggie Sammies from oven.

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GoaFan77 Creator
GoaFan77

The mod folder should be created when you launch Sins. If for some reason its not there, go to the main menu options, mod tab, and hit the "Show Mod Path" button. It will create the folder and show you its location if for some reason it doesn't exist already.

Reply Good karma+2 votes
tigersebel
tigersebel

uhm... i don't know if this counts as a bug i highly suspect that the AI sometimes sabotaging themself with the starforge. i just came across a planet where the Advent AI has something like 200+ missionary vessels.
They just stand there and eat up their fleet supply. I suspect that they found a starforge somewhere and it keeps on cloning the missionary vessel.

Again i don't know if it count's as a bug, but i think maybe the starforge could make an esception and not be able to clone ships with the crew extractor ability. i think this could fix this issue.

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GoaFan77 Creator
GoaFan77

We could probably make it not work on scouts and colony ships, though its annoying because sometimes you want to duplicate those ships as a player.

Reply Good karma+2 votes
tigersebel
tigersebel

yeah i can understand that. but for me personally it would be more annoying when the AI doesn't fight as good anymore because they just instantly clone the ship they used to capture the starforge with. and it just continue to do so like some form of replicancer that eat's up their fleet supply.
Mabe the fix could be in a minimod to let people choose for themself if they want this fix or not.
Anyway i just thought i would make you aware of this problem.

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SuperiorWeapons
SuperiorWeapons

I also want add we play slow games where no battles really happen until we are an hour to an hour and 45 minutes in. And my Titan at that point would have 13000-14k hull at lvl 1.

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notshure85
notshure85

Play on a huge map with less opponents.

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SpiritWarden
SpiritWarden

Is it possible to capture those Mandalorian Aggressor's? I tried using the Imperial 1's tractor beam and boarding party ability but it didn't work, I guess I am missing something.

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GoaFan77 Creator
GoaFan77

No, there's no way to capture capitalships in this mod. Aggressors/Krayt's can be purchased from the Zann Consortium minor faction.

Reply Good karma+3 votes
SpiritWarden
SpiritWarden

Ah right, thanks. I don't believe I've met them yet so I'll keep searching lol.

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notshure85
notshure85

The pirate base. You will find a capturable shipyard.

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SpiritWarden
SpiritWarden

notshure85 Are you saying the Zann spawns at pirate bases? Unless you're referring to the Mandalorians, in which case you can only build Keldabe and swap a small fleet of small crusiers + Firesprays. Or I'm just not understanding something.

GoaFan77 Wouldn't it make more sense for them to be also bought at the Mandalorian Mandal Motor's structure? There is also the Mandalorian Outpost structure that has an empty slot.

Perhaps Mandal Motors can be used to create the Keldabe, Aggressor/Kryat and the Combat Group.

Then the Mandalorian Outpost can make the Keldabe, Vengeance Cruiser and the Support Group.

Final thought here, has the team thought about adding another custom map based on the planets in the Equal Footings map of Forced of Corruption? A map where all the unique capture structures exist. Plus a few extras like Djom, planetary moons etc.

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notshure85
notshure85

Yes.

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GoaFan77 Creator
GoaFan77

There is already a series of maps called "Star Wars Random", which are random maps but are guaranteed to spawn all the Star Wars unique planets.

Minor factions spawn entirely at random, so the best you could do is turn them on for those maps and hope for the best.

Reply Good karma+2 votes
SpiritWarden
SpiritWarden

I know, I just don't tend to use them because of annoying distractions like getting a Volcanic planet named Kashyyyk with a Kessle Mine bonus xD

It's more of a personal gripe that not many people likely will care about, I just wish these unqiue structures that can be found in Randoms would be found in the pre-set SW maps too.

It's why I brought up the Equal Footings map from FOC, because it has almost all the major planets in SW while having a low count of 55. Unlike my favourite Interrgnum map A Galaxy Far Far Away which has over 100 and is a rig destroyer.

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GoaFan77 Creator
GoaFan77

Most things that randomly spawn in random maps also spawn in premade ones as well. The only exception is the special star wars planets, but some of those appear in maps like Core Worlds as well.

Reply Good karma+2 votes
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