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.

Forum Thread
Star wars politics (Games : Sins of a Solar Empire: Rebellion : Mods : Star Wars: Interregnum : Forum : Feedback : Star wars politics) Locked
Thread Options
Sep 12 2017 Anchor

Hi, I would like to suggest a change to politics of the star wars mod.

The rebels were a flighty group that could pack up their capital and run. Also, star wars had very little resistance to them running. There were no hordes of starships in the outer rim waiting for them. This means planet acquisition by the empire was difficult, and there was always a place for rebellion to run.

1. planet acquisition is harder to do. That is to say, planets have high upkeep, and until you get all of the population upgrades, and maybe research some tech, it is not viable to capture everything in sight. Also, planet acquiring ships (colonists etc) are more expensive and require level 2 research, and planet acquiring capital ships are required to reach level 3 before being able to capture planets.

2. Planets are much easier to destroy, with lower health at first, but higher numbers of defensive upgrades. The exception is homeworlds (they start with all health defense upgrades) This allows quick strikes to really hurt an economy of an overexpander.

3. Clearing a planet causes all of its surrounding structures to decay rapidly.

4. Fewer independent starships.

5. Starbases get more passive income.

6. All starships emit low levels of culture.

7. starbases no longer have the ability to interfere with jumping away.

8. Allegiance actively decays to 0 if a planet is not in your culture.

9. No Diplomacy penalty for multiple pacts/agreements. This is specifically to allow faction wars where not all sides are in conflict for the same reasons...

What does this lead to?
1. Rushing to cap independent mines is far more important.

2.There are now fewer colonized worlds. Worlds that are lost in battle are not recolonized unless they are well defended.

3. Strategic capture and hold strategies become very important, and there are legit independent worlds.

Edited by: shaithias

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.