Ultimate Empire at War [Unofficial]
The most ambitious Star Wars: Empire at War mod ever made, now running properly.
Ultimate Empire at War expands every dimension of Forces of Corruption — a bigger galaxy, more units, new heroes, additional Galactic Conquest scenarios, and a fully playable Underworld faction. Originally released in 2007 by the UEAW Team, this release rebuilds the AI from scratch, restores broken factions, rebalances units, and fixes years of accumulated bugs.
Via Steam Workshop (recommended):
- Subscribe to this mod
- Launch Star Wars: Empire at War — Forces of Corruption from Steam
- Select Ultimate Empire at War from the mod launcher that appears
- Click Play
Direct launch (skip the mod picker):
Right-click the game in Steam → Properties → Launch Options, and add:
This launches directly into UEAW every time without going through the mod picker.
Important: Always start a new Galactic Conquest campaign. Save files from earlier UEAW versions or the base game are not compatible.
- Expanded Galaxy — Far more planets across multiple Galactic Conquest scenarios at 5 scale levels
- More Units — Additional ships, vehicles, and infantry for all three factions
- Fully Playable Underworld — Complete third faction with unique units, heroes, and mechanics
- Multiple GC Scenarios — Different starting conditions, galaxy sizes, and faction configurations
- Rebuilt AI (v2.0) — Completely overhauled enemy AI with three genuine difficulty tiers
- Enhanced Heroes — Expanded hero roster with deeper tactical roles
The enemy AI has been rebuilt from scratch. It now plans strategically, adapts to what youre doing, concentrates forces instead of spreading thin, and operates across three genuinely distinct difficulty tiers.
- Easy — Attacks sooner than before. Manageable, no longer boring.
- Normal — Deliberate, adaptive, makes you think.
- Hard — Learns your patterns within a session. Punishes tech leads. Coordinates flanking assaults.
The AI uses phase-aware strategy templates (Opening, Expansion, MidGame, Endgame, Crisis, Blitz) that switch based on game state. It tracks economic pressure, fleet momentum, and your behavior — and adjusts. All 64 GC planets now have AI strategic hints so the enemy actually targets meaningful worlds instead of attacking randomly.
- Underworld — Was fundamentally broken: couldnt hold planets, couldnt scout, couldnt advance technology. Now fully functional with scouting, tech progression, and income-focused strategy.
- Rebels — Technology advancement restored. No longer stalls in mid-game.
- Empire — Late-game snowball effect reduced. Long campaigns stay competitive.
- Eclipse Super Star Destroyer rebalanced — shields cut from 50,000 to 15,000; AI combat power corrected
- Starviper fighter reined in — was fastest, toughest, AND hardest hitting; speed reduced
- Palpatine Force Lightning toned down (9,999 → 5,000 damage)
- Obi-Wan self-heal reduced from 7% to 3% per tick
- Victory Destroyer correctly classified as a capital ship
- Admiral Ackbar now deploys and fights — no longer parked indefinitely
- SSD Executor health and build limits adjusted; Rebels limited to 1
- Venator Cruiser: health, cost, and starbase level properly balanced; deploys X-Wing and Y-Wing
- Luke Skywalker gains Death Star Killer ability in space — X-Wing can destroy Death Stars to prevent softlocks
- Death Star I and II costs and population increased; Death Star II superlaser can now target starbases
v4.5 was focused entirely on fixing crashes. The mod had accumulated years of duplicate XML entries that caused the game to crash between the splash screen and the main menu. All of them are fixed:
- Removed 10+ duplicate game object definitions across multiple XML files that caused crash-at-load
- Fixed broken file references in the game object index that caused launch failures
- Fixed AI goal set names mismatched to filenames — caused parsing failure on launch
- Fixed dangling references to removed units in build lists and AI scripts
- Fixed Kessel-Maw trade route planet name mismatch
- Restored missing English text file that caused a splash screen crash
- Fixed IG-88 stealth (duplicate tag was stripping it), Veers AT-AT IsSupercrusher, Eclipse encyclopedia entry, and Underworld Skiff crew survival
- Fixed 11 ship name typos across 6 name pools
- Star Wars: Empire at War — Forces of Corruption
- Star Wars: Empire at War (base game, required by FoC)
Both are available on Steam, usually bundled together.
- Story mode campaigns are largely unchanged from the original 2007 release
- Some rough edges from the original mod remain — this is a restoration and improvement, not a full remake
- Save files from earlier versions of UEAW are not compatible
Original UEAW Team — Created the mod in 2007. This is their work at its core.
DarthKenneth — v4.1 through v4.5: AI overhaul, faction restoration, balance tuning, stability fixes, and Workshop packaging.
Star Wars and all related properties are owned by Lucasfilm Ltd. and Disney. This is a fan-made, non-commercial modification.
Required DLC:
These DLC should be installed in order to use this item.
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