The Maelstrom Mod introduces three new races to the Sins of a Solar Empire Universe. They are independent of the original races and have unique strengths and weaknesses. Maelstrom is available Rebellion, Diplomacy, Entrenchment and Original Sins.
News for Maelstrom Mod, May 2013, Rebellion
We are pleased to announce the coming tenth release of the Maelstrom mod for Diplomacy
Apr 26, 2013 News
News for Maelstrom Mod, April 2013, Rebellion
We are pleased to announce the coming fifth release of the Maelstrom mod for Rebellion
Apr 6, 2013 News
News for Maelstrom Mod, October 2012, Rebellion
We are pleased to announce the coming third release of the Maelstrom mod for Rebellion
Oct 3, 2012 News
News for Maelstrom Mod, September 2012, Rebellion
We are pleased to announce the coming second release of the Maelstrom mod for Rebellion
Sep 3, 2012 News
News for Maelstrom Mod, August 2012, Rebellion
We are pleased to announce the coming first release of the Maelstrom mod for Rebellion
Aug 14, 2012 NewsOnly 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.







Just a small remark. Have you considered to give some more balance for the new races, cause they seem much stronger than the original ones? Especially true for the Replicators, they are just way too strong... Would also consider Dreadnought's ability to spam frigates at no cost, after an hour or so there are plenty of them, unbeatable...
But these are of course minor thoughts for you to consider. Would like to restate yet again my high appreciation for your work! Keep it up!
Yes new races require balancing, it is something I try to tweak for each release.
For R6 the following has been done
* New Races - research trees are now of comparable size compared to original races research trees
* Norlamin - moved culture center research up one level
* Norlamin - reduced weapons damage (10%) on the Skylark of Valeron
* Norlamin - for culture research - culture spread rate and weapons damage in culture reduced by 10%
* TradeAlliance - moved tradeport research up one level
* TradeAlliance - reduced trade research bonuses (25%)
* TradeAlliance - reduced cargo hull size research bonuses (25%)
* Replicators - antimatter recharge rates reduce (25%) for all frigates
Soase, for the R6 U think to wait for the June DLC and do an all-in-one release?
Yes, you guessed it.
In the mean time I am working on R7 ... new race ...pirates
Thumbs up! Really like those... Can't wait to see their titans and dreadnoughts!
WOW!.. pirates... Captain Hook on deck!
Ahahah!!!
Also, are there any additional maps that are compatible with the mod?
Glad you like the mod.
Some of the smaller maps, both medium and small, don't use the new planets. All huge and most medium map use the new planets. I have no problems with this choice.
"Also, are there any additional maps that are compatible with the mod?" ... Not to my knowledge. You can always design some maps yourself.
It seems to me in med-large maps appear all the type of planets.
It's the size I always use to test the release.
When I made the comment above ... I tested and in the medium maps there are 2 or 3 smallish maps that don't have the new planets. Which as I stated doesn't concern me.