The time of Diplomacy is over. The length of the war and differing opinions on what should be done to bring the war to an end has led to a splintering of the groups involved. The controlling powers-that-be have depleted arsenals and seemed to have exhausted all efforts of diplomacy. Trapped in a stalemate, sub-factions have rebelled and broken off the main alignments. Rebellion is upon us.

A full-fledged expansion to the original, Sins of a Solar Empire: Rebellion draws you even deeper into the galactic struggle for supremacy with appealing new factions, terrifyingly cool new ships of all sizes, enhanced lighting and particle effects for increased visual pleasure and all-new victory conditions.

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Maelstorm Replicators June 2012 screenshot June 2012 screenshot
Blog RSS Feed Report abuse Latest News: 0.95 Overview

About Thrawn's Revenge II: Ascendancy with 6 comments by .Corey. on Feb 21st, 2015

Where 0.9 was to test base functionality, the primary goals with 0.95 are to begin balancing and finalizing new systems, as well as polishing existing factions. This post doesn't include every single change, but should give an idea of some of the more impactful ones and general areas we're focusing on. Before we get started, after some significant downtime, our site and forums are back up. So, if you want to post feedback, suggestions or discuss strategy, you can click here

...Artificial Intelligence...

While the AI in Sins is hardcoded and therefore is the same in every mod, there's a few areas where it can be tweaked, and where it didn't interact well with the mod in 0.9. There are two prominent areas where we have made fixes or tweaks: first, we've fixed an issue where Escape Pods made the NR AI stop building dropships and therefore not expand. Also, we've increased the rate at which the AI builds capital ships, although this has involved increasing the rate at which capital ships reach higher levels. We'll also be playing around with some ship roles to influence how the AI builds and uses ships.

Oceanic Planet

...Ship Balance & Polish...

As we said in the release post, the ship stats currently in 0.9 are almost direct ports of our ICW values, and costs were essentially determined very roughly while we tested capabilities of things. In 0.95, we're beginning to focus more directly on those values, and beginning to make the ships match the stated playstyle of the factions; namely the Remnant ships being cheaper and more numerous, while weaker individually, and the New Republic ships being more powerful individually. We're also working to finish up the abilities for existing ships, based on what the factions need. Mon Calamari ships in particular have been buffed significantly (along with the Nebula). The Praetor has had its firepower decreased a bit, shifted more towards its tank role, and also had its cost increased to match its capabilities. The Galaxy Gun has also been limited to one instance, as we discussed in the previous post.

...Units & Structures...

The third goal with 0.95 is to more or less finish the units and structures for the New Republic and Imperial Remnant. Unit-wise this mostly just means the Proficient cruiser for the New Republic (the Remnant is getting some changes in 1.0 or 1.1, for a reason we'll explain when it becomes relevant). Structure-wise, this means adding the economic and military starbases for the two factions, as well as the New Republic's XQ Resupply platform, and a new Durasteel refinery to replace the stock one.

Arid Oceanic

...User Interface...

We're doing a significant overhaul on the HUD as well. Pictures coming later.


As you can see from the pictures in this post, we've also finished the textures for the new planet types in 0.9. There will be some new planet types in future versions, but we're using 0.95 to just finish up the existing ones.]


...Wrap it Up...

We're not going to give a release date, so we'll just say that it'll be out when the above is finished. At this point, that mostly means the UI and the models/textures for the new structures.

...Follow Ascendancy...
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Dawn of the Reapers: V .3 Onslaught
Sins of a Solar Empire: Rebellion

Dawn of the Reapers: V .3 Onslaught

Feb 21, 2015 Dawn of the Reapers Demo 57 comments

Version 3 of Dawn of the Reapers, Please enjoy and keep in mind this is still an Alpha.

SotP Galaxy Forge Map Editor v.0.56.1
Sins of a Solar Empire: Rebellion

SotP Galaxy Forge Map Editor v.0.56.1

Feb 11, 2015 Sins of the Prophets Mapping Tool 14 comments

Fully equipped Galaxy Forge (Rebellion only) ready to make maps for Sins of the Prophets v.0.56.1, including custom planet icons and links to tutorials...

Zero's Re-work 1.2
Sins of a Solar Empire: Rebellion

Zero's Re-work 1.2

Feb 10, 2015 Zero's Re-worked Sins Full Version 4 comments

A new minor update for bug fixes and bug squashing throughout a fare bit of balancing as a few units were a bit op.

Updated Amarr .004
Sins of a Solar Empire: Rebellion

Updated Amarr .004

Feb 9, 2015 Sins of New Eden Demo 4 comments

Change log provided in the file, please let us know how these new changes balance out! Before you ask,, yes it is ONLY AMARR.

Ascendancy 0.9 (Beta Version - ZIP)
Sins of a Solar Empire: Rebellion

Ascendancy 0.9 (Beta Version - ZIP)

Feb 6, 2015 Thrawn's Revenge II: Ascendancy Full Version 55 comments

The Emperor has fallen, and the Empire is in shambles after their defeat at Endor. Can the Rebel Alliance, now reformed as the fledgling New Republic...

Sins of the Fallen: Reb 1.82.34 (Full Version)
Sins of a Solar Empire: Rebellion

Sins of the Fallen: Reb 1.82.34 (Full Version)

Feb 1, 2015 Sins of the Fallen Full Version 20 comments

NOTE: New 7zip content structure (see read more+)... Build 34 Full Version for Rebellion 1.82. Please read feature for How to Install Sins of the Fallen...

Post comment Comments  (0 - 10 of 167)
AdmiralKelly Mar 1 2015, 8:34am says:

thanks :)

+1 vote     reply to comment
AdmiralKelly Mar 1 2015, 8:22am says:

anyone ever think of doing a Dr.Who mod for sins?

+1 vote     reply to comment
Slimak81 Feb 18 2015, 3:33pm says:

Very beautifull mod but the stability is awfull. I got CTD every 3-5 minutes with normal settings 1920x1080

Athlon X2 3.4Ghz 4GB RAM GT770 Win7 32 . Latest 1.82 patch.
I know my PC is far from modern but still cant play.
Previous version No CTDs at all but i got GTX 660 those times

+1 vote     reply to comment
Slimak81 Feb 18 2015, 4:01pm replied:

I beg my pardon I have not patched the exe file to 4gb usage.
After patching everything works fine

+1 vote     reply to comment
MariaMBarfield Jan 14 2015, 12:58pm buried:


as Joan responded I am blown away that a mother can get paid $5416 in four weeks on the computer . take a look at the site here ..WWW.s­w­i­p­e­c­o­i­n­s.C­O­M

-12 votes     reply to comment
Guest Dec 28 2014, 12:35pm says:

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GoaFan77 Dec 28 2014, 10:22pm replied:

There isn't a mod, but here is a custom map that works with Vanilla that keeps the AI stuck on a single planet (while giving you some challenging planets to practice on). There's no way you can get attacked unless pirates are on.

You could also make your own with the galaxy forge tool.

+2 votes     reply to comment
Guest Jan 1 2015, 10:36am replied:

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Funpocalypse22 Nov 11 2014, 4:50pm says:


0 votes     reply to comment
AdmiralKelly Sep 5 2014, 5:33pm says:

does anyone play online or better yet is there somewhere that i can find other sins players online to play a game?

+1 vote     reply to comment
Guest Nov 30 2014, 4:48pm replied:

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Ximema Sep 13 2014, 5:56am replied:

well there are always some players online , most of the time 1-2 lobbys will be opended to players

You can also try Reddit ( R/sose ) , there are some community plays every weeks

+2 votes     reply to comment
Guest Sep 15 2014, 9:47pm replied:

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Sins of a Solar Empire: Rebellion
Ironclad Games
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Released Jun 12, 2012
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Highest Rated (10 agree) 10/10

Zombies like it, you should too!

Nov 14 2012, 10:17am by ZombiesRus5

Real Time Strategy
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This game is an expansion for Sins of a Solar Empire
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