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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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 55 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 12 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 54 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 19 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  (70 - 80 of 165)
HulluHevonen Jun 8 2013, 2:13pm says:

Is there any mods/maps that feature the Sol System?

+1 vote     reply to comment
GoaFan77 Jun 10 2013, 12:21pm replied:

Infinite Space has a Sol System map with specialized planets.

+2 votes     reply to comment
HulluHevonen Jun 19 2013, 2:14pm replied:

Thanks :)

+1 vote     reply to comment
HulluHevonen Jun 8 2013, 6:11pm replied:

Today I played a ~4H Sins Forgotten Worlds game, was awsome! Game started with 6 players and ended when 3 of us went up against 2 veterans that thought they could pick us one by one. The was one massive and EPIC fleet battle with 3 vs 2 which we won ;), unfortunatly I didn't take a pic of the event :/

Can recomend SIns of an Solar Empire series to anyone interested in strategy games ;) . Well, now i'll jump into bed, night

+3 votes     reply to comment
jusefd Jun 7 2013, 8:33am says:

what's this new DLC and what is the patch then? is the Patch the DLC?

+1 vote     reply to comment
Temeter Jun 12 2013, 8:36am replied:

No, the Forbidden Worlds DLC costs 5$ or 4€. It also seems rather limited, not a small game changer like entrenchement and diplomacy. Just a few new planets and the choice between a social or industrial upgrade on planets.
That's only my first impression, though.

+1 vote     reply to comment
LoftySgtTaylor May 22 2013, 5:04pm says:

has anyone ever wondered why stardock and iron clad allowed the community to mod there games, i mean on the options, the mod button is clearly visible and not hidden, to me it is as if the creators almost said, here is a great game, so awesome in fact we want you to go away and make it better (if at all possible)

and of course the community replied 'challenge excepted' and look where we are now, sins of the prophets, dawn of the reapers and so many awesome mods out there its unbelievable.

+1 vote     reply to comment
tenofswords Jun 4 2013, 11:26am replied:

I certainly agree with you, it sure is awesome!

But it's no puzzle... when a developer allows their game to be modded, not only are they upping the replay value, community mods can also increase sales for them. Look at ARMA 2's sales after the DayZ mod came out, sales for it skyrocketed and it was Steam's #1 top purchased game for quite a while (that's for a 3+ year old game too), and it's still within their top seller list.

More and more developers are becoming "Mod Friendly" now. And for our benefit, let's hope it continues.

+1 vote     reply to comment
Guest Jun 16 2013, 5:05pm replied:

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Piemanlives Aug 31 2013, 4:39am replied:

Bethesda games in general really, they always have a large flock of modders.

+1 vote     reply to comment
Guest May 17 2013, 2:11am says:

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myfist0 May 19 2013, 11:25am replied:

not with rebellion, but you can always load up Trinity again. Rebellion is a stand alone game.

+1 vote     reply to comment
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Sins of a Solar Empire: Rebellion
Ironclad Games
Iron Engine
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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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