Tyranny starves in the absence of consent. Phoenix Rising is not an organization so much as it is a thought – a conscious choice to oppose the New Order. What if enough disparate beings have this thought that it sparks a movement, six months into the Empire?

The answer to that question plays out in the course of this total conversion. In a time where the Empire's grip on the galaxy is still tenuous, take command of early Rebel luminaries or the Emperor's closest advisors in an epic struggle to define a galaxy still smoldering from the Clone Wars.

Assemble your faction's war machine from dozens of asynchronous lines, then augment it with hundreds of potential upgrades. Transform aspiring heroes into legends to provide intangible leadership to your military and government. Leverage entire planets and civilizations to their greatest potential through base building. Then, when everything is in place, plot your conquest vector.

This is a four-decade strategic simulation of warfare across 120,000 light-years.

(For main news and discussion, please visit our site.)

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PR v1.2 64-bit RAM Patch Fix

PR v1.2 64-bit RAM Patch Fix

Mar 27, 2012 Patch 11 comments

This patch is only for users experiencing compatibility or crash issues with Phoenix Rising v1.2 after installing the LucasArts 64-bit OS, 2+ GB RAM patch...

Phoenix Rising v1.2

Phoenix Rising v1.2

Mar 25, 2012 Full Version 48 comments

Nearly five years ago, I put out a mini-mod that featured ships with factual armaments and starfighter upgrades. In the time since, my solo project grew...

Phoenix Rising v1.1

Phoenix Rising v1.1

Dec 24, 2008 Full Version 21 comments

A year ago, we released the first full version of Phoenix Rising with our take on space combat. In the time since, we've revisited every aspect of the...

Phoenix Rising: Space (v1.0)

Phoenix Rising: Space (v1.0)

Dec 31, 2007 Full Version 18 comments

Phoenix Rising: Space is the first full release of the mod for Empire at War: Forces of Corruption. It includes our complete vision of space combat ...

Phoenix Rising: Starfighter Mini-Mod (v0.1)

Phoenix Rising: Starfighter Mini-Mod (v0.1)

Apr 22, 2007 Demo 7 comments

Phoenix Rising is a partial conversion for Star Wars: Empire at War: Forces of Corruption. Our goal is to provide a unique strategic experience within...

Post comment Comments  (50 - 60 of 458)
katonbeanz Jun 15 2013, 1:09pm says:

I'm pretty sure this has been asked a million times but I've followed all the instructions and nothing seems to be working....

I keep on getting the 'PerceptionErrors.txt' error whenever I enter the mod. All I do is click on the mod and my screen becomes black (It usually happens with my SW:EAW/FOC as my computer is quite slow and needs time to load). However it stays black for several minutes and becomes unresponsive and the only way for my to exit that screen is for my to either press the Windows Home button or do an Alt+Ctrl+Del. When I return to my desktop I am presented with 'There were perception parsing errors See PerceptionErrors.txt for Details'.
I have read the forums
but I cant seem to find the problem.
Help >.< It looks really good and I really want to play this mod!

Oh my computer runs on a 32 bit and it doesn't have internet...

+1 vote     reply to comment
evilbobthebob Creator
evilbobthebob Jun 15 2013, 1:20pm replied:

That error occurs if you have another mod installed (for example, Republic at War) that modifies the base game files. You will need to either uninstall those other mods or make a fresh install of FoC to install Phoenix Rising on to.

+1 vote   reply to comment
katonbeanz Jun 15 2013, 1:26pm replied:

Well that sucks.....
Thanks anyway :)

Question: Is there a unit list for PR 1.2?

+1 vote     reply to comment
evilbobthebob Creator
evilbobthebob Jun 15 2013, 3:00pm replied:

See the included PDF manual for that and a lot more

+1 vote   reply to comment
jomhar97 Jun 13 2013, 10:39am says:

Then why is it one of the buildable units. I was able to use Palps flagship in one battle. I edited the Executor and Sovereign the same way in the XML as well as numerous other destroyers and capital ships,but still the changes I made with the price and build time don't appear ingame. They still take a long time to build and cost a whole lot. Now what's the problem here?

+1 vote     reply to comment
evilbobthebob Creator
evilbobthebob Jun 13 2013, 7:48pm replied:

I don't know, that is quite odd. Those are pretty simple changes that should show up in-game without an issue. I would suggest extracting all of config.meg, putting it in the Data folder, and renaming the .meg file so the game HAS to read from the extracted stuff, then you can put your edited XMLs in and see if that fixes it.

+1 vote   reply to comment
jomhar97 Jun 13 2013, 8:58pm replied:

I was able to get those changes working. Thanks,and why does my game crash randomly for no reason? Like once I start a GC scenario then proceeded to build just a few dreadnaughts,tectors,star destroyers,and venators. I eventually took all that and sent it to attack some planet. Well all is good,no lag so far everything is running fine,then BAM the game freezes unexpectedly and my game crashes to desktop for no warning nor any reason whatsoever. I was able to use an entire fleet of 110 venators and the pride of the core in one space battle against 12 droid frigates,4 fighter carriers and the malevolence in RAW(edited xml's too). Sure it lagged but the game never crashed or froze at random points. Can you plz explain what is the problem here? Must be a bug. I even tried the same thing in Nomada's Alliance mod,and it never did that(crashed).

+1 vote     reply to comment
evilbobthebob Creator
evilbobthebob Jun 14 2013, 8:03am replied:

It's something we're working on. The number of crashes we're getting in our latest test versions is pretty low so hopefully we can clean most of them up.

+1 vote   reply to comment
jomhar97 Jun 12 2013, 10:51pm says:

I was able to extract 3 folders from the config file and put them on my desktop. These are,the Script file,XML file,and the Resources file. I edited the XML file,now I need to know where to put the edited XML file into. I put the XML file into the Pheonix rising mod DATA folder along with the original config.meg. However when I go and start the mod and play GC,I don't see any of those changes that I made;everything is still the same like before. What did I do wrong?

+1 vote     reply to comment
evilbobthebob Creator
evilbobthebob Jun 13 2013, 10:21am replied:

You've done the right thing, extracting the files and puttings the XML folder in the Data folder. However, if you have made changes to things like ship health, weapons and such, you won't see that in the tooltips because they are written into a separate file called "MasterTextFile_ENGLISH.DAT that you can edit with the string editor on the site I linked before (you have to import it first though).

+1 vote   reply to comment
jomhar97 Jun 13 2013, 10:28am replied:

I made the cost of the eclipse 500 and the build time 50 secs in the XML.But I don't see any of that ingame. The eclipse still takes forever to build and cost over 200,000 creds. Why is this happening?

+1 vote     reply to comment
evilbobthebob Creator
evilbobthebob Jun 13 2013, 10:33am replied:

Ah, you should be adjusting the Sovereign, not the Eclipse. The Eclipse isn't really in-game in the mod.

+1 vote   reply to comment
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Star Wars: Empire at War: Forces of Corruption Icon
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Release Date
Released Mar 25, 2012
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136 votes submitted.

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Highest Rated (9 agree) 9/10

A solid mod, to put it simply. Instead of aiming for balance, like the vanilla Empire at War did, this mod aims for accuracy according to Star Wars lore. So yes, your Imperial-class Star Destroyer will indeed be stronger than almost any similar cruiser the Rebel Alliance can throw at you. However, that makes it all the more satisfying when that star destroyer is crushed by a more strategically built force. The mod is far from complete, but the team actively works on it and produces quality news…

Dec 20 2011, 12:39pm by OseronPhaer

Lowest Rated (19 agree) 2/10

Seems to be a massive code mod more than a actual content mod and feature mod. The lag is terrible and makes the mod almost un-playable. The battle times are way too long. If they were going for realism on battles and a real battle takes 5-6 hours then the team made their goal, as battles take hours. This mod while interesting seems to be designed for a small cadre of niche players that thrive and enjoy all the needless data and items filling this mod. EaW seems to be the wrong engine for such a…

May 20 2012, 2:28pm by z3r0x

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