Thrawn's Revenge II: Ascendancy is a total conversion set in the Star Wars galaxy after the Original Trilogy. The first release will feature the New Republic and Imperial Remnant, with more factions coming after that. For more information, see the mod's wiki.

If you find a bug, please do not report it in the comment section. Having 10 comments per page means the same reports tend to get pushed off the page and we just cycle through the same issues. Please report them in this thread, if they haven't already been addressed.

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Ssi-Ruuvi Redux

News 2 comments

In the past we've talked about our intention to have the Ssi-Ruuvi in the mod, and now we're explaining that a bit more. And before anyone says it, no, they will not be a playable faction in 1.1.

History & Culture

"It has been almost thirty years since the Ssi-ruuvi Imperium waged war in this section of the galaxy. In fact, our former masters were assessing more than just their tactics in the wake of their defeat." - Lwothin

For much of its history, the Ssi-Ruuvi Imperium remained isolated in their own star cluster, content to enslave less powerful species close by, chief among them the closely-related P'wecks. This isolation was partially the result of xenophobia, while the Ssi-Ruuk religious fear of dying away from consecrated ground also contributed heavily. In this isolation, the Ssi-Ruuk developed their own unique technology to power their droids and starships, a process named entechment by which they drained a being of its life energy. Resource scarcity drove the Imperium to become expansionist around the Battle of Endor, and upon taking Imperial prisoners from border worlds, they discovered that humans provided significantly larger amounts of energy.

A deal with Emperor Palpatine had promised the Imperium several worlds and millions of entechable humans, however upon his death the Empire was no longer able to fulfil this deal, and the Imperium began an invasion into the Chiss Ascendancy and the known galaxy. The New Republic launched a counter-offensive after defeating the Imperium at Bakura, only to find the Ssi-Ruuvi fleet in shambles, the result the much more destructive theatre of war between the Chiss forces and the Imperium; Jagged Fel indicated the occurance of several skirmishes between the Chiss and the Imperium. Although it would take decades, the Imperium recovered and, under the influence of Yuuzhan Vong infiltrators, launched another offensive in 28ABY which was ultimately thwarted by the Galactic Alliance and a P'weck slave revolt.


"The gulfs of space are not home to us and neither are the barren worlds. The worlds of fire and the worlds of ice are not home to us. Where oxygen burns and water flows, where carbon bonds and ozone protects—there we plant our roots. The seed of our species is fertile; all we require is the soil in which to plant it." - The Keeramak, Grand Shreeftut of the Ssi-Ruuvi Imperium

For those who remember, we initially announced the Ssi-Ruuvi as a non-playable faction a few years back, although they've yet to feature in the mod. This changes as of 1.1. One of the possible random events in the mod will be Ssi-Ruuvi incursions into the galaxy. These can range from small-scale scouting fleets, to full-fledged armadas rivaling the power of the players in the game. When they do show up, you'd better deal with them fast, as they will have the ability to not only destroy your territory, but to capture and exploit it for themselves and expand their fleet. In our test games, it's not uncommon for them to become a major consideration, especially if they arrive early enough in an unoccupied section of the galaxy.

Their fleets will consist of the Shree-class as their heavy hitter, the Lwhekk-class Manufacturing ship as a carrier which does not require being resupplied (one of their faction bonuses), the Wurrif-class cruiser and the Swarm Droid fighter. If we end up with more art resources than we expected, we may make a few more units for them in 1.1, but that will most likely be waiting for them to become one of the three future playable factions in a future version.

Development Progress

In general, the mod is progressing well. As you can see in the screenshot above, the UI rework is essentially finished. Part of this will involve some of our steps to make the game mechanics a bit more clear to players, especially new ones, which we'll explain in a future news post with a few mechanical changes to the Remnant and New Republic. Heroes are also almost done, with a few key exceptions. The majority of the work remains with the Empire of the Hand, who will be gaining 3 new capital ships, two space stations and two defense platforms in 1.1.

Corey will also be hosting some community games of 1.0 on his stream in august. The schedule for this is as follows:

Friday August 5th - 6 PM EST
Sunday August 7th - 2 PM EST
Saturday August 13th - 5 PM EST
Wednesday August 17th - 6 PM EST
Saturday August 20th - 2 PM EST
Thursday August 25th- 6PM EST

Follow Ascendancy

Forums - Facebook - Steam Group - Mod DB

June & July Community Game Schedule

June & July Community Game Schedule

News 0 comments

We'll be having more regular game nights in order to give people opportunities to play online.

New Republic Trailer & 10 Years of Thrawn's Revenge

New Republic Trailer & 10 Years of Thrawn's Revenge

News 16 comments

The second faction trailer and some general updates about development in the celebratory 10 year anniversary post.

1.0 Post-Release Roundup

1.0 Post-Release Roundup

News 2 comments

TL;DR: Better pacing, rejiggered fleet tenders, faction puns and documentation.

1.1 Preview: Upkeep

1.1 Preview: Upkeep

News 16 comments

Please note that this is a preview for a feature being included in 1.1, not the 1.0f version available above. Specifics may change between now and release...

Ascendancy V1.0F (For Sins 1.85)

Ascendancy V1.0F (For Sins 1.85)

Full Version 29 comments

Conquer the galaxy with the full version of Ascendancy, now compatible with Sins v1.85.

Comments  (0 - 10 of 2,269)

Hi! great mod... but is it just by me that the alliance ships don't have voices?

Reply Good karma Bad karma0 votes
.Corey. Creator

We were unable to complete all the voice overs for 1.0. For those its a matter of how many people volunteer with suitable voices and recording equipment as opposed to how long or hard we work, so it's something we have to work on as we go.

Reply Good karma+1 vote

Will we see Ysanne Isard? As she is the first era Hero in ICW for the remnant, or for that matter reborn Palpatine?

Reply Good karma Bad karma+2 votes
.Corey. Creator

We'll have a post about heroes soon.

Reply Good karma+2 votes

Hey Corey every time I try to activate a mod on sins it freezes and crashes is their a fix?

Reply Good karma Bad karma+1 vote
.Corey. Creator

If you're trying to activate the mod from the ingame menu, most mods suggest not doing that. Uee the enabledmods file in your mods folder.

Reply Good karma+1 vote

Oh what a shock, my post was removed, I guess certain people just are not MAN ENOUGH to take criticism, I read a lot of work is apparently planned to add stuff to your mod....try adding to the might win over more than just your YES MEN rabble. Not even had the balls to ask me what is wrong with it and specifically I didn't like, clearly a guy on his own planet.

When you play sins, and explore the map, you can see the planet types without having to zoom in so close to them you can lick them, not your hexagon ******** you have with little boxes on them to show whether they've been explored or not, how did you come up with such a concept.

When you play sins and have a fleet, and want to look at the ship models, you don't have to zoom in so close that you can literally lick them, like in your close that you cannot see what **** they're in. Your ships might be cheap to replace, but thats not the f**king point.

And that is just for a MAN, remove this post to show it...

Reply Good karma Bad karma0 votes
.Corey. Creator

If you're referring to the post you made on our download page, it's still there.. You apparently just forgot where you posted it before you decided to continue being a ****.

Way to get ****** off over something that didn't even happen, though. You should also know that posts that get downvoted to hell do tend to get auto-deleted, so I'm going to ask people NOT to downvote this so your little shitfit over something that didn't happen gets to stick around and you don't accuse of us deleting it.

As far as your actual points, plenty of those things are WIP, we've always said are WIP, or we've explained the reasoning behind being that way. It's also almost all changed, and you could see the changes in pictures or news posts if you'd taken literally 3-5 minutes to check before feeling the need to attack people on the internet.

Have a fun-tastic day.

Reply Good karma+4 votes

*mic drop*

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Highest Rated (2 agree) 10/10

Thrawn is one of the best characters of the EU. This mod, and it's predecessor bring that character off the story pages. And into our game. Something the movies and official games have failed to do. Short of Rebellion (Supremacy.) The best SW's game ever in my opinion, but painfully dated by this point. Delving into the ideals of his background, in a fun and expansive SW mod is simply a joy. I'm waiting for 1.0 to authorize even as I speak, but .95 already showed a care to crafting a quality mod…

Feb 5 2016 by Justicar333


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