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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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 based on testing and feedback.


One of the biggest issues which brings down Sins of a Solar Empire is the way the late-game devolves into a tedious slog, where the determining factor of a match is not who has a better fleet, economy or strategy, but instead who gets bored last. Rather than large fleets and empires resulting in a climactic battle or series of key engagements, the end-game would drag on as players could easily accumulate thousands of unusable resources and immediately replace any losses. Their reserves would also be so large as to render most territory losses meaningless. Part of this can be ascribed to income rates, but its also partially the fault of how upkeep is handled; regardless of how many ships you have, once you've upgraded your capacity you're stuck at a flat income cost. You can't make that cost too big either, or players wouldn't be able to afford it and any loss would be impossible to adjust for.

No individual change can fix all of this, however we have a new way to handle upkeep which should require a bit more thought for fleet composition, increase the value on individual ships, and significantly change the way late-game engagements are thought about.

Instead of fleet upkeep being based on a flat rate (which remains), there is now an additional component where each individual ship has its own upkeep cost in credits. This is broken into tiers based on different characteristics of the ships, and provides another mechanic with which we can differentiate ships and even factions. This mechanic means that having a fully-capped fleet requires not just saving and spending properly, but having an income which can sustain it long-term. The more ships you have, the less money you have rolling in, and the less effectively you can replace losses you've sustained.

This also provides a sneaky way for us to potentially improve performance. Where before 10 players on a 100 player map could realistically survive and end up with 10 fully-capped fleets, making gameplay slow to a crawl. With these changes, that should be a lot more difficult to accomplish economically, since there are only so many ships that can be supported at once. As players get eliminated, more space gets freed up and remaining players can afford to expand more.


Figure out you're expanding too much, or losing too much territory to sustain your ships, or even just not at war and want to focus output more on infrastructure instead of military? No problem. You can also mothball your ships from any of your frigate or capital shipyards. Mothballing completely deactivates the selected ship, making it a sitting target, however it also removed the upkeep costs associated with keeping it active. This will hopefully provide players on both sides with interesting strategies to take advantage of. There will also be a helpful indicator above the ships, indicating that they are mothballed.

Moreover, this should also make it more viable to engage in hit and run tactics. We want to make infrastructure more valuable to begin with, whether by making it more expensive or take longer to build, but aside from that, previously if you had a smaller fleet you really had no choice but to engage or try to expand your own to take it on at some point. Our first attempt to solve this was buffing smaller fleets with well-trained fleet commanders, but that was not the answer. Now, if you're able to outmaneuver a player with a bigger fleet and chip away at their territory and economy, you can eventually force them to start mothballing or even scuttling their fleet if they want to continue producing anything or taking territory.

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Ascendancy V1.0f Released!

Ascendancy V1.0f Released!

News 11 comments

While the Moff Council and the New Republic have begun their bids for control of the galaxy, in the Outer Rim and beyond, more contenders await their...

Capital Punishment

Capital Punishment

News 6 comments

Release plans and new capital ships for everyone except the New Republic. They know what they did.

Ascendancy 1.0 Open Beta Released

Ascendancy 1.0 Open Beta Released

News 11 comments

While the Moff Council and the New Republic have begun their bids for control of the galaxy, in the Outer Rim and beyond, more contenders await their...

Year in Preview

Year in Preview

News 15 comments

Happy new year everyone! Corey runs down what to expect from the Thrawn's Revenge team in our 10th year in existance.

Ascendancy v1.0F (For Sins 1.83 GoG)

Ascendancy v1.0F (For Sins 1.83 GoG)

Full Version 1 comment

For Sins v1.83 ONLY. (GoG version and Steam opt-in beta) While the Moff Council and the New Republic have begun their bids for control of the galaxy...

Ascendancy 1.0F (For Sins V1.82 STEAM)

Ascendancy 1.0F (For Sins V1.82 STEAM)

Full Version 32 comments

NOTE: The GoG version will be coming soon. While the Moff Council and the New Republic have begun their bids for control of the galaxy, in the Outer Rim...

Comments  (0 - 10 of 2,118)
SciFiFanSWSTSG
SciFiFanSWSTSG

so, if i read the 1.1 preview: upkeep post correctly, after winning a way and no longer needing a massive war fleet, we can take them to a planet and deactivate them for future use? and when deactivated, can an enemy faction board and use them?

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latios777
latios777

Dear creator is the Imperial Remnant still going to get a way to where they can build both titan I hear your youtube video about and want to see if you guys are still thinking about doing that.

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Retired_501st
Retired_501st

How would one find and build the Imperial Remnant starbase constructor after researching the esseles?

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.Corey. Creator
.Corey.

Second row of cruisers.

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VanDayck
VanDayck

im sorry but its hard to me to follow.
i dont understan wich is the last version released son far?
But independant of tha the mod is awesome!

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.Corey. Creator
.Corey.

They're both the same, that's why the version name is the same. As it says in the name, one is for v1.82 of Sins (which most Steam users would have, hence For STEAM) and one is for v1.83 of Sins, which all GoG users would have, hence for GoG).

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ChaosKnight1
ChaosKnight1

Hey Corey do you think you will ever add the sith empire from the old republic or the first order into ascendancy i would love it cause this is the only mod i can use :P

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.Corey. Creator
.Corey.

No, Sith Empire is way outside the timeline and First Order is from a completely different canon.

Reply Good karma+4 votes
Booster101
Booster101

Dear mod creator you could use the Empire ships and stations just with some name changes to make the First Order be it just as a troll addon. Like calling a ImpSD "Kylo Ren One" or "totally not the Empire". (the point of this message is just pointing out that first pretty much is the Empire)

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.Corey. Creator
.Corey.

I don't think anyone ever tried to say the First Order isn't a breakoff group of the Empire. That's kinda their whole point.

And no, we're not putting in content not actually from the same timeline. We're certainly not doing it ironically.

Reply Good karma+1 vote
ChaosKnight1
ChaosKnight1

Sith Empire ships?? and what are the two new factions you putting in?

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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…

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