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.

...Ascendancy 0.9 Release...

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, re-establish the traditions of the old Republic and restore peace or will the Empire manage to unite under a strong leader to once again impose order over a lawless galaxy?

Lambda Shuttle Ready

...Features of Ascendancy 0.95...
Play as the New Republic or Imperial Remnant, each with unique ship rosters, abilities, playstyles and tech trees.
Conquer the Star Wars Galaxy on several new maps with various configurations, featuring several new planet types and canon planet placements.
Completely redesigned UI, and overhauled graphical effects.
Several overhauled and all-new gameplay mechanics, ship systems degrading with damage, and the ability to entirely destroy planets.

...Coming in 1.0...
Finished New Republic, Remnant Tech, Ships and Abilities
Two New Factions
New Planet Types
New Maps, Neutral Structures
Finalize UI Assets (Fleet Logistics, Victory/Defeat Screens, Unit Pictures)
General Polish

For a full new-user guide (don't expect to do everything the same as in Sins) and more in depth information on ship rosters, see the wiki. There's still a ton of information we're working on adding, so it'll become more useful as we go. We also have a board to help people who want to play Ascendancy online to organize games with other players, which you can find here. Keep in mind, this is a beta version and the primary purpose of it is to test features, tweak as needed and to help with balancing (which is currently still very much in progress) so please post any issues you encounter, suggestions, or feedback you may have on our forums.

Before playing the mod to increase stability, also enable Large Address Aware to bypass Sins' 2GB memory limit issues. LAA is included in the download, simply open it, set the mode to basic, find your Sins of a Solar Empire Rebellion.exe file and click the box to enable large address aware, then save. This only needs to be done once, so if you have already done it for other mods you can skip this step.

Fighter Update: NebulaPraetor

...Follow Ascendancy...
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Procursator Reunited Scarsiss Clawcraft
Blog RSS Feed Report abuse Latest News: Help Us, Obi-Wan

7 comments by .Corey. on Apr 3rd, 2015

You're not actually our only hope, but in order to help speed up and smooth out the process of developing the 1.0 and on, we're (as always) looking for talented individuals to join our team. These are obviously unpaid positions, but if you want to join a team which can help you mutually improve skills, build a portfolio and bang your head against your desk in frustration while spending altogether too much time learning trivia about Star Wars this is the perfect opportunity.

The roles we have open are:
3D Modeler
You'll be responsible for creating 3D models within reasonable poly ranges (typically 1-5 thousand) for use ingame based on existing designs. Typically these will be ships, however they can also be other exciting things like buildings and rocks. You can use any program you wish, as long as it exports to some sort of common format.

Texture Artists
You'll be responsible for taking the above models, and then texturing them (typically hard metal surfaces on 1024x1024 to 2048x2048 res textures).

If you have experience in either area or both areas and want to apply, send examples of your work to

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Squadron Size Reduction (Optional For Performance)

Squadron Size Reduction (Optional For Performance)

Apr 3, 2015 Sprites 10 comments

This minimod reduces lag by making fighter squadrons smaller, thereby saving your CPU a lot of hard work.

0.95 Hotfix (Requires 0.95 Full)

0.95 Hotfix (Requires 0.95 Full)

Mar 26, 2015 Patch 7 comments

Fixes a source of the Imperial credit issue, as well as a few other minor issues.

V0.95 Beta (Full)

V0.95 Beta (Full)

Mar 23, 2015 Full Version 20 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...

Post comment Comments  (0 - 10 of 1,361)
wheelmandan 49mins 7secs ago says:

something i really want to ask how many enabledMod can i put on the main page like how many can it handle like i have your mod a STA3 SOGE, is there like a number of how many i can put on that note pad for sin.

+1 vote     reply to comment
Guest1982 23hours 44mins ago says:

Looks fantastic :)

+1 vote     reply to comment
sentrygunofharmony Apr 17 2015, 4:55pm says:

Is it just me, or does the Steam overlay have some problems with this mod. Steam's screenshot function doesn't work for me, even when I rebind the key from F12 to another one.

So far the only way to get screenshots up, is by making them with the game itself and then uploading them to steam as artworks or by replacing existing screenshots.

+1 vote     reply to comment
.Corey. Creator
.Corey. Apr 17 2015, 6:49pm replied:

Works perfectly fine for us.

+1 vote   reply to comment
wheelmandan 1hour 8mins ago replied:

hey corey i know we only saw one empire ship will you be adding ship from force awaken when it comes out?

+1 vote     reply to comment
Guest Apr 17 2015, 12:36am says:

This comment is currently awaiting admin approval, join now to view.

RRRampage Apr 17 2015, 9:09am replied:

Use Large Adress Aware.

+2 votes     reply to comment
Guest Apr 14 2015, 1:01pm says:

This comment is currently awaiting admin approval, join now to view.

TheHippie Apr 13 2015, 9:23pm says:

Will 1.0 have more frequently appearing Capitals from the AI players? Or is the rate they're appearing at now intentional/unalterable?

+1 vote     reply to comment
.Corey. Creator
.Corey. Apr 13 2015, 9:32pm replied:

Short answer: Probably, almost certainly.

Long answer: The way the AI decides to build capital ships is apparently very specific and entirely unalterable. Essentially, they only/always build a capital ship when all their existing ones hit level 3, and that's it. As most people have noticed, in 0.95 we pretty much eliminated the experience gap between level 1 and 3, and this is why; as a result there actually is more AI use of capitals in 0.95 than in 0.9. The problem is that even with this, the battles have to already happen for them to get that experience, which means they still never get more than about 5-10. We're playing with a few things experience-wise which will only impact the AI, and which if successful (and there's no reason why it shouldn't be) will make them use a lot more capitals; hopefully as many as a real player would.

+2 votes   reply to comment
Kuikka88 Apr 17 2015, 7:07am replied:

Aside lack of capitals and frigate "spam", hordes of carriers is the problem number two.

Latest enemy fleet composed of
17 light cruisers
27 escort frigates
8 assault frigates
20 corvettes
22 torpedo cruisers
32 Quasar carriers (!!!)
2 capitals (one endurance fleet carrier)

+1 vote     reply to comment
.Corey. Creator
.Corey. Apr 17 2015, 8:49am replied:

That's not something we can change. The AI is entirely uneditable, and its preferences can't be changed; its based on roles instead of power considerations, and its favourite role is carrier.

+1 vote   reply to comment
Kuikka88 Apr 17 2015, 2:21pm replied:

I have seen attempts to "fix" stupid ai, for example stopping its "lets-siege-that-planet-in-a-middle-of-fight" manouver by making planet bombardment an on/off ability and such... I wonder if playing with those dedicated "roles" would work? For example making game think that carrier is a support/repair ship, which just happens to have fighter squadrons XD

But jokes aside, it's really nasty to see 70+ fighter squadrons appearing out of no where, and pulverizing max amount of Golans money can buy (well, it seems those Golans doesn't have AA-capability to begin with).

+1 vote     reply to comment
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