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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AI Capital Ships Warlord Stronghold Whiteboard Preview (1.0 Edition)
Blog RSS Feed Report abuse Latest News: A Dangerous Galaxy

7 comments by .Corey. on Apr 20th, 2015

"Let me get this straight. You said 'Kiss my Wookiee!' to the most powerful warlord in the galaxy?" - Isolder, Hapan Prince

As you probably noticed, in 0.95 starting forces are essentially the same pairs of Lancers and Carracks everywhere you go. In 1.0 and on, the galaxy will be far more populated when you start off a game.

Most prominently in a post Imperial-collapse galaxy, are the various Warlord groups. In the areas of space canonically controlled by these independent Warlords, you'll find their forces on patrol, with a bit of different composition depending on the group in question. Their canonical capitals also act as strongholds for their mini-Empires, where you'll find the Warlords themselves leading their fleet from their own flagship, such as Zsinj on the Iron Fist (see below). These Warlords were often quite fond of Super Star Destroyers, so their fleets can put up a fight against even the strongest of your forces. For those more familiar with the lore, along with Zsinj's empire you'll find Greater Maldrood, the Eriadu Authority and Zero Command.

In the non-Imperial parts of the galaxy, you'll also be able to find appropriate forces defending their planets with their own unique ships. Chief among these are the Ssi-Ruuvi and Hapans. How far we take this depends mostly on the limitations of Sins, since we're prioritizing stability over having more militia.

Warlord Stronghold

These starting forces aren't the only things you'll encounter while exploring the galaxy. There are also random events and structures (like Centerpoint) which will help to spice up your experience. More on those later.

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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  (180 - 190 of 1,376)
Herr_Von_Kuchen Feb 21 2015, 10:08pm says:

Interesting mod, however, I noticed that there is no star to star travel research(at least not for the Empire faction). Since I prefer multi-star maps, this is a big issue for me. I assume it was just something that was forgotten?

+1 vote     reply to comment
.Corey. Creator
.Corey. Feb 21 2015, 11:20pm replied:

Nope; the way it works in base Sins isn't transferrable into Star Wars, since in base Sins it's planets within a system/different systems, and in Star Wars it's different planets around the galaxy. Otherwise you'd just have the entire map within the Kuat system or something. In the mod, the system is the galaxy, and the galaxy has the Deep Core as the "star" and the planets/systems as the planets. Therefore, there's no tech for travelling between stars because that would mean travelling between galaxies in the context of Star Wars.

+5 votes   reply to comment
Gothic101 Feb 22 2015, 9:27pm replied:

I like the detail that the Deep Core is always present on the maps, even when it is not reachable.
Gives you a sense of where in the galaxy you are in relation to it and of the scale.
It's appearance is subject to change I assume, and the "star" is just a placeholder.

+1 vote     reply to comment
thanatos676 Feb 22 2015, 9:19am replied:

Only the Vong got that travel between galaxies thing down.. :)

+3 votes     reply to comment
DarkAssullt Feb 24 2015, 2:02am replied:

Don't forget the failed Outbound flight. It could have made it if not for some Sith related issues.

+1 vote     reply to comment
thanatos676 Feb 21 2015, 6:20pm says:

Nice work devs, got mentioned on Rock Paper Shotgun!

+2 votes     reply to comment
Garrus_Valkyrin Feb 21 2015, 12:42pm says:

When will the wiki be up? Thank you good job coding

+1 vote     reply to comment
Rex331 Feb 20 2015, 8:09pm says:

Great mod, I very much enjoy crushing rebel fleets with my Sovereign-class Star Dreadnought. However, the Praetor II-class Battlecruiser is perhaps my least favorite of all Imperial capital ships, and I cannot figure out lore-wise why it would be chosen by the Imperial Remnant for a Heavy Battleship role. It makes much more sense in your Thrawn's Revenge mod as a Pentastar Alignment outer rim left over capital ship. I read the post on your forum explaining that you may replace it with the Allegiance-class (Although I'd prefer you use the Bellator-class in its place and open the higher ship slot for my personal favorite capital ship, the Assertor-class). Anyway, Thanks to your team for all of your hard work.

+1 vote     reply to comment
Emperors_Fist Feb 20 2015, 12:36pm says:

Wow LegendaryGamer, the only three comments you've made since joining in 2012 were bashing this mod. All done in 2015. What, did you get sand in your vagina? No one gives a **** about your entire existence in real life? Ain't you special.

+3 votes     reply to comment
chrissduff1 Feb 20 2015, 8:03am says:

ok left a comment saying that i couldnt get the empire to work. squash that my bad it does great game thanks guys

+1 vote     reply to comment
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Thrawn's Revenge II: Ascendancy
Thrawn's Revenge II: Ascendancy
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