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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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 chance to strike. Can the Empire of the Hand unite the galaxy against the impending external threats, or will the Pentastar Alignment find the opportune moment to strike and establish a new form of Imperial galactic leadership?

Keep in mind, the mod is still in development, and part of the point of our iterative release model is to get feedback on features as we develop the mod (and therefore, for example, older factions will tend to be more polished/finalized than newer ones). If you have any feedback or suggestions for what you want to see, or just want to discuss the mod and your strategy, head over to our forums or ModDB profile.

...For Those New To Ascendancy...

Play as the New Republic, Imperial Remnant, Empire of the Hand or Pentastar Alignment in the post-Endor Star Wars galaxy, each with unique ship rosters, abilities, playstyles and tech trees.
Conquer the Star Wars Galaxy on several 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.

...New in 1.0...

Two new playable factions added: Empire of the Hand and Pentastar Alignment
Several new and redone units for the Remnant and New Republic, including the Allegiance Star Destroyer and Dauntless Heavy Cruiser
New tech for Remnant and New Republic
AI and Performance improvements
New map: Fool's Bargain, 8 players, 89 planets
Warlord Zsinj as a neutral hero on Dathomir in Unified Front
Bug Fixes & other changes, see below

For a more comprehensive overview, see here.

Pentastar PotentialRebel Revenge

Ascendancy 1.0 Open Beta (For Sins V1.82  STEAM)

Keep in mind, Sins is updating to v1.83 soon, so this version is acting as a chance for us to collect feedback to release the "full" 1.0 on the final 1.83 patch for Sins.

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.

...Game Nights...

In order to facilitate multiplayer matches with our players, we'll be doing community game nights on predetermined weekends with Ascendancy players and developers. If you follow our Steam group or join the forums below, events will be posted in advance. We'll be shuffling around time zones to allow as many people to play as possible.

That's all for now. Hope you enjoy 1.0, we'll have information coming soon on 1.1 and Imperial Civil War 2.2

Follow Ascendancy
Forums - Facebook - Steam Group - Youtube - Mod DB - Twitter

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.

New Republic 1.0 Playthrough

New Republic 1.0 Playthrough

News 5 comments

Continuing on our goal to post a playthrough with each faction before release, here's the first part of an almost all-too-short New Republic playthrough...

Top 100 and Testing Time

Top 100 and Testing Time

News 1 comment

Both Ascendancy and ICW are up for voting in the top 100 phase of MotY.

1.0 Overview - Focus on the Factions

1.0 Overview - Focus on the Factions

News 10 comments

As 2015 moves to a close, so too does the development on 1.0. Not quite at the same time, but it's pretty close. Since we're well on the way to release...

Ascendancy 1.0 Open Beta (For Sins V1.82  STEAM)

Ascendancy 1.0 Open Beta (For Sins V1.82 STEAM)

Full Version 45 comments

To install Ascendancy, put the extracted Ascendancy-Sins folder in your Mods folder: ...Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion...

Post comment Comments  (10 - 20 of 1,903)

Battle Report 2: Balmorra remained under consistent assault for a large number of days (about an hour, actually, but days sound a little more bad ***). One sovereign class ssd was apart of the first wave before being subsequently destroyed by the growing New Republic 3rd fleet. With the issue of Imperial forces bombarding Balmorra, the Republic military branch authorized that the 3rd battle group, being the only military force near Balmorras system, increase in number of ships, crew members, and other supplies. By the near end of the war at Balmorra, the 3rd battle group was estimated to have nearly 120 ships total present during the final battles. An unknown SSD jumped in system (I didn't notice it what so ever but when I did my fleet had destroyed it on their own with no support or micro management)but before it could even fire its main weapons it was destroyed minutes after exiting Hyper space. No Republic forces were lost.
The Empire was defeated and could no longer take Balmorra. In the same time as the Balmorra campaigns, The Republic 1st,2nd,4th, 5th, and the newly recruited 6th, lead by the new Viscount-class Star defender Intrepid, fleets pressed a large campaign from Chorax to Hakassi and even to Ebac IX. Will an act of over whelming military force the Republic swept through Imperial fleets with little to no issues. The last, official stand of the Empire would be at Hakassi where the largest remaining Imperial fleet remained. The Republic refueled and repaired at some of the recently captured worlds, learning from the mistakes of the past and fighting without being at full strength.
The Republic fleet entered Hyper space, and Hakassi was caught by the might of the Entire Republic fleet. The Importance of this assault was so great that the smaller Republic first fleet re-stationed itself near Balmorra so the larger 3rd group could assist in the assault. The total number of Republic ships present at the battle was over 322. With the addition of Republic fighter squadrons, the overall number of republic craft flew past 750. The Empire was estimated to have a force of ships well over 100. In addition to this force one of the docking stations at Hakassi launched the last Sovereign-Class SSD in Imperial hands. The ship was destroyed before it could properly align its super laser. The battle ended in Republic victory. less than 10% of the overall force present was destroyed. As for the Empire, surviving ships fled into hyper space to smaller Imperial strong holds. This day belonged to the Republic, who at one point was nearly overwhelmed by superior imperial numbers

Reply Good karma Bad karma+2 votes

What difficulty your playing with?

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I believe either hard or hardest

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Dr_Knickers Creator

You are a brave soul.

Reply Good karma+2 votes

I'm amazed I'm actually winning this war lol. I've managed to turn the tide entirely in my favor. Plus, that faction no longer lives and I'm the one who took their lives and some of their ships.

At one point, I toned it down from hardest to hard. I needed a break lol

Reply Good karma Bad karma+1 vote

There is only one this I want to know, will you add the Eclipse Class Star Dreadnought as a Titan in the Future of this mod? I'd love to see the epic scale of it compared to the rest of the ships.

Reply Good karma Bad karma+1 vote

I would love this as a optional submod "skin" for the sovereign.

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Unless the mod team will want to implement hero system,there will be no Eclipse.It's a flagship,associated with one person only (Reborn Palpatine),while Sovereign was something mass-produced.

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Slornie Creator

It's about the same size as the Sovereign, actually. Slightly longer but overall still shorter than the Executor.

Reply Good karma+2 votes

Out of curiosity, what's the recommended difficulty to play at? Is it just a matter of personal taste or are there AI-related reasons to pick a certain level? Also, is there a recommended AI type (research, aggressor, economist, etc.)?

Also, just wanted to say I am enjoying the mod a ton. Once the major bugs are worked out in the next update, it's going to be even better. I know there is still a lot of content the team wants to add but this IMO is already the best Star Wars total conversion mod out there for Rebellion.

Reply Good karma Bad karma+4 votes
.Corey. Creator

That really depends on how good you are. As far as AI type, they tend to function best as researchers/economists, since they can translate that into military strength, unlike with Aggressor where they sort of peter off early or defender where they do a similar thing.

Reply Good karma+1 vote
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