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From the makers of Thrawn's Revenge: Imperial Civil War, Ascendancy is a Star Wars mod set after the Battle of Endor in the Star Wars Galaxy. Fight for galactic ascendancy as multiple factions from this period in Star Wars history.
23 comments by .Corey. on Jun 10th, 2013
"One Empire, one fleet-- only this will guarantee us victory."
- Natasi Daala
Without the forceful presence of the Emperor, the Galactic Empire could not survive. After the death of Emperor Palpatine at Endor, the Galactic Empire split into several distinct factions run by individual warlords, admirals, Moffs and other prominent Imperial figures who are all vying for control of the former Empire. There were often dominant figures such as Ysanne Isard, Grand Admiral Thrawn, and then the reborn Emperor himself who managed to unite large sections of the former Empire to try to re-establish its dominance in the galaxy. After the final death of the Emperor at Byss, Admiral Natasi Daala convened a meeting of the most powerful Warlords at Tsoss Beacon in the deep core and killed them all, uniting the remnants of the Empire under her rule until she passed off leadership to Gilad Pellaeon in 12 ABY, dubbed "the old man of the Empire" for his long service. He curbed some of the Empire's more repressive policies and would continue to lead the Imperial Remnant for the next 29 years. Most notably, he led through the signature of the Pellaeon-Gavrisom treaty with the New Republic and the Yuuzhan Vong War, where he negotiated the entrance of the Imperial Remnant into the Galactic Alliance to repel the extragalactic invaders.
Before we get into the actual faction, we want to say a few things about how we go about developing them. The emphasis in developing the playable factions in Ascendancy has been on trying to make sure each faction has its own distinct playstyle. The base Sins had some success in this respect, but it was more in the way of one or two interesting unique techs per faction which were ultimately frustrating to play against and often involved little direct interaction with the player (for example, the TEC's insurrection tech). With regard to research in particular, we have shifted away from having each faction with the same 5/10/15% bonus to stat x types of research options, instead emphasizing the core aspects and ideologies of our factions and trying to bring them into the playstyle, along with providing some development along the lines of canonical events in Star Wars history. This means that not every tech will be a straight bonus; some techs will provide a buff to one facet, while reducing its effectiveness in another area. Research is no longer in a "research ALL the things" way, there will instead be some choices the player has to make on what they want to emphasize.
The Empire relies more on oppression and propoganda to keep its worlds in check, and as such its cultural and economic policies focus on preventing the spread of enemy culture and maintaining a strong hold on its own systems, as opposed to spreading its own culture. One of its most effective ways to spread and maintain its own culture and reduce enemy culture is to use its Star Destroyers to attack enemy systems or to maintain a military presence in that system, increasing their fear of reprisals by the Empire. It also has the means to convert some of its population into production through forced labour. As the game progresses, Imperial players will gain access to more liberal tech options in line with Pellaeon's leadership style, which, if researched, will sacrifice some of its bonuses for better relations with the other factions and the ability to spread its own culture without the need for violence.
Militarily, while in the early game the Remnant's vessels can usually stand up to enemy vessels on their own, their ships lag behind the later game ships of the other factions. The Empire instead focuses on building larger fleets focused on supporting one or two superships. Many parts of their tech aim at allowing a strength-in-numbers approach, letting them field larger numbers of slightly worse vessels faster than the other factions. However, unlike in other fleets, this gives the Imperial fleet an obvious target for its enemies to focus on.
Fighters: TIE Fighter, TIE Interceptor, TIE Bomber, TIE Defender, Scimitar Assault Bomber
Light Frigates: Sentinel, Lancer, Carrack, Lambda, Escort Carrier, Strike Cruiser
Heavy Frigates: Dreadnaught, Immobilizer-417, Vindicator, MTC, Victory-I, Victory-II
Capitals: Imperial-I, Imperial-II, Allegiance, Altor, World Devastator
Titans: Executor, Sovereign
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It would be nice if you managed something special for figthers/bombers. In sins they cost nothing, cant hyperdrive and must be built by some other unit/building and cant act on their own. Kinda suck really. Also it would be nice if you managed to implement some form of planetary invasion beyond the rudimentary "bomb them to the stoneage then send in one meazly colonice ship" we need troop ships! :D Like let troop ships park in orbit and send landers down, for each lander that "hit" let it impact the planet like a bombardment or as a culture hit, in essence just a innvading force vs planetary defense type, eventually it will fall. Anyway looking forward to it!
Locks assome but ar you gonna finish it 100% or do like som other mood teams realese parts off the mod to give the bored community someting to do and test during this dark and cold times and give you som usefull feed back on bugs and stuff :) sory
fan off you work do
We're going to finish the 3 initial factions, then release a beta.
A lot of people really want this Mod to be a clone of its predecessor (like Eras). I'm looking forward to something that will give me a new experience. I don't want Sins or FoC or TR. I'm hoping Ascendency will give us some revolutionary new gameplay, not a copy of another game's.
Aside from my little rant, keep this up guys. Really looking forward to seeing a unique and fresh perspective brought in by a modding team from another game. :)
We feel that there's a lot that both Sins and ICW have that we should draw on, however at the end of the day we want to create a new unique experience. For example, we want to focus a lot more on faction diversification than we have in ICW or than existed in Sins. Playing the New Republic should have different priorities and feeling than playing the Imperial Remnant.
We aren't just going to try to blindly copy the gameplay of Sins or ICW, but we also won't just try to make new stuff for its own sake. Our biggest goal is to do what works and what's fun while creating the Star Wars universe in Sins, and we hope people will enjoy it.
(buried)
is the download out?
I think he's joking... you are right...
That would be the only logical explanation.....
We're nowhere near finished.
Loved ICW, hope this will just as good.
I like the idea of heroes but since its not implemented in the original game, moders have a hard time creating something without making it feel awkeward.
I think Heroes could be unlocked through veterancy for your capital ships, making some of the unlocks unique among your fleet. Lets say the classic Imperial Star Destroyer is a capital ship like the Kol Battleship (TEC) in original Sins. For every gained level of veterancy you gain access to certain specials where one could be named after a hero or famous commander, like Firmus Piett (just an example, i know he died in the battle of Endor).
Maybe they could make this speacial ability unique some way, or create a new name for every new Star Destroyer you build. It definately makes you feel more attached to your units if you know that there is a hero onboard.
Going through different eras with the tech tree has been done before, but in a different way. In Star Wars the ships evolved quite alot, not so much as far as technology is concerned but the looks changed.
The dry docks in Sins are separated in 2 types, one only for capital ships and one for frigates and light cruisers. By making more advanced ships available you could unlock the cruisers over time and still keep older ships in the frigates section. So the frigates section could include older ships in many different sizes and types, ranging from destroyers to cruisers. After unlocking the second part of the dry dock (the actual cruisers) you could also unlock the more "modern"(actually still a long long time ago ;-)) ships of each faction, ranging from destroyers to cruisers.
That way you could still build the cheaper and weaker old ships and also recruit the modern ones that are meant to replace the older ones.
In the end its the decission of the moders and I will not try to influence them in any way.