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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Centerpoint Station AI Capital Ships Warlord Stronghold
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 21 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  (200 - 210 of 1,429)
UlfricStormcloak Mar 14 2015, 4:21pm says:

Wasn't the mod supposed to come out yesterday?

0 votes     reply to comment
Pandemonium_Reaper Mar 14 2015, 7:05pm replied:

.Corey. mentioned "might be the day/week after".....

We will have to wait though.....

+2 votes     reply to comment
.Corey. Creator
.Corey. Mar 14 2015, 7:52pm replied:

Everything is done but icons. They're just super tedious.

+5 votes   reply to comment
UlfricStormcloak Mar 15 2015, 9:16am buried:



-5 votes     reply to comment
Byeforever Mar 15 2015, 8:42pm replied:

No offense intended, but 0.9 felt rushed with the ui bugs in particular (such as there not being an icon for the Imperial titan foundry in the build menu, took me 2-3 games before I found it), so please give him the time he needs to put out a more solid and enjoyable release... I'm just play ICW in the meantime (thank you so much for the defreezer !) .

+1 vote     reply to comment
Pandemonium_Reaper Mar 15 2015, 3:53am replied:

that sounds "almost ready for release", can't wait anymore to play :)

+1 vote     reply to comment
thanatos676 Mar 14 2015, 5:20pm replied:

Delays happen, no biggie imo

+2 votes     reply to comment
UlfricStormcloak Mar 14 2015, 6:08pm replied:


+1 vote     reply to comment
Guest Mar 9 2015, 11:37am says:

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

.Corey. Creator
.Corey. Mar 9 2015, 12:26pm replied:

No, the next release is 0.95, the overview for which is right above here, and which we will be posting the changelog for shortly.

+2 votes   reply to comment
Pandemonium_Reaper Mar 7 2015, 6:10pm says:

Release date is Friday the 13th of March.....nice :)

+1 vote     reply to comment
.Corey. Creator
.Corey. Mar 8 2015, 4:51pm replied:

Might be the day/week after. I posted the date, then got really sick for the weekend and lost most of my modding time to sleeping.

+2 votes   reply to comment
Pandemonium_Reaper Mar 8 2015, 6:55pm replied:

I see....get well soon then Corey.....sad face :(

Anyways, keep your fans close.....but keep the mod release closer :)

+2 votes     reply to comment
kyle_katarn67 Mar 7 2015, 3:57am says:

I think auto planet bomb abilities shouldnt exist. Literally every battle all enemy ships do is barrel past any defensive units I have(and yes I have massive amounts of fighters and golans and space forces) and bomb fully maxed worlds to 0 health in less than 30 seconds.

+2 votes     reply to comment
.Corey. Creator
.Corey. Mar 7 2015, 8:12am replied:

We've already addressed the damage thing in multiple places.

The reason we use abilities for bombardment is because if a frigate has inherent bombing capabilities, it will always do what you're describing; as an ability all we have to do is fix the autocast parameters.

+1 vote   reply to comment
wheelmandan Mar 6 2015, 1:54am says:

love your mod keep it up man

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