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

...Key Features of V0.9...

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, such as migration, ship systems degrading with damage, and the ability to entirely destroy planets.

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.

Ascendancy 0.9 (Beta Version - ZIP)

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

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UI Redux Pt 1 Esseles-Class Space Station XQ Resupply Station
Blog RSS Feed Report abuse Latest News: 0.95 Overview

6 comments by .Corey. on Feb 21st, 2015

Where 0.9 was to test base functionality, the primary goals with 0.95 are to begin balancing and finalizing new systems, as well as polishing existing factions. This post doesn't include every single change, but should give an idea of some of the more impactful ones and general areas we're focusing on. Before we get started, after some significant downtime, our site and forums are back up. So, if you want to post feedback, suggestions or discuss strategy, you can click here

...Artificial Intelligence...

While the AI in Sins is hardcoded and therefore is the same in every mod, there's a few areas where it can be tweaked, and where it didn't interact well with the mod in 0.9. There are two prominent areas where we have made fixes or tweaks: first, we've fixed an issue where Escape Pods made the NR AI stop building dropships and therefore not expand. Also, we've increased the rate at which the AI builds capital ships, although this has involved increasing the rate at which capital ships reach higher levels. We'll also be playing around with some ship roles to influence how the AI builds and uses ships.

Oceanic Planet

...Ship Balance & Polish...

As we said in the release post, the ship stats currently in 0.9 are almost direct ports of our ICW values, and costs were essentially determined very roughly while we tested capabilities of things. In 0.95, we're beginning to focus more directly on those values, and beginning to make the ships match the stated playstyle of the factions; namely the Remnant ships being cheaper and more numerous, while weaker individually, and the New Republic ships being more powerful individually. We're also working to finish up the abilities for existing ships, based on what the factions need. Mon Calamari ships in particular have been buffed significantly (along with the Nebula). The Praetor has had its firepower decreased a bit, shifted more towards its tank role, and also had its cost increased to match its capabilities. The Galaxy Gun has also been limited to one instance, as we discussed in the previous post.

...Units & Structures...

The third goal with 0.95 is to more or less finish the units and structures for the New Republic and Imperial Remnant. Unit-wise this mostly just means the Proficient cruiser for the New Republic (the Remnant is getting some changes in 1.0 or 1.1, for a reason we'll explain when it becomes relevant). Structure-wise, this means adding the economic and military starbases for the two factions, as well as the New Republic's XQ Resupply platform, and a new Durasteel refinery to replace the stock one.

Arid Oceanic

...User Interface...

We're doing a significant overhaul on the HUD as well. Pictures coming later.


As you can see from the pictures in this post, we've also finished the textures for the new planet types in 0.9. There will be some new planet types in future versions, but we're using 0.95 to just finish up the existing ones.]


...Wrap it Up...

We're not going to give a release date, so we'll just say that it'll be out when the above is finished. At this point, that mostly means the UI and the models/textures for the new structures.

...Follow Ascendancy...
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Downloads RSS Feed Latest Downloads
Ascendancy 0.9 (Beta Version - ZIP)

Ascendancy 0.9 (Beta Version - ZIP)

Feb 6, 2015 Full Version 55 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  (20 - 30 of 1,217)
wheelmandan Feb 24 2015, 4:29am buried:


hey Corey i know this is "beta" all beta i was hoping you know when we get info on what images bar of what we are building and mining and so on just odd not seeing what is what.i have feeling you will not know what im talking about. will i tryed that all i wanted to know btw i love your skills and art of all of your team keep up the great work. i salute you sir.

-7 votes     reply to comment
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.

+4 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
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