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.

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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I Pledge Allegiance... Home Stretch Allegiance Closing In (Untextured Render)

...Ninth Anniversary...

Although the mod is nowhere close to resembling what it was in the early days, today marks the 9th anniversary of the creation of Thrawn's Revenge. I originally set out with the sole purpose of adding Thrawn as a playable hero in Empire at War, before Forces of Corruption was even a thing, and the project quickly grew (and sometimes shrank) from there. We on the dev team for both mods would like to thank everyone for their continued support in these last nine years; without it, we'd be nowhere near what we are today.

That being said, I'm sure you're more interested in what's going on with each mod than the fact that if the mod were a person in Canada or the United States (and elsewhere) it would be in the fourth grade, so we're going to do a joint update. If you're only interested in one, just read that part. We won't be offended.

...Imperial Civil War 2.2...

We've made a few changes from the 2.2 announcement; instead of adding the Galactic Civil War scenario, we're focusing on cleaning up and expanding within the current timeline and constraints of the mod. The primary goal is to clean up and finalize the Empire of the Hand and Pentastar Alignment, the latter of which currently relies on outmoded ships and in some cases, leftover models and skins. The secondary goal now that the Defreezer utility exists is to represent the post-Endor galaxy and let the player work towards whatever outcome they want, with whatever group they want (within reason), so essentially if something is available on the map, eventually you'll be able to pick it. In 2.2 this means enabling the Duskhan League in whichever GCs they're already in, and enabling playing as the Warlords, which have been split into Harrsk, Teradoc and Zsinj's empires, who will have a mix of different Imperial units. Ideally this would also include the Hapans, but they'd need a bit more expansion first.

Another goal is to try to mitigate the badness that is EaW's land battles. The first step in this is to remove some of the worse and more tedious ICW maps and re-enabling some of the vanilla maps so we can reduce the unit speed. Honestly, we have pretty much no hope for land ever being anywhere near salvageable but we'll see what we can do (and before anyone says anything, the presence of Clone War units wouldn't actually make ground battles good).

Randomized Z-LayersSecutor

...Ascendancy 1.0...

The goal with Ascendancy 1.0 is much as it always was; we're gathering the feedback from 0.95 to finalize the New Republic and Imperial Remnant, while adding the Empire of the Hand and Pentastar Alignment We're also adding some neutral structures and objectives, including the gravity-manipulating Centerpoint Station. We intended to include several redone models and skins, especially for the Empire of the Hand, however since the focus is still primarily on setting up gameplay mechanic and faction identities, the existing Empire of the Hand ships will be the same versions as exist in Imperial Civil War 2.1. After the release of 1.0, we'll start to redo and update certain models, with the New Republic's Ferret Scout and Empire of the Hand's Ascendancy Star Destroyer at the top of the list.

Tech trees are another primary focus in 1.0. In the existing versions, both factions have about 90 techs available to them, and in 1.0 the goal is to release with each faction hovering around 120, so even the existing factions will have several new dimensions to them upon release. On top of these new techs, each faction will be gaining some units; we've already announced the Imperial Remnant's acquisition of the Allegiance-class and Modular Taskforce Cruiser in exchange for some units being sent to the Pentastar Alignment, but the New Republic will also be gaining some new toys which we haven't mentioned yet, filling out it's currently-lacking Cruiser roster. These are the Sullustan Dauntless and Corellian Proficient.

Anniversary Update: Ssi-Ruuvi AssaultAnniversary Update: Ssi-Ruuvi Assault

Let's Test!

I've made a new channel on which we will be posting Let's Plays of the mods while they're in development, including both ICW and Ascendancy. This way, those who just want to see feature previews and trailers can see them on the Thrawn's Revenge channel, and those who want longer-form playthroughs can see them on the Corey Loses channel. The first series is a playthrough of Ascendancy 1.0 as the Remnant against all four 1.0 factions. I may eventually start playing other stuff, if people are interested in that.

Thanks again for your support for the last nine years!

Anniversary News & Channel Updates

Anniversary News & Channel Updates

4 months ago News 4 comments Report

A video about videos, and an update about updates. So meta.

A Dangerous Galaxy

A Dangerous Galaxy

5 months ago News 7 comments Report

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

Help Us, Obi-Wan

Help Us, Obi-Wan

6 months ago News 7 comments Report

We're looking for talented individuals to join us in our frustration in mod creation.

Faction Profile: Pentastar Alignment

Faction Profile: Pentastar Alignment

6 months ago News 14 comments Report

The fourth ICW faction makes its debut in Ascendancy. And also complicates the faction select screen, but more on that later.

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.
Squadron Size Reduction (Optional For Performance)

Squadron Size Reduction (Optional For Performance)

6 months ago 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)

6 months ago Patch 9 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)

6 months ago Full Version 26 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 1,580)
Crankymcduff Sep 27 2015 says:

Just started poking around the mods for Sins Rebellion and this one looks great as I loved the Zahn books. What makes this one different from the Star Wars: Interregnum mod(aside from time period)? Also, I have Large Address Aware. I'm pretty sure what mod I'm using has no bearing on whether it works or not, but I'm not sure.

+1 vote     reply to comment
.Corey. Creator
.Corey. Sep 28 2015 replied:

Really, the only overlap is they both say "Star Wars" in the name; even the unit types that are in both mods tend to function fairly differently between them. Really, the fact that they're both Star Wars mods doesn't make them play any more similarly than if you were to compare either to, for example, STAIII. Especially considering Interregnum's inclusion of the vanilla factions.

+2 votes   reply to comment
SciFiFanSWSTSG Sep 28 2015 replied:

Unlike interregnum, the vanilla factions are not present in this one, from what ive experienced; better performance. another big one is the empire of the hand and their Chiss.

+2 votes     reply to comment
Guest Sep 27 2015 says:

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

Mister_Vogel Sep 28 2015 replied:

Stop asking devs to add more units,please.There is already enough for now.

+1 vote     reply to comment
.Corey. Creator
.Corey. Sep 27 2015 replied:


+2 votes   reply to comment
Lockerd Sep 25 2015 says:

been a while since I seen any kind of update, wondering if there might be something cool yall would be doing.

+3 votes     reply to comment
.Corey. Creator
.Corey. Sep 27 2015 replied:

We have been busy, but also been working on stuff. I've been working on a new mechanic for the New Republic that may or may not end up being feasible, and we have two new ships and one redone ship currently in progress/nearing completion, as far as assets go.

+3 votes   reply to comment
Mister_Vogel Sep 27 2015 replied:

Just wondering,what that mechanic could be.I love,when developers try to enhance their mod's gameplay.I mean,having lots of ships is good and all,but most of the SOSE mods don't change the gameplay much,and this is quite sad.

+1 vote     reply to comment
.Corey. Creator
.Corey. Sep 27 2015 replied:

Just something to make the New Republic's trade options stand out a bit more in contradistinction to the other factions.

+2 votes   reply to comment
ltdan61350 Sep 24 2015 says:

Just a quick question, with Sins: Rebellion on sale this weekend, I just need to know if the DLC is required or this mod.

+1 vote     reply to comment
Kuikka88 Sep 25 2015 replied:

I have the DLC's so I can't be 99,9% sure, but I think mods use those features (or similar effects that are based on them) if the player has bought dlcs. So if you dont have those, you just dont have those features but everything else works and no harm done.

Someone who has better knowledge can naturally correct me if I'm wrong.

+1 vote     reply to comment
.Corey. Creator
.Corey. Sep 27 2015 replied:

This is correct. DLC is not necessary, but we do use the features they provide, so while not having them won't prevent you from playing the mod, having them will allow you to enjoy it more fully.

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