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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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This mod looks pretty great.
You can really tell that you guys have put heaps of work in, particularly into the Empire. They look great, loving the lighting and textures.
Omg i cant wait to play this :)
Oh, and btw, the scale looks fine to me. I don't understand a lot of the complaints with other mods since you can easily create a fleet that moves together and can break apart simply enough as needed.
I tend to prefer responding to this kind of more in-depth stuff like this on the forums because of character limits and how poorly structured ModDB comment sections are, but I'll try to address your as much as I can with our general approach:
There's no ay to have more than the two collectable resources, but I'm not sure that we'd want more anyways. We've already got durasteel and tibanna gas, which are the two main requirements for anything, and even then there's a challenge to design a system which makes each valuable without making them either too rare to ever do anything, or too common to be meaningless. The more you add to that may add depth in some ways, but it's also adding a lot of background noise for the player to keep track of which detracts from more meaningful choices.
To some the approach we're taking may seem a bit more minimalist because there's some instances (with research options for example) where we're technically going to have fewer options, but our goal has been so far to make as many meaningful choices that last throughout the game as possible rather than have a higher number of smaller, less meaningful or even meaningless choices (ie we won't require research to colonize planet types for example, but in the base game that wasn't so much a choice as a tool to actually put off meaningful research choices)
Ok, thanks for letting me know. I'll switch over to asking on the forums. I've already got an account, so that makes more sense.
Reverse order:
As far as economics go, I don't think I'd agree that Sins is especially deep. The basic formula is really just spam trade ports and research all the upgrades then you're golden, and by a little bit into the game you're producing resources faster than you can use them. There's some stuff we want to try to do, but we can't be sure how well any of it will work.
As for the units and factions, that's where a lot of our thought thus fas has gone. One of our main goals with factions is to make sure each has its own specific feel instead of just being effectively reskins with a few weird annoying, and anti-fun mechanics. This goes into how unit lists are designed, as well as the research options available to each faction. This'll be explained more as we go along though.
A question for your development team if you will indulge, Will this mod also be able to work with the new SoSE Rebellion dlc that just came out? It seems to add several new world types and an actual choice between worlds for either economy or industrialization. Will your mod take this into consideration?
We'd rather just make it compatable with both so people don't require the DLC. I haven't looked to closely at it yet, but the DLC doesn't like like much that modders couldn't already do anyways, so I'm not sure if it's worth making people buy it.
Fair enough, from what I have seen with the dlc itself, it does not seem to have a drastic effect on the game play itself, mearly the worlds, which didnt have much effects in the first place other than deciding what to build in ordit. I was simply wondering if that was something that you could mod in, maybe for a map or something. Think of it along the lines of finding a seperate nebula on the map that has an immensely high ship production rate. Similar to say, where they would have built the Katana Fleet for instance. Just a thought.
Thanks for the speedy reply Corey!
I am more than satisfied with how the units look and are coming about. You folks deserve all the praise for that because it's freakin amazing what you guys have done so far. I've had many a nerdgasm from happening on a new screenshot. I simply can't wait. And if that's where most of your energy has gone so far, fair enough, I can only imagine the kinds of work that goes into coding a digital model. I've heard it's stupidly time consuming and if I could donate without it being illegal I would :/
About the economics: I think you're probably right about it not being particularly deep. But when I made that comment I was simple comparing it to EAW where the most you could do was steal credits and tech, and build one type of mining facility (space mining wasn't even there in galactic conquest.) It was fine for it's time though. I find Sins having multiple mining options and an actual sim of a market refreshing compared to EAW. I know you guys don't want to promise something that isn't going to be in the final cut but is it possible engine wise to have more than just two mine-able resources? So like, Tibanna gas, Lommite, Neutronium, the various crystals etc. And then to balance them within the market? Or would you have to use another mechanic like finding artifacts/resources? I'd just think it would be awesome to have Bespin be valuable for the canonical reason and for it to have an actual impact on the market. I don't expect any of this to be in the final cut, I'm really just shooting s*** with you man. Thanks again for the quick reply! :)