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

...Follow Ascendancy...
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Image RSS Feed Latest Screens
XQ Resupply Station Swamp Arid Oceanic
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...
Forums - Facebook - Steam Group - Youtube - Mod DB - Twitter
Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
Ascendancy 0.9 (Beta Version - ZIP)

Ascendancy 0.9 (Beta Version - ZIP)

Feb 6, 2015 Full Version 54 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  (30 - 40 of 1,200)
Martechi Feb 16 2015, 12:45pm says:

Amazing mod and incredibly fun to play.

Just one question: is there any way to build the galaxy gun yet? everytime I research it, the option to build it remains grey and it says "superweapon limit reached". but I did not build any superweapon as far as I know. no superstardestroyers or something like this. I don't know if it could have anything to do with the map, it was always small ones I think.

0 votes     reply to comment
.Corey. Creator Online
.Corey. Feb 16 2015, 12:59pm replied:

You can build one galaxy gun per 15 planets controlled.

+2 votes   reply to comment
callitri Online
callitri Feb 16 2015, 3:16am says:

hi there

i have been following this mod for a time now , everything star wars peaks my interest , u know how it is...
download it last night and was surprized by how star warsishly feals i mean the music ofc plays a large part but the interface and everything put togather , one small thing that bothered me were the ship icons , they are for me a bit to strange and u cant recognize them from one quick glance and when u manage many planets and u see enemy ships somewhere and cant recognize them instantly it is a problem for me , i know this is an early release and all but this thing looked final thats why i brought it up , on the other hand many of the effects in game like weapon impacts and so on are realy nicely done and ofc the ships them selfs as well , i know what i said about the icons is werry personal but we are here to try out the mod and give our imput about it
great mod guys and hope to see further releases soon

0 votes     reply to comment
darkmagnus Feb 15 2015, 7:25pm says:

This looks really good but I'd like to let you know that when I click on the link for the Wiki and the forums I get for both page not found and the link for the youtube is working fine

0 votes     reply to comment
.Corey. Creator Online
.Corey. Feb 15 2015, 7:48pm replied:

Our host network is currently down.

+1 vote   reply to comment
Guest Feb 15 2015, 11:27am says:

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.Corey. Creator Online
.Corey. Feb 15 2015, 12:49pm replied:

What victory conditions were enabled, and on what map?

+1 vote   reply to comment
Guest Feb 20 2015, 10:44am replied:

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monsterchmajor-duckb Feb 14 2015, 8:18pm says:

Awesome game/Mod
You might consider changing the building time for "Titans" as right now its faster to let your Titan die then to repair it and that seems a bit silly
Also the Carriers/Fighters are a bit under powered and NR is kind of missing that aspect (they have the Ion cannon but miss the fighters as a defensive weapon)
Defense is helpless against raiding planet killers.
I know you have said that the Imperial Escort carrier is redundant but still i miss it
I also think that NRs Titan are not finished it only have 1 special ability or is that intentional and generally the Mon cal ships have to weak shield and too few redundant systems which was kind of their trademark.
Also the NR Assault frigat spawns way to often with that force thing.
I have tried to make new maps have downloaded a lot of planet info and positions but i get a lot of errors when i try to use the galaxy forge could you guys please make a galaxy forge with the right images and stuff so we can make some maps remember not all of us plebes are programmers
But anyway nice stuff keep up the good work

+1 vote     reply to comment
rex44x Feb 14 2015, 9:50am says:

ok, i keep hearing thaat people are complaining about the praetor class, you shouldn't, its what exactly is suppose to be, a in-between, between the ISD classes and the SSDs. it is NOT OP, it cost that supply of 4 ISDs o build it and in a fight, 4 ISDs versus a praetor is pretty even.

+2 votes     reply to comment
yoyor Feb 14 2015, 1:32am says:

When i sart it gets stuck on the part where it shows 'star wars thrawns revenge II ascendancy' then remains stuck there. suggestions?

+1 vote     reply to comment
hoho96 Online
hoho96 Feb 14 2015, 2:35am replied:

Make sure you have LAA enabled.
Other than that the game should work just fine :/

+1 vote     reply to comment
yoyor Feb 14 2015, 5:14am replied:


+1 vote     reply to comment
hoho96 Online
hoho96 Feb 14 2015, 5:17am replied:

Large Address Aware (the little program that comes with the download).
All is explained in the readme.

+1 vote     reply to comment
yoyor Feb 14 2015, 5:18am replied:

I used it still stuck on mod logo downloaded from site

+1 vote     reply to comment
Guest Feb 14 2015, 3:48am replied:

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hoho96 Online
hoho96 Feb 14 2015, 4:54am replied:

Maybe you have a wrong game version?
I'm sure it's not the mod, because it works just perfectly.

+1 vote     reply to comment
Guest Feb 14 2015, 5:45am replied:

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hoho96 Online
hoho96 Feb 14 2015, 7:30am replied:

Sins of a Solar Empire: Rebellion 1.82

+1 vote     reply to comment
Guest Feb 14 2015, 9:59am replied:

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