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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Procursator Reunited Scarsiss Clawcraft
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7 comments by .Corey. on Apr 3rd, 2015

You're not actually our only hope, but in order to help speed up and smooth out the process of developing the 1.0 and on, we're (as always) looking for talented individuals to join our team. These are obviously unpaid positions, but if you want to join a team which can help you mutually improve skills, build a portfolio and bang your head against your desk in frustration while spending altogether too much time learning trivia about Star Wars this is the perfect opportunity.

The roles we have open are:
3D Modeler
You'll be responsible for creating 3D models within reasonable poly ranges (typically 1-5 thousand) for use ingame based on existing designs. Typically these will be ships, however they can also be other exciting things like buildings and rocks. You can use any program you wish, as long as it exports to some sort of common format.

Texture Artists
You'll be responsible for taking the above models, and then texturing them (typically hard metal surfaces on 1024x1024 to 2048x2048 res textures).

If you have experience in either area or both areas and want to apply, send examples of your work to

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Squadron Size Reduction (Optional For Performance)

Squadron Size Reduction (Optional For Performance)

Apr 3, 2015 Sprites 8 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 20 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 1,359)
Guest Apr 4 2015, 8:54pm says:

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

.Corey. Creator
.Corey. Apr 4 2015, 9:18pm replied:

The mod works fine in multiplayer; sync errors occur if there's a connection issue between the players, or it can happen if there's some file differences which don't cause checksum differences (in which case you can't join the same game at all). Make sure you're both using the same version of the mod, and also in steam right click Sins -> properties -> local files -> Verify integrity

+1 vote   reply to comment
Guest Apr 4 2015, 2:43am says:

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

Zupanicarr Apr 12 2015, 7:58pm replied:

Have specific worlds as dedicated capital shipyards, and others as dedicated frigate shipyards?

+1 vote     reply to comment
DoxGhost Apr 3 2015, 8:39pm says:

Glad to see the Bellator and Secutor get some love. Will the Assertor-class SSD have a chance of being added to the PA? Or will its inclusion feel too similar to the playstyle of the Remnant?

+1 vote     reply to comment
.Corey. Creator
.Corey. Apr 3 2015, 8:47pm replied:

We have no intention of including it; the Bellator was chosen over the Assertor because the Assertor is really just the Executor for all intents and purposes.

+3 votes   reply to comment
breiti81 Apr 3 2015, 6:58am says:

Best Star Wars Modd.
Ganz einfach weil sie schon zwei Parteien beinhaltet. Das komplette Interface ist angepasst,was aber auch gewöhnungsbedürftig ist. Aber alles in allem eine sehr schöne Modd,auch grafisch gut

+1 vote     reply to comment
lordoflinks Apr 2 2015, 10:05am says:

Thank you for this wonderful mod.
What will the inclusion of the PA mean for the Yuzhang Vong, Sirr-ruk Imperium (I Hope thats how you spell it) and Hapes? Will one be cut?
Thank You

+1 vote     reply to comment
Guest Apr 2 2015, 10:48am replied:

I never really saw the Hapes having much to go as a main faction. Their fleet had little variety and their isolationist policy made trade, diplomacy and technology somewhat stagnant, making for rather dull gameplay. I'm not entirely certain how the planetary fleets work, but having Hapans as the neutral faction in the Cluster would work best imho. I kinda wish the rebels/new republic would get the tech from TEC rebels that made pirates friendly, would fit their ethos and legends fluff pretty well. Han Solo's hijinks nonwithstanding.

+1 vote     reply to comment
.Corey. Creator
.Corey. Apr 3 2015, 2:26pm replied:

The PA's inclusion will have no impact on whether or not those three are included; their inclusion or exclusion will be determined entirely on their own merits, since work-wise, we had to do the PA art for ICW anyways and the coding for them (tech, abilities) isn't *too* much of a drain.

As for the pirate truce thingy, the problem with that is that most militia forces are from factions that were in no way friendly to the NR (mainly Imperial ie Warlord groups) and having the NR be allied to that wouldn't make any sense. Especially as we populate the galaxy more.

+1 vote   reply to comment
lordoflinks Apr 4 2015, 12:09am replied:

For Hapes I could see them as a purely defensive fraction. The Imperium could have interesting slaving mechanics. The Yuzhang-Vong, well they are very unique.
Thank You for the Clarification

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