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.
Sorry for such a long hiatus, but this semester had us all pretty busy, and before that we were focusing on the ICW beta (the full version of 2.1 should be out soon, for those who follow both mods). With the release of 2.1 and me having some time off of school, we should be able to get a lot more done.
Initially founded as the Rebel Alliance, the New Republic was formed in the aftermath of their victory at the battle of Endor. Directly inspired by the Galactic Republic, the New Republic was created to bring democracy back to the galaxy. Under the careful eye of the Chief of State and her inner council, a new Galactic Senate was created to give representation to all planets under their banner. While initially quite successful, the true establishment of the New Republic as a galactic power came after the capture of Coruscant, once the seat of democracy under the Galactic Republic, and subsequently heart of the Empire. Increasingly seen as the legitimate ruler of the galaxy, the New Republic worked within its large sphere of influence to hunt down and absorb many of the Warlords that had formed out of the Empire's fracturing. Many challenges and 21 years later, the threat of the Yuuzhan Vong forced the leaders of the New Republic to realize that their government was not going to be able to properly handle new threats. With the support of the Imperial Remnant and Hapes Consortium, the New Republic was reorganized in the Galactic Federation of Free Alliances. Unifying almost the entire known galaxy, the Galactic Alliance was able to successfully defeat the Yuuzhan Vong and bring peace to the galaxy for a time.
"Appearances and perceptions are important to the New Republic. And properly so. The Empire rules by force and threat; we rule instead by inspiration and leadership." - Mon Mothma
As with the other factions, the technology and playstyle of the New Republic reflects their ideology. The projection of the New Republic's power relies heavily on its ability to spread its message of freedom and democracy. This means that one of the primary goals of the New Republic is to spread and fight within their sphere of cultural influence, as they gain substantial combat bonuses from fighting within their own sphere of influence, and conversely are less effectively able to engage in enemy territory. The spread of their culture also incites uprisings on enemy planets, slowing production. Because of their alliance with the Hapans, the New Republic is able to deploy small fleets of Hapan ships.
"It's just that, after every major victory, I hope the fighting is over. But it'll never be over. Even after we defeat the Imperials, there will be someone, another threat to peace." - Wedge Antilles
Although the New Republic starts off at a disadvantage with their capital ships, they quickly gain access to some of the most well-rounded (pun intended) ships in the mod, such as the Nebula, MC90 and Endurance. Despite their smaller total ship count, the individual versatility of these ships allows the New Republic to field multiple fleets without limiting their effectiveness. The option to build a single super ship, the Viscount, is available to them in the lategame. As in the Rebellion, the New Republic also relies on its ability to exercise fighter superiority.
Fighters: A-Wing, B-Wing, E-Wing, K-Wing, X-Wing, Y-Wing
Light Frigates: Gallofree, Neutron Star, CR90, DP20, Sacheen, Hajen, Quasar, Nebulon-B
Heavy Frigates: MC40a, Assault Frigate, Bothan Assault Cruiser
Capitals: MC80 Liberty, MC80B, MC90, Nebula, Endurance,
Flagship Victory: Home One
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