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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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  (70 - 80 of 1,359)
XenoHawk Mar 26 2015, 1:04am says:

I don't know if you know about this or not.

So I found a bug when I was playing a match against the AI. I was paying for a level up for one of my ships and the AI attack. And I guess he leveled from the enemy. And the credits glitched where I had income of about 23 credits, but I only had 1 credit. Selling resources didn't give me any credits, but I was able to buy 10k of both resources, planet upgrades, and ships. However I was not able to buy any research.

I've near ran in to this glitch before, but I normally don't pay for my ships to level up.

+1 vote     reply to comment
.Corey. Creator
.Corey. Mar 26 2015, 6:01pm replied:

We are aware of this bug (it's listed in the known issues in the changelog). The level up thing is definitely useful information, thank you.

+1 vote   reply to comment
BonikOroso Mar 25 2015, 10:56pm says:

First off, let me say that i love this mod! Great work!
I am having a lag issue. I had played a full large campaign on the previous version with zero lag issues, and started a new medium campaign with the intro of 0.95. After getting about 2 hours in and the fleet sizes started to grow, i started to experience massive lag that now does not die down. Yes the LAA is installed/working.
Anyone have any solutions?

+2 votes     reply to comment
TheHubby Mar 26 2015, 9:53pm replied:

I've run into this myself. However, task manager showed me that Sins was tying up over 2 GB for the executable and about another 800 MB in the associated svchost. I suspect some form of memory leak, as I've had it happen with several mods, not just Ascendancy.

+1 vote     reply to comment
Zupanicarr Mar 26 2015, 12:21pm replied:

Yeah, I noticed this as well, though for me it happened very suddenly. Any theories on what it could be?
Perhaps one or multiple AIs started building nothing but carriers and fighters at that point? I did fight a large fleet of Acclamators one time, though it was hardly the majority of their fleet. If that were the case, I doubt anything could be done for it on the mod's part.
But perhaps I'm way off? Probably. I don't know, but it is annoying.

+1 vote     reply to comment
.Corey. Creator
.Corey. Mar 26 2015, 5:36pm replied:

In Sins, fighters are usually the culprit for lag. The main difference here between 0.9 and 0.95 is that squadrons now have 6 fighters instead of 2-3, because people kept complaining about when we had them smaller to avoid lag.

+1 vote   reply to comment
Zupanicarr Mar 27 2015, 2:25pm replied:

2-3 seems like the logical amount for fighters, given that in every mod I've ever played for Sins' the only mods that had lag were the mods with lots of fighters.
It also makes sense given that fighters, oddly less so bombers, are really powerful in Ascendancy at the moment.

+1 vote     reply to comment
BonikOroso Mar 26 2015, 7:54pm replied:

Yea i did some research on just lag in general regarding SoaSE and it seems that is the case. It's a bummer because i love the large planet count campaigns.

+1 vote     reply to comment
.Corey. Creator
.Corey. Mar 26 2015, 8:39pm replied:

Once things aren't in flux quite so much, we'll be releasing minimods that change fighter amounts, likely packaged with each release.

+3 votes   reply to comment
kyle_katarn67 Mar 25 2015, 7:01pm says:

This new UI has really given this game a true RTS feel. I am absolutely in love with it!

0 votes     reply to comment
kyle_katarn67 Mar 25 2015, 6:53pm says:

Holy hell the UI changes confused the **** outta me. I love them dont get me wrong lol I just had to learn the new positions of buttons again.

+1 vote     reply to comment
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