The Imperial Remnant comprised the regions of the galaxy still under Imperial control following the Emperor's defeat at Endor.
The New Republic was established by the Rebel Alliance to replace the Galactic Empire following the Battle of Endor.
The Empire of the Hand was founded in secret by Grand Admiral Thrawn to explore the Unknown Regions.
During the fragmentation of the Empire the Pentastar Alignment was formed of fourteen sectors in the outer rim.
Several active smaller factions have been added, including the Hapes Consortium, Duskhan League and Imperial Warlords.
New scenarios have been created allowing exciting new gameplay in each era of Thrawn's Revenge.
Thrawn's Revenge has been completely redesigned from the ground up to give new aesthetics and playability.
Thrawn's Revenge replaces the traditional technology system with a unique era-based advancement system.
Find out the very latest news, or ask a question, by visiting the forums.
Before we get into all the news and celebration, Jin has finished the second of the narrative faction trailers (voicever once again by UnassumingWhiteGuy). Last time it was the Remnant, and now it's the New Republic's turn. As with any exciting video game trailer, we find ourselves listening to a speech in front of the senate on fiscal policy. If there's one thing we all learned from the Phantom Menace, it's that galactic financial and trade policies are what's really interesting.... Right?
Without going into too much detail, 10 years ago, on June 7th 2006, Videoteck, Zer and I began Thrawn's Revenge with no idea what we were doing after I had wanted to put Grand Admiral Thrawn into Empire at War as a hero. In the course of the last ten years, that scope has evolved quite a bit and our second project, Thrawn's Revenge II: Ascendancy was announced on October 27th, 2012.
On behalf of the entire team, past, present and future I would like to thank everyone who's supported us in any way during these ten years. There's no way we could ever have made it this far without your encouragement, suggestions, let's plays, critiques and everything else. At the end of the day knowing that so many people enjoy what we've done makes it all worth it. I can't speak for the team directly on this part, however what started as a haphazard mess of ideas from my 13 year old mind has turned into one of the most fantastic and formative experiences of my life and I will always appreciate the opportunities I've had to meet, speak to and work with so many talented individuals.
We still have plenty of modding on our two current projects (and maybe other stuff?) left in us though, so back to what we're all here for.
While we're still plugging away at fleshing out the new warlords, a significant portion of the recent work into 2.2 has been in cleaning up the mod's files. Some of this is purely to make development easier, but on the player side it should mean a few performance enhancements and also the rectification of some of bugs and inconsistencies in unit behaviours, especially pertaining to units that appear in different eras and factions. Smallpox is still working on implementing the new Diplomatic Influence system as well, which gives a new non-military option for conquering some areas, for those who are so inclined. We've got a few other things planned as far as different mechanics and features but as ever, we're waiting to see what the hit to performance is before saying anything is set in stone.
Content-wise, 2.2 will see some changes to pre-existing factions, not just the Warlord changes. Some units which you may recognize from Ascendancy are also making their way into ICW, such as the Allegiance, Intego, Alaria, Bellator, Gladiator, Secutor and more. The Empire of the Hand in particular is seeing some roster changes, which have been summarized (from an Ascendancy perspective but the main points are the same) here. We're still making a few final determinations on what new content will and won't be included, but some things which were removed from previous versions of the mod will be returning, in one form or another.
I recently made a news post about some of the general gameplay changes impacting already-existing features between 1.0 and 1.1, but instead of focusing on that, we'll talk a bit about the new things that are coming your way. As a release without any new factions, we're using 1.1 to work on the galaxy you're playing in and also to round out the tech trees and rosters of the existing factions in a few places. Diplomatic and defense tech will be pretty prominent in this, along with a slew of new content for the Hand especially; two starbase models, two new defense stations, two more capital ships and two redone fighters.
In the galactic changes, you'll be seeing forces from various different groups represented in both random events and as militia, along with other random events and unique encounters related to events in Star Wars history. When traveling to different planets you may come across Centerpoint, the Maw Installation, The Wheel, or an angry horde of Duskhan League Thrustships. For random events, there's a pretty large spectrum; from bands of roving Warlords and Ssi-Ruuvi incursions on one end, to Lando publishing a book on the other. You may want to take an Epidemiology course before playing as well, because there's also a random event for the Death Seed plague which can hit one of your planets and begin to spread throughout the galaxy on occasion, and we may even be doing something with the Krytos Virus. If you have a favourite bit of Star Wars history (Legends, not nuCanon; sorry Kylo) which you think we should include as an event or encounter, let us know in the comments or on our forums and like with any other suggestions we receive, we'll gladly take it under consideration.
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Highest Rated (53 agree) 10/10
Great mod and with in it makes the game much more appealing and the fact that this game follows after the events of the battle of endor, makes this mod feel like a full expansion to the game as this mod is at times fells more or less like one. To me the mod seems to have put better effort into there work man then the actually developers at times. Many new factions tons of new units and a lot of new worlds, while not every planet from the original game are here it makes up for with at least 50 more…
Dec 18 2010 by fFoxfire
Lowest Rated (10 agree) 1/10
nice mod. hours of game time. nice textures also
Sep 20 2010 by Jeedai