Imperial Remnant

Imperial Remnant

The Imperial Remnant comprised the regions of the galaxy still under Imperial control following the Emperor's defeat at Endor.

New Republic

New Republic

The New Republic was established by the Rebel Alliance to replace the Galactic Empire following the Battle of Endor.

Empire of the Hand

Empire of the Hand

The Empire of the Hand was founded in secret by Grand Admiral Thrawn to explore the Unknown Regions.

Imperial Remnant

Pentastar Alignment

During the fragmentation of the Empire, the Pentastar Alignment was formed of fourteen sectors in the outer rim.

New Republic

Minor Factions

Several active smaller factions have been added, including the Hapes Consortium, Duskhan League and Imperial Warlords.

Empire of the Hand

Galactic Conquests

New scenarios have been created, allowing exciting new gameplay in each era of Thrawn's Revenge.

Imperial Remnant

Enhanced Gameplay

Thrawn's Revenge has been completely redesigned from the ground up to give new aesthetics and playability.

New Republic

Era System

Thrawn's Revenge uses a unique era-based advancement system, replacing the traditional technology system.

Empire of the Hand


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14 comments by .Corey. on Jun 10th, 2015

...Ninth Anniversary...

Although the mod is nowhere close to resembling what it was in the early days, today marks the 9th anniversary of the creation of Thrawn's Revenge. I originally set out with the sole purpose of adding Thrawn as a playable hero in Empire at War, before Forces of Corruption was even a thing, and the project quickly grew (and sometimes shrank) from there. We on the dev team for both mods would like to thank everyone for their continued support in these last nine years; without it, we'd be nowhere near what we are today.

That being said, I'm sure you're more interested in what's going on with each mod than the fact that if the mod were a person in Canada or the United States (and elsewhere) it would be in the fourth grade, so we're going to do a joint update. If you're only interested in one, just read that part. We won't be offended.

...Imperial Civil War 2.2...

We've made a few changes from the 2.2 announcement; instead of adding the Galactic Civil War scenario, we're focusing on cleaning up and expanding within the current timeline and constraints of the mod. The primary goal is to clean up and finalize the Empire of the Hand and Pentastar Alignment, the latter of which currently relies on outmoded ships and in some cases, leftover models and skins. The secondary goal now that the Defreezer utility exists is to represent the post-Endor galaxy and let the player work towards whatever outcome they want, with whatever group they want (within reason), so essentially if something is available on the map, eventually you'll be able to pick it. In 2.2 this means enabling the Duskhan League in whichever GCs they're already in, and enabling playing as the Warlords, which have been split into Harrsk, Teradoc and Zsinj's empires, who will have a mix of different Imperial units. Ideally this would also include the Hapans, but they'd need a bit more expansion first.

Another goal is to try to mitigate the badness that is EaW's land battles. The first step in this is to remove some of the worse and more tedious ICW maps and re-enabling some of the vanilla maps so we can reduce the unit speed. Honestly, we have pretty much no hope for land ever being anywhere near salvageable but we'll see what we can do (and before anyone says anything, the presence of Clone War units wouldn't actually make ground battles good).

Randomized Z-LayersSecutor

...Ascendancy 1.0...

The goal with Ascendancy 1.0 is much as it always was; we're gathering the feedback from 0.95 to finalize the New Republic and Imperial Remnant, while adding the Empire of the Hand and Pentastar Alignment We're also adding some neutral structures and objectives, including the gravity-manipulating Centerpoint Station. We intended to include several redone models and skins, especially for the Empire of the Hand, however since the focus is still primarily on setting up gameplay mechanic and faction identities, the existing Empire of the Hand ships will be the same versions as exist in Imperial Civil War 2.1. After the release of 1.0, we'll start to redo and update certain models, with the New Republic's Ferret Scout and Empire of the Hand's Ascendancy Star Destroyer at the top of the list.

Tech trees are another primary focus in 1.0. In the existing versions, both factions have about 90 techs available to them, and in 1.0 the goal is to release with each faction hovering around 120, so even the existing factions will have several new dimensions to them upon release. On top of these new techs, each faction will be gaining some units; we've already announced the Imperial Remnant's acquisition of the Allegiance-class and Modular Taskforce Cruiser in exchange for some units being sent to the Pentastar Alignment, but the New Republic will also be gaining some new toys which we haven't mentioned yet, filling out it's currently-lacking Cruiser roster. These are the Sullustan Dauntless and Corellian Proficient.

Anniversary Update: Ssi-Ruuvi AssaultAnniversary Update: Ssi-Ruuvi Assault

Let's Test!

I've made a new channel on which we will be posting Let's Plays of the mods while they're in development, including both ICW and Ascendancy. This way, those who just want to see feature previews and trailers can see them on the Thrawn's Revenge channel, and those who want longer-form playthroughs can see them on the Corey Loses channel. The first series is a playthrough of Ascendancy 1.0 as the Remnant against all four 1.0 factions. I may eventually start playing other stuff, if people are interested in that.

Thanks again for your support for the last nine years!

Media RSS Feed Latest Video
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Unit Selection Freeze Fixer (Utility) V2

Unit Selection Freeze Fixer (Utility) V2

Apr 3, 2015 Script 4 comments

This program fixes save games which have been affected by FoC's unit selection bug.

2.1  Italian Patch

2.1 Italian Patch

May 1, 2014 Patch 5 comments

An Italian translation of 2.1 provided by Maestro_Luca

Imperial Civil War 2.1 Deutscher Patch

Imperial Civil War 2.1 Deutscher Patch

Apr 13, 2014 Patch 12 comments

Die deutsche Übersetzung für ICW 2.1 / The German patch for 2.1

Imperial Civil War 2.1  (Zip)

Imperial Civil War 2.1 (Zip)

Jan 1, 2014 Full Version 44 comments

Conquer the galaxy in a more accessible format for Steam users!

Imperial Civil War 2.1 (Installer)

Imperial Civil War 2.1 (Installer)

Dec 31, 2013 Full Version 48 comments

Conquer the Galaxy as the New Republic, Imperial Remnant, Empire of the Hand or Pentastar Alignment!

Imperial Civil War 2.1 Manual

Imperial Civil War 2.1 Manual

Dec 30, 2013 Guides 9 comments

Contains full information on units, heroes, GCs and features of Thrawn's Revenge: Imperial Civil War 2.0

Post comment Comments  (3630 - 3640 of 5,043)
Darth_grave Feb 3 2012, 3:52pm says:

better than ever

+1 vote     reply to comment
Mdhneo007 Feb 2 2012, 5:35pm says:

Wow Great Mod! I played through Art of War Lite as the NR and IR. I had a blast. Absolutely loved the mod and will start trying some land skirmishes.

+1 vote     reply to comment
0ss Feb 2 2012, 8:03am says:

nice mod! though the corona seems to be extremely powerfull.
also can someone explain me the era system? is era 5 more powerfull than 1? because in art of war light even i era 5 i coudnt even build an isd 2

+1 vote     reply to comment
Enceladus Creator
Enceladus Feb 2 2012, 8:59am replied:

No, era 5 is not necessarily more powerful than era 1. The units in the eras are based on what the factions had access to during those respective times. Each era has its own advantages and disadvantages. If you want to see a full list of units for each faction during each era you can check out the tech trees in the mod. The Tutorial GC also offers some more background information on the era system.

About the Corona, was there anything you found specifically overpowered about it? We will be looking at some balance changes ship wise for the next version. The more feedback the better.

+1 vote   reply to comment
HTRK74JR Feb 1 2012, 9:18pm says:

i just did the hunt for zingh or whatever its name is sorry, and i never killed the enemies leader, even though i won. never progressed past era 1, never anything. i really waneted to see some of the era 2 units, but i never found the empires leader, even though i took over all planets.

+1 vote     reply to comment
.Corey. Creator
.Corey. Feb 1 2012, 9:45pm replied:

The eras that the GCs are set in is listed in the description on the GC menu. Most of the GCs are set around specific conflicts, and therefore don't progress through different time periods (it'd be like making something for WWI that also plays through WWII and then the Cold War). If you want to play through the different eras in one GC, then look for a GC that lists multiple eras/leaders in the menu description. Right now these are Art of War and Art of War Light.

In Hunt for Zsinj, the Imperial Remnant is represented by a very specific Imperial splinter faction, Zsinj's Empire, so it wouldn't even be set in the same progression.

+1 vote   reply to comment
keoni Feb 1 2012, 6:15pm says:

I'm so ticked off i can't think straight. i edited my population count for the skirmish yet even with more units i can't get out of my base before my own units are destroyed, either by friendly artillery fire or enemy fire. why does friendly fire hurt my units?

It's the commenor 3 way map with the narrow paths and this mod seriously needs air power. ground fighters would make up the difference here.

0 votes     reply to comment
.JAS Feb 1 2012, 11:01pm replied:

Editing the population count isn't going to help your chances of winning a battle, it's just going to scale it up. You might go from 2 infantry platoons to 4 infantry platoons, but your enemy went from 2 artillery units to 4 artillery units. In fact you're less likely to succumb to friendly fire with a minimal population..

+4 votes     reply to comment
.Corey. Creator
.Corey. Feb 1 2012, 6:52pm replied:

I'd suggest on that map that you stop your artillery from firing before you try to move into an area, then. It's best to station artillery along the cliff and control their fire, and lead the rest of the battle with MMT or AT-ATs as the IR while you're clearing those paths, using anti-infantry tanks for support. As the NR you can use the Gallofree to carry some plex troopers around the other side and try to peg off the enemy artillery before pushing in. The alternative if you really want to rely on artillery is to use another map.

As far as more air units go, we're adding them in the next version. We cut them because we didn't like how it was in EaW where unless you had a dedicated AA unit our your own air units (each of which 2/3 factions don't have) you're basically unable to attack them.

+3 votes   reply to comment
HTRK74JR Jan 31 2012, 8:15pm says:

The space battles are awesome, like unbelievably awesome, but i have a question about the land battles, about 5 minutes after i started, it lagged out like nothing else. the way the units fight are awesome, but the lag made it really bad

+1 vote     reply to comment
HTRK74JR Jan 31 2012, 11:47pm replied:

scratch that, land battles ok. wish there was more map variety though, in GC fought on same map for different planets like 7 times in a row.

+1 vote     reply to comment
Emperors_Fist Feb 1 2012, 7:17am replied:

May I ask if you found out the source of the lag? I've been getting it too and I have a core I5 2500k and ati 6950 PC.

+1 vote     reply to comment
.Corey. Creator
.Corey. Feb 1 2012, 12:36am replied:

There's 60 maps for bout 120 planets, so they tend to not be used too much, except for one map, Generic (the night jungle one which you're probably talking about) gets used way too much.

+1 vote   reply to comment
HTRK74JR Feb 1 2012, 3:33pm replied:

the lag dissapeared, i guess it was still adjusting to computer, and the maps, i fought on the one with the village in the center that is a pain in the *** to take. the one with the laser towers that are listed as missing and dont fire.

+1 vote     reply to comment
Enceladus Creator
Enceladus Feb 1 2012, 4:26pm replied:

It also depends greatly on which land map you were playing on. Some maps are a lot more resource intensive than others.

+1 vote   reply to comment
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Star Wars: Empire at War: Forces of Corruption Icon
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Release Date
Released Aug 2010
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889 votes submitted.

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Highest Rated (49 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, 4:18pm by fFoxfire

Lowest Rated (10 agree) 1/10

nice mod. hours of game time. nice textures also

Sep 20 2010, 8:46pm by Jeedai

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