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

Forums

Find out the very latest news, or ask a question, by visiting the forums.

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With Ascendancy 1.0 in beta and soon to be fully released pending the official Sins 1.83 update, the old behemoth that is Imperial Civil War has been de-mothballed and pulled back into active service alongside her little sister. In the 2.2 announcement update, we announced that we would be doing a GC based on the Galactic Civil War era, however ultimately the team has decided this will no longer be the case. Rather than using those resources to expand the timeline of the mod, we'll be continuing to fine-tune and polish the area between the Battle of Endor and the beginning of the Vong War. This will involve a lot of things, some under the hood and some more obvious, but the first thing we'll be talking about, and the biggest change, is the disintegration of the Warlords.

Rather than being a single brown mass on the galactic map, the Warlords are being split into three fully-playable and distinct factions, representing (in our opinion) the biggest and most important of the Warlord groups; Warlord Zsinj's Empire, Treutan Teradoc's Greater Maldrood and Sander Delvardus' Eriadu Authority. As the faction which should be most familiar to our players and which requires the least 'new' units, Warlord Zsinj's Empire will be the first to be addressed.



Zsinj's Empire

Capital: Serenno, Dathomir

One of the first and ultimately most powerful groups to denounce the authority of the Imperial Ruling Council, Warlord Zsinj's Empire formed around Serenno and his flagship, the Executor-class Iron Fist, in 4ABY. Initially he was ignored by the New Republic and managed to coexist with all except the neighbouring Greater Maldrood. During this time, he subsumed the Corporate Sector Authority and parts of the Hydian Way, ultimately moving his capital to Rancor Base at Dathomir, whose Nightsister populace he began to exploit. The New Republic takeover of Coruscant bolstered his forces even more, as former Imperial loyalists flocked to his Empire. Ultimately a coalition of New Republic, Hapan and Imperial forces led by Han Solo, Prince Isolder and Teren Rogriss defeated Zsinj.

Key among his forces are the Raptor Troopers, an elite corp of Stormtrooper-esque soldiers, as well as the TIE Raptor, a unique fighter type available only to Zsinj. Zsinj will also be taking some of the Pentastar roster based on the Corporate Sector Authority, including a few new units in 2.2, while the Alignment gets replacements from their units in Ascendancy.

Space Unit Roster
Executor
Lucrehulk, ISDI, ISDII, Invincible, Allegiance
Nebulon-B, Nebulon-BII, Quasar, CR90, Carrack, Dreadnaught, Strike Cruiser, Gladiator, Neutron Star, Immobilizer-418, Providence
TIE Raptor, TIE Interceptor, TIE Bomber, Authority IRD, Warpod Pinnace

Ground Unit Roster
AT-AT, Juggernaut
AT-ST, Chariot LAV, AT-AA, IDT, SPMAT, TIE Mauler, TIE Crawler, 1H Repulsortank
Unique Infantry: Raptor Troopers, Nightsisters

Heroes
Warlord Zsinj - Iron Fist
Tetran Cowall - False 181st
Terrinald Screed - Demolisher
Apwar Trigit - Implacable
Gethzerion
General Melvar

As ever, if you have suggestions for this faction, feel free to post them in the comments on our forums or on ModDB.

Year in Preview

Year in Preview

News 15 comments

Happy new year everyone! Corey runs down what to expect from the Thrawn's Revenge team in our 10th year in existance.

Top 100 and Testing Time

Top 100 and Testing Time

News 1 comment

Both Ascendancy and ICW are up for voting in the top 100 phase of MotY.

Let's Test: Imperial Civil War

Let's Test: Imperial Civil War

News 11 comments

Corey's losing at early versions of the mod, starting with the Empir eof the Hand.

9 Years Lost in Space

9 Years Lost in Space

News 15 comments

We celebrate 9 years of Thrawn's Revenge with a dual update, covering both Ascendancy and Imperial Civil War. And a new Let's Play!

RSS feed Downloads
Unit Selection Freeze Fixer (Utility) V2

Unit Selection Freeze Fixer (Utility) V2

Script 19 comments

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

2.1  Italian Patch

2.1 Italian Patch

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

Patch 15 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)

Full Version 55 comments

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

Imperial Civil War 2.1 (Installer)

Imperial Civil War 2.1 (Installer)

Full Version 58 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

Guides 11 comments

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

Post comment Comments  (60 - 70 of 5,325)
OhNoesBunnies!
OhNoesBunnies!

Not sure I agree with this mod beating some of the others for this particular game, but congrats I guess.

Next mod hopefully you get better ship modelers and textures for Thrawn's stuff!

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.Corey. Creator
.Corey.

Keep in mind that several of the models which you are talking about are up to 10 years old, and are constantly being redone, it just takes a while because 1) there's a ton of them with very few of us and 2) EotH ships in particular require redesigns when they're redone, not just being remodeled, because if not for the work of the people you're saying should be replaced despite their having improved in the 6 years since most of that was made, they wouldn't exist at all.

We also keep polygon limits in mind for performance, as well as texture scale, which quite frankly most mods do not.

Reply Good karma+6 votes
TheRoyalBastard
TheRoyalBastard

So, what's the deal with random hostile faction spawning in battles (Almost lost a fleet to two randomly spawned hostile ISDs). Might tone them down a little

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Byeforever
Byeforever

It's intended, surprise assaults by random factions in space missions. It can save you if you are on the defense or help you on the offense if you are able to get out of the way. The ships will blindly rush toward the space station at first.

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jangofett890
jangofett890

So I have played both this, and Thrawns Revenge 2 and I have to say this is so far superior, with this having more ships, and more sides this one is better for the combat and two is better for tactics.

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Byeforever
Byeforever

I have a feeling though that once Sins get off it's feet, it will eclipse this kind of quickly. This one has been in development for at least 2 (if not 3 or more) times as long as the sequel mod.

The unit experience system is a huge improvement for me, and I already am tending to just auto-resolve land battles in this mod's campaigns now.

Another huge improvement for me: Mid-battle unit changing: retreating and reinforcing. There have been several times in the SW:EaW:FoC mod that I'd have two unconnected fleets with a hostile planet in the middle, but I effectively only have 1 or the other that is able to attack that planet. In Sins, if you were cut-off like this, you could still hit the planet from both sides (currently the Sins mod is pretty much just like the 'from the ground up' campaign in this). You can also send a fleet to a planet, then bypass it and attack another planet, rather than have to win a full battle at the planet in the middle.

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Guest
Guest

Erm, your website is down. The one that showcase factions and units
thrawnsrevenge dot com slash faction

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.Corey. Creator
.Corey.

There were some issues with the server last night; it's back up now.

Reply Good karma+2 votes
grishnikov_007
grishnikov_007

Congrats on getting on top ten mods of the year and happy New Year! Quick question, any tips for playing as the New Republic after battle of endor, on medium I get my *** kicked every time.

Reply Good karma Bad karma+2 votes
.Corey. Creator
.Corey.

Thrawnsrevenge.com

I'm a terrible person to ask, but we have plenty of active posters who are actually good at the mod to help you out.

Reply Good karma+2 votes
TheRoyalBastard
TheRoyalBastard

Silly question: if I have more than one Hyper Velocity Gun on a planet, does it make any difference?

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Byeforever
Byeforever

It does reduce the cooldown. Similar to how making multiple of the same unit producing building will increase the speed of unit production, having multiple hyper velocity guns decreases the cooldown. I saw this in an Imperial Remanent campaign, where I had Bilbringi set up as a dedicated space fortress with nothing but hyper velocity guns on the surface. That base and another were under relatively constant attack, and the hyper velocity guns at Bilbringi were charging far quicker than the singular one on another planet.

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.Corey. Creator
.Corey.

I think it may reduce the cooldown, but I'm honestly not sure.

Reply Good karma+2 votes
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932 votes submitted.

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Highest Rated (52 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

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