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


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

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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!

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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 8 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 40 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 47 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  (60 - 70 of 5,000)
lukasmacek1 May 19 2015, 3:10am says:

A custom CG for Star Wars: Empire at War.

Thrawn´s Revenge: ICW 2.2 mod
Balance and Flavours Submod

Need help with trade routes, planets, scripting and to erase "jumping into another CGl" problem.

Thx for help :)

+1 vote     reply to comment
Flashy_3 May 18 2015, 3:06pm says:

In 2.2, could you add in the Lucrehulk into GC mode for the PA. Its only in skirmish, and I don't know how to get it into GC. And it could also use a huge beef up into a more of a battleship/carrier hybrid than just carrier, as Lucrehulks were a mix of both, but you probably did this because the PA has enough big ships.

+1 vote     reply to comment
Chimera1138 May 18 2015, 4:10pm replied:

Lucrehulks are buildable in GC, you just need the specific planets that are capable of producing them: Bonadan, Ession or Etti IV, which are in the upper right region of the GC maps. That information was in the manual.

The Lucrehulk in the mod is the carrier version, not the battleship variant.

+2 votes     reply to comment
Guest May 17 2015, 7:58am says:

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Videogamer13 May 16 2015, 5:11am says:

Please include Venator for the New Republic as well, for ***** sake.

-2 votes     reply to comment
Mister_Vogel May 16 2015, 5:39pm replied:

Yeeeah,why would you want the Republic to have Venators ? They were pretty scarce during this time period,and i don't recall the NR ever using Venators in their navy.

+4 votes     reply to comment
.Corey. Creator
.Corey. May 16 2015, 3:47pm replied:


+6 votes   reply to comment
Videogamer13 May 17 2015, 3:06am replied:

Because they were called "Republic Attack Cruiser". I would like to use them in fleet as the New Republic.

-1 votes     reply to comment
Mister_Vogel May 17 2015, 6:36am replied:

Ahem,they are called that,because they used to be a part of the OLD Republic navy.There is honestly no point in adding them to NR,because the rebels/NR never even used the damn things in the first place,the remaining Venators were only used by the Empire and various warlord factions.

+3 votes     reply to comment
Videogamer13 May 17 2015, 8:39am replied:

I'm really disappointed if Venators are not available for the NR. There are two notable Venators named Maverick and Slipstream which were used by the Rebel Alliance/NR (in my opinion).

-1 votes     reply to comment
Mister_Vogel May 17 2015, 9:21am replied:

As far as i'm concerned,there never were any Venators named Maverick and Slipstream.Most of the left-over Venators were either destroyed or discarded long before the Battle of Endor,and even if they were a part of the rebel fleet,then their presence was so insignificant,that they don't even deserve to be put on the NR unit list.New republic got enough ships already.

+3 votes     reply to comment
Flashy_3 May 18 2015, 3:02pm replied:

You could code it in yourself actually. Just copy the Venator data from the IR or PA's xml spaceunts file into the NR space units data and put Rebel between the arrows. The line should look like this- <Affiliation>Rebel</Affiliation>

+2 votes     reply to comment
Videogamer13 May 22 2015, 6:55am replied:

Thank you very much. I got it.

+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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881 votes submitted.

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Highest Rated (48 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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