Thrawn's Revenge: Imperial Civil War is a total conversion mod for Forces of Corruption which brings the game into the Post-Endor period. The mod features a new era-based story progression system covering the timeline betwen the Battle of Endor and up until the start of the Yuuzhan Vong War. The mod includes hundreds of new planets accross almost 20 Galactic Conquest scenarios, hundreds of units and heroes, new particle and other graphic effects, and several new gameplay mechanics.

Factions in 2.1: (Italics indicate non-playable)

Imperial Remnant, New Republic, Pentastar Alignment, Empire of the Hand, Duskhan League, Hapes Consortium, Warlords

Factions coming in 2.2: (Italics indicate non-playable)

Greater Maldrood, Warlord Zsinj, Eriadu Authority, Corporate Sector Authority, Zero Command, various other minor Imperial splinters.

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Watch the latest full preview Let's Play by the lead developer on Corey Loses:

Please DO NOT use the main comments section here for tech support or bug reports; comments quickly get pushed off the main page and therefore the same issue will be addressed multiple times. Post them in the tech suport section linked above, or the comments section of that specific download.

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On June 8th, Thrawn's Revenge hit its 12th anniversary, so we're doing an update series to mark the occasion for all of our current projects. We started with Ascendancy Thursday, then Fall of the Republic yesterday and finally, today we'll cover Imperial Civil War. These will all have a video and a written component, though unlike usual, these will cover different things. You can follow the links below to get between all three updates when they're released:

Last year, we also released a historical infographic, so if you wanna check that out, you can see it here:

...Developer Livestream...

Today we're going to be talking about what's coming in 2.2.5, but first, we're also going to be doing a developer livestream on Corey Loses at 2pm EST, which you can watch on either youtube by clicking here or twitch by clicking here. We're still not sure how many of us will be able to attend, so we'll basically be answering questions and talking about the mod while playing some skirmish matches, or playing some older versions depending on who's available.

...2.2.5 Overview...

We're approaching the fifth patch for 2.2, and that means a few things. For one, this patch will mean we update the regular download. Uploading the individual patches has been somewhat problematic, so we've left it as is, as the alternative was to re-upload the entire mod every couple weeks, which we think people would generally be opposed to. With this news post, we're only going to be covering the changes from 2.2.4 to 2.2.5, so if you play the GoG or disk version of the mod as opposed to the Steam Workshop version, you can check out the change notes here for all the previous updates.

Major Changes & Fixes

Added: Multiplayer Galactic Conquest
Because of the lack of multiplayer support for certain features integral to Imperial Civil War, it's taken a fair bit of work to get things setup within the mod to where we can do a multiplayer GC. Unfortunately, MP will always be a lot more limited than singleplayer, but we should be able to start getting in a few scenarios. We'll be starting off with a converted version of the Thrawn Campaign, with the Empire vs New Republic, and then we'll do individual releases of additional MP GCs designed around the other factions. Because the era system can't be used properly in MP and having multiple factions really just means a lot of autoresolving (there's no way around that), MP galactic conquests will ahve to be designed mostly from scratch, but the goal is to have at least one scenario playable for each faction in the long-term (Fall of the Republic will obviously be a lot more simple for this.

Added: Faction Stat Chart
Empire at War has a helpful graph ingame which shows the relative strength of factions, their economies, and the amount of planets. The downside is that it only shows the factions which use the Rebel, Empire and Zann Consortium coding, which in the mod means Empire, NR and EotH. While we can't change this directly, evilbobthebob has added an entry to the holocron which will display these stats in numerical form for whichever factions are present. You can see what it looks like below.

Re-Added: Yevetha, Black Fleet Crisis, Empires at War
Upon release of 2.2, there was a bug present with the Yevetha where, if they were invaded, there was a chance that the game would crash. Because of this, we patched them and the GCs with them as a focus out while we looked for a fix. While we're not 100% sure yet, we believe we've tracked down the issue. We've noticed an error which the game throws when attacking a faction in the 17th, 18th, 19th, 20th or 21st faction slots, regardless of how the faction is set up. The downside, if this is the real culprit, is that we can't fix it directly, however the upside for now is that we can remove the faction dividers and get the Yevetha and some other minor factions out of the danger zone. It does mean we may have to change some future faction plans, but we've also been in contact with Petroglyph about it, so they may be able to point us in the right direction.

Fixed: Post-Battle Freezes
There's also been an occasional issue reported where the game can sometimes freeze coming out of a tactical battle. This seems, based on the reports and our own testing, to be related to the transaction manager that tracks things like boarding and single-unit retreat, where the game gets stuck in a loop in the script and can't get out of it. We're pretty confident we can track down the issue and resolve it from there.

Wheyloffle has been hard at work implementing the VOs submitted since we put out the call for voice actors before release, and as a result we're going to have dozens of fresh new voices in the patch, for all factions.

The Manual
Slornie's also been working on updating the manual with all the 2.2 content to get it ready for release. This will be uplaoded with the 2.2.5 version, as well as a separate standalone pdf.

While these won't be directly included with the 2.2.5 download, but we've finally got a system set up to make translations simple, painless and allow multiple people to collaborate on any given language translation. Several people have contacted us over the last few months about it, so if those people or anyone else who wants to help can either message me on Discord ( Corey on ) or email, we'll get you set up. We can't promise any specific languages since it depends on who volunteers, but we'll hopefully be able to get a few going.

...and more. There's been plenty of other smaller changes going on, including balance, AI updates, bug fixes, and even a few new maps by Rogue and one by myself that I've been making on livestreams. After this patch, we'll be moving on from 2.2 and getting the new content for 2.3 underway, including the Corporate Sector Authority, Assertor, and much more. That's also when you'll starts eeing a lot more about Fall of the Republic. I'm going to be moving early next month, so I don't want to give a solid release date just yet, but we'd love to get the patch out before then.

That's gonna do it for now. Before we go, we want to thank everyone for their support over the last 12 years. It's been a long journey, but we hope we can keep raising the bar in the mod and exceed the expectations people have set for us.

- The Thrawn's Revenge Team

Release Wrapup & Patch Plans

Release Wrapup & Patch Plans

News 7 comments

It's been just under a month since the release at 2.2, so we wanted to take a moment to talk about common problems, what's coming in patches, and also...

Imperial Civil War 2.2 Released

Imperial Civil War 2.2 Released

News 38 comments

Conquer the galaxy in the aftermath of the Battle of Endor as any of 8 playable factions, with an era-based progression system- the fledgling New Republic...

Thrawn's Revenge 2018: Vision of the Future

Thrawn's Revenge 2018: Vision of the Future

News 3 comments

As we finish up the last bits of Imperial Civil War (we're still aiming for a release this Thursday, fingers crossed), we wanted to take a moment to talk...

Feature Preview: Randomized Conquest Starts

Feature Preview: Randomized Conquest Starts

News 2 comments

Corey breaks down a new feature coming to Thrawn's Revenge and Phoenix Rising that should help add some more replayability to Empire at War.

RSS Files
Imperial Civil War 2.2: The Warlords

Imperial Civil War 2.2: The Warlords

Full Version 110 comments

Conquer the galaxy in the aftermath of the Battle of Endor as any of 8 playable factions, with an era-based progression system- the fledgling New Republic...

Version 2.15 [Updated for Multiplayer Patch ]

Version 2.15 [Updated for Multiplayer Patch ]

Full Version 29 comments

This download includes everything you need for ICW 2.1, including the 2.15 patch and some fixes for compatibility to Empire at War's restored online...

2.2 SINGLE-GC DEMO (Hunt for Zsinj)

2.2 SINGLE-GC DEMO (Hunt for Zsinj)

Demo 89 comments

This single-GC demo includes some of the new playable factions, units and mechanics of the upcoming 2.2 version.

Unit Selection Freeze Fixer (Utility) V2

Unit Selection Freeze Fixer (Utility) V2

Script 74 comments

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

Imperial Civil War 2.1  (Zip)

Imperial Civil War 2.1 (Zip)

Full Version 99 comments

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

Comments  (0 - 10 of 7,231)

Hi there. I played the "Empire's end" conquest and i notice something very strange. The rebels have a planet named [Missing] and is very veryyyy far to the right (it seams like the galaxy map is 10 times bigger than the map on UI, there is a little orange dot - the planet, on the left side of the screen, not the map the screen ;)). You can access it by the planets list - the button that shows you the current tech level.

Best Regards !

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.Corey. Creator

That is an "overflow" planet to make sure the game doesn't crash if an era change occurs when the three main factions are destroyed until a better system for disabling it is confirmed to work (we had a different way at release, but it was unreliable). It's not the cleanest, but it gets the job done for now.

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Thank you for the response and for the great mod !

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I just started playing Shadow Hand campaign, before I already played 3 other scenarios which were ok, but in Shadow Hand I experienced severe difficulties. In previous version of the ICW operation Shadow Hand was my favourite, because it allowed you to have full power of the original empire with several SSD, fleets of ISD and wide building options and of course the Eclipse. I usually played the scenario at hard difficulty so I can use these large fleets to the fullest, but in the current version it seems the whole faction was nerfed. I do not have a problem with Eclipse coming in on turn 26 thats ok, but the fact the empire has no fleet available and only capable fighting unit is Reaper with Kaine, which you lose before you get the Eclipse is troubling. The shadow hand scenario is suddenly not so good any longer. I like the fact that in some scenarios you are trying to fight as the Empire from bassicaly a few ships, because perhaps empire fragmented, but in Shadow Hand the Empire is united under Palpatine and it should have large fleets from warlords and mainly from Byss, but in the newest version of the game it has not. Couldn't you boost Empire in Shadow Hand a bit? Perhaps by adding a few more ISD or a Praetor or 2 and some heavier starting ground forces than only stormtroopers? Also leaving Kaine alive would be nice :)

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Please help, every time I start a galactic conquest the game crashes

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.Corey. Creator

This is generally caused by another mod's AI files being installed to the Data folder for the base game, which interferes with all other mods, sometimes causing crashing. To resolve this, go into your corruption\Data\XML folder and delete the folders named AI and Enum if they exist. Also delete the folder named scripts if it's in the Data folder. Again, this is *not* the Imperial_Civil_War22 Data folder, but the base game's.

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Installed 2.2 today and noticed fog of war is enabled, is it a bug or all fine?

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.Corey. Creator

Generally FoW in space is revealed automatically by most ships. The exception are a few heroes which are also in skirmish. LAnd FoW is not cleared by default.

Reply Good karma+2 votes

So just wanted to clarify, there are no Multiplayer Campaign maps? Even just a basic one?

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.Corey. Creator

There are not currently any in 2.2. They will be added in 2.2.5. The issue isn't making a map, it's the fact that MP GC in EaW doesn't allow a lot of the functionality that a lot of the mod's features rely on (like the new abilities, the structure lists, the build bar filters, etc) so we basically have to make a second copy of the units within the mod to specifically be used in MP, while locking them out of SP

Reply Good karma+3 votes

Ah, that sound like a lot of work! Thanks for the info.

Great mod! Have been following it since the beginning. Great job you guys!

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Highest Rated (56 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


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