Empire at War Expanded (EaWX) is a series of mods by the Thrawn's Revenge team for Star Wars: Empire at War which overhauls all aspects of gameplay and graphics while bringing the game into different parts of the Star Wars timeline, attempting to incorporate elements of modern grand strategy and 4X gameplay from games like Stellaris and Total War into Empire at War. The project was started in 2006, and in recent times we've moved to trying to do monthly live updates, bringing new, improved, and refined content with each release. The main project for the last 14 years has been Empire at War Expanded: thrawn's Revenge, taking place in the Post-Endor period of the Star Wars galaxy, covering the collapse of the Empire after Endor through to the end of the war between the burgeoning New Republic and their peace treaty with the Imperial Remnant, although this timeline is being expanded into the Yuuzhan Vong War, Swarm War, and Second Galactic Civil War period and events up to 44 years after Endor with upcoming updates. A second mod, EaWX: Fall of the Republic, is launching in early January 2020, bringing the same gameplay style to the Clone War period, covering the galaxy-spanning conflict between the Jedi-led Clone Army and the Separatist Battle Droid armies.
As we approach beta it's time to see more Hapan stuff! In this video I break down the entire Hapan space roster for 3.2, including general roles and their 5 starbase levels.
In this update video, we go over upcoming changes to the CIS, Republic and New Republic governments, as well as some changes to how orbital structures...
We're finally ready to properly start showing off the Hapans, so today we're starting with the basics of how the Hapan government mechanics will work...
In this update, we talk about the new changes coming to the economy in EaWX.2, for both Thrawn's Revenge and Fall of the Republic, shifting towards more...
It's still going to be a bit before we have proper in-depth previews for the faction, but for now I've put together a quick teaser with some of the finished...
This backup version of Thrawn's Revenge 3.1 is intended fore those who want to continue old saves. New versions are available.
Conquer the Star Wars galaxy after Endor with multiple factions and fully-reworked battle mechanics.
2.3.6 Release of Thrawn's Revenge, for Steam. Includes space reworks.
2.3.5 for the Steam version of Empire at War: Forces of Corruption
2.3.3 for the Steam version of Empire at War: Forces of Corruption
This is a specifically modified version of the mod to allow some level of compatibility with the GoG and retail disk copies of Empire at War. The Steam...
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hello i was wondering if we could get a picture of the Imperial APC model that you guys have since there is not that many pictures of it?
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Hi, sorry to bother you, I was wondering if you're going to add any new ground units like, clone commandos, commando Droid, and Death troopers. The reason I'm asking is because I was in a multiplayer match and was overwhelmed by a spam of New Republic ground star fighters (V-Wing Ground unit). I was the Empire and tried to find a way to counter them, but I lacked ground fighters of my own or other special forces or units that can handle them. (My opponent tactic was simple they spam V-Wings to take out my Power Generator or Shield Generator and quickly destroy the Command Center, with Orbital Bombardment and Bombing runs. Its really frustrating and a pain with the lack of air force or special forces.)
Sorry, to bother you, I will wait for your reply Happy Holidays
How could primarily anti-ground special ops troops help against fighters? Build at-aa's to kill them. Happy hunting.
Hello there, first let me says that I really love your work, ThR is my favorite mod for empire at war, maybe the only mod of this game, with FotR, that I still plays nowadays, so, thank you !
Secondly I have a couple of questions, (maybe already asks, sorry about that)
*Concerning heroes and units ;
-Will you add; - Jeng Droga (for dark empire era) ?
- All 7 Jerec's dark jedi (in a team maybe ?)
- The Eclipse II
*Concerning eras and maps ;
-Will you add; - Starting credits for each campaign in the menu ?
- Korriban to the main maps (I always do it myself, that's my favorite planet)
-I love Dark Empire and 60 weeks with Palps are for me too short, have you ever planned to incorporate the posibility to stop era progress, like if you can trigger an event, you could make it stop, in exemple ; Carnor Jax informs you that he poisonned palps's clones so you have to choose between helping Jax or reveals it to Palps. (a feature similar to the one in FotR)
There, sorry for the text pav ! Thank you for your amazing work and greetings from Belgium.
Hey man, is difficulty to add a planet? i love korriban too
Go in your XML file - conquests - and you can choose your galactic map, the biggest map, is empire'send, it is located in "Campaigns_EmpireEnd.xml"
From there, under -location-, you add your planet
here korriban, you add it like that :
korriban,
Do not forget to add under -trade routes-
Korriban_Telos,
Korriban_Yavin,
And for starting forces that's more difficult now, since they removed it from xml, for era change, so you need to look to other little campaigns, it's easy to understand, but, do not touch to startings planets like coruscant, byss, etc. it will affect your playtrought.
If you want starting forces, go under (in exemple)
<!-- ******************** FACTION: Empire ************** -->
<Starting_Credits> Empire, 0 </Starting_Credits>
<Starting_Tech_Level> Empire, 1 </Starting_Tech_Level>
<Max_Tech_Level> Empire, 5 </Max_Tech_Level>
<Starting_Forces> Empire, Vros, Placement_Dummy </Starting_Forces>
And add
<!-- Korriban Space Forces -->
<Starting_Forces> Empire, Korriban, MTC_Sensor </Starting_Forces>
<Starting_Forces> Empire, Korriban, Generic_Star_Destroyer_Two </Starting_Forces>
<!--Korriban Land Forces -->
<Starting_Forces> Empire, Korriban, Empire_MoffPalace </Starting_Forces>
Change it at your will you even can add dark jedi (Imperial_Dark_Jedi_Squad)
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