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Icon Upgrades Part 1

Wednesday March 14, 2018

One of our long term goals is to redo the UI art as thoroughly as possible, and the first step in this is icons. While even that is still in progress, you can see here the first phase, some of the ship icons. The new style is much more clean, and the background on the build bar should distract from them far less. This style we plan to apply to all ships and vehicles, and then we hope to start improving hero icons as well.With 2.3, we hope to start getting into the main HUD backgrounds and start making whatever quality of life updates to the UI layout we need to to accomodate either new features, or simply make it feel a bit fresher (for now, for example, the filter buttons feel rather out of place). ...

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Preview Playthrough: Empire's End as the Imperial Remnant

Tuesday March 06, 2018

A little while ago, I started my final preview playthrough serie son Corey Loses for Imperial Civil War 2.2, covering the Empire's End GC scenario as the Imperial Remnant. Check it out for a full demonstration of how era change mechanics work in 2.2, and a bunch of other stuff. ...

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We are opening voice-over (VO) trials for space/hero units! (By March 10th)

Monday February 26, 2018

Hello everyone!We are looking for people willing to perform voice overs (VO) for a large number of space units and hero units. These will initially be for Imperial Civil War's upcoming 2.2 release (March 29th!! :0), but there should be no reason that accepted contributors won't see their work in action in any of our other Star Wars mods.Audio submissions are required to be:Around 10-20 seconds longIn a .wav, .mp3, or .ogg formatIn one file, one email per personEntered by Saturday, March 10th. Anything later will not be reviewed.What to say:Practically anything! When you submit a file to us we'll be checking for your mic quality and anything you can do that you wish to show off.You don't have to, but you could say some lines you'd hear in-game like "Our shield generator is down!" or "On our way."Use the time allotted for your audio clip to show off any accents or voices you think you can do well. If you can do multiple, fantastic! Show them all off!  Do NOT attempt to voice for specific units. That is what the selection process will deal with on our end. Feel free to do an Imperial, EoTH, or other faction voices but do not try for specific units.Refer to the two lists below for additional helpful information.If you're interested, please email an audio snippet (that follows the rules) to Every entry within the boundaries of the rules will be reviewed. Factors that will improve your chances of being accepted:A decent mic quality (no popping and minimal background noise). This is a big plus.You're not too quiet, but not too loud that you blow out your mic either lolNo mic poppingGood accents! From American to French, any and all are enjoyable!No mic poppingNo mic poppingThings to keep in mind:You will not be able to pick who you voice. Still, dress (or voice act) for the job you want!Your submission should act as a short demo of what you got. Do not expect it to be used anywhere apart from selection.Mic quality should be a higher priority than your ability to perform accents or voices, but still, show off anything you can do!Selection will not be given until after the submission due date.If you've got friends that are into voicework, Star Wars, and/or our modwork, be sure to tell them to send us something too!Feel free to show off multiple different voices or accents you are confident with; you don't have to show off only one.  Again, only send one file, one email to the provided address. You've only got one shot, so do your best!If you're picked, you will be promptly notified by email AND be told who you'll be voicing along with some directions by March 17th at the latest. If you are selected, you will be expected to submit your final lines as soon as you can and may be asked to redo certain lines.Thank you all, and good luck! All submissions will be greatly appreciated!  ...

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[ICW 2.2] Era Progression Overhaul

Saturday February 10, 2018

In this update, we talk about  changes to one of the core features of Imperial Civil War, the era system. As usual, I have recorded a video version of the update for those who prefer that over reading.For those unfamiliar with the previous versions of the mod, the era system was the system by which tech is determined in Imperial Civil War. There were 5 distinct eras, each with different rosters for the factions based on what the time period was- these were the Isard era, Thrawn era, Palpatine era, Daala era and Pellaeon era, and players would progress through the eras by killing the Imperial leader. The purpose of the system was to tie story and tech into each other. While this goal was accomplished to some extent, there were a few major issues this presented. First and foremost, while the Empire of the Hand and New Republic would always benefit from an era change, Imperial players were often unaware that while the number was getting higher, they did not necessarily benefit from era changes in the same way- it's not a direct tech system, so higher isn't always better. Secondly, while it was meant to be a narrative system, and it certainly added some depth for those who were familiar with the lore, it was not especially intuitive to players who were less familiar with this period in Star Wars. Finally for those Imperials who understood the limitations but still wanted to get to other eras, the only method available to them was to to try sacrifice their heroes directly. In 2.2, we're attempting to solve or at least mitigate all of these issues. We're adding a bit more depth and variation to era changes and the method by which they occur, adding more story to their occurrence, and even changing some of the circumstances for how they occur. In this post, we'll go over the new eras and changes, and how they can occur.Some of you may remember that one of the first changes we announced for 2.2, before it took on the scope it has, was a "regicide" feature, where you can purchase an upgrade and it will progress to the next era as if the leader had died. We ultimately decided that this could be expanded a lot more to work better into the story. Each era now has three ways they can progress, generally- voluntary, involuntary, and timed. The timed events basically occur with events that were happening independent of factional choices within the lore, and put some pressure on the Imperial player to take advantage of their power points when they can, and also help keep the game progressing when not playing as the Remnant, but the timer tends to be quite long (it's unlikely to make it to era 5 through timers alone, except in the most drawn out campaigns). Generally, there is some advantage to being proactive with era changes over losing the hero or the timed events. These can all have different effects, depending on the leader, the map and the era. There tends to be more events within the eras, and we plan to expand on this in future versions as well, but this should give an idea of where we're going. Ingame, there will be holocron entry and leader speech events to help provide more background for each event.Era 1 Part 1 Imperial Leader: Sate Pestage (Economic hero)Voluntary Progression: Isard proposes your help in Project Ambition, deposing Sate Pestage. This grants the Lusankya, along with extra heroes (ie Grand Admirals Makati and Takel, Ait Convarion).Involuntary Progression: Either Sate Pestage is killed, or Coruscant is taken. Isard still takes over on Lusankya but with a smaller hero roster.Timed: 60 weeks in, Isard completes Project Ambition on her own and takes over, but without extra heroes.No matter which method is chosen here, if Abregado-Rae and Kalist are under Imperial control, Blitzer Harrsk will split off to form Zero CommandEra 1 Part 2Imperial Leader: Director Ysanne IsardFlagship: LusankyaVoluntary Progression: Grand Admiral Thrawn offers his services, can be directly recruited.Involuntary Progression: Lusankya is destroyed in battle.Timed: 100 weeks after Isard takes over, Thrawn will complete his preparations and return to lead the fleet. Isard flees the Empire.No extra positive or negative effects occur based on progression type currentlyEra 2Imperial Leader: Grand Admiral ThrawnFlagship: ChimaeraVoluntary Progression: Emperor Palpatine informs you of the massed Imperial fleets at Byss, orders resources to complete the Dark Empire forces. You enter era 3 directly.Involuntary Progression: Thrawn dies in battle, and the Ciutric Hegemony splits off if under Imperial control. Era 3 still requires the Dark Empire upgrade to complete, or the timer.Timed: 100 weeks after Thrawn takes over, Rukh assassinates Thrawn, with the same effects as Thrawn's death in combat. Era 3 Part 1Imperial Leader: Reborn Emperor PalpatineFlagship: EclipseVoluntary Progression: Carnor Jax informs you he's been poisoning the Emperor's clones, contributing to their degeneration. If you choose to help him, once Palpatine dies no Imperial territory will rebel.Involuntary Progression: Palpatine dies in battle (on the Eclipse, or in a ground battle). Several Imperial planets potentially split off to rejoin Warlord factionsTimed: 100 weeks after Era 3 begins, Jax's assassination attempts are successful. Jax takes over, and several Imperial planets potentially split off to join Warlord factions.Era 3 Part 2Imperial Leader: Carnor Jax (Crimson Empire)Voluntary Progression: Admiral Daala asks for your allegiance in her attempt to reunite Imperial forces. Imperial heroes from previous eras will remain if you join voluntarily.Involuntary Progression: Carnor is killed in battle. Control switches to Daala, and all pre-existing Imperial heroes are removed.Timed: Kir Kanos kills Carnor Jax. Daala emerges from the Maw and begins her campaigns against the New Republic. All previous Imperial heroes are removed.Era 4Imperial Leader: Admiral Natasi DaalaFlagship 1: GorgonFlagship 2: Knight HammerVoluntary Progression: Daala decides she is not the correct commander for the Empire, offers her resignation in favour of Pellaeon. Will return in era 5 with other Replacement Warlord forces.Involuntary Progression: Daala dies in battle. Does not return as an era 5 hero.Timed: 100 weeks after Daala takes over, she resigns. Pellaeon takes over.Era 5Imperial Leader:  Gilad PellaeonFlagship 1: ReaperFlagship 2: ChimaeraGilad Pellaeon is the final leader of the EmpireThat's gonna do it for today. There are other era-based or time-based events in the mod, but this covers the actual method of progression. We're closing in very quickly on the beta phase, and so far we think we should be able to hit our target release date of March 28th for 2.2. Keep in mind though, it's still just an estimate. ...

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New Republic 2.2 Preview Playthrough - The Thrawn Campaign

Friday January 19, 2018

I will be wrapping up the 2.2 preview playthrough series with two final playthroughs- the New Republic in the Thrawn Campaign, and the Imperial Remnant in Empire's End in the leadup to the beta starting next month. I'll be showing off some of the gameplay and graphical updates to the mod as I go, talking about future changes, and a bit of what's still to come in 2.2. The first episode can be seen below, with new episodes being posted every Tuesday, Wednesday, Friday and Saturday on Corey Loses. ...

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[ICW] Testing Process & Release Date

Saturday January 13, 2018

That's right, the time has finally come for us to tell you all when the time will finally come for you to be able to play Imperial Civil War 2.2. As usual, this news post is available in both text and video form:Before we go any further, I do want to stress that everything you're about to see is a tentative guideline, not a guarantee. We can't see the future, so we don't know what circumstances will come up, but we're fairly confident in what we have planned.That being said, as we've discussed in previous updates, the testing of the mod will be handled in a few progressively more open phases. We've been testing the mod internally and with the permanent testers as we've gone, so there's a lot of issues which have been caught and dealt with already, but broader pools of testers make it far easier to test the less common occurrences and figure out things like balance issues, while exposing as few people as possible to the more major issues that tend to come up at the beginning of any testing phase. The goal with this structure is to find the easiest way to get a progressively bigger testing pool while allowing the dev team to focus on actually developing the mod, as opposed to herding a bunch of testers or trying to manually select a huge pool of potential testers.With that goal in mind, the first bit of open testing will take place on the official Thrawn's Revenge forums in the Admiral's Lounge section. This is a post-restricted board, which requires 25 posts to access. It can be accessed whether you've posted 25 times before, or during the testing period- there is no cutoff date beyond the end of testing. We know there are plenty of people who love the mod and have been just as if not more active in other places, whether that's ModDB, Discord, YouTube comments on Corey Loses, or the Steam Workshop, but the point of this is not to somehow reward or punish anyone for activity or lack thereof- as I said above, this is the simplest way for us to get a narrower but still considerable starting pool of testers that requires the least direct management by the team so we can focus on the more important bits of actually developing the mod. This is about testing it and making it as bug-free and ready for widespread play as possible, not about rewarding anyone with early access or something like that. The forums also provide the best platform to handle the posting of feedback (which is far, far less manageable in the instant-message or comment thread style of, say Discord or Steam), distribution of instructions, patch notes, and the other bits that actually go into testing. This is also not an invitation to spam, which will just annoy us and put us off of doing any sort of open testing in the future if it becomes a problem. When we've done similar testing methods in the past, some people have either tried to spam their way in, or protested that it's unfair, which is why I again reiterate, this is not about who does or doesn't deserve access or something, testing is a very important part of development, and this is the way that lets us maximize feedback and minimize how much effort goes into managing and collecting that feedback instead of actually working on the mod and acting on that feedback. We promise, we are doing our best to make sure 2.2 is as enjoyable as we can make it, and we want as many people to be able to enjoy it as possible, as soon as possible, but we need your cooperation in thisThe planned date for the testing to begin in the Admiral's Lounge is: February 15th.From here, we'll be testing for around 2-3 weeks in that stage as necessary to work out all the major issues that we can, and finalize any of the content that's still being worked on. Once we have all of that done, we'll be opening the testing board to all forum members to continue on with any balancing changes, bug fixes, etc. Once we're confident that we've sorted out everything we reasonably can, we'll be moving on from there to the final, full release of the mod. Currently we plan to have a version uploaded to ModDB, EaW Nexus, and we'll update the 2.15 Steam Workshop copy to 2.2, so if you haven't subscribed to that, make sure to do so. The Demo workshop item will be removed near the end of testing. Once the testing process is over, we plan to ask a few of the people who contribute feedback and bug reports during the process to stay on as permanent internal testers for our projects going forward.Our target date for this final release is: March 29th, 2018Around that time, we'll start posting about our plans with 2.3 and Ascendancy 1.2, some of which has already started, as well as have a lot more information and content about Fall of the Republic, our Clone Wars-era mod. That's it for now though. - The Thrawn's Revenge Team ...

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[FotR] Faction Profile: Confederacy of Independent Systems

Saturday December 16, 2017

Before we get into the update, we want to first thank everyone for their fantastic support so far through the first round of Mod of the Year. With your support, we have made it into the top 100 with not one, not two, but all three of our current projects. If you would like to vote for any of our mods in the final round of voting, you can do so by clicking on the appropriate button below, which will take you to the voting page. There you just click the "VOTE" button next to the mod's name. You can vote for as many mods as you like in this round, too. Again, we appreciate all the support! As has become our new common way to do news posts, this update is also available in video form. The video form doesn't include the historical context blurbs, but does cover both this update and the previous Republic one:The Confederacy of Independent SystemsLeader: Count Dooku, as Head of the Separatist Council (de facto Darth Sidious)Capital: Raxus SecundusHistorical Context"Our friends from the Trade Federation have pledged their support. And when their battle droids are combined with yours, we shall have an army greater than any in the galaxy. The Jedi will be overwhelmed. The Republic will agree to any demands we make."―Count DookuInitially, the separatist forces were more of a loose association of largely-independent forces sourced from various disenfranchised sectors and organizations within the Republic organized in the wake of the Raxus Address by Count Dooku, a call to action against the Senate and Jedi and what they saw as the corruption in the galaxy. The formation of the Grand Army of the Republic, and its effective sue against these individual forces caused them to more strongly integrate. Chief among these groups were organizations like the Commerce Guild, Banking Clan, Techno Union and Trade Federation, which sued their vast resources to fund the production of arms through companies including Bactoid, the Colicoid Creation Nest, and Geonosian Industries. Each of the major contributors to the CIS would operate and organize their forces somewhat independently, however with the appointment of General Grievous to command all of the separatist armies, the chain of command was unified and forces integrated more fully. Addressing the Cartoon. AgainAlthough our initial reveal post pretty much covered this, one of the most common questions we still get about the mod is whether we'll be covering the newer cartoon "or" Legends. This, like Imperial Civil War, is a Legends mod. As we covered back then the newer cartoon is part of Legends though, and has been since it started, it just also happens to have been the one thing kept along with the movies in the creation of new Canon. Yes, there are some contradictions between the cartoon and other sources, however not as many as you might think, especially on the scale where the mod is able to reflect the storyline in the first place. It also provides access to several new ship designs and characters which we would otherwise have to do without, especially on the CIS side. Besides, several contradictions already existed between previous sources- this is Star Wars, everything contradicts everything to some extent. Typically, the best indicator of where we're going with the mod is the book Essential Guide to Warfare and its endnotes by Jason Fry, which, since its release, has been effectively a production bible for us in the creation of Imperial Civil War, and now Fall of the Republic. It does a very good job of sorting out the inconsistencies and providing a broad overview of every era in Legends, while putting it all into 'historical' context.Roster OverviewThe initial releases of FotR will cover the three years of the Clone Wars, making each into its own era. One of the goals within this is to represent the move from independent command within the CIS to the unified command under General Grievous between the first and second eras, the specifics for which will be fleshed out and discussed more fully as we get further into development. There were also some other types of local forces which were involved (ie Umbarans), however these will not be fleshed out until later versions.As we're planning to do an initial beta release (0.5) and then a more fleshed out release (1.0), there will be some units left out until the latter release, allowing more time for testing while the additional assets are finished and ideally getting something playable out as soon as possible. The regular text below are unfinished 0.5 units, green are finished 0.5 units, and italics are units planned for 1.0. As ever, plans can change at any time during development, so don't take any of this as being set in stone. Some things will also be added in releases past 1.0, so if you notice something missing, don't worry, we just don't want to overload the first build (also, things like landers aren't included in the list, but will be included in the mod).Space Unit RosterSubjugator, Lucrehulk (Multiple Variants)Providence, BulwarkRecusant, Munificent, Geonosian Cruiser, CaptorDiamond, Gozanti, Lupus, C-9979Vulture Droid, Hyena Bomber, Trade Federation Bomber, Belbullab, Nantex, Rogue, Tri-Fighter, Mankvim-814, GinivexGround Unit RosterOctupterra, Crab Droid, Hailfire, AAT, GAT, HAG, HMP, MTT, MAF, Spider Droid, PersuaderB1 Battledroid, B2 Super Battledroid, Magnaguard, BX Commando, Droideka, Droideka Mk II, STAPHeroes will be covered in an upcoming post. Spoiler: There will be some acolytes. ...

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[ICW] MotY Round 2 & Systematic Upgrades

Tuesday December 12, 2017

Before we get into the meat up this update, we want to first thank everyone for their fantastic support so far through the first round of Mod of the Year. With your support, we have made it into the top 100 with not one, not two, but all three of our current projects. If you would like to vote for any of our mods in the final round of voting, you can do so by clicking on the appropriate button below, which will take you to the voting page. There you just click the "VOTE" button next to the mod's name. You can vote for as many mods as you like in this round, too. Again, we appreciate all the support! As usual, this update has a text and a video version. The contents are the same, it's just a matter of which medium you prefer. The video version can be seen here:Over the development of 2.2, we've done several updates talking about new content and content changes, and while there's plenty of documentation in both text and video form of the mod as it changes, we haven't really taken an update to talk about the more structural changes to how the mod works, or addressing what we and other people have seen as the weaker points of the mod in previous versions, so that's what we'll be doing today. Some of these things we've touched on in some ways before, and some reaches forward a bit more into 2.3, but it's good to have it all in one place. This will be divided into a few different points/categories.1. The number of projectiles (and some other factors) in the mod make it feel arcade-y/reduce the visual quality of the mod.We definitely agree with this in 2.1. Essentially, the projectile counts in 2.1 were meant to most easily and clearly represent the canon armaments of ships, however while it made it more clear in one sense, it made the game less readable in other ways. While we are keeping the representative armament system in the mod, the total amount of projectiles is significantly lower. Even SSDs, while they put out a lot of firepower, won't be covering your screen in sheets of lasers. Health has also been proportionally increased across the mod, making ships feel a lot more solid.2. Lack of abilities and similar ranges contribute to a feeling that there's not as much unit diversity in the mod in terms of actual role as there could be. Also, why are Praetor's weapons so long-ranged? And TIE Defender spam?To address the second last part first, the reason Praetors and other larger ships have such high ranges is because we were attempting to mitigate the tendency for ships to spin when they can't use as many weapons as they'd like. We've since found other, better ways to do this, and frankly the benefits aren't worth the tradeoff of the Praetor being so powerful, so that particular change has been removed. Praetors are meant to be damage sinks, not snipers, and their new range will reflect that. In general, ships will have a broader... well, range of ranges helping to contribute to their ability to fill different roles. There's also going to be a split in the Concussion Missile weapon type, with one anti fighter type (which is what is currently in the mod), and an anti-ship variant, the kind you'll find on ships like the VSD, which will help them become more dedicated capital ship killers. A lot of the changes in weapon types, among other things, are to help smaller ships become more viable in general. In addition to the weapon changes, there have been changes to population cap to help some units feel less clustered near the bottom, and make super ships like the Executor feel like more of an investment. The new space cap is 60 instead of 40, with the cost of mainline capital ships brought up to 6 from 4, which provides us with extra space to distribute some of the smaller ships. In the case of the top-of-the-line fighters like TIE Defenders and Furions, their pop cap value has been increased to 2, meaning only 30 squadrons can be fielded at once instead of 40, and they have also been nerfed in other ways.Abilities have also been given another look in the mod- we've never liked the idea of just renaming Power to Weapons a couple times, slapping it everywhere, and calling it a day, so while the base game abilities will be making more of an appearance than before, we've also added in some fully-custom abilities to flesh units out even more. In the mod right now are the new single-unit retreat and microjump abilities, as well as boarding abilities, the ability to rotate space stations on command, and in future versions we will continue to flesh out this list with more abilities. Some more general, others specifically tailored to individual units.3. AI ImprovementsIn previous versions, we didn't edit the AI from the base game much beyond adding in the necessary tags for the AI to sue our new units, and that sort of thing. There are a few technical reasons for this which I won't go into, but in 2.2 this has changed, so in 2.2 and beyond you can expect to see some significant changes to AI behaviour. A lot of the reworking will come in 2.3, but we've already implemented or at least started to implement certain behavioural changes which should make the AI's actions make way more sense and remove some of their more exploitable tendencies. For one, units will no longer idle below allied space stations and allow themselves to be picked off. While they will still prefer to hang out near their stations, their ships will now move out to meet approaching enemies (prioritized by type, though that's fairly rudimentary so far). This also applies to ground unit behaviour, which should no longer exclusively hang out around bases either. The other major space tactical change for 2.2 is that the AI will no longer use corvettes and fighters to randomly scout the map, and this is a fairly impactful change. Instead, they will focus on actually fulfilling their roles. Which brings us to...4. SSDs are just too powerful, and too common. It's too easy to win once you get one.When you fight an SSD, or use an SSD, it's supposed to feel somewhat rare and cool. In 2.15, they were everywhere, and once you got them, you essentially could win any engagement. Once you knew how to handle them, they could still be beaten by the player but the AI couldn't really handle them. We've made several changes to address this, as well. First, build limits are significantly reduced. The typical cap for SSDs is 1 at a time, and a lifetime max of 3. The exception are Bellators, which are a lifetime cap of 4, and a current limit of 3. We've also made it so their weaknesses are more pronounced, making them easier to take down with proper tactics, and as importantly, easier to lose. They have become significantly more vulnerable to bombers (which combined with the AI's proper usage of bombers, makes it so you need to defend them a lot more and can't drop them in haphazardly), and have the oft-requested engine hardpoint to help stop them from escaping with 5 turbolasers left, which was incredibly annoying in previous versions. No longer does an SSD mean victory, it just means you have an powerful ship which excels in its niche against capital ships, as it should, but with especially pronounced weaknesses where it struggles against groups of smaller targets.5. The era-system is lacking in some ways story-wise, and it's not always clear that higher era doesn't necessarily mean better tech for the Remnant players.We wanted to bring this up to acknowledge it, but the next news post will be specifically about the multi-era GCs and the changes to era progression, so we'll hold off on that discussion until then.6. Everything moves really fast in ground battles, and it feels weird.Our attitude towards ground battles in previous versions was that they were bad, and they weren't entirely fixable, so we weren't even gonna try- we were just gonna make them as painless as possible, and move on. This was the wrong attitude, and is certainly a valid criticism of existing versions. However, this won't be an issue we tackle all at once. There's a few key things we've done in 2.2, namely infantry firing while running and trying to add a bit of variety within them, removing the worse and larger ground maps, working on a better distribution of ground maps so it feels less repetitive (there's now generally at most 2, in a few rare cases 3 planets using any given map between 250 planets in the mod, so you shouldn't notice as much repetition), and some balance changes, along with reverting the aforementioned pacing change. In 2.3, we want to do a more thorough retooling of some ground systems, so we'll talk more about that when the time comes and we've fleshed it out even more.So that's obviously not an exhaustive change list, but hopefully it's assuaged some concerns for people, or convinced people who may not have been as keen on 2.15 to give 2.2 a shot. We're always looking to improve the mod, so we're always happy to hear feedback both during development and afterwards for the next version. So far, we're very happy with the direction we're going so far wi... ...

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[FotR] Faction Profile: The Galactic Republic

Wednesday December 06, 2017

We said in the initial announcement for Fall of the Republic that we'll be focusing solely on Imperial Civil War 2.2 until release, save for some art assets, and while that has been the case (so no FotR-specific screenshots quite yet), as we get closer to the Imperial Civil War release we'll be able to start talking about Fall of the Republic a bit more. Keep in mind, while ultimately the mod will cover a larger time period, the first two releases will solely cover the 3 years of the Clone Wars, and that's what this faction profile covers as well.The Galactic RepublicLeader: Supreme Chancellor Palpatine (22BBY-19BBY)Capital: CoruscantHistorical ContextThe Galactic Republic, for the years leading up to the Clone Wars, did not have a standing regular army. Instead, it relied on sector forces to control their own affairs and deal with any impending threats with occasional help from the Jedi, as in the cases of the Mandalorian Civil War, Stark Hyperspace War, and the Separatist Crisis at Naboo. Some of these sector forces stood out as more powerful than the others, like the Seswanna Defense Force under Ranulph Tarkin, and the Kuati Sector Forces, but all were subjected to strict limits on armament and hyperspace capability by the reforms of the Ruusan Reformation 1000 years prior. Large ships like the Mandator and Praetor classes had long served in these regional forces, sometimes flaunting the longstanding regulations. Ranulph Tarkin in particular spent years attempting to form a more organized defense fleet for the Republic and from 57 BBY to 22 BBY when the Clone Wars began, the Republic Outland Regions Security Force attempted to fill that void with the leadership of Ranulph and later his nephew, Wilhuff Tarkin. After this point, with the outbreak of the Clone Wars, the Republic fully organized and moblized its armed forces, bolstered by millions of Clone Troopers ordered in secret by Jedi Master Sifo-Dyas and supported by all new state-of-the-art warships.Roster OverviewWithin the first two versions of Fall of the Republic, the three eras present will be the three years of the Clone Wars. During the earlier years, there will be a heavier reliance on the sector forces, with the later eras involving more of the Grand Army of the Republic's units and some of the units they developed leading up to the declaration of the Empire. If the two primary factions of FotR could be reduced to their simplest form, then the CIS is quantity over quality, while the Republic is quality over quantity. While their and vehicles ships tend to be smaller than their CIS counterparts, they tend to be a bit better proportionally, and in terms of fighters, significantly outclass the Separatists.As we're planning to do an initial beta release (0.5) and then a more fleshed out release (1.0), there will be some units left out until the latter release, allowing more time for testing while the additional assets are finished and ideally getting something playable out as soon as possible. The regular text below are unfinished 0.5 units, green are finished 0.5 units, and italics are units planned for 1.0. As ever, plans can change at any time during development, so don't take any of this as being set in stone. Some things will also be added in releases past 1.0.Space Unit RosterPraetor I, Imperator, Tector, Mandator IIAcclamator I, Acclamator II, Dreadnaught, Venator, Victory ILight Assault Cruiser, Carrack, Arquitens, ChargerARC-170, Delta-7, Eta-2, V-19 Torrent, H-60 Tempest, Z-95, Y-Wing, Alpha-3 Nimbus, NTB-630, PTB-625Ground Unit RosterAT-RT, AT-PT, AT-AP, Juggernaut A5, Juggernaut A6, AT-TE, BARC Speeder, LAAT, TX-130 Saber, TX-130T, AV-7, ISP, UT-ATClone Troopers (P1), Clone Troopers (P2), ARC Troopers, JediHeroes will be covered in an upcoming post. We do have a poll going where you can vote on which jedi heroes get included by clicking here.It's currently Mod of the Year time, so if you're so inclined you can vote for any of our projects by clicking on the links below and then the "vote" button on their page. We haven't shown much of FotR, but we'd still appreciate your vote for Ascendancy or Imperial Civil War if we haven't quite won you over yet with the bits we have shown.Imperial Civil WarAscendancyFall of the RepublicAlso, as with ICW and Ascendancy, Corey will be doing some preview FotR livestreams and playthroughs on his Youtube/Twitch channels as the mod progresses. The pages for those can be found hbere:YouTubeTwitchSo, hopefully that gives you a decent idea of where we're going with the faction. The CIS breakdown shouldn't be too far off. ...

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Frequently Asked Questions

Confused about how you're meant to be playing the game? Something happening which you don't understand? Below are common questions asked.

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Are you going to include X?
If you have a suggestion for additional content for the mod please feel free to post and discuss the details on our forums. Before posting please make sure that your suggestion is relevant to the premise and timeframe of the mod and remember that there is no guarantee that suggestions will be acted upon.
Can I play Thrawn’s Revenge in Multiplayer?
Yes. Thrawn’s Revenge includes several Multiplayer GC and Skirmish maps. Remember to make sure both parties have Forces of Corruption updated the same, have exactly the same version of the mod, and don’t have any old files or other mods in the Data folder. Please be aware that Forces of Corruption may not be cross-compatible between Disk and Steam versions of the game.
Can I use your content in my mod?
You many not use any content from this mod without the permission of Corey or the original content creator. You can contact Corey at
Does Thrawn’s Revenge conflict with Republic at War?
Republic at War installs its scripts and AI files into the base game folder. This means that it overrides the vanilla game files and, in some cases, mod files. We cannot guarantee that these files will not impact upon Thrawn’s Revenge and recommend that players rename or move the \XML\AI and \Scripts folders in Forces of Corruption’s Data folder before playing Thrawn’s Revenge. Remember to rename or move back the folders before you next play Republic at War.
How do I install Thrawn’s Revenge?
Please see the installation instructions on on the downloads page.
How do I advance tech level?
The tech level system from vanilla EAW does not exist in Thrawn’s Revenge, apart from in Skirmish. For more details on the system used in Thrawn’s Revenge please see the era system page.
I get an exception error when I try to start Thrawn’s Revenge.
Make sure that you have installed Thrawn’s Revenge in the right place and have the necessary patches. For more information on this see the downloads page. If this still does not solve your problem please post in the Tech Support area on our forums.
Why can’t I build X?
Not all units are available in all eras, GCs or in skirmish. For more information about which units are available please see the relevant Faction, GC and Skirmish pages.
Why don’t my heroes respawn?
Unlike in vanilla EAW heroes do not generally respawn in Thrawn’s Revenge – when they die, they’re dead. For more details on why we have taken this approach, and on some limited exceptions, please see the other changes page.
Will you make a Clone Wars mod?
Although we have previously released two version of our Fall of the Republic Minimod, the project to develop a complete version was discontinued several years ago. We have no plans to revive or start production on a Clone Wars era mod.