
Empire at War Expanded: Thrawn's Revenge is a large-scale overhaul of Star Wars: Empire at War: Forces of Corruption. The mod is produced by Corey Loses and the Empire at War Expanded team, and a part of the EAWX series of mods. The current version is 3.4, released on April 2nd, 2024.
It focuses on the events of the Galactic Civil War between the death of Emperor Palpatine at the Battle of Endor and the signing of the Pellaeon-Gavrisom Treaty in 19 ABY. Future plans include the Yuuzhan Vong War and the Second Galactic Civil War.
Gameplay[]
In Thrawn's Revenge, the player takes control of one of many warring factions in the Star Wars galaxy following the Battle of Endor and the deaths of Emperor Palpatine and Darth Vader, as seen in Star Wars: Episode VI - Return of the Jedi. Most campaigns start immediately following the Battle of Endor, when the Galactic Empire first fractured into multiple independent warlord states with a variety of rulers vying for their claim to being the true heir to the Empire. The player controls heroes, fleets, armies, defenses, and structures as their faction competes with others for control over the galaxy, waging battles over numerous planets encompassing the galactic map. As time progresses, new heroes and units can become available or be lost depending on the faction, with each factions interacting with their special government mechanics to increase their strength or adapt to new situations.
Playable Factions[]
Faction Icon: | Faction Name: | Description: |
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New Republic | The New Republic is the successor state to the Rebel Alliance, established following the Rebellion's victory over the Emperor at Endor with the destruction of the Death Star II. |
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Galactic Empire | The Galactic Empire fell into disarray following the Battle of Endor, with many warlord groups splitting off from the Empire to form their own fiefdoms and leaving the line of Imperial succession blurry, allowing many different figures and groups to step in to take charge of the Empire at various times. |
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Empire of the Hand | Formed by Grand Admiral Thrawn during his 'exile' to the Unknown Regions, the Empire of the Hand is a mix of Imperial machinery and organization mixed with Chiss engineering and tactics, all held together by the strategic mastermind that formed the Hand and the promise that he would return. |
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Pentastar Alignment | One of the largest breakaway groups from the Empire, the Pentastar Alignment was formed by Grand Moff Ardus Kaine as a cooperation between Imperial leadership and corporate overlords in the galactic north. |
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Eriadu Authority | Derived from the power of the royal families of Eriadu, the Eriadu Authority is ruled by the eccentric Sander Delvardus, at first commanding a hold of the Greater Seswenna region of the Outer Rim surrounding Eriadu and Sullust, but were eventually routed from their center of power and forced to flee to the Deep Core. |
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Greater Maldrood | Formed from the union of Imperial forces loyal to the brothers Treuten and Kosh Teradoc, the Greater Maldrood held leadership over the Crimson Command, a striking fleet of crimson red Victory Star Destroyers, and an array of space in both the Deep Core and the Greater Maldrood region of the Rim. |
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Zsinj's Empire | At its height the most powerful of the Imperial Warlord groups, Zsinj's Empire was ruled by Warlord Zsinj, who cobbled together a mass of Imperial subjects loyal to him as well as a network of pirates he happily worked with to further his ambitions. |
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Hapes Consortium | An isolationist matriarchal society, the Hapans remained shrouded in mists and mystery until the events of the post-Endor galaxy forced them into the spotlight, bringing along with them the conflicts of their royal houses and courts. |
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Corporate Sector Authority | Governed by a conglomeration of corporations, the Corporate Sector Authority tends to stay out of the way of galactic powers in their corner of the galaxy, though profits are to be made by spreading their dystopic ways across the galaxy. |
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Hutt Cartels | The Hutt Cartels rule Hutt Space as the galaxy's longest ruling Mafioso government, using their power and authority to spread crime both within and throughout the galaxy. |
Non-Playable Factions[]
Faction Icon: | Faction Name: | Description: |
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Corellians | Known for their independent streak, the Corellians have rarely been fully ruled by anyone in galactic history, save for themselves. Though they were a subject of the Empire, they always maintained a sense of independence and following the Emperor's first death at Endor, the Corellians continued their independent run in various forms throughout the decades, eventually waging a new galactic civil war against the New Republic's successor state, the Galactic Alliance. |
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Duskhan League | Once enslaved by the Empire, the Yevethan people rose up and conquered their conquerors, capturing many of their ships and shipyards within the Koornacht Cluster, biding their time to make themselves known to the galaxy at large and show them how uncivilized they can be. |
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Ssi-Ruuvi Imperium | A dinosaur like species from the Unknown Regions, the Ssi-Ruuk came onto the scene immediately following the Empire's defeat at Endor, launching invasions against the Chiss Ascendancy and the Known Galaxy in order to capture more living beings for their mysterious process of Entechment. |
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Chiss Ascendancy | The Chiss date back thousands of years within the Unknown Regions, regarded as the most organized and civilized of the major groups within the Unknown Regions. The Empire's Grand Admiral Thrawn was the galaxy's most prominent of the Chiss, as he was exiled from his people for his use of first strike tactics. |
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Mandalorian Clans | Representing the disparate Mandalorian groups that governed their home worlds, the Mandalorians were never able to amount to a large-scale galactic player following the Old Republic era. |
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Killik Hives | An insectoid hivemind people, the Killik Hives had the ability to join members of other species to their hivemind, becoming Joiners. This would lead them into conflict with the Chiss and the Galactic Alliance, resulting in the Dark Nest Crisis and the Swarm War. |
Independent Warlords | A large number of worlds during the post-Endor period remained neutral, not joining the New Republic or any other group. While some of these worlds just wished to maintain their independence, many were ruled by cruel and authoritarian governments and warlords. |
Important UI Info & Difficulty[]
Thrawn's Revenge makes a number of large changes to the User Interface (UI) from the base game Star Wars: Empire at War. The Build Bar, where all unit production is selected and queued up, has been divided into five individual segments for Ground Production, Political Options & Research, Space Structures, Light & Heavy Frigate Production, and Capital & Dreadnought Production. This is due to the large amount of new units and options available to every faction. The most useful new UI options for players are the various information tabs. The golden "Government Information" button shows the player all information related to their faction's government mechanics, the silver "Resource Information" button shows the player all information related to their galactic economy, and the number of information buttons available at the left hand side of the screen gives the player details on Galactic Military Strength, Corporations and Planetary Influence Units, Story Events and Research Options, and Hero Traits & Bonus. Above these informational tabs on the left is an icon represented by gears, the "Advanced Options" menu. By selecting this option while you have a planet selected, the player can enable a number of different options such as Cruel Difficulty and Canon Units.
The player sets their chosen difficulty before entering into a game mode, and they can set and change their difficulty after entering the game from the Pause menu. A new option that Empire at War Expanded has introduced is the difficulty modifier known as "Cruel" difficulty. Enabling this option within the "Advanced Options" menu will give the enemy A.I. a significant boost to their credit income and reduction in their build time. The A.I.'s modifiers for Credit Income and Build Time are as follows:
- Recruit: 0.6x Credits, 1.5x Build Time
- Captain: 1.0x Credits, 0.95x Build Time
- Admiral: 1.35x Credits, 0.8x Build Time
- Cruel Recruit: 1.5x Credits, 0.8x Build Time
- Cruel Captain: 2.0x Credits, 0.6x Build Time
- Cruel Admiral: 4.0x Credits, 0.5x Build Time
Galactic Economy[]
There are four main parts to the Galactic Economy for each faction in Empire at War Expanded: Credits, Ship Crews, Infrastructure, and Population Capacity. All information on your faction's economic resources can be found in the top left corner of the UI, or in the silver "Resource Information" button.
Credits are the currency that all factions make and spend to build new structures and units. All planets and locations have a base credit value, ranging from 0 to 500 Credits, which accumulate every cycle. The credit income on each planet can be increased by building Tax Agencies, which double the base credit income on a world, but reduce a faction's influence level on that planet by 2; Trade Ports, which can be built in the economic slot of a planet's orbit in limited capacity galaxy-wide, which bring in a flat 50 credits for each connected hyperspace route that the Trade Port's owner controls, or 100 credits for each connected and controlled hyperspace route if the Trade Port is on a Trade Hub World, denoted by the Credit icon below a planet on the galactic map; and Mining Facilities, which can be built on specific mining worlds, as denoted by the Mining icon below a planet on the galactic map, which bring in a flat 400 credits per cycle on the world it is built.
Credit income is reduced every cycle by a faction's Upkeep Costs, which are the flat costs that represent maintaining ships in their fleets and special structures on planets. Structures such as Local Infrastructure cost 250 credits per cycle in upkeep, Ground-to-Space Weapons (Hypervelocity Guns and Ion Cannons) and Naval Academies cost 150 credits per cycle in upkeep, and Labor Camps cost 50 credits per cycle in upkeep. Upkeep can be reduced by building production factories, which reduce upkeep by 10 credits per cycle for each Light Factory built, 20 credits per cycle for each Heavy Factory built, and 30 credits per cycle for each Advanced Factory built.
The second major resource in Thrawn's Revenge and Empire at War Expanded are ship crews, which represent the trained crews that a faction has to be able to staff their warships and fleets. A Faction's Capitol Structure generates 10 Crews per cycle, and more crews can be produced by constructing Naval Academies, which provide an additional 10 crews per cycle for each Naval Academy built. Ship Crews are a stockpiled resource that are only spent when a new ship is built, and if a faction does not have enough ship crews for certain ships, then those ships will be grayed out in the build bar.
The next major economic resource is Infrastructure. Unlike Credits and Ship Crews which are stockpiled resources, Infrastructure is calculated as a numerical score based on the worlds a faction controls and the balance between their empty structure slots and their filled structure slots. If a faction overextends themselves by capturing many worlds but not building up structures on them, they could incur a deficit in their Infrastructure Score, which will cause penalties to future construction. If a faction's Infrastructure score is between 0 and -29, their build times on all units and structures will increase by 50% and their build costs on all units and structures will increase by 100%. If their infrastructure score dips below -30, they will see a 200% increase in both their build time and build costs on all units and structures. Keeping a faction's infrastructure score in the positive is a simple process, as it just requires a faction to have more structures built in total across all planets than their number of empty structure slots.
The last major resource of concern to all factions is their Population Capacity. This resource can be seen on the bar on the top left portion of the UI, where the player can see their factions current used Population Value versus their Population Capacity, or Pop Cap. Every unit in Empire at War has a Population Value, seen as the number in the top left corner of their infobox. A faction can only sustain a total number of units with a population value lower than their max pop cap, and if they meet or exceed this number, they will be unable to build any more units until they are below their max pop cap. There are several ways that a faction's max pop cap can be increased. Planets can give a small boost to a faction's max pop cap, ranging from values anywhere between 0 and 30, while each Faction Capitol Structure can increase their faction's max pop cap limit by 300. Shipyards can increase the max pop cap limit, by 5 for Light Frigate Shipyards, 10 for Heavy Frigate Shipyards, 30 for Capital Shipyards, and 75 for Dreadnought Shipyards. The most drastic way to increase a faction's max pop cap is to build Golan Colonies in a planet's space economic slot, as the Small Golan Colony increases the faction's max pop cap by 50, while the Large Golan Colony increases the faction's max pop cap by 150.
For more information on how various parts of the galactic economy interact with one another, including construction systems and the influence system, please see the chart below.
Heroes[]
Heroes in Thrawn's Revenge are some of the most powerful units in the mod, capable of changing the outcome of battles by their presence. Heroes are plentiful in Thrawn's Revenge for every faction, with most factions having means and government mechanics allowing them to recruit many more heroes. Heroes are not invincible however, and if a Hero dies in Thrawn's Revenge, with rare exception they are permanently dead and will not respawn. Heroes have a vast number of traits which apply bonuses, either to themselves or to allied units deployed into battle with them. These can be seen in-game from the information tabs on the left-hand side of the UI, as well as in the image below.
Government Mechanics[]
Most factions have Government Mechanics available to them in Thrawn's Revenge, reflecting the unique ways each faction are structured and how they operate internally. Each faction's government mechanics are mostly unique, with a few mechanics shared across similar factions. The New Republic features their Chief of State Elections and their Military Command Staff as their two mechanics, reflecting them electing new leaders with policies that change things for the faction such as military unit and commander availability and influence on certain planets, and their Command Staff is the means by which the New Republic can place certain commanders in active duty on the front lines, and replace them with other officers following their demise.
The government mechanic shared by all Imperial factions is the Legitimacy System, representing the Imperial Civil War that raged after Endor, allowing the major Imperial factions to fight among one another and prove who is the true heir to the Empire, earning the loyalty of various Imperial heroes and smaller warlord groups along the way, culminating in the major faction themselves being integrated into one another until the Dark Empire is formed, as the Reborn Emperor Palpatine approaches the most legitimate Imperial Warlord to form his Dark Empire, granting the "winner" of the Imperial legitimacy mechanic multiple regimes of new heroes and units.
The Galactic Empire have their own mostly-unique mechanic with their Regime System, as they are able to choose who leads the Empire, starting under the rule of Sate Pestage immediately following Endor, and the Imperial player is able to decide whether or not to keep Pestage as their leader, or to pass leadership onto the rule of Ysanne Isard or the Central Committee of Grand Moffs, and then possibly Grand Admiral Thrawn after either of those regimes. The only other faction that employs the Regime System is the winner of the Dark Empire in the Imperial Legitimacy System, which could be the Galactic Empire themselves, granting them two sets of Regimes. However, if the Empire unlocks Dark Empire, they will be stuck in whatever regime they enter Dark Empire with, so they must choose carefully who their leader is at the time, as it will be locked in place.
The Hapes Consortium's government mechanics deals with the relations of their Royal Houses and the gaining of favor of each, represented by numerical scores which can be increased by building House Structures and Shipyards on worlds and by successfully completing missions given by each House. The Corporate Sector Authority has their Ship Market, from which each cycle a ship will randomly be added to the Ship Market and they will be able to purchase them, allowing to form very diverse fleets. The Empire of the Hand does not currently have government mechanics, as they are being developed and will release in an undetermined future version.
The Hutt Cartels have two government mechanics, their "Scum & Villainy" path and their "Remobilization" path. The path of "Scum & Villainy" represents the Hutts' criminal elements and connections, and grows by them sending out smugglers across the galaxy and completing specific missions. Proceeding down this path will unlock new heroes, Boarding Shuttles, and ultimately will unlock the Darksaber, a unique Dreadnought equipped with a super-laser available only to the Hutts. At the same time, the Hutts can go down the path to "Remobilization," representing the Hutts re-armament and re-establishment of the Hutt Empire as has happened at various times in galactic history, which can be furthered along by sending ships to Bootana Hutta and completing specific missions. This path unlocks multiple new units for construction and a few new heroes.
Planet Bonuses & Influence[]
Various planets and locations in Thrawn's Revenge allow factions to build some special structures, such as Corporations to get build cost and time discounts on select units, and Cloning Facilities to produce infantry cheaper. Some planets can even allow factions to build unique units on that world if they gain a certain level of influence. Every faction has a level of influence on each world they control, which is reflective of the local inhabitants feelings towards the faction, reflected on a scale from 1 being the lowest influence possible to 10 being the highest. Certain structures can reduce or increase influence on a world, for example the Local Infrastructure structure increases your influence on the world by 2, but the structure has an upkeep of around 250 credits every week.
Buildings like Tax Agencies and Labor Companies reduce a faction's influence on a world, while Faction Capitols, Local Infrastructure, and Corporations all increase influnece. Additionally, filling all structure slots with structures on both ground and space will increase influence on a planet by 1 for each, giving another means of increasing local influence. If a planet has buildable Influence Units, it will say so in both the planet's description infobox as well as the Influence Information tab on the left hand side of the screen.
If a planets influence score on a world dips below 4, it will begin to incur "Revolt Stacks" represented by red-colored raised fists attached to a planet's icon. If three of these revolt stacks are incurred on a planet, it will revolt against its current owner and either join a different faction or will become independent. An influence score of 3 on a world grants the planet a 33% chance to accumulate a Revolt Stack, an influence score of 2 grants the planet a 50% chance to accumulate a Revolt Stack, and an influence score of 1 grants the planet a 100% chance to accumulate a Revolt Stack. These stacks can only be removed if the planet has an Influence Score of 6 or greater, which can remove one Revolt Stack per cycle.
Unit Strengths & Weaknesses[]
Every unit in Empire at War Expanded has strengths and weaknesses, but unlike in the base game, units do not counter each other in the standard "Rock-Paper-Scissors" style of combat. Instead, every unit has different levels of armor and weaponry that determine the damage they deal and what resistances and modifiers they have to sustaining certain types of damage. For instance, a Single Light Turbolaser hardpoint deals 20 points of damage as a base, but how much damage it does depends on what it is targeting. If targeting a Corvette, it will deal 75% of its damage to the shields and 70% of its damage to the corvette's armor, dealing in total 15 points of damage against corvette shields and 14 damage to its hull. But if targeting a capital ship, it will deal 25% of its total damage to the shield and 50% to the hull, dishing out only 5 points of damage to a capital ship's shields and 10 points of damage to its hull.
Different weapon types have different uses, and their use needs to weighed against possible enemy countermeasures. Heavier Turbolasers and Ion Cannons are generally meant to engage capital ships and similar large vessels at longer ranges, Laser Cannons perform the best when used against Fighter Craft, and Torpedoes and Missiles are mostly ineffective against corvettes who typically come equipped with Point-Defense Systems capable of shutting down munition projectiles. However you can overwhelm these corvettes with large quantities of Munitions, which is a surprisingly effective strategy. However this strategy only works well if you're firing at a small group of corvettes, or a single corvette. To see a full breakdown of weapon types and their damage modifiers against different ship types, see the chart below.
Space Projectile Damage and Armor Breakdown
Ground Projectile Damage and Armor Breakdown
Space Battles[]
In tactical space battles, Thrawn's Revenge features large-scale fleet engagements with a large number of ships, starfighters, and engagements. The tactical space pop cap for battles is set at 300, allowing both battle participants to have a number of units with up to that value in population capacity onto the battlefield at once, with more waiting in the Reinforcement Pool. Space defenders can have up to four Orbital Structures on a planet, with their Primary Defensive Starbase, their Secondary Defensive Starbase, their Construction Structure, and their Economic Structure. The Defensive Structures are going to orbital stations like the ubiquitous Golan Defense Platforms, the Construction Structure will be the Shipyard Structure which can call in a defensive garrison to aid a planet's defense, and the Economic Structure will be occupied by Trade Ports or Golan Colonies.
Ground-to-Space Weapons can have an impact on battles, as if a faction has a Hypervelocity Gun or Ion Cannon built on the ground of the planet that a space battle is occurring over, it can target the attacker's ships to aid in the battle, recharging after use till it can be fired again. Even outside of space battles, Ground-to-Space weapons can destroy enemy ships, if they are left in orbit of a world which has a GTS Weapon present. This Blockade Attrition effect cannot destroy heroes or Super Star Destroyers.
Regarding Super Star Destroyers, a new feature to Thrawn's Revenge is Persistent Damage for Dreadnoughts. As Dreadnoughts are powerful weapons of war and are fairly rare on the galactic map, they maintain damage done to them in battle, unlike most units who if not destroyed are immediately repaired to full health and functionality. This means that if a damaged SSD flees a battle, they will maintain their damage level instead of being repaired immediately. While this damage is persistent, it is not permanent. Damage done to Star Dreadnoughts is repaired weekly, with 10% of the damage sustained being repaired at a credit cost of 5% of the Dreadnought's unit cost. If a faction cannot afford this cost, the Dreadnought does not get repaired that cycle. This prevents SSDs from being nearly destroyed and immediately used again in a new battle, and allows enemy fleets a chance to hunt down a damaged Dreadnought if it escaped.
Ground Battles[]
Ground battles see significant changes from the base game due to changes in weapon types and damaged, armor protections, company sizes, and many full map changes. As with the base game the max pop cap that can be deployed in ground battles is 10, but many Unit Company sizes in EAWX are much larger than the base game, allowing for larger ground battles. One of the main changes EAWX has made is all landing zones now have different pop values to them, with some being worth 2 extra pop cap, and a few being worth 5 extra pop cap, with your initial landing zone always allowing you to land 5 pop cap worth of units.
Another major change is that all Landing Zones also have a secondary value to them: Field Bases. Each Landing Zone is based on a build pad, from which a faction that captures it can build a variety of Field Bases which supply them with different units, from Assault Bases providing more standard military units, Support Bases providing field medics and combat mechanics, to Guerilla Bases providing recon troopers and elite units. These have value for both the attacker and the defender, making capturing these points a priority for both sides to add to their firepower. Some worlds feature Victory Capture Points, which are special landing zones that if captured by the attacker, can win the ground battle without the need for completely eliminating the enemy presence from the map. These Victory Points take much longer to capture and cannot be captured by the defender to win, so if a faction is defending on a map with a Victory Point, they must make an effort to protect it, lest their world be captured without a significant fight.
Game Modes[]
Thrawn's Revenge features a number of game modes, from their new versions of base game modes like Galactic Conquest and Skirmish, to wholly new game modes that play off of unique ideas such as Ground War, where players can assemble massive armies to lay siege to one another; Space Supremacy, where one player must defend their Super Star Destroyer against another player who aims to destroy it; and Instant Action, where a player can immediately build up fleets and set them against each other to see how certain units perform against others, or just to play an instantaneous clash of space forces.
Galactic Conquest[]
Era Progressive Campaigns[]
Era Progressive Campaigns are large scale Galactic Conquests where the eras change and so do the factions as time moves forward throughout a campaign, playing through certain events and featuring roster progression from era to era across all factions. These campaigns are the standard type in Thrawn's Revenge, allowing the player to select their starting era, with the starting era changing the planets available on the map, the factions present, what worlds they control, and what heroes are present at the beginning of the campaign. From there, the campaign proceeds from the chosen start date. In Thrawn's Revenge, there are two types of Era Progressive Maps, with three sizes for each of them: Full Galaxy, featuring the Unknown Regions, and Known Galaxy, excluding the Unknown Regions, broken up into a Small, Medium, and Large map for each, for a total of six different Era Progressive Campaigns to choose from. With each map also having seven different era starts, each of which change the map layout, there are 42 different Era Progressive Maps between these options.
GC Name: | Eras: | Planets: | Factions Present: | Description: |
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Full Galaxy Large | 168 |
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Progress from the Battle of Endor to the Pellaeon-Gavrisom Treaty. Includes the Unknown Regions. | |
Full Galaxy Medium | 130 |
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Progress from the Battle of Endor to the Pellaeon-Gavrisom Treaty. Includes the Unknown Regions. | |
Full Galaxy Small | 100 |
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Progress from the Battle of Endor to the Pellaeon-Gavrisom Treaty. Includes the Unknown Regions. | |
Known Galaxy Large | 158 |
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Progress from the Battle of Endor to the Pellaeon-Gavrisom Treaty. | |
Known Galaxy Medium | 120 |
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Progress from the Battle of Endor to the Pellaeon-Gavrisom Treaty. | |
Known Galaxy Small | 90 |
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Progress from the Battle of Endor to the Pellaeon-Gavrisom Treaty. |
Regional Conflicts[]
Regional Conflicts maintain either full Era Progression or Partial Era Progression, and are focused on specific regions of the galaxy. There are currently four Regional Conflicts available in Thrawn's Revenge, with the "Western Reaches Region" and "Deep Core Conflicts" being partial Era Progression Maps as they have limited era progression, and "Borderlands Region" and "Corporate Acquisitions" being full Era Progressive.
GC Name: | Eras: | Planets: | Factions Present: | Description: |
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Western Reaches Region | 64 |
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The New Republic emerges from Endor triumphant and prepared to stake its claim on the southern edges of the galaxy. The Empire is reeling but eager to reclaim its lost pride, while Sander Delvardus rallies the noble houses of Eriadu and declares independence. The Ssi-Ruuvi Imperium joins the conflict in a long-awaited invasion into the Known Galaxy. | |
Borderlands Region | 74 |
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The Trans-Hydian's loyalties and riches remain split. Choose from disparate factions that stretch from the Mid Rim to the Corporate Sector that are vying for control of the Borderlands. | |
Deep Core Conflict |
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16 |
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The Deep Core Warlords fight in an all-out brawl amongst themselves. Pick from Supreme Warlord Harrsk, Superior General Delvardus, Admiral Kosh Teradoc (Era 3) or High Admiral Treuten Teradoc (Era 4+) and see if you can finally unite the fractured center of the galaxy. |
Corporate Acquisitions | ~25 (varies) |
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Long content to exist as an Imperial vassal, the ongoing civil war between the Empire and the New Republic has made the Corporate Sector Authority declare independence. Now a new faction has come to wrest order and profit from the chaos. |
Historical Conflicts[]
Historical Conflicts are Galactic Conquests that revolve around one historic campaign that occurred in the post-Endor period, that feature no era progression and are usually smaller in scope, featuring less factions and fewer planets.
GC Name: | Era: | Planets: | Factions: | Description: |
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Lambda Sector | 1 | 33 |
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The New Republic has seized the spacelanes in the galactic southeast and left a rearguard to keep the warlords bottled up. But Par Lankin of the Lambda Sector and other powers of the region are not beaten and are planning counteroffensives... |
The Stars Align | 2 | 29 |
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The turmoil after Endor has fractured the galaxy, with the burgeoning New Republic and ailing Empire scrambling over territory. Amidst this struggle Grand Moff Ardus Kaine meets with several corporate allies and establishes the Pentastar Alignment of Powers, and is ready to grasp the vacant title of Galactic Emperor. |
Bacta War | 2 | 36 |
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Coruscant has fallen, but Director Isard has scurried away to Thyferra, where she has taken control of the planet and its bacta production. The New Republic tries to organize itself in its new capital, while Warlord Zsinj's ambitions threaten to overwhelm both factions. |
Thrawn Campaign | 3 | 56 |
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The Empire teeters on defeat and the New Republic is ascendant, but the appearance of Grand Admiral Thrawn threatens to break this status quo. Confederating several splintered Imperial groups together and with knowledge of some of the Empire's greatest secrets, Thrawn aims to bring the New Republic to its knees. |
Isard's Revenge | 3 | 22 |
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Eager to flex its authority after Grand Admiral Thrawn's death, the New Republic looks to go on the offensive. Aiming at Delak Krennel's Ciutric Hegemony, the New Republic hopes for a campaign that will intimidate the remaining warlords and prove its strength. But the ruthless Prince-Admiral Krennel has the aid of the supposedly dead Ysanne Isard, while a hidden figure tries to play both sides against each other. |
Operation Shadow Hand | 4 | 80 |
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The death of Grand Admiral Thrawn has united the remaining Imperials to launch a massive assault that may break the New Republic. Behind the scenes, the mysterious Omnipotent Battle Leader is ready to take command of this assault, accompanied by devastating new weapons of destruction. |
Crimson Empire | 5 | 57 |
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Palpatine's final death has come and gone, and the Royal Guard Carnor Jax has assumed the throne of what's left of the Empire backed by a new Ruling Council. The turmoil of the galaxy is tumultuous as the New Republic struggles to get back on its feet against both the remaining warlords and the Crimson Empire. |
Reunification | 6 | 50 |
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Admiral Daala, protégé of Grand Moff Tarkin, emerges from ten years of isolation at the secret Maw Installation to find the Empire divided among squabbling warlords. She is determined to reunite the Empire by any means necessary and topple the New Republic. |
Orinda Campaign | 7 | 30 |
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Now in total command of the Empire, Gilad Pellaeon aims to take the former Imperial world of Orinda from the New Republic, bolstered by the Super Star Destroyer Reaper and two secret Star Dreadnoughts gained from the Deep Core. Wedge Antilles, hoping to sound the death knell of the Empire, commands the counter-offensive aboard Lusankya. The climax of the Galactic Civil War is here at last. |
Final Imperial Push | 7 | 37 |
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The Moff Council, after the success of the Orinda Campaign years earlier, has forced Pellaeon into one final strike against the New Republic. Unenthusiastic but obedient, Pellaeon hopes to force the New Republic into peace swiftly, and has called on Natasi Daala's forces in the Deep Core for help. |
Caamas Crisis | 7 | 42 |
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Pellaeon realizes the war is lost and plans to sue for peace, but internal opposition and a controversial revelation that threatens to ignite civil war in the New Republic might bring the war to new heights. Unknown to both factions, the hidden legacy of Grand Admiral Thrawn plans to reveal itself in the Unknown Regions... |
Infinities[]
There are two available Infinities Galactic Conquests to play, "From The Ground Up" and "Custom GC." From The Ground Up is a challenge mode where the player starts with just one planet under their control with no starting heroes, and must fight their way across the galaxy while slowly building up their forces. Though many players start with this mode due to their belief it will be easier thanks to starting with just one planet, FTGU is one of the hardest campaigns in the game due to this. Custom GC is a new campaign which allows the player to do a lot of customizing to the GC, setting up what map will be used from a limited selection, determining how many heroes all factions will spawn with ranging from none to their standard array of heroes, customizing their buildable roster with additional options or removing some standard options, and determining who controls which planets throughout the galaxy. This GC takes a fair amount of time to do the set up depending on your choices, but allow for a near completely custom experience. Both of these GCs are not era progressive, so the Era you select as your starting era will remained locked during the game.
GC Name: | Eras: | Planets: | Factions: | Description: |
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From The Ground Up | 1 - 7 | 80 | ||
Custom Galactic Conquest | 1 - 7 | 80 - 168 |
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Skirmish[]
Skirmish in Thrawn's Revenge plays out similar to how it does in the base game Empire at War, with multiple factions on either space or ground battling it out to destroy each other's bases, building units and heroes along the way, while capturing special structures to help gain themselves an edge.
Ground War[]

A typical engagement in Ground War
Ground War is a new mode unique to Empire at War Expanded, bringing large-scale ground battles to Empire at War. Unlike the basic Skirmish mode or Galactic Conquest, instead of purchasing standard unit companies, players in Ground War purchase Unit Regiments, which can consist of multiple different unit types. Scattered across the battlefield are also Reinforcement Points, on which special structures can be built to increase your army's size or to increase your credit income. This mode is perfect for players looking to recreate epic scale ground engagements as seen other Star Wars media.
Space Supremacy[]
Space Supremacy, much like Ground War, is meant to give players the feeling of commanding epic-scale space battles like the Battles of Endor and Coruscant from the movies. Both sides in Supremacy begin with a Star Dreadnought as their base, from which they can recruit Space Unit Regiments to call into battle. These regiments consist of multiple unit types, from multiple starfighter squadrons to multiple ships. The goal of this mode is to destroy the enemy Star Dreadnought. Though this mode can be played against the AI, it is best played against another player.
Instant Action[]
Not a traditional game mode, Instant Action is a unique mode to Empire at War Expanded that allows players to jump into a space battle and call in any ship of their choice and build fleets, and is a playground mode for players to be able to test various unit and fleet compositions against others.