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Wayland wasn\'t revealed to house a cloning facility until the third book of the Thrawn Trilogy.


** The planet Wayland can produce infantry for 1 credit apiece; some players just throw mass produced clone infantry at planet and autoresolve until they get it.

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** The planet Wayland can produce infantry for 1 credit apiece; some players just throw mass produced clone [[spoiler: clone]] infantry at planet and autoresolve until they get it.
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Thrawn’s Revenge is a game mod for the Creator/LucasArts & Petroglyph PC [[RealTimeStrategy Real-Time Strategy Game]] [[EmpireAtWar Star Wars: Empire At War]].

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Thrawn’s Revenge is a game mod for the Creator/LucasArts & Petroglyph PC [[RealTimeStrategy Real-Time Strategy Game]] [[EmpireAtWar Star Wars: Empire At War]].
''VideoGame/EmpireAtWar''.
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Added Zerg Rush entry

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* ZergRush: A surprisingly quick and effective way to take out enemy turbolaser towers is to rush in and swarm it with several squads of basic infantry.
** The planet Wayland can produce infantry for 1 credit apiece; some players just throw mass produced clone infantry at planet and autoresolve until they get it.

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Removed: 1428

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Edited Nintendo Hard with a particularly difficult scenario, as well as new entries to reflect new knowledge about the AI having unlimited resources.


* AndNowForSomeoneCompletelyDifferent: Certain units and heroes, especially the latter, come and go as the eras advance. This is especially true for the Imperial Remnant, since in the multi-era campaigns they get a new leader when the previous one is killed.

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* AndNowForSomeoneCompletelyDifferent: Certain units and heroes, especially the latter, Heroes come and go as the eras advance. This is especially true for the Imperial Remnant, since in the multi-era campaigns they get a new leader when the previous one is killed.



* DemonicSpiders: All varieties of Super Star Destroyer. Every single one has an absolutely ridiculous amount of hitpoints and firepower as well as large fighter complements. The Eclipse and Sovereign classes really take the cake though; in addition to the above they also have one-hit-kill superlasers and gravity well generators to prevent the enemy from retreating into hyperspace.



* NintendoHard: Several of the gameplay changes have made the game more difficult. Your shipyards are now virtually defenseless on their own and require dedicated protection. In space, warheads no longer bypass shields. Infantry units are more fragile than ever. Minor Heroes are gone. Major Heroes die permanently. And the term “Raid Fleet” now refers to unaffiliated enemy fleets randomly ambushing you in the middle of a space battle.
** The New Republic has it especially hard eras 1 and 3.
*** In era 1 there are no less than five enemy Super Star Destroyers to destroy (Lusankya, Iron Fist, Reaper, Vengeance, and a generic Praetor Battlecruiser), not counting any additional Executors or Praetors built by the Imperial Remnant or Pentastar Alignment. Meanwhile the New Republic arsenal doesn't have a single super-capital of its own to work with and in fact all of its capitals are relatively underpowered. The Pentastar Alignment is especially bad as its favorite strategy is to throw Reaper, Vengeance, and a Praetor at you all at once, though the Imperial Remnant can and will send pairs of Executors after you too.
*** Era 3 does see the New Republic acquire the Lusankya... just in time for it to face the Eclipse, which has a superlaser that can one-shot the Lusankya on top of all of the normal firepower and durability you have come to expect from SSDs. The Eclipse is also equipped with gravity well generators, meaning you can't even retreat from it. As if one ship that could one-shot anything you throw at it wasn't bad enough, the Imperial Remnant of this era can also build up to three Sovereign-class Dreadnoughts, each of which is also equipped with an insta-kill superlaser. Aside from the Lusankya, the only real upgrade the New Republic acquires by this point is the MC 90 Star Cruiser, which to be fair is a significant improvement in their capital ship line, though still outgunned by the Empire.

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* NintendoHard: Several of the gameplay changes have made the game more difficult. Your shipyards are now virtually defenseless on their own and require dedicated protection. In space, warheads no longer bypass shields. Infantry units are more fragile than ever. Minor Heroes are gone. Major Heroes die permanently. The AI has virtually unlimited credits. And the term “Raid Fleet” now refers to unaffiliated enemy fleets randomly ambushing you in the middle of a space battle.
** The New Republic has it especially hard eras 1 and 3.
*** In era 1 there are no less than five enemy Super Star Destroyers to destroy (Lusankya, Iron Fist, Reaper, Vengeance, and a generic Praetor Battlecruiser), not counting any additional Executors or Praetors built by
Galactic Conquest scenario "From the Ground Up" is VERY difficult when played as the Imperial Remnant or Pentastar Alignment. Meanwhile Remnant. Their starting position gives them little in the way of credit income and it is very easy for the New Republic arsenal doesn't have a single super-capital of its own to work with and in fact all of its capitals are relatively underpowered. The Pentastar Alignment is especially bad as its favorite strategy is box them in. Thanks to throw Reaper, Vengeance, and a Praetor at you all at once, though the Imperial Remnant can and will send pairs of Executors after you too.
*** Era 3 does see
the New Republic acquire the Lusankya... just in time for it to face the Eclipse, which has a superlaser that can one-shot the Lusankya on top of all of the normal firepower and durability you have come to expect from SSDs. The Eclipse is also equipped with gravity well generators, meaning you can't even retreat from it. As if one ship that could one-shot anything you throw at it wasn't bad enough, the Imperial Remnant of this era can also build up to three Sovereign-class Dreadnoughts, each of which is also equipped with an insta-kill superlaser. Aside from the Lusankya, the only real upgrade the New Republic acquires by this point is the MC 90 AI [[TheComputerIsACheatingBastard getting free Viscount-class Star Cruiser, which to be fair is a significant improvement Defenders ridiculously early in their capital ship line, though still outgunned by the Empire.game and using its virtually unlimited credits to spam Bothan Assault Cruisers]] it is virtually impossible to hold space or expand your territory.


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* TheComputerIsACheatingBastard: The AI gets virtually unlimited credits and tends to spawn Super Star Destroyers whenever it feels like it.
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Corrected a mistake: The Classic Era is actually the original trilogy; this mod actually takes place during the New Republic era


The mod takes place during the Classic Era of the former Star Wars Expanded Universe (the one that was canon before Disney took over the galaxy) and spans from two years after the Battle of Endor in 6 ABY to the signing of the Pellaeon-Gavrisom treaty and the (former) true end of the Galactic Civil War in 19 ABY. These thirteen years are divided into five eras based on the leaders of the Imperial Remnant and their campaigns against the New Republic.

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The mod takes place during the Classic New Republic Era of the former Star Wars Legends franchise (formerly known as the Star Wars Expanded Universe (the Universe; the one that was canon before Disney took over the galaxy) and spans from two years after the Battle of Endor in 6 ABY to the signing of the Pellaeon-Gavrisom treaty and the (former) true end of the Galactic Civil War in 19 ABY. These thirteen years are divided into five eras based on the leaders of the Imperial Remnant and their campaigns against the New Republic.
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Made changes to reflect the now non-canon status of the former Star Wars Expanded Universe


The mod covers the period of time known as the Franchise/StarWarsExpandedUniverse Classic Era, and spans from 6 ABY - two years after the Battle of Endor - to the signing of the Pellaeon-Gavrisom treaty - the true end of the Galactic Civil War - in 19 ABY. These thirteen years are divided into five eras, each corresponding to a different leader of the Imperial Remnant and his or her major campaign against the New Republic. As the eras progress heroes will come and go and new starship designs become available as older models are phased out.

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The mod covers takes place during the period of time known as the Franchise/StarWarsExpandedUniverse Classic Era, Era of the former Star Wars Expanded Universe (the one that was canon before Disney took over the galaxy) and spans from 6 ABY - two years after the Battle of Endor - in 6 ABY to the signing of the Pellaeon-Gavrisom treaty - and the (former) true end of the Galactic Civil War - in 19 ABY. These thirteen years are divided into five eras, each corresponding to a different leader eras based on the leaders of the Imperial Remnant and his or her major campaign their campaigns against the New Republic. As the eras progress heroes will come and go and new starship designs become available as older models are phased out.
Republic.



The mod adds so much new content, gameplay changes, and graphical updates that it could almost be its own distinct game. The mod adds a large number of new units, heroes, and planets and a number of new Galactic Conquest campaigns to use them in. The vast selection of starships has also been balanced and scaled more closely to their canonical sizes, armaments, and abilities.

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The mod adds so much new content, gameplay changes, and graphical updates that it could almost be its own distinct game. The mod adds a large number of new units, heroes, and planets and a number of new Galactic Conquest campaigns to use them in. The vast selection of starships has also been balanced and scaled more closely to their canonical canonical(?) sizes, armaments, and abilities.
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None


* GameplayAndStorySegregation: As mentioned above in DefeatMeansPlayable you destroy the Lusankya only for it to come back in a later era. The Chimaera is handled the same way in that its destruction marks the end of era 2 but it appears again in era 5. Though to be fair, although the ships return, their old commanders do not. The opposite happens with Admiral Ackbar; if Home One is destroyed it is gone for good, but Ackbar himself survives and can return in a later era in command of the Galactic Voyager.

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* GameplayAndStorySegregation: As mentioned above in DefeatMeansPlayable you destroy the Lusankya only for it to come back in a later era. The Chimaera is handled the same way in that its destruction marks the end of era 2 but it appears again in era 5. Though to be fair, although the ships return, their old commanders do not.not, so one could reason that the commander was killed but the ship was rebuilt or repaired. The opposite happens with Admiral Ackbar; if Home One is destroyed it is gone for good, but Ackbar himself survives and can return in a later era in command of the Galactic Voyager.
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* GameplayAndStorySegregation: As mentioned above in DefeatMeansPlayable you destroy the Lusankya only for it to come back in a later era. The Chimaera is handled the same way in that its destruction marks the end of era 2 but it appears again in era 5. Though to be fair, although the ships return, their old commanders do not.
** In canon, neither ship was destroyed during the time period of Thrawn's Revenge. [[spoiler: But both Director Isard and Grand Admiral Thrawn did die aboard the Lusankya and Chimaera, respectively.]]

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* GameplayAndStorySegregation: As mentioned above in DefeatMeansPlayable you destroy the Lusankya only for it to come back in a later era. The Chimaera is handled the same way in that its destruction marks the end of era 2 but it appears again in era 5. Though to be fair, although the ships return, their old commanders do not. \n The opposite happens with Admiral Ackbar; if Home One is destroyed it is gone for good, but Ackbar himself survives and can return in a later era in command of the Galactic Voyager.
** In canon, neither ship was none of these ships were destroyed during the time period of Thrawn's Revenge. [[spoiler: But both Director Isard and Grand Admiral Thrawn did die aboard the Lusankya and Chimaera, respectively.]]
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* GameplayAndStorySegregation: As mentioned above in DefeatMeansPlayable you destroy the Lusankya only for it to come back in a later era. The Chimaera is handled the same way in that you destroy it to advance to era 3 only for it to show up again in era 5. Though to be fair, although the ships return, their old commanders do not.
** In canon, neither ship was destroyed during the time period of Thrawn's Revenge. [[spoiler: (But both Director Isard and Grand Admiral Thrawn did die aboard the Lusankya and Chimaera, respectively.)]]

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* GameplayAndStorySegregation: As mentioned above in DefeatMeansPlayable you destroy the Lusankya only for it to come back in a later era. The Chimaera is handled the same way in that you destroy it to advance to its destruction marks the end of era 3 only for 2 but it to show up appears again in era 5. Though to be fair, although the ships return, their old commanders do not.
** In canon, neither ship was destroyed during the time period of Thrawn's Revenge. [[spoiler: (But But both Director Isard and Grand Admiral Thrawn did die aboard the Lusankya and Chimaera, respectively.)]]]]

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added Gameplay and Story Segregation entry


** [[XWingSeries Director Ysanne Isard]] (Era 1, 6-7 ABY)
** [[TheThrawnTrilogy Grand Admiral Thrawn]] (Era 2, 9 ABY)
** [[DarkEmpire Reborn Emperor Palpatine]] (Era 3, 10-11 ABY)
** [[JediAcademyTrilogy Admiral Natasi Daala]] (Era 4, 12 ABY)
** [[HandOfThrawn Grand Admiral Gilad Pellaeon]] (Era 5, 17-19 ABY).

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** [[XWingSeries Director Ysanne Isard]] (Era 1, 6-7 ABY)
ABY) Commands the Lusankya, an Executor-class Star Dreadnought.
** [[TheThrawnTrilogy Grand Admiral Thrawn]] (Era 2, 9 ABY)
ABY) Commands the Chimaera, an Imperial II-class Star Destroyer.
** [[DarkEmpire Reborn Emperor Palpatine]] (Era 3, 10-11 ABY)
ABY) Commands the Eclipse.
** [[JediAcademyTrilogy Admiral Natasi Daala]] (Era 4, 12 ABY)
ABY) Commands the Knight Hammer, an Executor-class Star Dreadnought.
** [[HandOfThrawn Grand Admiral Gilad Pellaeon]] (Era 5, 17-19 ABY). ABY) Commands the Chimaera.



* GameplayAndStorySegregation: As mentioned above in DefeatMeansPlayable you destroy the Lusankya only for it to come back in a later era. The Chimaera is handled the same way in that you destroy it to advance to era 3 only for it to show up again in era 5. Though to be fair, although the ships return, their old commanders do not.
** In canon, neither ship was destroyed during the time period of Thrawn's Revenge. [[spoiler: (But both Director Isard and Grand Admiral Thrawn did die aboard the Lusankya and Chimaera, respectively.)]]



*** In era 1 there are no less than FIVE enemy Super Star Destroyers to destroy (Lusankya, Iron Fist, Reaper, Vengeance, and a generic Praetor Battlecruiser), not counting any additional Executors or Praetors built by the Imperial Remnant or Pentastar Alignment. Meanwhile the New Republic arsenal doesn't have a single super-capital of its own to work with and in fact all of its capitals are relatively underpowered. The Pentastar Alignment is especially bad as its favorite strategy is to throw Reaper, Vengeance, AND a Praetor at you all at once, though the Imperial Remnant can and will send pairs of Executors after you too.
*** Era 3 does see the New Republic acquire the Lusankya... just in time for it to face the Eclipse, which has a superlaser that can ONE-SHOT the Lusankya on top of all of the normal firepower and durability you have come to expect from SSDs. The Eclipse is also equipped with gravity well generators, meaning you can't even retreat from it. As if one ship that could one-shot anything you throw at it wasn't bad enough, the Imperial Remnant of this era can also build up to three Sovereign-class Dreadnoughts, each of which is also equipped with an insta-kill superlaser. Aside from the Lusankya, the only real upgrade the New Republic acquires by this point is the MC 90 Star Cruiser, which to be fair is a significant improvement in their capital ship line, though still outgunned by the Empire.

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*** In era 1 there are no less than FIVE five enemy Super Star Destroyers to destroy (Lusankya, Iron Fist, Reaper, Vengeance, and a generic Praetor Battlecruiser), not counting any additional Executors or Praetors built by the Imperial Remnant or Pentastar Alignment. Meanwhile the New Republic arsenal doesn't have a single super-capital of its own to work with and in fact all of its capitals are relatively underpowered. The Pentastar Alignment is especially bad as its favorite strategy is to throw Reaper, Vengeance, AND and a Praetor at you all at once, though the Imperial Remnant can and will send pairs of Executors after you too.
*** Era 3 does see the New Republic acquire the Lusankya... just in time for it to face the Eclipse, which has a superlaser that can ONE-SHOT one-shot the Lusankya on top of all of the normal firepower and durability you have come to expect from SSDs. The Eclipse is also equipped with gravity well generators, meaning you can't even retreat from it. As if one ship that could one-shot anything you throw at it wasn't bad enough, the Imperial Remnant of this era can also build up to three Sovereign-class Dreadnoughts, each of which is also equipped with an insta-kill superlaser. Aside from the Lusankya, the only real upgrade the New Republic acquires by this point is the MC 90 Star Cruiser, which to be fair is a significant improvement in their capital ship line, though still outgunned by the Empire.
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expanded Nintendo Hard to illustrate the New Republic experience

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** The New Republic has it especially hard eras 1 and 3.
*** In era 1 there are no less than FIVE enemy Super Star Destroyers to destroy (Lusankya, Iron Fist, Reaper, Vengeance, and a generic Praetor Battlecruiser), not counting any additional Executors or Praetors built by the Imperial Remnant or Pentastar Alignment. Meanwhile the New Republic arsenal doesn't have a single super-capital of its own to work with and in fact all of its capitals are relatively underpowered. The Pentastar Alignment is especially bad as its favorite strategy is to throw Reaper, Vengeance, AND a Praetor at you all at once, though the Imperial Remnant can and will send pairs of Executors after you too.
*** Era 3 does see the New Republic acquire the Lusankya... just in time for it to face the Eclipse, which has a superlaser that can ONE-SHOT the Lusankya on top of all of the normal firepower and durability you have come to expect from SSDs. The Eclipse is also equipped with gravity well generators, meaning you can't even retreat from it. As if one ship that could one-shot anything you throw at it wasn't bad enough, the Imperial Remnant of this era can also build up to three Sovereign-class Dreadnoughts, each of which is also equipped with an insta-kill superlaser. Aside from the Lusankya, the only real upgrade the New Republic acquires by this point is the MC 90 Star Cruiser, which to be fair is a significant improvement in their capital ship line, though still outgunned by the Empire.
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None


** Toss up between [[HandOfThrawn Grand Admiral Gilad Pellaeon]] for the Imperial Remnant and the Thrawn clone for the Empire of the Hand (Era 5, 17-19 ABY).

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** Toss up between [[HandOfThrawn Grand Admiral Gilad Pellaeon]] for the Imperial Remnant and the Thrawn clone for the Empire of the Hand (Era 5, 17-19 ABY).



* WaveMotionGun: The Superlasers of the Eclipse-class Dreadnought (which is now a true ship, compared to its incomplete version in Forces of Corruption) and the Sovereign-class Dreadnoughts. They can instantly destroy any sufficiently large ship, but unlike the Death Stars they cannot destroy whole planets. Speaking of the Death Stars, they are not available in Thrawn's Revenge.

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* WaveMotionGun: The Superlasers of the Eclipse-class Dreadnought (which is now a true ship, compared to its incomplete version in Forces of Corruption) and the Sovereign-class Dreadnoughts. They can instantly destroy any sufficiently large ship, but unlike the Death Stars they cannot destroy whole planets. Speaking of the Death Stars, they are not available in Thrawn's Revenge.Revenge, nor are Galaxy Guns.
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None

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* [[RightfulKingReturns Rightful Sith Lord Returns]]: Palpatine in Era 3
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** Director Ysanne Isard (Era 1, 6-7 ABY)
** Grand Admiral Thrawn (Era 2, 9 ABY)
** Reborn Emperor Palpatine (Era 3, 10-11 ABY)
** Admiral Natasi Daala (Era 4, 12 ABY)
** Grand Admiral Gilad Pellaeon (Era 5, 17-19 ABY)
** Of course, if you are playing as the Imperial Remnant, they become your [[BigGood Big Goods]].

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** [[XWingSeries Director Ysanne Isard Isard]] (Era 1, 6-7 ABY)
** [[TheThrawnTrilogy Grand Admiral Thrawn Thrawn]] (Era 2, 9 ABY)
** [[DarkEmpire Reborn Emperor Palpatine Palpatine]] (Era 3, 10-11 ABY)
** [[JediAcademyTrilogy Admiral Natasi Daala Daala]] (Era 4, 12 ABY)
** Toss up between [[HandOfThrawn Grand Admiral Gilad Pellaeon Pellaeon]] for the Imperial Remnant and the Thrawn clone for the Empire of the Hand (Era 5, 17-19 ABY)
ABY).
** Of course, if you are playing as the Imperial Remnant, they become your [[BigGood Big Goods]].[[VillainProtagonist Villain Protagonists]].
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None


Please only list tropes that apply or as they apply specifically to the mod and not to the vanilla game here.

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Please only list tropes that apply or as they apply specifically to the mod and not to or those that apply differently from the vanilla game here.
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Please only list tropes that apply only to the mod and not to the vanilla game here.

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Please only list tropes that apply only or as they apply specifically to the mod and not to the vanilla game here.
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None

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* WaveMotionGun: The Superlasers of the Eclipse-class Dreadnought (which is now a true ship, compared to its incomplete version in Forces of Corruption) and the Sovereign-class Dreadnoughts. They can instantly destroy any sufficiently large ship, but unlike the Death Stars they cannot destroy whole planets. Speaking of the Death Stars, they are not available in Thrawn's Revenge.
Is there an issue? Send a MessageReason:
None

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* HeelFaceRevolvingDoor: Grand Admiral Thrawn in the multi-era campaigns. He starts out as the leader of the Empire of the Hand in era 1, but following the death of Ysanne Isard he leaves the Hand and becomes the leader of the Imperial Remnant for era 2. He is then killed at the end of era 2, but then in era 5 his clone appears and Thrawn once again serves the Empire of the Hand.
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None

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* CloningGambit: Grand Admiral Thrawn dies at the end of era 2, but prior to his death he prepared a clone of himself to be revealed ten years after his death is reported. In era 5, which takes place ten years after Thrawn's death, the aptly-named Thrawn Clone appears in the service of the Empire of the Hand and grants the same combat bonuses as the original Thrawn. It should be noted that the clone is fully aware that he is not the original Thrawn.
** The Reborn Emperor Palpatine is also the result of this, though unlike the Thrawn Clone, it is the original Palpatine's soul transplanted into a clone body.
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** Reborn Emperor Palpaine (Era 3, 10-11 ABY)

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** Reborn Emperor Palpaine Palpatine (Era 3, 10-11 ABY)
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* VestigalEmpire: The aptly-named Imperial Remnant is what remains of the proper Galactic Empire following the Battle of Endor.

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* VestigalEmpire: VestigialEmpire: The aptly-named Imperial Remnant is what remains of the proper Galactic Empire following the Battle of Endor.
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None

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* VestigalEmpire: The aptly-named Imperial Remnant is what remains of the proper Galactic Empire following the Battle of Endor.
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None


** During the Reunification campaign as the Imperial Remnant, conquering Odik II will cause Admiral Natasi Daala to exchange her old Gorgon, and Imperial-class Star Destroyer, for the Knight Hammer, an Executor-class Star Dreadnought.

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** During the Reunification campaign as the Imperial Remnant, conquering Odik II will cause Admiral Natasi Daala to exchange her old Gorgon, and Imperial-class Star Destroyer, the Gorgon, for the Knight Hammer, an Executor-class Star Dreadnought.
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None

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* DefeatMeansPlayable: If you are playing as the New Republic in a multi-era campaign, then to advance to era 2 you must kill Director Ysanne Isard by destroying her Executor-class Star Dreadnought, the Lusankya. Then when you get to era 3 you are given General Wedge Antillies and his ship, which happens to be the very same Lusankya you defeated back in era 1, now sporting the New Republic emblem on its sides!
* MidSeasonUpgrade: As the campaigns and eras progress, some space commanders will get new flagships or upgrade their existing ones.
** Upon reaching era 3 Admiral Gial Ackbar trades in his old Home One, an MC80 Home One-type star Cruiser, for the Galactic Voyager, a newer and more powerful MC90 Star Cruiser. This ship change also makes him one of the few Hero units that can come back after being killed in a multi-era campaign, if Home One was destroyed prior to reaching era 3.
** In era 5 Booster Terrik can upgrade his Errant Venture into a fully functional Imperial-class Star Destroyer, adding in its missing weapons and even giving it a custom red paint job!
** During the Reunification campaign as the Imperial Remnant, conquering Odik II will cause Admiral Natasi Daala to exchange her old Gorgon, and Imperial-class Star Destroyer, for the Knight Hammer, an Executor-class Star Dreadnought.
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None

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* BigBad: Five of them! Each era sees a new leader of the Imperial Remnant. They are:
** Director Ysanne Isard (Era 1, 6-7 ABY)
** Grand Admiral Thrawn (Era 2, 9 ABY)
** Reborn Emperor Palpaine (Era 3, 10-11 ABY)
** Admiral Natasi Daala (Era 4, 12 ABY)
** Grand Admiral Gilad Pellaeon (Era 5, 17-19 ABY)
** Of course, if you are playing as the Imperial Remnant, they become your [[BigGood Big Goods]].
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None


* TechTree: Subverted. The vanilla game’s system of getting better units by advancing your tech level is gone. Unit and hero availability is now based on the current era, which is advanced by killing the current leader of the Imperial Remnant and applies universally to all factions. Every era offers each faction a complete spread of soldiers, vehicles, and ship classes with which to fight their enemies. Some units and heroes will in fact be lost between certain eras, though they are generally replaced by more modern designs appropriate to the new era, such as the MC80 Liberty-type Star Cruiser being phased out and replaced by the more modern and powerful MC90 Star Cruiser in era 3.

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* TechTree: Subverted. The vanilla game’s system of getting better units by advancing your tech level is gone. Unit and hero availability is now based on the current era, which is advanced by killing the current leader of the Imperial Remnant and applies universally to all factions. Every era offers each faction a complete spread of soldiers, vehicles, and ship classes with which to fight their enemies. Some units and heroes will in fact be lost between certain eras, though they are generally replaced by more modern designs appropriate to the new era, such as the MC80 Liberty-type Star Cruiser being phased out and replaced by the more modern and powerful MC90 Star Cruiser in era 3. Also, many of the campaigns are locked into a specific era, meaning whatever is available to you during that era is all you get.
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None


* NintendoHard: Several of the gameplay changes have made the game more difficult. Your shipyards are now virtually defenseless on their own and require dedicated protection. In space, warheads no longer bypass shields. Infantry units are more fragile than ever. Generic officer units are gone; only certain hero units can give combat bonuses. Speaking of Heroes, they now die permanently. And the term “Raid Fleet” now refers to unaffiliated enemy fleets randomly ambushing you in the middle of a space battle.

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* NintendoHard: Several of the gameplay changes have made the game more difficult. Your shipyards are now virtually defenseless on their own and require dedicated protection. In space, warheads no longer bypass shields. Infantry units are more fragile than ever. Generic officer units Minor Heroes are gone; only certain hero units can give combat bonuses. Speaking of Heroes, they now gone. Major Heroes die permanently. And the term “Raid Fleet” now refers to unaffiliated enemy fleets randomly ambushing you in the middle of a space battle.
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None


Thrawn’s Revenge is a game mod for the Creator/LucasArts & Petroglyph PC Real-Time Strategy Game Star Wars: VideoGame/EmpireAtWar.

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Thrawn’s Revenge is a game mod for the Creator/LucasArts & Petroglyph PC [[RealTimeStrategy Real-Time Strategy Game Game]] [[EmpireAtWar Star Wars: VideoGame/EmpireAtWar.
Empire At War]].



The mod covers the period of time known as the Franchise/StarWarsExpandedUniverse Classic Era, which spans from just after the Battle of Endor in 4 ABY to the signing of the Pellaeon-Gavrisom treaty – the true end of the Galactic Civil War – in 19 ABY. These fifteen years are divided into five eras, each corresponding to a different leader of the Imperial Remnant and his or her major campaign against the New Republic. As the timeline is linked to the leaders of the Imperial Remnant, the death of one Imperial leader sparks the advancement to the next era and the inauguration of a new Imperial leader.

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The mod covers the period of time known as the Franchise/StarWarsExpandedUniverse Classic Era, which and spans from just 6 ABY - two years after the Battle of Endor in 4 ABY - to the signing of the Pellaeon-Gavrisom treaty - the true end of the Galactic Civil War - in 19 ABY. These fifteen thirteen years are divided into five eras, each corresponding to a different leader of the Imperial Remnant and his or her major campaign against the New Republic. As the timeline is linked to the leaders of the Imperial Remnant, the death of one Imperial leader sparks the advancement to the next era eras progress heroes will come and the inauguration of a go and new Imperial leader.
starship designs become available as older models are phased out.



The mod adds so much new content, gameplay changes, and graphical updates that it could almost be its own distinct game. The most drastic of the changes is the removal of the old Tech Level system; the availability of units and heroes is now based on the current era, with certain units only available in earlier eras before they are phased out in favor of more modern, advanced, or readily available designs that become available in the later eras. The mod also adds a dizzying number of new units, heroes, and planets and a number of new Galactic Conquest campaigns to use them in. The vast selection of starships has also been balanced and scaled more closely to their canonical sizes, armaments, and abilities.

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The mod adds so much new content, gameplay changes, and graphical updates that it could almost be its own distinct game. The most drastic of the changes is the removal of the old Tech Level system; the availability of units and heroes is now based on the current era, with certain units only available in earlier eras before they are phased out in favor of more modern, advanced, or readily available designs that become available in the later eras. The mod also adds a dizzying large number of new units, heroes, and planets and a number of new Galactic Conquest campaigns to use them in. The vast selection of starships has also been balanced and scaled more closely to their canonical sizes, armaments, and abilities.
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It was said this deserved its own trope page. I agreed, so I made it.

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Thrawn’s Revenge is a game mod for the Creator/LucasArts & Petroglyph PC Real-Time Strategy Game Star Wars: VideoGame/EmpireAtWar.

Following the destruction of the second Death Star and the deaths of Emperor Palpatine and Darth Vader at the Battle of Endor, the Galactic Empire has crumbled into warring splinter factions led by power-hungry warlords each seeking to carve their own fiefdoms out of the decaying Empire. Meanwhile, the Rebel Alliance has reorganized itself into the New Republic and now seeks to establish itself as the new legitimate galactic government and drive out the oppression of the Empire once and for all.

The mod covers the period of time known as the Franchise/StarWarsExpandedUniverse Classic Era, which spans from just after the Battle of Endor in 4 ABY to the signing of the Pellaeon-Gavrisom treaty – the true end of the Galactic Civil War – in 19 ABY. These fifteen years are divided into five eras, each corresponding to a different leader of the Imperial Remnant and his or her major campaign against the New Republic. As the timeline is linked to the leaders of the Imperial Remnant, the death of one Imperial leader sparks the advancement to the next era and the inauguration of a new Imperial leader.

Although the mod is based on and requires the Forces of Corruption expansion pack to play, all traces of the Zann Consortium and the corruption mechanic have been removed. In its place the mod adds several other new factions including Grand Moff Ardus Kaine’s Pentastar Alignment and Grand Admiral Thrawn’s Empire of the Hand.

The mod adds so much new content, gameplay changes, and graphical updates that it could almost be its own distinct game. The most drastic of the changes is the removal of the old Tech Level system; the availability of units and heroes is now based on the current era, with certain units only available in earlier eras before they are phased out in favor of more modern, advanced, or readily available designs that become available in the later eras. The mod also adds a dizzying number of new units, heroes, and planets and a number of new Galactic Conquest campaigns to use them in. The vast selection of starships has also been balanced and scaled more closely to their canonical sizes, armaments, and abilities.

The mod’s website can be found [[http://thrawnsrevenge.com here]].

Please only list tropes that apply only to the mod and not to the vanilla game here.
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!! Thrawn’s Revenge contains examples of:
*AllThereInTheManual: The mod’s documentation is extensive and thorough, and reveals certain things that are not mentioned at all in-game, such as the exact armaments of each starship, how much damage each weapon does, and which planets are designated mining colonies.
*AndNowForSomeoneCompletelyDifferent: Certain units and heroes, especially the latter, come and go as the eras advance. This is especially true for the Imperial Remnant, since in the multi-era campaigns they get a new leader when the previous one is killed.
*NintendoHard: Several of the gameplay changes have made the game more difficult. Your shipyards are now virtually defenseless on their own and require dedicated protection. In space, warheads no longer bypass shields. Infantry units are more fragile than ever. Generic officer units are gone; only certain hero units can give combat bonuses. Speaking of Heroes, they now die permanently. And the term “Raid Fleet” now refers to unaffiliated enemy fleets randomly ambushing you in the middle of a space battle.
*SpringtimeForHitler: When playing as the Imperial Remnant in a multi-era campaign, you have to get your own leader killed in order to advance to the next era. Of the four leaders you will need to sacrifice, three of them command some variety of Super Star Destroyer. These ships have such an insane amount of hitpoints, weapons, and starfighter complement that they can destroy entire enemy fleets all by themselves, so getting one to commit suicide may in fact be harder to do than destroying an enemy one, especially when playing against the AI.
*TechTree: Subverted. The vanilla game’s system of getting better units by advancing your tech level is gone. Unit and hero availability is now based on the current era, which is advanced by killing the current leader of the Imperial Remnant and applies universally to all factions. Every era offers each faction a complete spread of soldiers, vehicles, and ship classes with which to fight their enemies. Some units and heroes will in fact be lost between certain eras, though they are generally replaced by more modern designs appropriate to the new era, such as the MC80 Liberty-type Star Cruiser being phased out and replaced by the more modern and powerful MC90 Star Cruiser in era 3.

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