This shall be my June update.
I've updated the secondary post in this thread to reflect some more recent additions in the main CC thread. Specifically, I added race descriptions for the Anahn and the Undead. As time goes on, I'll reveal more of the races, their subfactions, and eventually characters.
Although progress has been slow, audio work has begun and some shuffling has been done. My Rebellion was forced to update and I spent half a day researching and then updating the project to match the changes.
In a recent Coffee Hour I explained some of the cinematographic designs I am introducing for Retribution and how those will help separate the composition and production as a whole from the first, disastrous production.
Recording in Sins is tough. The camera fights you every step of the way with its jerky, hateful dance. Touch the mouse wheel once, and you might just fly out of the entire system for no apparent reason, even with zoom to mouse disabled - a perfect shot, ruined instantly. The planet icons don't get axed with the cinema mode or UI hide in Sins, and need to be removed from the source textures completely. These sort of little details are minor, however. For Retribution to succeed where Salvation failed, we need an entirely new approach.
Salvation housed only a tiny handful of Supership-types. The first was the Bloodstone Battlecruiser, the second the Emperor, and the third the Worldeater. The Undead possessed the Crusader, but it was largely unfinished and often got lost in the brawls. Additionally, only one Fortress-type existed - the Khendarva Fortress, who saw use only as a cinematic piece.
Large ships or objects give a focus point to the viewer and the cinema, and can be powerful instruments in helping shape the flow of visual motion. Retribution will be adding many new Superships, Fortress-types, and other large elements to assist in the process of recording.

During the civil war, Anahn Warlords built battlestations as large as planets - some even larger - to house their cloning operations and command. With no planets, and asteroids offering no protection against bombardment, these tremendous fortresses served as their living territory. Mobile fortresses were created as were immobile fortresses, and in certain quadrants these lead to the rise of Mobile Cannons. Shown above is amongst the largest of all Warlord mobile cannons, a fortress-class the size of a moon.
I modeled this over the course of about a half day worth of work from scratch, basing its design on a Chinese homeworld 2 render.
This is one example of a new introduction whose purpose is largely cinematic but, unlike how I handled the Khendarva Fortress, isn't tied to any specific plot mechanism. The Anahn defense will be fleshed out; two battlestations are already ingame and functional, and at least two more will be added. A smaller mobile cannon is also function, and the Royal Family will see breakout ships added to their hero line for added siege dynamic and scale.
Amongst the changes to the existing ships, I brought them more in line with to-canon scaling. Some ships, like the Sonsora and Bishop, were too incorrectly scaled for my liking. Realistic scales are a pipedream in a world with ships as large as planets or larger, so I aim for relativistic scales in which Sins can still operate with.
However, some ships, like the Kerr`Ussan, while be restricted to the UDK only, since they'll be cinematic pieces strictly, and will be hopefully skinned appropriately to their enormously important role.
