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Sins of a Solar Empire II News

Now Out: v1.5 Diplomatic Repercussions Update

[h2]Sins of a Solar Empire II v1.5 Free Update Releases Today[/h2][h3]New Update features revamped Diplomacy System, new Quick Start options, AI improvements and more for all who own Sins of a Solar Empire II[/h3][p]View the full changelog[/p][p][/p][p]Just in time for the holidays, Stardock Entertainment has gifted players a huge free update for Sins of a Solar Empire II today. Sins of a Solar Empire II v1.50 - The ‘Diplomatic Repercussions’ Update features a big overhaul to the game’s diplomacy system that gives players more control over the strategic alliances and enemies they make in their quests for galactic dominance. In addition, this update features new Quick Start options giving players the chance to jump right into mid-late game stages, improved AI, an update to Mod UX, and other improvements.[/p][p]“The Sins of a Solar Empire II player community has been incredible since our Steam release last year,” said Brian Clair, product owner for Sins of a Solar Empire II, Stardock Entertainment. “We are pleased to offer this last free update of 2025, packed with new features, as a special thank you to the fans. We can’t wait to share what’s in store for the game over the next year.”[/p][p][/p][previewyoutube][/previewyoutube][p][/p][h3]Key Features of the ‘Diplomatic Repercussions' Update:[/h3]
  • [p]Overhauled Diplomacy System: A reworked diplomacy system allows for greater flexibility and options to players. AI players now consider multiple factors when choosing diplomatic partners. Also, players can now trade influence and items.[/p]
  • [p]New Quick Start Options: New game setup options let players determine their initial start conditions. Role-players can select the ‘Basic’ option to start with just a light factory, while ‘Quick’ and ‘Advanced’ players can begin with planets, fleets and more.[/p]
  • [p]Improved AI Opponents: AI players react more dynamically to changes over the course of a game. Players will notice them making better decisions throughout their playtime.[/p]
  • [p]Updated Mod UX: The modding GUI has been updated to not only be faster, but to provide more information to players. Ratings and category information are now available in a mod’s tile; the addition of a download/install progress bar for larger, total-conversion mods lets players know how long an install may take.[/p]
  • [p]Economic Rebalance: The game’s economy has been fully rebalanced to bring more of the economy into orbit instead of on planets.[/p]
  • [p]Research and Tech Tree Layout: Tech trees are now less cluttered visually; similar subjects now grouped together for ease of use. Updates to research pacing lower requirements so players won’t need as many research stations to reach higher tier technologies.[/p]
  • [p]Orbital Traffic: To help bring the galaxy to life, Orbital Shuttles have been added that will automatically travel between population centers in the game as a fun visual element to enhance immersion.[/p]
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Livestream: v1.5 "Diplomatic Repercussions" Update

Tune in for the v1.5 "Diplomatic Repercussions" Livestream Event
[p]Watch the team play through the new features of this massive free update for Sins of a Solar Empire II.[/p][p][/p][h3]📅 Wednesday, December 10th at 1:00 PM EST[/h3][h3]📍Location: Sins of a Solar Empire II Steam Page[/h3][p][/p][h2]What to Expect[/h2]
  • [p]Overhauled Enhanced Diplomacy System: A reworked diplomacy system allows for greater flexibility and options to players. AI players now consider multiple factors when choosing diplomatic partners. Also, players can now trade influence and items.[/p]
  • [p]New Quick Start Options: New game setup options let players determine their initial start conditions. Role-players can select the ‘Basic’ option to start with just a light factory, while ‘Quick’ and ‘Advanced’ players can begin with planets, fleets and more.[/p]
  • [p]Improved AI Opponents: AI players react more dynamically to changes over the course of a game. Players will notice them making better decisions throughout their playtime.[/p]
  • [p]Updated Mod UX: The modding GUI has been updated to not only be faster, but to provide more information to players. Ratings and category information are now available in a mod’s tile; the addition of a download/install progress bar for larger, total-conversion mods lets players know how long an install may take.[/p]
  • [p]Economic Rebalance: The game’s economy has been fully rebalanced to bring more of the economy into orbit instead of on planets.[/p]
  • [p]Research and Tech Tree Layout: Tech trees are now less cluttered visually; similar subjects now grouped together for ease of use. Updates to research pacing lower requirements so players won’t need as many research stations to reach higher tier technologies.[/p]
  • [p]Orbital Traffic: To help bring the galaxy to life, Orbital Shuttles have been added that will automatically travel between population centers in the game as a fun visual element to enhance immersion.[/p]

Dev Journal: A Very Merry Modder Holiday Pt. 2

[p]We’re back with Part 2 on this long winded breakdown of some modder-friendly features, these are coming soon. Let's dive in:[/p][p][/p][h2]Asset Suppression \[Coming in v1.5][/h2][p]In Sins 1 there used to be a setting to turn off asserts. Mods that like to do whacky stuff ride the line of what the game can do, and thus often run afoul of asserts, even if they’re functionally harmless. With this in mind, we don't want people to turn off asserts for a mod and then go back to stock and get upset when they run into an issue or crash; and the assert doesn't show up to explain what might be the issue. So we massaged the system a bit and created a standalone file that can be included with mods that will suppress asserts as long as that mod is enabled. It’s the best of both worlds; I'll include the example below so you can see how it works.[/p][p] [/p][p][/p][p][/p][p]A simple file with a single entry, it will force asserts off, and when deactivated it will return to the normal behavior. Now for mods, we may consider adding some small entries to this in a future for specific things, but as of now it’s just for asserts.[/p][p][/p][p][/p]
Coming in 2026
[p][/p][h2]Strikecraft Capacity Limits[/h2][p]Now if you're a modder and want to make sure every element of your total conversion is as canon as possible, what's one easy way to do that? That's right, forced scarcity. Particularly in this case with strikecraft. This mod request was a fairly straightforward one, if albeit a bit of a pain. (My first time poking around in strikecraft systems.) However, it yielded fruit, that I can now share with you all.[/p][p][/p][p]What this does is allow for is a ‘kind’-based restriction of types of strikecraft. This system is completely optional but allows you to manually restrict the quantities of each on a per ship basis. This allows you that extra level of control when it comes making that perfect, as close as it can be 99.99%, canon mod.[/p][p][/p][h2]Individual Selection of Carrier Fighter Construction[/h2][p]Now one of the biggest holdbacks of the ‘kind’ system for unit construction and construction field propagation is the fact that when you tell a carrier to build a “kind” you're saying ‘build every fighter or bomber’ a faction has. This is a bit restrictive because you can exclude anything. It's hard to make that perfectly canon loadout when you have your hands tied like that; that's why we found a workaround that respects the way things are done currently (for save game compatibility) and a nice little optional override should you want more choice. It works by giving the user a field to override what strikecraft a carrier/hangar can build. Here is how it works:[/p][p][/p][p]Method 1: Strikecraft Kinds (Default)[/p][p][c]"carrier": { "base_max_squadron_capacity": 2, "strikecraft_kinds": \[ "interceptor", "bomber" ] }[/c][/p][p]When using this method, a carrier/hangar's build field with be propagated with these ‘kinds,’ meaning it will automatically place any fighters or bombers registered with that faction.[/p][p] [/p][p]Method 2: Specific Strikecraft Units (Override)[/p][p][c]"carrier": { "base_max_squadron_capacity": 0, "strikecraft_kinds": \[ "interceptor", "bomber" ], "specific_strikecraft_units": \[ "trader_interceptor_strikecraft", "trader_bomber_strikecraft", "vasari_interceptor_strikecraft", "vasari_bomber_strikecraft" ] }[/c][/p][p]This alternate method can be used standalone or in conjunction with the ‘kind’ system. It allows for exact physical overrides of what a carrier/hangar can build. Now the modder can make 10 different types of fighter/bomber/etc. and not have to worry about them showing up on every single screen that builds strikecraft. It can be tailored to your needs.[/p][p] [/p][p] [/p][h2]Particle Mesh Alpha Fade[/h2][p]This one may seem unusual to those who aren’t familiar with what it is, but it's actually very useful in a small handful of niche scenarios. Enough so that it became a bit of a popular modder request. Essentially what this is, is the ability to have variable time-based transparency for particle meshes. A relatively simple thing, it was just a matter of creating enough connective tissue between systems to make it happen. Along with sufficient Solar Forge controls to allow for you to be able to edit and visualize it easily.[/p][previewyoutube][/previewyoutube][p]This one doesn't require a lot of technical data, there are simply 2 simple fields for fade in and fade out. Enter your time in seconds and the system will take care of the rest.[/p][p] [/p][h2]Mesh Animation[/h2][p]I want to preface this is not a full skeleton-bone animation system. This was my biggest endeavor during this last month and it was a critical one. One of the biggest problems with any kind of animation since the Sins 1 days was that it had to be done via the particle system. That was clunky, never quite looked right, and in Sins 2 it straight up doesn't exist with the outline shader. So using it was always a bit of a trade off. You get the motion, but lose out on it being an actual physical model.[/p][p]That is now a bit of a solved problem; we are still double and triple checking it to make sure there are no knock on effects from its use, especially in online or multiplayer games. (Desyncs can be a real pain.) However, we are in a spot to demo it and show you all what that can look like when it finally makes its way into game. Before we get into the super cool videos, let's go over some technical bits so you’re familiar with how the system works. This is a pretty big expansion of the component system (for those unfamiliar with the terminology, the unit items that spawn onto ships - particularly titans or starbases - are components). They are separate meshes that are attached to the ship or structure under certain conditions. Now you can do more than just attach them.[/p][previewyoutube][/previewyoutube][p]This is a demo of [c]in_phase_jump_or_charging[/c]. The Sova pods have all been setup as components. The movement of the pods is completely aesthetic outside of the control you have for restricting fighter launch until the action finishes. As it approaches the edge of the well, the Sova’s engines will begin charging and the flight pods will drop down - just as they do in the intro cinematic. Our ultimate end goal.[/p][p]Here is basic list of the current constraints:[/p][p] [/p][p][c]"child_meshes": \[     {         "mesh_alias_name": "component_flight_pod_0",         "mesh_point": "child.component_flight_pod_0",         "is_weapon_effects_destination": true,         "will_transition_positions": true,         "state_constraint": "in_phase_jump_or_charging",         "default_state_index": 0,         "transition_time": 1.5,         "transition_delay": 1.2,         "position_states": \[         {             "state_name": "pitched_up",             "position_offset": \[0.0, 0.0, 0.0],             "rotation_offset": \[1.0, 0.0, 0.0, 0.0, 0.766044, -0.642788, 0.0, 0.642788, 0.766044]         },         {             "state_name": "folded_down",             "position_offset": \[0.0, 0.0, 0.0],             "rotation_offset": \[1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0]         }]     },[/c][/p][p]Here is a demo of how that would look practically applied. The naming of the states is largely up to the user for this constraint; both state names can be named whatever you want, and the [c]default_state_index[/c] will determine which one is the ship's default. In this instance, default position is 0, which is up and when the constraint is triggered the pods will move to their next position at the defined interval. There are also transition delays for when things need to be staggered. We also included functionality to delay the launch of fighters until the transition completes.[/p][p] [/p][p][c]"block_launch_when_child_meshes_transitioning": true,[/c][/p][p][/p][previewyoutube][/previewyoutube][p]Here is a demo of [c]on_unit_construction_complete[/c]. I reused some doors from elsewhere on the Sova, set them both up as components and when the construction hits 98%, they open. Here is what it looks like expressed in JSON.[/p][p] [/p][p] [/p][p][c]{         "mesh_alias_name": "component_bay_door_0",         "mesh_point": "child.component_bay_door_0",         "is_weapon_effects_destination": true,         "will_transition_positions": true,         "state_constraint": "on_unit_construction_complete",         "default_state_index": 0,         "transition_time": 1.0,         "transition_delay": 0.0,         "construction_progress_threshold": 0.98,         "position_states": \[         {             "state_name": "closed",             "position_offset": \[0.0, 0.0, 0.0],             "rotation_offset": \[1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0]         },         {             "state_name": "open",             "position_offset": \[18.0, 0.0, -10.0],             "rotation_offset": \[0.866025, 0.0, -0.5, 0.0, 1.0, 0.0, 0.5, 0.0, 0.866025]         }]     },     {         "mesh_alias_name": "component_bay_door_1",         "mesh_point": "child.component_bay_door_1",         "is_weapon_effects_destination": true,         "will_transition_positions": true,         "state_constraint": "on_unit_construction_complete",         "default_state_index": 0,         "transition_time": 1.0,         "transition_delay": 0.0,         "construction_progress_threshold": 0.98,         "position_states": \[         {             "state_name": "closed",             "position_offset": \[0.0, 0.0, 0.0],             "rotation_offset": \[1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0]         },         {             "state_name": "open",             "position_offset": \[-18.0, 0.0, -10.0],             "rotation_offset": \[0.866025, 0.0, 0.5, 0.0, 1.0, 0.0, -0.5, 0.0, 0.866025]         }]     }][/c][/p][p]There are controls for how long the transition takes: its time, delay and construction threshold. Again, the state names are completely up to the user.[/p][previewyoutube][/previewyoutube][p]Here is a demo of [c]ability_recoil[/c], tested on the Dunov by animating the side gun as it shoots.[/p][p] [/p][p] [/p][p][c]{         "mesh_alias_name": "component_side_cannon",         "mesh_point": "child.component_side_cannon",         "is_weapon_effects_destination": true,         "will_transition_positions": true,         "state_constraint": "ability_recoil",         "default_state_index": 0,         "transition_time": 0.15,         "transition_delay": 0.0,         "position_states": \[         {             "state_name": "rest",             "position_offset": \[0.0, 0.0, 0.0],             "rotation_offset": \[1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0]         },         {             "state_name": "recoil",             "position_offset": \[0.0, 0.0, -15.0],             "rotation_offset": \[1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0]         }]     },[/c][/p][p]It's a fairly straightforward approach. Users have control over the state name and the transition between states.[/p][previewyoutube][/previewyoutube][p]This is a demo of [c]is_unit_factory_idle[/c] and [c]is_unit_factory_building[/c]. When not constructing anything, the objects will sit at one position; when construction starts, it will move to its next position before starting construction.[/p][p] [/p][p][c]{         "mesh_alias_name": "component_scaffold_0",         "mesh_point": "child.component_scaffold_0",         "is_weapon_effects_destination": true,         "will_transition_positions": true,         "default_state_index": 0,         "transition_time": 0.5,         "transition_delay": 0.0,         "position_states": \[         {             "state_name": "is_unit_factory_idle",             "position_offset": \[0.0, 0.0, -1030.0],             "rotation_offset": \[1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0]         },         {             "state_name": "is_unit_factory_building",[/c][/p]

Dev Journal: A Very Merry Modder Holiday Pt. 1

[p]Howdy y’all, As the year comes closer to an end and the successful release of our latest DLC, we have had time to really dig in and start chipping away at all the feature requests that we have had internally and of course the holy grail of sweet sweet modder requests. As someone who got into Sins from the modding side of things its very rewarding to finally put some boots on the ground and start ticking off mod requests both small and large. Let me start off by saying that the content below is available in our opt-in build right now. Alright enough yapping let's get into the good stuff.[/p][p][/p][h2]Traveling Beams[/h2][p]This was a big one for us. Having the beginning and end fade improved readability in large-scale fights, both aesthetically and for gameplay. Given a lot of our most popular mods all have those nice flowing beams, it became a good test bed.[/p][previewyoutube][/previewyoutube][p]These have been applied to both Vasari, and Advent beams in game via the opt-in build but for those interested in technical information ill list out the functions of how travelling beams work.[/p][p][/p][p]Core Control[/p]
  1. [p]UseLengthBasedFade
    Enable traveling phaser bolt effect with smooth fades
    - This is the main switch to enable the travelling beam behavior[/p]
[p]Fade Distance Controls[/p]
  1. [p]BackFadeDistance
    - Length of the trailing fade (back end of the bolt)[/p]
  2. [p]FrontFadeDistance
    - Length of the leading fade (front end of the bolt)[/p]
[p]Speed Multipliers[/p]
  1. [p]BoltTravelSpeedMultiplier
    - Speed multiplier for bolt travel. Higher = faster. Default is 1.0[/p]
  2. [p]FrontFadeSpeedMultiplier
    - Speed multiplier for front edge travel. Higher = faster. Default is 1.0[/p]
  3. [p]BackFadeSpeedMultiplier
    - Speed multiplier for back edge travel. Higher = faster. Default is 1.0[/p]
[p]Timing Control[/p]
  1. [p]BackFadeDelay
    - Delay in seconds before back edge starts moving. Default is 0.0[/p]
[p]Width Modulation[/p]
  1. [p]FrontWidthMultiplier
    - Width multiplier at front of beam. 1.0 = same width, 2.0 = twice as wide at front. Default is 1.0[/p]
  2. [p]BackWidthMultiplier
    - Width multiplier at back of beam. 1.0 = same width, 2.0 = twice as wide at back. Default is 1.0[/p]
[p] [/p][h2]Specific Launch/Land Hardpoints[/h2][p]This has been a desire of ours since early in development as the Sova was designed around having specific points to launch and land from. It was a relatively simple and straight forward task to work through. Now we like to keep our systems backwards compatible so traditional Hangar.0 array hardpoints are still completely useable if you wish to treat them agnostically. However we know and understand that not only our carriers but the carriers from multiple of our mods need that specific behavior of launching and landing from very specific hardpoints. So we set it up so you can some slightly different naming conventions and control they are such.[/p]
  1. [p]hangar_launch - Specific launch point for strikecraft launching[/p]
  2. [p]hangar_land - Specific land point for strikecraft landing[/p]
[p]Both are arrays so you could technically however many you want.[/p][previewyoutube][/previewyoutube][p]I duplicated and renamed the Sova's Build point for corvettes to test. As demoed the fighters will launch from their expected location and land exactly at their designated land point. I'm sure you all noticed that the fighters clipped a section of the ship to make their way in. We are currently exploring ways of controlling flight behavior when returning to dock. However, its not to the point of demoing yet. Just know we are looking into the matter for instances like this where their return behavior isn't quite perfect.[/p][p] [/p][h2]Unit_Skin Mesh_Material Override[/h2][p]Now to the uninitiated that might sound like techno babble straight from the mouth of a lippy Starfleet engineer. However, it's one of the easiest and most powerful additions in the list of additions we have done. Before now if you wanted to change the materials on a mesh, you would have to make a duplicate mesh and then change its material reference. Inefficient and not very fun am I right? However, what we did was work in a unit_skin based override for the material file. So, you can still have the base reference to the materials in the mesh file and simply override with the use of the unit_skin file and change the materials on the fly with a unit_skin file. Ill include some technical examples for those interested in using said system.[/p][p][/p][p]Basic Override:[/p][p][c]{ "material_index": 0, "material": "replacement_material.mesh_material" }[/c][/p][p][/p][p]Just a note here to, lets say you have an asset with multiple materials and only want to edit one of the two mesh_materials you have. We got you covered, material_index is the material id for that mesh. You can change both, or just one. Lets say your ship has decals or registry numbers, it would be very inefficient to have duplicate models for all of them. Now you can simply duplicate a text file and take care of the rest. Very efficient.[/p][p][/p][p]Multiple Material Override:[/p][p][c]{ "material_index": 0, "material": "replacement_material.mesh_material" }, { "material_index": 1, "material": "replacement_material.mesh_material_decals" }[/c][/p][p][/p][p]Now here is the best part, lets say your mod has a faction that likes to take ships? After they take those ships they like to do stuff to it, who knows maybe just a fresh coat of paint. Wouldn’t it be nice to have conditions for how those ships are supposed to look when X faction takes them. Well hell yeah it would, and boy howdy do we have you covered.[/p][p][/p][p]Race-Specific Override:[/p][p][c]{ "material_index": 1, "material": "default_fallback.mesh_material", "materials_by_owner_race": { "trader": "trader_material.mesh_material", "vasari": "vasari_material.mesh_material", "advent": "advent_material.mesh_material" } }[/c][/p][p][/p][p]Now your ships can have factional ownership conditions for texture changes, I’m sure we will see some very exciting emergent behavior come out of this, and I look forward to the chaos. This system has only had its initial pass, if there are specific constraints y'all would interested in, please feel free to put them forward. I’m always open to adding constraints.[/p][p][/p][p][/p][p][/p][h2]Mutually Exclusive Techs[/h2][p]Now, branching techs have been a big hot button topic since Sins 1, when the system was present but not utilized outside of mods. I decided to kick it up a notch and really give modders the ability to have fun with this. So, in Sin 1 branching tech was handled by a change in faction ID, without getting into the technical details it was essentially a name change that would lock out techs that required another name. It was also only usable once so the most you could switch was once limiting how much you could actually branch. With Sins 2 I personally made the system infinitely more flexible, instead by using a research modifier that allows 1 tech to lock out another. No faction ID change and no single branch limits.[/p][p][/p][p]Corresponding Mutually Exclusive Tech:[/p][p][c]{ "version": 0, "domain": "military", "tier": "unlock_tier_1", "field": "advent_military", "field_coord": \[0, 2], "research_time": 120.0, "price": { "credits": 500.0, "metal": 50.0, "crystal": 100.0 }, "name": "Energy Weapons Specialization", "description": "Specialize in energy weapon technology. Mutually exclusive with kinetic weapons.", "mutually_exclusive_research_subjects": \[ "kinetic_weapons_specialization" ], "player_modifiers": { "weapon_modifiers": \[ { "modifier_type": "weapon_damage", "value": 0.15, "tags": \["energy"] } ] } }[/c][/p][p] [/p][p]Apply the mutually_exclusive_research_subjects to both techs with each of their respective names and when you use one or another it will lock out its counterpart. Simple, repeatable, and flexible for those looking to create some fun, and interesting behavior from their tech trees. When you encounter a tech that has been locked out it will appear as such.
[/p][p][/p][p][/p][h2]Tech Tree Pre - Req Expansion[/h2][p]Alright so mutually exclusive techs was just the beginning, after touching the system and familiarizing myself with the ins and outs of research I decided it to take a one step further. Allowing for a whole host of options for your tech tree needs. Here is the short list, Alliance, Owned Units, Owned Planets, Unit Items, Owned Structures, Reputation Level, Unity, and Phase Resonance Level.[/p]
  1. [p]Required Allied Player Race[/p]
[p][c]"required_allied_player_race": "trader"[/c][/p]
  • [p]Requires alliance with a specific race[/p]
  1. [p]Required Owned Unit Types[/p]
[p][c]"required_owned_unit_types": \[ "advent_battle_capital_ship", "trader_heavy_cruiser" ][/c][/p]
  • [p]Player must own at least one unit of ANY of these types to start research[/p]
  1. [p]Required Owned Planet Types[/p]
[p][c]"required_owned_planet_types": \[ "desert", "ice" ][/c][/p]
  • [p]Player must own at least one planet of ANY of these types[/p]
  1. [p]Required Owned Unit Item Types[/p]
[p][c]"required_owned_unit_item_types": \[ "trader_trade_port", "advent_culture_center" ][/c][/p]
  • [p]Player must own at least one unit item (planet component) of ANY of these types[/p]
  1. [p]Required Owned Structure Types[/p]
[p][c]"required_owned_structure_types": \[ "trader_starbase", "advent_titan_factory" ][/c][/p]
  • [p]Player must own at least one structure unit of ANY of these types[/p]
  1. [p]Required NPC Reputation Level (line 82-92, 493-495)[/p]
[p][c]"required_npc_reputation_level": { "npc_tag": "traders_guild", "reputation_level": 3 }[/c][/p]
  • [p]Player must have at least this reputation level with the specified NPC[/p]
  1. [p]Required Phase Resonance Track Level[/p]
[p][c]"required_phase_resonance_track_level": { "track_type": "movement", "minimum_level": 5 }[/c][/p]
  • [p]Track Types: "movement", "combat", "economic"[/p]
  • [p]Player must have at least this phase resonance track level[/p]
[p][/p][p][/p][p][/p][p]If any of you are curious about getting additions to this, please feel free to leave them in the modder request channel in our discord. I can’t promise to get to every single one of them, but they are within scope I’m more than willing to take a look.[/p][p][/p][h2]AI Attack Type Target Groups Expansion[/h2][p]So this has been a request for a while because part of it controls AI behavior for how a ships AI behavior prioritizes targets. Completely decoupling the system from the code base and completely data driving it was well outside of scope and would have taken far to much time but we took the next best step and made the system a lot more flexible. We currently use 11 (At least until Echo gets his hands on the system) What we have done is add another 20 custom slots that are defined in our code base as user_defined_12 - user_defined_31. These are slots that allow you the end user/modder name them what ever you want. While using those user created names through out your unit files and have that work as if it has been decoupled. We took that 1 step further for those Total conversions you are welcome to name ANY of the AI attack target type names and have the game respect that. We have a fall back for that, and total conversion are completely able to use custom names for everything.[/p][p]Built-in Types[/p]
  • [p][c]strikecraft[/c][/p]
  • [p][c]corvette[/c][/p]
  • [p][c]light[/c][/p]
  • [p][c]flak[/c][/p]
  • [p][c]heavy[/c][/p]
  • [p][c]lrm[/c][/p]
  • [p][c]capital[/c][/p]
  • [p][c]titan[/c][/p]
  • [p][c]starbase[/c][/p]
  • [p][c]defense[/c][/p]
  • [p][c]user_defined_12[/c] through [c]user_defined_31[/c] (20 custom slots)[/p]
[p][/p][h2]Exotics Costing Exotics[/h2][p]Well this was a bit a niche one but relatively low hanging fruit, the request being of course to allow for exotics cost other exotics. Allowing for modders to create a tiered exotic system or a network of useful dependencies for resources. Well, now they can. This was pretty straight forward, just allows for exotics as a resource. ill also include an example of how to use it below.[/p][p][/p][p][/p][p][/p][p][c]"input_exotic_cost": \[             {                 "exotic_type": "defense",                 "count": 1             },             {                 "exotic_type": "offense",                 "count": 1             },             {                 "exotic_type": "economic",                 "count": 1             }],[/c][/p][p][/p][p]Its also been properly added to the UI so as to indicate there is a cost and refund via the tooltips.[/p][p][/p][h2]Single Facility Multiple Exotic Creation[/h2][p]On popular community request was to allow a single exotic facility to produce multiple exotics simultaneously. This took a bit of work but wasn't terrible complicated and when it comes to descriptions its pretty straight forward not a lot to explain.[/p][p] [/p][p][/p][p][/p][p]Right now, exotic production is pegged at 1 per facility. What I have done is allowed for expansion of how much you get per facility based on research. With the value of how much more you get completely defined research side to allow for custom amounts. Right now the default is still 1, if y'all ask nicely I see what I can do about allowing for user control of the beginning amount. It was a bit outside the original work to this system but happy to look again when a moment presents itself.[/p][p][/p][h2]Modding Quality of Life Improvements[/h2][p]We have heard your impassioned pleas to make the modding interface through the game a bit more user friendly when it comes to knowing how far along your download is and at what stage of installation its at. Credit to Yarlen for working this out. He is the Mod.io wizard. Downloading mods will now have a speed and percentage to indicate how far along you are. Removing the mystery.
[/p][p][/p][p][/p][p]We are always looking for new ways to improve the membrane of interaction between the user and mod menu, so stay tuned for more.[/p][p][/p][h2]Action Value Transform Type Expansion[/h2][p]Added seven new action_value_transform_type enums that enable buffs and abilities to scale dynamically based on current planet development track levels, creating deeper strategic gameplay where planet investment directly impacts unit effectiveness.[/p]
  • [p][c]per_planet_current_defense_track_level[/c][/p]
  • [p][c]per_planet_current_logistics_track_level[/c][/p]
  • [p][c]per_planet_current_commerce_track_level[/c][/p]
  • [p][c]per_planet_current_mining_track_level[/c][/p]
  • [p][c]per_planet_current_research_track_level[/c][/p]
  • [p][c]per_planet_current_focus_track_level[/c][/p]
  • [p][c]per_planet_current_survey_track_level[/c][/p]
[p][/p][h2]Part 2 will bring info on:[/h2]
  • [p]Strikecraft Capacity Limits[/p]
  • [p]Individual Selection of Carrier Fighter Construction[/p]
  • [p]Asset Suppression[/p]
  • [p]Particle Mesh Alpha Fade[/p]
  • [p]Mesh Animation[/p]
[p][/p][p]There are a lot more things going on behind the scenes that isn’t at a state to show off yet or is being vigorously tested to ensure its works well with the game and the systems we have. As a modder, this last month has been very rewarding. Getting to help get so many of these systems in has been a reward of its own. As the title suggested I wanted to send this year out on a high note by helping the community that helped me get this job makes some really awesome stuff. Now I don’t want yall to think this is a one and done thing, I will be looking to tick 1-3 mod requests (depending on size and scope of course) every week or two. To continue the momentum we have picked up this last month.[/p]

Season 3 Roadmap

[h2]We’re excited to share our Season 3 roadmap for Sins of a Solar Empire II[/h2][p]As you may know, the v1.5 update is scheduled to launch on December 10, 2025. This update will introduce an overhauled diplomacy system, new features for the modding community, and much more.[/p][p]In the coming months, we’ll be providing additional details about the highly anticipated 4th faction, so stay tuned for more updates. [/p][p][/p][p][/p]