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Sins of a Solar Empire II News

The Political Machine lets you roll the dice on Kamala Harris vs. Donald Trump

[h2]Final major update to political strategy simulation updates issues and voter enthusiasm to give most accurate model yet [/h2]

Stardock Entertainment released the final major update for its political strategy/simulation game, The Political Machine 2024 today. The new version adjusts the top political issues along with voter enthusiasm as of October 2024.

https://store.steampowered.com/app/2512090/The_Political_Machine_2024/

“We are seeing a lot of movement on voter enthusiasm,” said Brad Wardell, CEO of Stardock Entertainment. “The election is solidifying around a handful of key issues such as inflation, abortion and the border.”

For the enthusiasm update, Stardock has attempted to simulate the effect early voting is having on turn-out and how it might affect the election.

“It’s been challenging to have the game’s underlying model factor in voting that occurs over multiple days,” said Wardell. “But I think we are getting there. We will see how close we are soon enough.”

As for the game’s much-celebrated deep-election simulation features, where AI Donald Trump runs against AI Kamala Harris in pure sim mode, the outcome remains too close to call but with a slight edge for Trump.

“The model continues to call out North Carolina as a state we should be keeping an eye on. We are still investigating why it thinks North Carolina and not Pennsylvania is the linchpin state,” said Wardell.









Sins II: Behind the Scenes - Concepting the Akkan Battlecruiser


Yarlen's most recent article, which discussed the TEC’s Akkan Battlecruiser, sparked a wave of nostalgia, prompting me to revisit the early design and conceptual phases of this intriguing vessel that transformed from a leisure craft into a formidable battlecruiser. This marked the first capital ship we created with the involvement of our art director, Craig Fraser. Our goal was to weave a rich narrative into the ship's structure and design, ensuring that every detail contributed to its story.

This capital ship stands out among the fleet for its versatility, fulfilling multiple roles: it serves as a support vessel, a colony ship, and a combat vessel. With the Mobile Trade Port upgrade, it can also play a crucial role in your economy. Many players have observed the small trade ships navigating in and out of combat zones, ensuring that the Akkan crews receive their Amazon packages promptly. Our goal was to create a ship that feels lived-in, showcasing a distinct stylistic departure from dedicated battleships like the Kol.

Collaborating with concept artist Mike Doscher, we meticulously designed this ship along with the accompanying support vessels to ensure a cohesive aesthetic. Our vision for the revamped Akkan was to evoke the essence of a once-sleek and luxurious vessel that has now been repurposed for an all-encompassing war effort against the Vasari and Advent.

[h2]Art Director Craig Fraser shares his insights on Akkan's design process:[/h2]
"The original design of the Akkan, conceived nearly two decades ago, was envisioned as a luxurious galactic cruise liner, retrofitted with armor and weaponry. Cargo and shuttle bays were repurposed for military functions, while the ship was imagined as an entire city, complete with grand towers, viewing docks, and expansive public biodomes.

In our updated rendition, we aimed to enhance the ship's elegance, improve its sense of scale, and add significantly more detail. Lighting played a crucial role in showcasing the ship's grandeur. We also introduced realistic colony pods and cargo holds, while making room for an updated weapon loadout. Initially, we tried to simulate depth in the windows, but the flat surfaces didn’t work convincingly on larger panes. Thankfully, our team developed an efficient method for handling glass, allowing us to add depth and create visual interest behind the surface. This innovation not only made the biodomes more captivating but also offered dynamic parallax effects as players moved the unit around."


Mike’s first swing at the ship was extremely close to what became the final model, including the see-through glass domes. We weren’t sure at the beginning of the game’s development if we were going to be able to find time to implement see-through glass, so the final concept moved to a space-age gold film for the large glass sections instead. Thankfully, the Advent ended up heavily using glass, so we were able to swing back around and fully implement the glass domes on the Akkan.

This is the preliminary sketching of the ship’s colony shuttle and trade ship docking bays.

In the Trader Emergency Coalition, form follows function, so the design of the ship’s retrofitted support bays was meant to clearly tell the player what roles they performed. The shuttle bay was hardened with sturdy landing bays and hangars for several shuttles. This section of the ship was refined to have clearly defined docking ports for trade ships so one can imagine those ships socketing into place in one of the three available ports. The turret shelf was also given some additional structure.

The shape of our updated cargo ships was informed by the modular cargo pod system present on the Corsev Battlecruiser from Sins of a Solar Empire: Rebellion.

Mike Doscher’s final concept for the Trade Ship. That tiny sliver of engines and bridge in the back is whole ship, the rest are detachable cargo pods.

The design of the TEC trade ships in Sins II is heavily inspired by the cargo pods found on the Corsev-class Battlecruiser from Sins of a Solar Empire: Rebellion. Similar to the Akkan, which was originally a civilian vessel repurposed for military use, the Corsev also transitioned from a civilian craft to a warship. The super-freighter's pods are straightforward and easily identifiable, emphasizing modularity. One can envision these pods arranged in various configurations throughout the expansive Trader space. Perhaps, in the future, we will witness even more of these creative arrangements.

Mike Doscher’s final concept for the Akkan-class Battlecruiser, April 2022.

As players continue to explore the vast universe of Sins II, the Akkan Battlecruiser stands as a testament to the creative journey behind its design. From its humble beginnings as a leisure craft to its pivotal role in the ongoing war, the Akkan embodies the spirit of adaptability and innovation. I hope that as you navigate the stars, you find joy in commanding this versatile vessel and uncover the rich stories woven into its very structure. Thank you for joining me on this nostalgic trip.

As a final treat for this issue, Craig has shared with us his original concept for the Akkan from the early 2000’s.

Video Blog: Diplomacy

In the vast expanse of space, where empires rise and fall like stars, the art of diplomacy can be just as crucial as the might of your fleets. Welcome to Sins of a Solar Empire II, a thrilling 4X strategy game that challenges players to secure their galactic dominion through cunning alliances and strategic maneuvering. In this blog post, we’ll delve into the intricate diplomatic mechanics that can make or break your empire, whether you're playing solo or squaring off against human opponents.

[previewyoutube][/previewyoutube]

[h2]The Diplomatic Landscape of Sins II[/h2]
At its core, Sins of a Solar Empire II is about conquering rivals and expanding your territory. While some matches may devolve into straightforward head-to-head battles, the true depth of the game emerges when multiple factions vie for control. In these scenarios, diplomacy becomes a powerful tool that can shift the balance of power in unexpected ways.

[h2]The Diplomacy UI: Your Command Center[/h2]
Navigating the complexities of diplomacy begins with the Diplomacy screen. Here, players can view a comprehensive list of rivals, their planetary holdings, and existing treaties. This interface not only allows you to track potential allies and enemies but also serves as a reminder of the victory conditions for your current scenario. After all, the last thing you want is to inadvertently hand over a crucial colony to a rival on the brink of victory!

Both AI and human players will weigh your diplomatic requests carefully, and the game includes a cooldown timer to prevent spamming. This mechanic ensures that every proposal is meaningful, adding an extra layer of strategy to your interactions.

[h2]The Three Pillars of Diplomatic Treaties[/h2]
Diplomatic agreements in Sins II are structured around three key treaties, each building upon the last:

  • Cease Fire: In a galaxy filled with conflict, a Cease Fire agreement can be a lifesaver. This temporary halt to hostilities allows both parties to regroup, repair their fleets, and prepare for the next phase of battle. It’s often the first step toward building trust, enabling players to explore more lasting alliances.
  • Share Vision: The Share Vision treaty takes cooperation a step further by allowing both parties to share military intelligence. This transparency fosters rapid coordination during crises, ensuring that neither player can sneak up on the other. However, this treaty requires a significant level of trust, especially in multiplayer games where betrayal can lurk around every corner.
  • Synergy Pact: The ultimate expression of alliance is the Synergy Pact. This agreement not only allows players to direct AI allies but also shares bonuses from dominant cultures and economic resources. With this level of integration, players can coordinate their efforts against a common foe, making it a game-changing strategy for smaller empires facing larger threats.


[h2]Resource Trading: The Currency of Diplomacy[/h2]
In addition to treaties, players can engage in resource trading through the diplomacy screen. Whether it’s credits, metal, crystal, or exotic materials, trading can help level the playing field. A well-timed trade can secure vital resources for a struggling empire or provide a surplus to strengthen your position.

Moreover, resource trading opens the door to creative strategies like proxy wars, where players can fund third-party factions to fight their battles. Why engage directly when you can manipulate the battlefield from the shadows?

[h2]The Art of Trading Planets[/h2]
When the stakes are high, sometimes the best leverage is a planet itself. Offering a colony for trade can be a powerful bargaining chip, especially if it’s strategically located. However, players must be cautious; trading away a well-developed planet means losing all its enhancements.

In some cases, players may even resort to underhanded tactics, invading a rival’s territory and then demanding a ransom for the return of their planets. Timing and positioning are crucial here, as a larger empire may be too preoccupied to retaliate immediately.


In Sins of a Solar Empire II, no player is an island. The galaxy is a complex web of alliances and rivalries, where the ability to read the strategic landscape can determine your fate. As you navigate the intricate dance of diplomacy, remember to keep an eye on the victory conditions—your rivals certainly will.

Whether you’re forming coalitions to take down a burgeoning power or negotiating peace with a belligerent neighbor, mastering the art of diplomacy is essential for any aspiring galactic ruler. So, prepare your fleets, sharpen your wits, and may your empire thrive among the stars!

Now Available: Digital Soundtrack / Content Pass

The Digital Soundtrack and Content Pass Now Available


Sins of a Solar Empire II players can now purchase the Content Pass and Digital Soundtrack! Players who own the base game, Sins of a Solar Empire II, can now purchase the Content Pass, which grants access to the same DLCs and Expansions included in the Premium Edition (see banner below).

[h2]Buy the Digital Soundtrack[/h2]
https://store.steampowered.com/app/3154090/Sins_of_a_Solar_Empire_II_Soundtrack

[h2]Buy the Content Pass[/h2]
https://store.steampowered.com/sub/1119515/




Ship Series: The TEC Akkan Battlecruiser Redux

For our next revisit in the Ship Series, let’s take a look at the TEC Akkan-class Battlecruiser. The Akkan’s gone through a big visual update since we first looked at it 2 years ago.


Today the Akkan has much more detail and lighting, thanks to user feedback, transparent glass and extra texture work!


[h2]Akkan Background[/h2]
The Akkan’s pre-war design had two main variants: one as a large colony transport ship, and the other as a leisure vessel. Once the war began, the Akkan was outfitted with heavier armor, weapons, and a basic hangar bay, though its primary role continued to be that of a transport.

Now after decades of conflict, the latest Akkan-class has taken on more of a command-and-control role on the battlefield. Many of the original weapon systems have been removed to be replaced with more dedicated colony pods, trade bays, and other support systems.
[h2]Armament[/h2]
  • 4 x Medium Autocannon Turrets (2 x Port / 2 x Starboard)
  • 2 x Point Defense Autocannon Turrets (1 x Port / 1 x Starboard)
  • Planetary Bombardment Cannon

As you can see, the Akkan is not designed to be a front-line fighter. Compared to the Kol or Marza class ships, she has a very limited set of weapons. However, what the Akkan lacks in firepower, she makes up for in her ability to kickstart the TEC economic engine.

[h2]Optional Ability Upgrades[/h2]
  • Colonize: Sends administrators, security forces, intelligence experts and other personnel to establish control of new planets. Provides free Logistics track levels to new colonies it creates.
  • Inspiring Broadcast: Broadcasts an uplifting speech to all nearby allied ships and structures that motivates them to fight harder. Grants a bonus to weapon reload rates.
  • Mobile Trade Port: Enables the Akkan to act as a mobile Trade Port, improving the economy of your empire. Increases Trade Capacity by up to 6 points.
  • Armistice: Using the enhanced broadcast array on the Akkan, the ship persuades all nearby ships and structures to a temporary cease-fire.

[h3]Optional Offensive Upgrades[/h3]
  • Radiation Bomb (2 Uses): Fires a radioactive shell at the targeted enemy ship, causing it and nearby foes to suffer damage over time for a short duration.
  • Rapid Autoloader: Increases the reload rate of Physical weapons.
  • Targeting Array: Adds a specialized targeting system to the ship, greatly increasing weapon range. Also increases the weapon ranges of all nearby friendly ships.
  • Missile Guidance Computer: Designed as a fleet support upgrade, the guidance computer enables missiles to retarget; and grants them bonus damage to friendly units within range.
  • High Yield Warheads: Increases the yield of the nuclear bombs used against planets, greatly increasing their damage. Also affects nearby friendly units within range.



[h3]Optional Defensive Upgrades[/h3]
  • Armor Patch Kit (3 Uses): A limited use item that repairs Armor damage, even in combat.
  • Flak Burst: Adds Flak launchers to the Akkan, which can inflict Physical damage to all strike craft and missiles within a short range.
  • Combat Repair System: Adds a special repair system to the ship, increasing its passive repair rate and allowing it to repair during combat. Also has an active mode to further boost repairs.
  • Reactive Armor: Upgrades the Akkan with an extra layer of special armor and greatly reduces incoming missile damage.
  • Backup Shield Generator: Installs a secondary shield generator to the ship which is rigged to rapidly come online whenever the main generator fails. Also enables Shield Burst.


[h3]Optional Utility Upgrades[/h3]
  • War Reporter: A war reporter and their media team are embedded with the crew to capture footage for propaganda films extolling the might of the TEC. Increases maximum Influence.
  • Exotics Salvage Policy: Insures the exotic resources used in the construction of the ship. If destroyed, they are refunded.
  • Volatile Accelerants: Adds potent additives to the ship’s fuel, greatly boosting the speed of the Akkan and nearby ships for a duration. However, this fuel damages the Akkan during use.
  • Antimatter Engine: A dedicated antimatter engine is added which boosts the passive regeneration of antimatter on the ship; and increases its maximum. Can be activated to provide a fixed amount of antimatter immediately.
  • Deploy Argonev Starbase: Prepares a deployment package for an Argonev starbase. Once ready, the Akkan can deploy all the fabrication systems needed to build one of these mighty stations in any gravity well.