1. Sins of a Solar Empire II
  2. News

Sins of a Solar Empire II News

Video Blog: Evolution of Sins II Pt.4 - eXploit

[h2]Sins of a Solar Empire II: A Deep Dive into the eXploit Mechanics[/h2]

[previewyoutube][/previewyoutube]

The galaxy is a vast and treacherous expanse, teeming with opportunities for those bold enough to seize them. Welcome to the intricate world of Sins of a Solar Empire II, where the eXploit mechanics of 4X gaming take center stage. From resource management to economic strategies, this game offers a rich tapestry of choices that will shape the destiny of your empire. Let's delve into the complexities of Credits, Metal, Crystal, and the newly introduced Exotics.

[h3]The Art of eXploitation[/h3]
In the realm of 4X games, the eXploit phase is crucial. It's all about constructing industrial and economic infrastructures, acquiring resources, and using them to fuel your empire's growth. In Sins of a Solar Empire II, every gravity well you control becomes a resource hub, with different planet types offering unique resource distributions.

[h3]Credits: The Lifeblood of Your Empire[/h3]
Credits are the backbone of your economic might. In Sins II, the way you generate Credits has evolved. For the Traders and the Advent, Credits are now directly tied to the commercial development of each colony, rather than population size. This shift allows for more nuanced economic strategies. By investing in the Commerce planetary development track, you can fine-tune the rate at which you accumulate Credits, with various technologies and Planet Items available to boost this further.

The Vasari, however, take a different approach. Initially more focused on Metal and Crystal, they don't generate Credits from their colonies in the early stages. We'll explore their unique economic mechanics in a future episode.

[h3]Metal and Crystal: The Building Blocks of War[/h3]
In Sins of a Solar Empire II, Metal and Crystal are no longer mined exclusively from asteroids. Instead, most planets contain these resources, which can be extracted by upgrading the Mining planetary development track. This system streamlines resource management while adding strategic depth. Different planets offer varying amounts of Metal and Crystal, and some even provide both.

While asteroids still exist, their extraction now counts towards your Logistics total, forcing you to make strategic choices about your empire's focus. Technologies and Planet Items can further enhance your resource production, both on and off-planet.

[h3]Exotics: The Rare and Powerful Resources[/h3]
A new addition to Sins II is the introduction of Exotics, rare materials essential for advanced technologies and powerful warships. Exotics are slow and expensive to produce, requiring significant investment in Civilian Infrastructure points. There are five types of Exotics, with the fifth, Quarnium, necessitating advanced technology to create.

Exotics can also be found through planetary Surveys, scavenged from derelict husks, or reclaimed from destroyed enemy capital ships. If you can't produce enough Exotics, trading with other empires becomes a viable option.

[h3]A Flexible Economy[/h3]
Sins of a Solar Empire II offers unprecedented flexibility in managing your economy. The new Planet Item system replaces the old colony specialization, allowing for a wide range of customizations. Whether you concentrate your economic power in a few rich worlds or spread it across multiple colonies, the choice is yours.

The Traders, in particular, excel at setting up a distributed economy, thanks to their ability to redistribute Export Points. Contact with Minor Factions unlocks markets for Metal, Crystal, and Exotics, offering lucrative trading opportunities.

[h3]Orbitals & Planetary Development[/h3]
The mechanics of Orbital Structures and Planetary Development have been refined. The new system allows for more player agency in customizing colonies, with varied unlockable Planet Items. Upgrades to infrastructure now include on-world Mining, Logistics, Defense, Commerce, and Research, each contributing to your empire's growth in unique ways.

[h3]Culture and Trade: The Subtle Arts of Influence[/h3]
Culture in Sins II has been revamped. It now needs to fully dominate a gravity well before spreading, giving players time to counteract enemy influence. Cultural dominance increases Influence production, which can be used to gain favor with Minor Factions. Each faction benefits differently from cultural dominance, adding another layer of strategy.

Trade, especially for the Trader Emergency Coalition, has also been overhauled. Trade Ports now unlock Export Points and types, allowing for flexible economic adjustments. Whether you focus on raw material output or trade, the choice impacts your empire's economic landscape.


The economic and industrial mechanics in Sins of a Solar Empire II offer a rich and engaging experience. The choices you make in resource management and economic strategy will shape the fate of your empire. But remember, all this industry serves a purpose. In our next episode, we'll explore the final X: eXterminate. Stay tuned!

Dev Journal 5 - The Vasari Jarrasul Evacuator

Most of the Vasari population reside aboard Jarrasul Evacuator class capital ships, making them vital to the race’s survival. Though the Jarrasul has been modified over the millennia, its key role has never changed. During the empire’s height, the Vasari would rarely establish surface colonies on occupied worlds, preferring instead to rule from orbit in these floating cities.


Jarrasul Evacuator

[h2]Armaments[/h2]
  • 1 x Light Wave Cannon
  • 4 x Medium Beam Cannons
  • 2 x Point-Defense Pulse Guns
  • Planetary Bombardment Beam Cannon
  • Hangar Bay (1-3 squadrons)


[h2]Special Abilities[/h2]
  • Colonize: Sends administrators, security forces, intelligence exports and other personnel to establish control of a planet. Also provides bonus Mining infrastructure.
  • Gravity Warhead: Slows the sublight movement of targeted enemy ships and prevents them from phase jumping for a short period of time.
  • Subspace Rupture: Distorts spacetime within a radius of a targeted enemy, dealing damage over time to enemies within the area of effect. Units affected by Gravity Warhead take additional damage.
  • Drain Planet: Activates a powerful vortex that sucks resources off a planet, giving metal and crystal to your empire and dealing damage to the planet’s surface.

As with all capital ships, the Jarrasul can also be customized via ship items:

[h2]Optional Offensive Upgrades[/h2]
  • Nano Attack Swarm (3 uses): A swarm of nanites damage the targeted enemy and then continue to damage it over time.
  • Beam Modulator: Uses advanced modulation of the ship’s beam cannons to increase damage. Can be set to an ‘active’ state to greatly increase the damage for a time.
  • Wave Modulator: Modulates wave cannons before firing to maintain a more stable waveform. This both increases wave cannon damage and increases their fire rate.




Jarrasul Evacuator

[h2]Optional Defensive Upgrades[/h2]
  • Nano Repair Swarm: Nanites repair the hull and armor of the targeted ally unit.
  • Phase Attenuated Shield: Extends the inner edge of the Jarrasul’s shield into phase space, increasing the speed of shield regeneration. Also provides a large passive bonus to shield burst restore points.
  • Self-Repairing Armor: Experimental nanites are installed to enable armor regeneration while in combat and to rapidly restore armor capacity in an emergency.
  • Bomber Armor: With a limited population, keeping bomber pilots alive is a top priority for the Vasari. As such, this upgrade was developed to retrofit each bomber strikecraft with additional armor and armor strength.


[h2]Optional Utility Upgrades[/h2]
  • Nano Catalyzer Swarm (5 uses): Adds packages of energized nanites that rapidly restore antimatter to the targeted ally unit during combat.
  • Gravity Stabilizer: An advanced system upgrade that stabilizes and normalizes gravity in the vicinity of the ship, granting it greater speed and maneuverability.
  • Resonance Amplifier: Adds an onboard system that allows the ship to amplify and extend the duration of Phase Resonance effects.
  • Antimatter Recharger: Greatly improves the Jarrasul’s antimatter recharge rate.
  • Deploy Orkulus Starbase (1 use): Prepares an Orkulus starbase build package that can be deployed at foreign gravity wells.
  • Deploy Phase Gate (1 use): Prepares a permanent Phase Gate build package that can be deployed at foreign gravity wells.


[h2]Optional Infrastructure Upgrades[/h2]
Of course, the Vasari Exodus faction has the ability to return to a fully mobile state once the appropriate technology is unlocked. To maintain a mobile empire, all Exodus capital ships and titans have the option of hosting Infrastructure.
  • Mobile Exotic Factory: Integrates an Exotic Factory into the Vorastra, allowing it to forge exotic resources.
  • Mobile Research Complex: Adds a massive complex of connected research facilities within the Vorastra, allowing it to coordinate Exodus scientific efforts while on the move.
  • Mobile Rulership: Moves the capital of the Exodus faction to the Vorastra. This allows the empire to survive without the need of any planets.
  • Mobile Fleet Beacon: Allows the Vorastra to remotely summon all types of ships from the Dark Fleet to its location.


Mobile Resonance Capacitor: Permanently integrates a Phase Resonance capacitor into the Vorastra, storing it for as long as it survives.

Video Blog: Evolution of Sins II Pt.3 - eXplore, eXpand

Welcome, spacefarers! Today, we embark on an interstellar journey through the highly anticipated sequel to one of the most beloved 4X real-time strategy games: Sins of a Solar Empire II. Buckle up as we explore the galaxy, expand our empires, and delve into the improvements and new features that make this game a must-play for strategy enthusiasts.

[previewyoutube][/previewyoutube]

[h2]What is a 4X Game?[/h2]
For the uninitiated, 4X stands for eXplore, eXpand, eXploit, and eXterminate. This genre of empire-building strategy games requires players to navigate a game map, secure valuable resources, and construct an empire capable of competing with neighboring factions. But it’s not all about warfare; diplomacy and scientific research also play crucial roles.

The term 4X was coined by journalist Alan Emerich in his 1993 review of Master of Orion, and it has since become a staple in the strategy gaming lexicon. Sins of a Solar Empire II is not just a real-time strategy game; it’s a real-time 4X game, blending these elements seamlessly. Today, we’ll focus on the first two X’s: eXplore and eXpand.

[h2]Colonized Planets UI[/h2]
In Sins of a Solar Empire: Rebellion, managing your colonized planets could become a cumbersome task as your empire grew. The Empire Tree, which listed all your planets and ships, often became unwieldy. Sins of a Solar Empire II addresses this with a dedicated Colonised Planets UI page.

This new screen allows you to quickly select and build Planetary Improvements, Orbital Structures, and fill Planetary Item slots without navigating to each planet. This feature streamlines the management of your empire, making it easier to adapt to the evolving needs of your campaign.

[h2]Orbiting Planets[/h2]
One of the most significant strategic map improvements in Sins of a Solar Empire II is the optional Orbiting Planets system. Planets now move across the map, opening and closing phase lane connections between gravity wells. This dynamic feature adds a layer of complexity and strategy, as you must adapt to the changing cosmic landscape.

[h2]Planet Exploration[/h2]
Exploring planets in Sins II can uncover hidden Exotic resources, in addition to the passive economic bonuses from Sins Rebellion. These rare materials are generally expensive to produce but can grant earlier access to Capital Ships, advanced technologies, and powerful items. Securing these resources early can give you a significant advantage.

[h2]Scouts[/h2]
Scout Corvettes are your eyes in the universe, and their role has been enhanced in Sins of a Solar Empire II. You can now plot a Scout Corvette’s trajectory even before it’s built, making it easier to explore multiple systems quickly. This feature is particularly useful for probing enemy gravity wells before committing your military fleet.

[h2]Minor Factions[/h2]
As you explore and expand, you’ll encounter planets already colonized by Minor Factions. These groups are not affiliated with the main factions and have their own motivations. Some are dangerous but offer rewards for those willing to collaborate using the new Influence resource.

Influence is a special currency that holds significant value to Minor Factions. By developing your empire’s people skills and cultural outreach, you can make yourself more attractive to these factions, gaining access to unique benefits.

[h2]Notable Minor Factions:[/h2]
  • Pirates: Offer a range of dubious services, including boarding crews to capture enemy vessels and launching devastating raids.
  • Pranest United: A military-industrial giant offering advanced defensive technologies and powerful warships.
  • Aluxian Resurgence: An ambitious faction that can provide economic or military advisors and rare Exotics.
  • Viturak Transport Cabal: Experts in logistics and advanced technology, offering unique items like the Jump Field Stabilizer and Phase Gates.
  • Jiskun Expeditionary Force: The best scouts in the galaxy, willing to exchange information for Influence and even attack targeted enemy worlds.


Diplomacy between human players must consider these Minor Factions, as their abilities and strategic benefits are significant. Whether they stand with or against you is up to you!


In our next exploration, we’ll dive into the economic and industrial simulation of Sins of a Solar Empire II, focusing on the third X: eXploit. Stay tuned, and may your empire thrive among the stars!

Dev Journal 4 - The Vasari Exodus Vorastra Titan

From the depths of deep space where the Dark Fleet dwells comes the Vasari Exodus' Vorastra-class titan. Originally designed as a means to keep insurgent elements deterred in the old empire, the Vorastra continues to serve as the Exodus faction’s most lethal weapon.


At a glance, the Vorastra may seem under-powered compared to the Vasari Alliance’s Kultorask titan class, but this would be a mistake. The Vorastra’s strength comes from being highly mobile and from its ability to deal massive area-of-effect damage to enemies.

With its default configuration, the Vorastra features the following loadout:
  • 2 Phase Missile Arrays comprised of 31 launchers each (1 array per wing).
  • 4 Heavy Beam Cannon turrets (2 on the center body; 1 per wingtip).
  • 12 Heavy Wave Cannon turrets (4 on the center body; 6 forward facing on the wings; 2 aft facing on the wings).
  • 12 Point Defense Pulse Gun turrets (8 forward facing; 4 aft facing).
  • Planetary Bombardment Beam Cannon.

As with all titans, this basic configuration can be further specialized using a variety of offensive, defensive and utility improvements, or with mobile rulership enhancements.

[h2]Special Abilities[/h2]
The Vorastra can be upgraded with several unique abilities as the ship gains experience:
  • Micro Phase Jump: Instantly transports the titan to the targeted position in the same gravity well and deals area-of-effect damage upon arrival.
  • The Maw: Immobilizes the titan and draws in nearby enemy ships in a frontal cone. Enemy ships that are drawn into the maw are destroyed and converted into resources.
  • Desperation: Passive ability upgrade that grants the Vorastra splash damage to its weapons, a bonus to weapon reload speed, and damage reduction proportional to its missing hull.
  • Phase Tunneling: Allows the Vorastra to generate a temporary phase lane between its current gravity well and a target detected one.




[h2]Optional Offensive Upgrades for the Vorastra-class Titan[/h2]
The titan and its abilities can be further enhanced with a number of offensive upgrades:
  • Nano Attack Swarm (3 uses): A swarm of nanites damage the targeted enemy and then continue to damage it over time.
  • Auxiliary Hangar: Adds a hangar bay to the titan, giving it the ability to host 10 bomber squadrons.
  • Micro Phase Jump Enhancer: Enemies damaged by the Micro Phase Jump’s arrival now incur a weapon reload rate penalty for a short duration.
  • The Maw Enhancer: The Maw now adds a stacking buff (up to 20) to the titan’s weapon damage for each ship consumed for a short duration.
  • Heavy Wave Cannons x2: Adds fixed heavy wave cannons to each wing of the Vorastra.
  • Phase Cannon: Unlocks the Vorastra’s powerful Phase Cannon.
  • Beam Modulator: Uses advanced modulation of the ship’s beam cannons to increase damage. Can be set to an ‘active’ state to greatly increase the damage for a time.
  • Phase Missile Augments: Customizes the launcher and targeting systems of the Vorastra’s phase missiles, increasing their damage output. Can be set to an ‘active’ state for a time in order to increase their ability to bypass shields.
  • Wave Modulator: Modulates wave cannons before firing to maintain a more stable waveform. This both increases wave cannon damage and increases their fire rate.




[h2]Optional Defensive Upgrades for the Vorastra-class Titan[/h2]
  • Nano Repair Swarm: Nanites repair the hull and armor of the targeted ally unit.
  • Phase Attenuated Shield: Extends the inner edge of the Vorastra’s shield into phase space, increasing the speed of shield regeneration. Also provides a large passive bonus to shield burst restore points.
  • Hull Plating (3 Levels): Adds additional armor plating to the Vorastra, greatly increasing its ability to survive combat.
  • Self-Repairing Armor: Experimental nanites are installed to enable armor regeneration while in combat and to rapidly restore armor capacity in an emergency.
  • Bomber Armor: With a limited population, keeping bomber pilots alive is a top priority for the Vasari. As such, this upgrade was developed to retrofit each bomber strikecraft with additional armor and armor strength.


[h2]Optional Utility Upgrades for the Vorastra-class Titan[/h2]
  • Nano Catalyzer Swarm (5 uses): Adds packages of energized nanites that rapidly restore antimatter to the targeted ally unit during combat.
  • Gravity Stabilizer: An advanced system upgrade that stabilizes and normalizes gravity in the vicinity of the ship, granting it greater speed and maneuverability.
  • Resonance Amplifier: Adds an onboard system that allows the ship to amplify and extend the duration of Phase Resonance effects.
  • Antimatter Recharger: Greatly improves the Vorastra’s antimatter recharge rate.
  • Deploy Orkulus Starbase (1 use): Prepares an Orkulus starbase build package that can be deployed at foreign gravity wells.
  • Deploy Phase Gate (1 use): Prepares a permanent Phase Gate build package that can be deployed at foreign gravity wells.




[h2]Optional Infrastructure Upgrades for the Vorastra-class Titan[/h2]
Of course, the Vasari Exodus faction has the ability to return to a fully mobile state once the appropriate technology is unlocked. To maintain a mobile empire, all Exodus capital ships and titans have the option of hosting Infrastructure.
  • Mobile Exotic Factory: Integrates an Exotic Factory into the Vorastra, allowing it to forge exotic resources.
  • Mobile Research Complex: Adds a massive complex of connected research facilities within the Vorastra, allowing it to coordinate Exodus scientific efforts while on the move.
  • Mobile Rulership: Moves the capital of the Exodus faction to the Vorastra. This allows the empire to survive without the need of any planets.
  • Mobile Fleet Beacon: Allows the Vorastra to remotely summon all types of ships from the Dark Fleet to its location.
  • Mobile Resonance Capacitor: Permanently integrates a Phase Resonance capacitor into the Vorastra, storing it for as long as it survives.

Video Blog: Evolution of Sins II Pt. 2 - Game-Changing RTS Features

Real-Time Strategy (RTS) games are undergoing a transformation, and at the forefront of this evolution is *Sins of a Solar Empire II*. This highly anticipated sequel promises to blend the strategic depth of 4X games with the tactical intensity of RTS, just as its predecessor, *Sins of a Solar Empire: Rebellion*, did so masterfully. But what exactly sets Sins II apart? Let's dive in.

[previewyoutube][/previewyoutube]

[h2]A Hybrid Masterpiece: RTS Meets 4X[/h2]
Is Sins of a Solar Empire II a classic RTS or a real-time 4X game? The answer is simple: it's both. This hybrid nature is what makes the game so compelling. By seamlessly combining the expansive strategy of 4X with the real-time tactics of an RTS, Sins II offers a unique gaming experience that appeals to fans of both genres.

In future posts, we'll delve into the new and improved features that transition from *Sins Rebellion* to *Sins II*, examining the four X’s—eXplore, eXpand, eXploit, and eXterminate—one by one. For now, let's focus on how Sins II enhances the RTS experience.

[h2]A Steady-Paced RTS[/h2]
One of the standout features of Sins of a Solar Empire II is its pacing. Unlike many RTS games that demand rapid reaction speeds, Sins II offers a more measured and steady pace, particularly in combat. This allows players to switch seamlessly between tactical battles and strategic oversight without feeling overwhelmed.

Moreover, Sins II is a "Real-Time With Pause" game, meaning that in single-player mode, you can pause the game at any moment to ponder your next move. This feature is a godsend for those who prefer a more thoughtful approach to strategy.

[h2]UI & Map Navigation: A Game-Changer[/h2]
User-interface accessibility is crucial in RTS games, and Sins II excels in this area. The game introduces several upgrades and new features to ensure smooth and satisfying gameplay. Information related to ships and colonies is now better organized, with detailed statistics easily accessible by holding the Alt-key. This reduces information overload for new players and makes it easier to find crucial data at a glance.

One of the most significant improvements is the new customizable Bookmark Bar. This feature allows players to add or remove bookmarked colonies or fleets at will, making it easier to quickly identify and manage your assets. The bar is broken down into different-sized blocks representing various entity types, with larger blocks for buildings or larger ships. Highlighting this bar with the mouse shows more detailed force composition information, and clicking it cycles through what each bar represents.

Complementing the Bookmark Bar is the Selection Window, which displays entities on a tactical level. This window is often the fastest way to select and command units in a battle, providing a more stable and easy-to-read interface compared to the old Empire Tree from *Sins Rebellion*.

[h2]Building Ships and Planetary Improvements[/h2]
Sins of a Solar Empire II introduces an innovative fleet replenishment system, where ships can be constructed at an available production facility and then automatically piloted to the fleet, wherever it is operating in the sector. This eliminates the need to search your colonies for an available facility first.

The layout of various planetary improvements has also been streamlined, allowing for more rapid colony development. Commerce and mining are now integrated into the planetary improvements system, making it easier to boost your economy with fewer clicks. Orbital mining, unlocked later in the tech tree, ensures that claiming mineral-rich asteroids is well worth the effort.

The old Planetary Specializations feature has been replaced with a new system of Planetary Item Slots, allowing for greater customization of each planet. These items can add defensive capabilities, produce the new Influence resource, or grant significant economic boosts, depending on the faction you're playing.

[h2]RTS Controls: Modernized and Streamlined[/h2]
RTS games live and die by their control systems, and Sins of a Solar Empire II has made significant improvements in this area. The game now features a modernized WASD camera control system and a range of remappable hotkeys for common and less common game commands. The arrow keys are also free to remap for left-handed players.

The Selection Window for detailed unit selection tools has been completely redesigned, reducing the need for menu-diving to find critical unit actions. Common ship behavior commands are now integrated into the standard ship command bar, while lesser-used advanced actions have their own pop-out window.


Sins of a Solar Empire II builds upon its predecessor with significant improvements in UI, controls, and overall gameplay experience. These enhancements make the game more accessible and enjoyable without compromising on depth or complexity, seamlessly integrating classic RTS and 4X elements.

Stay tuned for our next post, where we'll explore the first two of the four Xs: eXplore and eXpand.