1. Sins of a Solar Empire II
  2. News

Sins of a Solar Empire II News

Dev Journal: The Diplomatic Method (or How I Learned to Hate Effectively)

[p]One of the most (or least) requested updates for Sins of a Solar Empire II has been with its diplomatic system. Half of players want more of it and the other half couldn’t care less. Both points of view have valid points, but what each side couldn’t know is how much diplomacy impacts the AI’s actions. Until now, this has been a black box but no longer! The upcoming 1.50 update shines a bright light on this seemingly insignificant aspect of the game. In this dev diary, we’re going to take a look at the first phase of updating the diplomacy system.[/p][p][/p][h2]“It’s All About Hatred, You See…”[/h2][p]This sounds funny on its surface (and it is, which is why I typed it), but it’s also been 100% true so far. Until now, the AI has based its decisions on simple, pure, hatred. More often that not, this was entirely aimed at the poor, unsuspecting human too! But undirected hate just lacks focus; it lashes out just to lash out. We needed to purify the innate rage of each faction to come up with something… better.[/p][p][/p][h2]“Or is it?”[/h2][p]To make the gameplay more dynamic and interesting, we have to make the AI players feel more than simple hate. As much as I love the idea of them being Sith, it’s just too limiting. With the 1.50 update, we’re adding in a number of additional factors that the AI players will consider when dealing with you and each other:[/p]
  • [p]Trust: A simple enough measure - how much does an AI player trust you? This value goes up as interactions are completed in a positive manner. High Trust makes an AI player more likely to accept your proposals. This isn’t a one-dimensional figure, however; AI players will also look at how well you treat other players to determine how much they trust you. Trust can also be gained by gifts and destroying units belonging to the other player’s Rival.[/p]
  • [p]Patience: Patience is an overall indicator of how annoying you’re being to an AI player. Trying to rapidly gift AI players or create deals with them will erode Patience with you, making them like you less. Patience will slowly restore itself over time if you remain on friendly terms (and stop nagging the other player).[/p]
  • [p]Racial: It’s no secret to Sins' players that the various races and factions don’t really like one another. This value takes into account the inherent dislike between the TEC, Advent and Vasari as a whole. It’s somewhat randomized for each game.[/p]
  • [p]Faction: Factional modifiers measure how much the factions of a race like or dislike each other. For example, TEC Enclave vs TEC Primacy will not always get along. This value is also somewhat randomized for each game.[/p]
  • [p]Hate: Our tried and true companion! Hate is generated by a player’s actions against others. Destroying enemy warships, planets, trade ships and structures all generate hatred. If a faction hates you more than any other, you become their Rival. This will encourage them to target you above most other players.[/p]
  • [p]There are additional factors that also impact diplomatic agreements, but we’ll cover those in the next diary.[/p][p][/p]
[p]New Diplomacy / Trade Window[/p][p][/p][p]Above you can see an image of the new trade/diplomacy window that’s being added in version 1.50. A brief overview is below and we’ll delve into these areas in more detail in the next journal.[/p]
  1. [p]Displays the selected player’s Patience with you and their current Rival.[/p]
  2. [p]At the top we have our usual agreement options, but below we’ve added details on the various relationship factors we discussed above. You’ll also be able to see how likely the other player is to accept one of your offers.[/p]
  3. [p]Gifts and bribes can be set here for both parties. You’ll even be able to trade Influence to help seal a deal![/p]

Announcing: New Massive v1.5 Free Update

[h2]Overhauled Diplomacy System, New Quick Start Options, AI Improvements and more are coming to new Free Update for Sins of a Solar Empire II[/h2][p][/p][p]Sins of a Solar Empire II players are in for an early holiday gift as Stardock Entertainment will release Sins of a Solar Empire II v1.5 - The ‘Diplomatic Repercussions’ Update on December 10, 2025. This major update introduces an enhanced diplomacy system, new quick start options, improved AI, updated modding UX and dozens of other changes requested by players.[/p][p][/p][p]“Fans have been giving us excellent feedback during the past year,” said Brian Clair, product owner for Sins of a Solar Empire II, Stardock Entertainment. “We’ve been implementing a steady stream of improvements during 2025, but we wanted to go out with a bang and deliver an update that would excite the fans. Our v1.5 update includes some of the most requested updates from players.”[/p][p][/p][h3]Key Features of the ‘Diplomatic Repercussions' Update[/h3][p]Overhauled Enhanced Diplomacy System
A reworked diplomacy system allowing greater flexibility and options to players. AI players now consider multiple factors when choosing diplomatic partners. Players can now trade influence and Items.[/p][p][/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][/p][p]Improved AI Opponents
AI players more dynamic to changes over the course of a game. Players will notice them making better decisions throughout their playtime.[/p][p][/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 now available in a mod’s tile. Addition of a download/install progress bar for larger, total-conversion mods.[/p][p][/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][/p][p]Research and Tech Tree Layout
Tech tree 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][/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][p][/p][p]Owners of Sins of a Solar Empire II can check out v1.5 via the opt-in.[/p][p][/p][p][/p][p][/p][p][/p][p] [/p][p][/p][p][/p]

Developer Interview: Sovereign Echo on "Reinforcements"

[p]In this interview, Sins of a Solar Empire II's game designer, Conor "Sovereign Echo" Harris, spills the tea on the design ideas behind each of the six new Command Ships added and the new Factional Victory Conditions in the Reinforcements DLC. [/p][p][/p][previewyoutube][/previewyoutube]

Publisher Sale: Up to 60% up Sins of a Solar Empire titles

Get up to 60% off Sins of a Solar Empire titles during the 2025 Publisher Sale
[p]View Entire Sale[/p][p][/p][h2]Newly Released[/h2][p][dynamiclink][/dynamiclink][/p][h2]Sins of a Solar Empire II deals:[/h2][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][h2]Other Sins of a Solar Empire deals:[/h2][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]

Dev Journal: Stellar Cartographer - The Next Step in Map Making

[p]Recently I polled the community to understand where Solar Forge falls short in map creation. It took me about a month to poll the data; after several weeks I’ve come up with a working prototype on what we think will be a massive improvement. Now that the new app is closer to release, I wanted to go over the functionality and improvements we have made to this replacement over Solar Forge.[/p][p]Let's start with the basics: This isn’t Solar Forge, this is all-new from the ground up; and made for ease of use and convenience in the hopes it will foster some really great community generated content.[/p][p][/p][p]New Map View[/p][p][/p][p]This is the basic layout of the application as you will be interacting with it. When opening the application or starting a new map, it will always start with a random star at world origin so you are aware of what's center and that a star is necessary. On the left-hand side is your galaxy generator. This part of the application is hooked directly into the game's [c]galaxy_generator.uniform[/c], so as to allow you to drag and drop any planet type into the map creation viewport without having to find a specific one via a drop-down menu. It also allows mods to add their own custom planet types easily and have them visually reflected in the application.[/p][p]The right-hand panel contains node properties, transform options for viewing and your scenario information. Node properties are the settings for the individually selected planet/well/star. It will allow you to tinker with the individual settings of a single object. Transform is the section used to custom tailor the map making experience to your needs. This allows you to adjust phase lane thickness, planet/star size, orbital trails, the ability to toggle phase lane and planet ids and quite a bit more.[/p][p]At the bottom are the Scenario and Map Info sections. Scenario is essentially a live feed for how many planets and stars are on your map, while also allowing you to designate the name and description. Map Info is simply a random map generator, with seed control for repeatability.[/p][p][/p][p]Map Viewport[/p][p][/p][p]Now let's take a look at the viewport itself: We have made significant improvements to how maps are visualized and read while under construction. Starting in the upper left-hand corner we have some basic viewport controls for color-blindness, covering the big three. Under it, is a conveniently located button for random map generation that will use saved settings to generate maps. The top right-hand corner has the legend. Solar Forge suffered from a lack of easy readability. We are making every attempt to mitigate that here by not only using map images in the viewport, but also by providing a real-time legend for what's what: From planets to phase lanes and ownership. All readable at a glance.[/p][p]On the bottom right is a basic atlas, so you know which direction is which when designing a map; and on the bottom left is a measuring tool to understand exactly how large the map you are making truly is. Given that something like a Novalith has X-range it's important to understand the distance between map objects.[/p][p]At the top center of the viewport are your mode controls that allow you to specifically control what parts of a map you are building.[/p][p]View is essentially a read only way of viewing a map. You can select individual objects in the viewport and tinker with their Node Properties, but you will not be allowed to move anything. It will keep the elements of your map fixed but selectable.[/p][p]Planets is your orbital body placement mode - planets, gravity wells and stars. All placeable and moveable in this mode. Simply grab it from the left panel and drag it into the viewport.[/p][p]Lanes is your phase lane creation and edit mode. While in this mode, simply click one object and drag to another to create a phase lane. The application will automatically detect when you are connecting stars/wormholes and create the appropriate lanes without any extra work on your part. This would also be what you would want to use to delete phase lanes (in planet mode they are unselectable entirely). [/p][p]
[/p][p]For viewport functionality we have made some additions that we hope will help to considerably cut down the time it takes to make some fun maps. On top of just being able to switch modes without always having to use the viewport buttons, you have the ability to easily visualize your selection of objects, copy/paste, mirror along an axis, and the really fun part: circular array or grid array duplication.
[/p][p][/p][p]The inspiration behind this feature is the ability to duplicate a single section into a 10-player map quite easily without having to copy/paste and move every section. Simply select a chunk you want to array and a center, and it will do the heavy lifting for you. The same applies for grid array, it allows you to lay out how wide and tall you want the grid to be as well as spacing.[/p][p][/p][p]Gravity Well Distance Measurement[/p][p][/p][p]You can also measure the distance between gravity wells; this was a requested feature by some of our more ardent map makers. It's not necessary for everyone, but little things like this allow each person to cater their map making experience to their specific needs.[/p][p]The final options in the viewport context menu are the parent/child options. This allows you to easily set up the relationship between a child and parent object (think planet and moon). By selecting what you want to be a child object (moon or otherwise) and dragging to the object you want it parented to.[/p][p][/p][p][/p][p][/p][p]Now that we are past the base functionality, let's talk about the fun stuff. We understand that over the 15+ years of Sins 1 that a lot of you may have maps that you have fond memories of and would like to easily carry over to Sins II. I spent some time solving this problem. Our Legacy option in Stellar Cartographer is designed specifically to open Sins 1 maps natively and convert them to Sins II's newer JSON standard.[/p][p][/p][p]Legacy Map Conversion[/p][p][/p][p]Gravity Well Mapping[/p][p][/p][p]On the left side are the Sins 1 planet type entries and on the right is Sins II. This also allows for personalized entries to make it easier for mods to move over maps with planet types that may be unique to them.[/p][p][/p][p]Galaxy Generator[/p][p][/p][p]This next feature is a simpler version of an old one: the galaxy generator. With some simple numerical inputs, you can generate a map of your desired size. There are also seed inputs that allow for predictable generation.[/p][p][/p][p][/p][p]Our hope is that eventually this tool can be used to create and control scripting for custom scenarios. Right now, it can be used to open and observe custom scenarios. The Create Scenario option is grayed out as we evaluate the best way of approaching that problem.[/p][p]The last bit of functionality we added to the map maker was the ability to not only create the map image you wish to use for your custom map but save it out with the map when you have finished with your project.[/p][p][/p][p]Map Icon Maker[/p][p][/p][p]Icon Maker allows for a large amount of control in terms of how you choose to generate your map image. Currently, we use it to data drive our map icons so that the icons we use in game represent the map itself.[/p][p]Icon Maker Controls:[/p]
  • [p]Rotation & Zoom (to fit it properly in frame)[/p]
  • [p]Navigation (move the map data around to fit in frame better)[/p]
  • [p]Planet and Phase Lane Sizing[/p]
  • [p]Coloration of Objects in Scene[/p]
  • [p]Drop Shadows for Contrast[/p]
  • [p]Outlines Effects for Emphasis[/p]
  • [p]Output Resolution[/p]
[p]As well as allowing you to manually select a map or data drive from the map you’re currently working on, the application has the ability to use any square background image, so don't feel like you have to use what is provided. That is just what we use internally to represent a map's size. Once you’re happy with it you can close out the Icon Maker and the application will remember your configuration so when you save out the map in its entirety it will also generate the image as well.[/p][p]This tool is in active development. Watch for its release for early testing in the near future![/p]