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Video Blog: Evolution of Sins II Pt.5 - eXterminate

Mighty warships, deadly defenses, superior strategies… Welcome to the universe of Sins of a Solar Empire II! In this latest installment, we delve into the heart of the game’s eXterminate phase, where tactical brilliance and strategic foresight are your greatest allies.

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[h2]eXterminate: The Ultimate Objective[/h2]
In Sins of a Solar Empire, the 4X elements—eXplore, eXpand, and eXploit—culminate in the ultimate goal: to eXterminate your rivals. This involves winning decisive fleet battles, dismantling enemy defenses, and capturing their colonies. In this episode, we’ll explore the significant improvements in both tactical and strategic warfare from Sins of a Solar Empire: Rebellion to Sins of a Solar Empire II.

While eXterminate is a vast topic, we’ll focus on the highlights, giving you a taste of the enhanced warfare mechanics that await you.

[h2]Tactical Combat: A New Era[/h2]
The tactical simulation in Sins of a Solar Empire II has seen substantial upgrades. From destructible missiles to gun-turret tracking speeds and body blocking, the changes are extensive. If you missed our previous videos, we recommend checking them out for a more detailed breakdown.

[h2]Tactical Combat Mechanics[/h2]
Gone are the days of hidden damage modifiers that made Sins Rebellion’s combat a bit of a puzzle. Sins of a Solar Empire II introduces a new system governing damage to ships, making tactical combat more intuitive and engaging.

Warships and defensive structures now feature a mix of Shields, Armour, Hull Points, Durability, Armour Strength, and Hull Regeneration. This complex interplay of stats ensures that each battle is a test of strategy and skill.

For instance, the Kol Battleship is armed with two powerful gauss cannons, four medium autocannons, and three light autocannons. Each weapon type has its own strengths and weaknesses, making positioning and tactical decisions crucial. The gauss cannons, with their high Pierce value, are deadly against heavily defended enemy Cruisers and Capital ships but less effective against smaller, nimble ships.

Durability and Armour Strength add layers of complexity to damage reduction, while Shields can employ a Shield Burst ability for instant replenishment. This makes for dynamic battles where knowing when to engage and when to retreat can make all the difference.

[h2]Capital Ships, Titans, and Starbases[/h2]
Capital Ships, Titans, and Starbases now have a Crippled Hull state, allowing them to survive longer in battle even when their Hull Points are depleted. This forces players to make tough decisions about resource allocation during combat.

The new tooltip system in Sins II provides all these combat statistics at a glance, with additional information available by holding the Alt key. This keeps the interface clean and user-friendly, allowing players to focus on strategy.

[h2]Items and Abilities[/h2]
Capital Ship, Titan, and Starbase Items are a new addition, expanding your fleet’s repertoire of special tricks. From Radiation Bombs to Rapid Reloaders, these items add a new layer of tactical depth.

Crowd control, focused firing solutions, and area-effect buffs and debuffs transform the battlefield into a dynamic combat space requiring forethought and careful planning. The changes to weapon firing arcs, turret tracking speeds, and deployable Item systems open up a whole new dimension of tactical play.

[h2]Strategic Warfare: The Bigger Picture[/h2]
Beyond tactical combat, Sins of a Solar Empire II introduces significant improvements to strategic warfare. Ships can now be constructed directly to a fleet out on campaign, eliminating the need to manually search for a free shipyard. This feature allows for rapid fleet replenishment, while an auto-threat avoidance pathing system ensures incoming replacements avoid hostile systems.

The Selection Window makes it easier to control ships, particularly useful in multiplayer games where pausing can be limited. Defensive structures and Starbases can be rotated around the gravity well, deactivating their functionality while in transit. This feature is essential for adapting to shifting phase-lane connections and unexpected enemy attacks.

[h2]Planetary and Starbase Items[/h2]
Planetary and Starbase Items add a new dimension to strategic warfare. For example, the Traders' Garrison Recruitment Center commissions idle factories to produce an automated garrison fleet, which does not contribute to your overall Supply limit. These ships can defend colonies or roam neighboring gravity wells to clear out enemy outposts.

Other useful Planet Items increase Military Orbital Slots, weapon range, or damage in the gravity well, and summon defensive fleets. These additions make strategic planning more nuanced and rewarding.

[h2]Minor Factions[/h2]
No Sins of a Solar Empire II strategy is complete without considering the Minor Factions. In exchange for Influence points, these factions can be coerced into aiding your military efforts. Whether purchasing Scout Vision sensor data or paying the Aluxian Resurgence to hold a vulnerable flank, the Minor Factions offer invaluable support.


Sins of a Solar Empire II is a war-focused 4X game, and the changes to the eXterminate aspect of gameplay are unique to each faction. Stay tuned for future videos where we’ll cover race and sub-faction specific features, including unique ships, items, technologies, and abilities. Until then, sharpen your strategies and prepare for interstellar warfare!

Dev Journal 6 - The Vasari Kortul Devastator

The Kortul Devastator battleship class has been the backbone of the Vasari military since the days of the old empire. Within the Exodus Fleet, the Kortul still performs as a powerful sustained combat ship, but also houses many civilians as well. The Kortul’s high powered weapons are designed to make short work of armored targets and its special abilities allow it to remain in combat for a prolonged period.


[h3]Armaments[/h3]
  • 3 x Fixed Wave Cannons
  • 7 x Phase Missile Launchers
  • 6 x Beam Cannon Turrets
  • Planetary Bombardment Beam Cannon
  • Hangar Bay (1-3 squadrons)


[h3]Special Abilities[/h3]
  • Power Surge: Greatly increases the Kortul’s weapons fire rate and restores shields over time.
  • Jam Weapons: Disperses nanites in a radius around the Kortul, which causes the weapons of affected enemies to reload more slowly.
  • Disrupt Armor: Grants the Kortul’s weapons the ability to destabilize the target’s hull, applying a stacking armor penalty.
  • Volatile Nanites: Afflicts enemy forces with a film of explosive nanites. These cause increased damage when attacked by the Kortul and deal damage to nearby enemies upon the target’s death.


[h2]The Kortul can be customized for additional combat situations with the addition of special ship items:[/h2]
[h3]Optional Offensive Upgrades[/h3]
  • 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.
  • Phase Missile Augments: Customizes warhead launchers and targeting systems specifically for the Kortul, improving the damage of all phase missiles.
  • Wave Modulator: Modulates wave cannons before firing to maintain a more stable waveform. This both increases wave cannon damage and increases their fire rate.


[h3]Optional Defensive Upgrades[/h3]
  • Nano Repair Swarm: Nanites repair the hull and armor of the targeted ally unit.
  • Phase Attenuated Shield: Extends the inner edge of the Kortul’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.



[h3]Optional Utility Upgrades[/h3]
  • 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 Kortul’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.


[h3]Optional Infrastructure Upgrades[/h3]
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 Empire Lab: Adds an onboard holding facility to sure that there are always live subjects to test genetic, social and nanotech advances on.
  • Mobile Warfare Lab: Integrates a specialized onboard lab to safely isolate high energy field tests and hostile nanite culturing.
  • Mobile Adjunct Lab: Adds onboard data relays and support labs to increase the speed of all research conducted by the Exodus Fleet.
  • Mobile Exotic Factory: Integrates an Exotic Factory into the Kortul, allowing it to forge exotic resources.
  • Mobile Rulership: Moves the capital of the Exodus faction to the Kortul. This allows the empire to survive without the need of any planets.
  • Mobile Fleet Beacon: Allows the Kortul 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 Kortul, storing it for as long as it survives.

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

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

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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.

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[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!