1. Sins of a Solar Empire II
  2. News

Sins of a Solar Empire II News

Franchise Sale: Save Up To 75% on Sins of a Solar Empire Titles

Snag discounts on our Sins of a Solar Empire games, dlc, and expansions during our Franchise Sale

[h3]Visit our sale page to view all products on sale[/h3]



[h2]Sins of a Solar Empire II Deals:[/h2]
https://store.steampowered.com/app/1575940/Sins_of_a_Solar_Empire_II/

https://store.steampowered.com/sub/1108073/

https://store.steampowered.com/sub/1119515/


[h2]Additional Titles on Sale:[/h2]
https://store.steampowered.com/app/204880/Sins_of_a_Solar_Empire_Rebellion/

https://store.steampowered.com/app/201290/Sins_of_a_Solar_Empire_Trinity/



[h2]View All Sins of a Solar Empire Products on Sale:[/h2][h3]Visit our sale page to view all products on sale[/h3]

Ship Series: The TEC Primacy Ragnarov Titan

The TEC Primacy’s flagship is the weapon-laden Ragnarov-class titan. In keeping with the Primacy’s philosophy that all enemies should be destroyed, the Ragnarov is embodiment of this ideal, as most of the ship is composed of a massive rail gun. In the time since we first looked at the Ragnarov, she’s only become more deadly with the inclusion of point-defense autocannons as part of her standard arsenal.


[h3]Armament[/h3]
  • 1 x Rail Gun
  • 10 x Medium Autocannon Turrets (5 per side)
  • 14 x Point Defense Autocannon Turrets
  • 4 x Fixed Dual-Gauss Cannons
  • 12 x Dual-Gauss Turrets (3 per pylon)
  • 1 x Planetary Bombardment Cannon
  • 4 x Heavy Missile Launcher Batteries (Optional)
  • Up to 10 strikecraft squadrons (Optional)

As a counterpoint to the TEC Enclave’s Ankylon titan which focuses on defense, the Primacy goes all-in on offense. However, as powerful as the Ragnarov is, without a supporting fleet it is vulnerable to enemy assault.

[h3]Ragnarov Abilities[/h3]
  • Piercing Shot: The titan fires an extremely powerful, long-range shell that deals massive damage to a single target.
  • Explosive Shot: The Ragnarov fires an explosive shell at a target enemy which deals area damage.
  • Warpath: For a short duration, each enemy destroyed gives the Ragnarov a stacking weapon damage bonus. Defeating larger enemies grants multiple stacks.
  • Novalith Cannon: Using its embedded railgun, the titan fires a devastating nuclear payload at a nearby hostile planet, inflicting massive surface damage and disabling all defensive structures for a time.

[h3]Offensive Upgrade Options[/h3]
  • Missile Launchers: Adds 4 heavy missile batteries to the titan.
  • Railgun Accelerator: Upgrades the railgun’s power system and barrel materials to greatly increase its strength.
  • Rapid Autoloader: Increases the reload rate of all Physical weapons. Can be briefly overcharged to further increase cooldown.
  • Targeting Array: Greatly increases the weapon range of the titan and nearby ships.
  • Missile Guidance Computer: Enables missing retargeting and bonus damage to missiles fired by friendly units within range.
  • High Yield Warheads: Greatly increases planet bombing damage. Can be activated to grant increased damage to all nearby units for a duration.
  • Heavy Gauss Slugs: Advanced alloys give gauss ammunition increased damage and armor penetration.



[h3]Defensive Upgrade Options[/h3]
  • Flak Burst: Adds Flak launchers to the titan, which can inflict Physical damage over time to all strike craft and missiles within a short range.
  • Extra Armor Plating (I-II): Each level increases the maximum Hull Points, Armor Points, and overall Armor Strength of the titan. These upgrades also enhance passive generation rates for hull and armor.
  • Combat Repair System: The addition of small robotic repair drones gives the titan a passive bonus to repair rates, which persists in combat. When brought to full power, this rate is boosted for a short duration.
  • Reactive Plating: Improves the ship’s armor plating with special technology to reactively counter the impact of incoming missiles.
  • Ablative Armor: Adds advanced armor plates that are designed to ablate into clouds of disrupting particles when struck by beam weapons.

[h3]Utility Upgrade Options[/h3]
  • War Reporter: Embeds a war journalist and their media team onto the ship to capture footage for propaganda films. Increases the empire’s maximum influence.
  • Hangar Bay: Adds a hangar bay to the titan, giving it the ability to host up to 10 squadrons.
  • Volatile Accelerants: Injects potent fuel additives to boost the speed of nearby ships for a short time but also causes damage for the duration.
  • Antimatter Engine: Adds a secondary antimatter generator to the ship, increasing maximum storage and regeneration capabilities.

Developer Interview: Sovereign Echo on v1.4 "Total Subjugation"

Developer Interview: Sovereign Echo on v1.4 "Total Subjugation"


In this developer interview, we talk to Games Designer Conor Harris, aka “Sovereign Echo”, on the motivations behind the changes and additions made to Sins of a Solar Empire II in the v1.4 “Total Subjugation” update.

[previewyoutube][/previewyoutube]
Topics discussed include the role that community feedback played in helping the designers address balance issues, the nature of those balance changes and the reasoning behind why they were made, an overview of the new Trader and Vasari units, an in-depth look at the Population and Allegiance mechanics added, and more!

v1.41 'New Worlds' Update Now Out

April showers bring a new Sins II update! This month we’re adding 3 new planet types that act as high population density worlds for each race. Additional balance changes, bug fixes, and art polish are also part of our April update for all users. For those who’ve purchased the Paths to Power DLC, we’ve added the ‘mad’ Vasari titan to the Seek & Destroy scenarios. If the Vasari manage to summon it, you’ll need to defeat it to win!





v1.41 Changes

[h2]Additions[/h2]
  • Added Vasari Hive asteroid gravity well type.
  • Added TEC City planet gravity well type.
  • Added Advent Geomagnetic planet gravity well type.
    • New research subjects added to support colonization for all races.
    • New planet items added.
  • Paths to Power: The Vasari Mad Titan returns in the Seek & Destroy scenarios!


[h2]Gameplay[/h2]
  • Paths to Power: Updated Seek and Destroy - Exodus scenario so that the Vasari player will summon the Mad Titan unique unit once they control the required Phase Resonators. To achieve final victory, the player must utilize the Mad Titan and their other forces to destroy all the other players.
  • Rebalanced Advent Credit and Resource cost weightings in line with community feedback.
  • Rebalanced Vasari Warden and Oppressor in line with feedback.
  • Rebalance Insurgency based on community feedback.
  • Fixed Silent Monastery being buildable on planets that it has no effect on.
  • Insurgency arrival frequency changed from 120s to 200s.
    • Primacy Insurgency rush strategies force an outsized degree of effort and coordination to counter. Although this tech should have considerable impact as a difficult to set up T5 faction identity tech, reducing the pace at which it snowballs should grant opposing players more time to respond before it reaches an unmanageable level.
  • Vasari Alliance Nanomedicine tech corrected to properly provide its bonus.
  • Vasari Deconstruction Nanites - metal income rate increased from 1.8 to 3.6.
  • Advent Silent Monastery availability adjusted to ensure it cannot be constructed on worlds where it would have no effect.
  • Advent resource costs for most ships and some structures have been adjusted to better reflect the realities of the resources the Advent can produce. This means a reduction in credit costs on all changed units, with the resultant cost transferred to metal in most cases. This should make the Advent economy flow a bit more naturally, with less severe credit deficits and less surplus metal.
  • Updated planet culture stats so that max. allied population, neutral population conversion and enemy population conversion stats are based on the dominant culture player, not the planet’s owner.
  • Increased Advent PD Laser damage from 3 to 5 on all Advent PD Lasers.
  • Exoria Illuminator:
    • Increased Heavy Beam damage from 60 to 90, and reload time from 6s to 9s. Damage per second is retained, but a slower firing cycle will result in less flexibility against numerous small targets.
    • Heavy Beam now has a lock on time of 0.5s.
    • Increased Medium Beam damage from 15 to 30, and reload time from 3s to 6s. Damage per second is retained, but a slower firing cycle will result in less flexibility against numerous small targets.


[h2]Art & VFX[/h2]
  • Fixed ‘floating’ guns on the TEC Marza.
  • Fixed mesh holes on the TEC Akkan.
  • Paths to Power: Added ambient ‘eye’ vfx to ancient starbase.
  • Updated TEC Ragnarov’s Concussion Shot charge vfx.
  • Updated Ship Graveyard vfx.
  • Updated Vasari Regeneration Bay vfx and icon.
  • Updated Advent Deliverance Engine icons and vfx.
  • Paths to Power: Added Vasari ‘mad’ titan.


[h2]Misc. & Bug Fixes[/h2]
  • Updated tooltip display to show “per pop” instead of “/ 100”.
  • Fixed missing Chinese font glyphs.
  • Added ability to add inline icons to most tooltip sections.
  • Fixed various tutorial bugs that blocked progression.
  • Fixed bug where any population not allied to the planet’s owner would cause an allied population penalty. Now cease-fire treaties will cause no penalty and synergy pacts will result in an allied bonus.
  • Fixed Advent Deliverance Engine culture autocast (which now allows the AI to use it).
  • Paths to Power: Fixed scenarios from spamming ‘Defeat' screen.
  • Paths to Power: Disabled Scenarios from triggering certain achievement unlocks immediately.
  • Paths to Power: Updated ancient starbases so that items/upgrades are cleared out when another player captures the base.
  • Added support for tooltips on disabled main menu buttons.
  • Updated planet culture stats so that max. allied population, neutral population conversion and enemy population conversion stats are based on the dominant culture player, not the planet’s owner.

Season 2 Roadmap

We’re thrilled to unveil our latest high-level roadmap for upcoming content in Sins of a Solar Empire II, highlighting both free and paid updates set to roll out through the end of September this year. We’ll update this roadmap regularly as these are released, so stay tuned for more information as we continue to expand the universe of Sins of a Solar Empire II!



Check out what was done in season 1 here.