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Dev Journal: Command Class Ships Pt. 1

[p]In late September, a new class of warships will be deployed into the Sins of a Solar Empire II universe with the release of the Reinforcements DLC. While not required for play, these new units are designed to expand the background lore of each faction and bring new dynamics to the gameplay.[/p][p][/p][h2]War Year 36[/h2][p]As the long conflict between the TEC, Vasari and Advent factions enters its 36th year, tensions have been rising even higher. Diplomacy has broken down utterly, with only minor fringe groups willing to parlay for any sort of compromise to profit. However, no stalemate lasts for long and to break it, each faction has decided to bring new units onto the field to help their cause.[/p][p][/p][h3]TEC Enclave[/h3][p]From behind their fortifications, the TEC Enclave has managed to safeguard their territories but haven’t been able to expand from them. Initially this was not seen as a problem, but as resources dwindle and constant warfare batters against their defenses, expansion has become necessary.[/p][p]To achieve this feat, the Enclave has developed their newest warship - the Takadaran Command Fortress. The Takadaran has been designed as both a battlefield command node and a mobile cruiser-scale shipyard. This versatile warship allows the Enclave to constantly reinforce their fleets in the field with everything short of capital- and titan-class warships. Additionally, the Takadaran can provide substantial buffs to nearby friendly units; and packs serious firepower with its state-of-the-art rapid fire beam cannons.[/p][p][/p][p]TEC Takadaran, Vasari Anarkrul Wanderer and Advent Oblivia[/p][p][/p][h3]Vasari Exodus[/h3][p]With their ancient nemesis thought to be just months away, the Vasari Exodus has called forth their ancient Ark ships to Trader space. The Anarkrul Wanderer houses more than 10,000 Vasari citizens and is one of their most important ship classes. Heavily armed and armored, the Anarkrul is able to deal with massed missile and strikecraft threats with relative ease. In addition, the Anarkrul hosts a large number of strikecraft which it’s able to buff with bonus damage and the ability to steal antimatter.[/p][p]For when combat goes against it, this mighty vessel can manipulate phase space into a small pocket to protect itself while it maneuvers away. Perhaps most frightening is the Anarkrul’s ultimate ability - the Nano Devourer Plague - which deploys a swarm of self-replicating nanites that consume everything in their path for resources.[/p][p][/p][h3]Advent Wrath[/h3][p]The Advent Wrath has only become more bloodthirsty as the long war as dragged on. Recognizing their difficulty in dealing with hardened Trader threats, like starbases, the Wrath have developed the Oblivia Dreadnought. This new warship is bristling with plasma weaponry capable of shredding through the thickest armor like it were paper.[/p][p]If that weren’t enough, some of the deadliest Psintegrat are stationed onboard the Oblivia-class. This gives the ship the ability to fire long-range PsiKinetic Lances, steal enemy antimatter by mentally ‘willing’ it across space and to create unique telekinetic holding fields around a target to disable it.[/p]

Date Announcement: Reinforcements DLC

[h2]New command ship class units and lore-driven factional victory conditions [/h2][h3]Players will experience fresh strategies on the battlefield September 25, 2025[/h3][h3]Wishlist Now[/h3][p][/p][p]The battle for galactic control has evolved as all sides introduce deadly new ships and cunning methods of victory. Stardock has announced the Reinforcements DLC for Sins of a Solar Empire II, will launch on  September 25, 2025. This content expansion introduces a brand-new command ship class—one unique vessel for each faction—and all-new Factional Victory Conditions that let players win in ways that match their empire’s lore and playstyle.[/p][p][/p][h3]New Command Ships[/h3][p]Bridging the gap between capital ships and titans, command ships redefine late-game fleet compositions with devastating firepower, unique abilities, and strategic utility:[/p]
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[p]TEC Enclave – Takadaran Command Fortress: A massive support platform doubling as a mobile cruiser-scale shipyard, capable of producing TEC cruisers in the field.[/p]
[p]TEC Primacy – Khevarkov Modular Battleship: A high-speed strike vessel with customizable hardpoints for railguns, missiles, or hangar bays.[/p]
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[p]Vasari Alliance – Sularkon Tyrant: A city-ship fortress with integrated Phase Gate, designed to lock down entire sectors.[/p]
[p]Vasari Exodus – Anarkrul Wanderer: A colossal refugee-carrier turned warship, bristling with defenses and heavy strikecraft support.[/p]
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[p]Advent Wrath – Oblivia Dreadnought: A heavily armored frontline warship wielding a devastating Super Heavy PsiKinetic Lance.[/p]
[p]Advent Reborn – Justicia Dreadnought: A vertical dreadnought that grows deadlier as allies fall, culminating in catastrophic retaliation.[/p]
[p][/p][h3]Factional Victory Conditions[/h3][p]The Reinforcements DLC also introduces faction-specific win conditions, adding new strategic layers and dramatic endgame scenarios:[/p]
  • [p]Vasari – The Departure: Build massive Arkships and escape the sector through a star.[/p]
  • [p]Advent – Mass Conversion: Deploy planetary conversion structures to transform entire star systems into loyal territory in sweeping waves.[/p]
  • [p]Trader Emergency Coalition – Super Novalith Offensive: Construct an ultimate Novalith cannon capable of obliterating planets to force peace through sheer destructive power.[/p]
[p]“The Reinforcements DLC isn’t just about adding bigger ships—it’s about giving players entirely new ways to think about victory,” said Brian Clair, Executive Producer at Stardock. “From unleashing faction-defining command ships to achieving lore-driven win conditions, every match can now end in a way that feels true to your chosen empire.”[/p][p][/p][h3]The Reinforcements DLC will be available standalone for $14.99; and is included as part of the Premium Edition, or as part of the Sins of a Solar Empire II Content Pass.[/h3][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p]

Video Blog: Basic Economic Strategies

Your Path to Economic Success in Sins of a Solar Empire II
[p]Knowing the basics of the economy in Sins of a Solar Empire II is crucial to your success early on and towards the end of your match. From diplomacy with alien empires, research and development, and the exploration of star systems, this video will explore many different strategies for economic warfare whether you're up against humans or computers.[/p][p][/p][previewyoutube][/previewyoutube]

Ship Series: The Advent Revelation Battlecruiser

[p]In this installment of the Ship Series, we take a closer look at the Advent Revelation-class Battlecruiser. The Revelation is a versatile warship, with offensive, support, and planetary siege functionality. As with many Advent capital ships, the Revelation relies heavily on its host of Psintegrat. These psychic adepts are capable of shutting down both enemy ships and structures, including starbases. Additionally, they can focus their minds to support nearby friendly forces by boosting their psi power; or turn their aggression onto enemy planets to send the population mad.[/p][p]Besides hosting a power force of Psintegrat, the Revelation also features a deadly arsenal of heavy plasma cannons, lasers and missile arrays.[/p][p][/p][p][/p][h2]Armament[/h2]
  • [p]2 x Heavy Plasma Cannon Turrets (forward)[/p]
  • [p]4 x Medium Laser Turrets (forward)[/p]
  • [p]2 x Medium Missile Launchers[/p]
  • [p]Support for 1-2 Squadrons of Drone Anima[/p]
  • [p]1 x Planetary Bombardment Cannon[/p]
[h2]Revelation Abilities[/h2]
  • [p]Reverie: Psintegrat enthrall the crew of the enemy target ship for a period of time, preventing them from taking any action. Damage interrupts the effect.[/p]
  • [p]Guidance: Adepts on board the Revelation focus their minds to enhance nearby friendly ships. This reduces ability cooldowns and increases the psi power of nearby crews.[/p]
  • [p]Quell: The Revelation’s Psintegrat pacify the crews of all structures and starbases in the target area for a period of time, preventing them from taking any action.[/p]
  • [p]Provoke Hysteria: All of the adepts aboard the Revelation focus their minds to instill a frenzied psychosis amongst the target planet’s population, leading to violence and riots that damage the world’s infrastructure.[/p]
[h2]Offensive Upgrade Options[/h2]
  • [p]Plasma Agitator: Rotating magnetic fields are used to agitate plasma into a higher energy state prior to firing. This increases the damage of plasma weapons and the PBC.[/p]
  • [p]Vex Amplifier: Adds a PsiTech emitter which is powered by the hatred and rage of the crew, improving weapon rate of fire. Affected by Psi power.[/p]
  • [p]Energy Accelerator: Advanced field control technology is used to contain and accelerate the bolts and beams of all energy weapons, enhancing range and damage.[/p]
[p][/p][h2]Defensive Upgrade Options[/h2]
  • [p]Structural Force Fields: Advanced failsafe force fields are installed in order to rapidly close hull breaches and hold the ship together when it suffers extreme damage.[/p]
  • [p]Synchronous Shield: Secondary shield generators can be brought into alignment to generate positive harmonic frequencies, increasing shield points and shield burst magnitude.[/p]
  • [p]PsiKinetic Plating: The Revelation's PsiTech armor is hardened by telekinetic fields, improving armor strength. Enhanced by Psi power.[/p]
  • [p]Consecration Inducer: Adds an intricate, PsiTech energy adapter designed to channel the euphoric energy of the crew directly into the shield generator, restoring shield points based on the Psi Power of the crew.[/p]
[h2]Utility Upgrade Options[/h2]
  • [p]Guiding Mentor: Grants a bonus to experience to friendly ships that are lower in level within the same gravity well.[/p]
  • [p]Harmony Circuit: Adds a special PsiTech circuit to the ship’s systems, increasing Psi power. Can be activated to increase the Psi power of a targeted friendly ship.[/p]
  • [p]Psionic Dynamo: Integrates a psionic power booster into the ship. Each time the Revelation uses an ability, the crew gains a stacking bonus to Psi power for a moderate duration.[/p]
  • [p]Brilliance Array: An advanced PsiTech device that channels the mental energy of the crew into the power systems of nearby allied vessels. Increases antimatter regeneration for all nearby ships based on the Psi power of the ship this item is fitted to.[/p]
  • [p]Essence Reservoir: This PsiTech device uses the grace of the purified Unity to capture the souls from the crew of nearby friendly ships when they are destroyed, granting a stacking bonus to Psi power.[/p]

Hotfix Update Notes for August 11, 2025

[h2]Hot Fix Change Log (1.43.11)[/h2]
  • Fixed bug that had missions loading during tutorials.
  • Fixed bug where mission triggers wouldn’t properly reset when a main chain would end.
  • Updated AI to allow it to build items on any unit that supports them.
  • Updated system to allow for flair effects to not be played during phase space, charging, or a period of time after (modding).
  • Updated system to allow flair effects to play when collecting loot (modding).
  • Setup missions uniform for modding.
  • Updated destroyed unit system slightly: scuttled units will now show debris, but provide no loot/XP (as intended). Previously wasn’t showing debris at all.
  • Added buildable planet icons to mission tooltips.
  • Added own_any_unit_item mission trigger (modding).
  • Added unit count information to mission reward lines.
  • The Ice Field gravity well ability Reflective Ice Particles will no longer reflect ability damage - only weapon damage. This should prevent AoE abilities from instantly destroying the casting ship.
  • Removed old png files that are no longer being used.