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Video Blog: Opening Moves Pt. 2

Tips and Tricks for Sins of a Solar Empire II: Mastering the Early Game


Welcome, fellow space strategists! If you’ve just embarked on your journey in Sins of a Solar Empire II, you’re in for an exhilarating ride as you forge the foundations of a galaxy-spanning empire. In this post, we’ll delve into critical strategies for navigating the early game and setting yourself up for success. Let’s jump right in!

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[h2]The Crucial Early Game Decisions
[/h2]

The opening minutes of any game of Sins of a Solar Empire II are pivotal. Your choices during this phase will shape your approach to conquering the galaxy. From selecting your starting technologies to deciding where to expand first, every decision counts.
  • Prioritize Resource Management: As you kick off your game, ramping up your economic output is essential. Aim to research Efficient Crystal Sorting early on. This technology will enhance your resource collection, allowing you to fund your expansion efforts more effectively.
  • Target Weakly Defended Planets: After establishing a solid economic base, it’s time to expand your territory. Head to the lightly defended asteroid at Hecuba. Use your Akkan capital ship to lead the charge, employing the Radiation Bomb to dispatch enemy forces quickly. Once you’ve secured the asteroid, immediately upgrade your Commerce and Mining facilities to boost your resource production.
  • Scout for Strategic Assets: While expanding, keep an eye out for valuable planets. The Ice Planet Danae is just one jump away from Hecuba and offers excellent resources and defensive advantages. Prioritize capturing it to strengthen your foothold in the galaxy.


[h2]Building Your Fleets
[/h2]
  • Diversify Your Fleets: With your first fleet (Alpha Fleet) making progress, consider creating a second expansion fleet (Gamma Fleet). This fleet can help you conquer additional territory while Alpha Fleet focuses on securing more strategic planets. Equip Gamma Fleet with a Protev Colony Frigate and a mix of Cobalt Light Frigates for effective defense.
  • Upgrade Your Ships: Research Advanced Metallurgy to increase your ships' armor. This upgrade is crucial for ensuring your fleets can withstand enemy attacks as you expand.
  • Utilize Tactical Maneuvers: When engaging enemy fleets, careful positioning is key. Use your capital ship to absorb damage while your lighter ships deal with enemy frigates. This strategy will help minimize losses during battles.


[h2]Economic Development and Defense
[/h2]
  • Fortify Your New Territories: As you expand, don’t neglect your defenses. Build a Retrofit Bay and turrets at newly acquired planets to deter enemy raids. The Vasari Exodus forces are aggressive, so be prepared for potential attacks.
  • Invest in Civic Research: Upgrade your Logistics track and build Civic Research Stations at your colonies. This will enhance your PSIDAR coverage, allowing you to detect enemy movements and plan your defenses accordingly.
  • Engage with Minor Factions: Influence points can be a game-changer. Use them to unlock favors from Minor Factions, which can provide unique advantages. For instance, purchasing Reputation Level I from Pranast United unlocks the Emergency Gauss Platform, a valuable defensive structure.


[h2]Planning for the Future
[/h2]
  • Keep an Eye on Enemy Movements: As you expand, regularly build scouts to monitor enemy territories. This will give you early warning of incoming attacks and allow you to adjust your strategy accordingly.
  • Prepare for Major Engagements: By the time you reach the fifteen-minute mark, you should be preparing for larger battles. Ensure you have at least two capital ships ready and continue to build frigates and cruisers to support your fleets.
  • Diplomacy is Key: As you encounter other empires, assess whether to engage in combat or pursue diplomatic relations. Sometimes, a well-timed ceasefire can provide the breathing room you need to strengthen your position.


[h2]Conclusion[/h2]
There you have it—your guide to mastering the early game in Sins of a Solar Empire II. By focusing on resource management, strategic expansion, and fleet development, you’ll lay a solid foundation for your galactic empire. Remember, the choices you make now will echo throughout your campaign, so choose wisely!

Now, go forth and conquer the stars! May your empire rise to greatness!

Behind the Scenes: The Nuances of Hardpointing

The primary 3D artist on Sins II’s development team, Paul Kiesling (Set), was kind enough to swing through this month to provide a “short” explanation on how we hardpoint assets to get them properly working in Sins2. Enjoy!

Let's say you have a finished good-looking ship model; how do you make it work in game? We must hardpoint the ship so that the game has the necessary location data of where to put turrets, fire torpedoes, or prop effects. Let's start with getting your ship centered in the scene before dropping any hardpoints onto the ship. You want to make sure the center of your ship is seated at X:0 Y:0 Z:0. This isn't a hard rule but a good rule of thumb when setting up a ship for use in game.

Lets get some nomenclature out of the way so we understand how hardpoint naming actually works.

Singular - This applies to center, above, aura, bomb. These are hardpoints that don't need numbering. Having more than one is unnecessary.

Serialized - This applies to your weapon, or ability hardpoints. Ships may have multiple fixed weapons, and you will need a way to distinguish themselves.
Ex. weapon.0, weapon.1, weapon.2, ability.0, ability.1, ability.2

Bank - Lets say you want missiles to fire from multiple hardpoints, you can break them out into banks to better control their range of fire. In this instance on we used weapon.0 for all of the missiles hardpoints on the Eradica. We divided them into 6 banks

weapon.0_bottomleft
weapon.0_bottomright

weapon.0_middleleft
weapon.0_middleright

weapon.0_topleft
weapon.0_topright

Now you could label these weapon.0, weapon.1, weapon.2 etc etc, however for the sake of organization we want to denote that all of these hardpoints are firing the same weapon. So they are all labeled as weapon.0, following the underscore is the location of the bank. Now there is one more important note for these banks.

weapon.0_topleft-0

(weapon.0) This indicates the weapon being fired

(_topleft) Location of the bank in relation to ship

(-0) A way of using multiple hardpoints as one, everything following the - isn't exactly ignored by the game however allows the engine to use multiple hardpoints as one. In this bank we have points going from 0-14 that can serve as the firing order for these points if you define the weapon as firing sequentially.


[h2]Turrets[/h2]
Turrets are the most nuanced part of hardpointing in Sins of a Solar Empire 2, They come in two variants gimbal and bi-axial. (That's what we refer to them internally) we will start with the most common type.

[h2]Bi-axial[/h2]
Bi-axial turrets consist of two parts (mount and barrel). Mount controls yaw, Barrel controls pitch. With both having their own respective arcs that control the range of motion the turret is capable of having.


Red is the mount
Blue is the barrel

When setting up turrets getting your pivot points right is a must for proper turret behavior. The mounts pivot point is where the mount connects to the hull of the ship.


In this image you will see the pivot point for the mount is its bottom center, this represent the point where the mount will rotate on.


In this image you will see the pivot for the barrel is at the back center at the center of the cylinder. This the point where barrel will incline or declinate at.


There is one more point to remember with turrets and that's the actual point the turret will fire from. Position this dummy point at the muzzle of the turret. All of our turrets in game use a single turret muzzle point. However you could hypothetically have multiple muzzle points for a single turret. (This is untested)

turret_muzzle.0 - This will have to be the name of the turret muzzle hardpoint for any turrets you have.

One last thing to remember before finishing up your turret, how to child parts to each other.


In 3DS Max bring up your Schematic View, you want to child the turret_muzzle.0 to the barrel, and the barrel to the mount. So, it looks like this below.


Your turrets will also need to be childed to your base mesh before export but if you're going to make copies of this turret, best to get it set up prior to that.

When Childing a turret to the base mesh, remember you just want to child the mount. The other parts are childed to the mount, so upon export and conversion the parts will be divided correctly.

[h2]Gimbal[/h2]


Gimbal turrets used primarily by the Vasari and are turrets defined by their single point of movement. A good way to think about is ball in joint. This single point has both pitch and yaw control instead of being broken into two pieces.


As you can see the pivot point is seated in a position in a place within the ball that allows the turret a full range of movement without awkward movement or clipping. Given that gimbal turrets only require a single piece besides adjusting the pivot point all you need to do is place and child a turret_muzzle.0 to the muzzle of the turret.








Before starting the process of placing locators (hardpoints) lets talk about orientation. There is an eternal argument over which axis is up, some will say Y is up, some will say Z is up, and heretics who only serve the will of the warp will say X is up. Now for Sins of a Solar Empire 2, Y is up. So you will have to take that into account before exporting because directionality matters when exporting from source to engine.

Blender - Y is up
3DS Max - Z is up
Maya - Y is up

Regardless of what application you're using just seat your ship in the scene as it should be and just make sure you're aware of what direction is forward and up. For Blender and Maya a straight export is compatible with Sins as is, With Max our exporter compensates for Z being up and exports the ship/structure as if were doing it from Maya or Blender.

We do our hardpointing internally on 3DS Max, so this walkthrough will continue with that. These methods are not exclusive to 3DS Max as locator data, orientation and export are all things that can be done in Blender/Maya as well.

Now lets assume you have the ship centered in your scene, what's the next step? Now we have to get the core three hardpoints set up.

  • Center ( What will define the center of the ship)
  • Above ( A locator located straight up from center above the highest part of the ship)
  • Aura ( A locator located straight down from center that sits slightly lower than the lowest part of the ship)


Before doing any other hardpoints it is heavily recommended that you do these three prior to moving onto the weapons/engines/abilities.







In 3DS Max, you want to navigate to your right-hand side bar. Click helpers and use dummy. Drop a dummy into the scene and move it to the scene's origin. So, X:0 Y:0 Z:0, this will be your center point. Next what you want to do is orientate the dummies as you want the locator data to follow the same axis orientation as the game.







So, let's start by changing the name of the dummy point, its default name will be dummy. You will see a box in the right-hand bar, with that name in it. Simply change it to "center" and then we can move to the next step.

So before moving beyond the center point its best to get its orientation right, head to the hierarchy tab and click affect pivot orientation and make sure at least when working in 3DS Max that y is forward and Z is up.



When working in 3DS Max green ( y ) is forward. Blue ( z ) is up. So pivot your hardpoints appropriately.

Now once you get the center point set up, clone it twice, once for above and one for aura. Remember you want above to above the highest point of your mesh, and aura to below the lowest point of the mesh.

With the three necessary hardpoints established we can begin by seating the many other hardpoints.

Now you want your ship to have cool engine effects. I got you; this will play out just like your three previous hardpoints. Throw a dummy into a scene, use your movement controls to position to a place where your engine will exhaust from. Here is the part you will have to pay attention to, orientation is relative to what the function of the hardpoint is. In this instance we will have to orientate them forward off the back of the ship.





You want the particle to move forward off the back of the ship so its y-forward orientation is flipped in relation to the ship. If you do not get this orientation correct your engines will exhaust into your ship instead of away from it. When numbering exhaust points remember to name them with this convention exhaust.0, exhaust.1, exhaust.2. This format will automatically prop an exhaust effects across all exhaust points or allow you to custom certain effects by specifically specifying points with certain flair effects.

If you're hardpointing a ship capable of bombing a planet you will need a hardpoint capable of propping the weapon necessary to bombard a planet. You will need to drop another dummy into the scene and place where you want this weapon to be fired from. In this instance its the front chest of the Coronata.



Remember you want to orientate it so that the weapon fires in a believable way, or don't and embrace chaos haha. With the Coronata the point is orientated in such a way that the weapon can fire forward from the center chest.

Next will be hangar hardpoints, these are relatively simple and work a lot like exhaust points. Their forward direction is relative to how you want your fighter/bombers to launch from the ship.



In this instance on the Coronata there is a small hangar on the lower back of the ship, given the angle of the hangar the hardpoints orientation needs to be adjusted to match. To prevent the fighters/bombers from launching through the ship. If you're going for believability this will be an important part to be mindful of.

Now we are moving to ability points, these are hardpoints that individually cast from. These points work a lot like hangar points and remember to orientate them in such a way they fire correctly.



In this instance the ability point is attached to the center top of the Coronata's ring. Not to beat a dead horse but just be mindful of orientation.

[h2]Components[/h2]
Now lets say you want to add components to your ship, how do you do it? Well that's easy, let me explain. Components are simply mesh add-ons that can be propped onto the ship through Sins 2's component system.



To visually distinguish the components in this image I have made them red, These are armor or shield components that can be propped via component abilities on the Titan. Assuming your components are seated in your scene correctly all you will have to do is child the components to the base mesh like so.



After export it will generate the appropriate hardpoints and secondary meshes.

This is far from an exhaustive breakdown but is meant to be a top down overview of the process of what it takes to get started. We will cover the process of export and conversion in a later article. This is designed to help in the setup process as you prep your ships for use in Sins2

In conclusion, successfully hardpointing a ship for use in Sins of a Solar Empire 2 involves a meticulous process of positioning, naming, and orienting various hardpoints to ensure optimal functionality and realism in gameplay. By following the outlined steps for establishing core hardpoints, turrets, engine effects, and components, developers can create a well-structured and immersive experience for players. As you prepare your ships for export and integration into the game, remember that attention to detail in hardpoint setup not only enhances gameplay mechanics but also contributes to the overall aesthetic and operational integrity of your ship models. With this foundational knowledge, you are now equipped to embark on the exciting journey of ship design and implementation in Sins 2.

Video Blog: Your Opening Moves Pt. 1

Mastering the Early Game in Sins of a Solar Empire II: A Beginner's Guide


The galaxy is vast, and in the world of Sins of a Solar Empire II, your first fifteen minutes can determine your fate. As a new player, navigating these initial moments can be daunting. However, with the right strategies and a clear plan, you can set the foundation for a successful empire. Whether you’re a seasoned RTS veteran or a newcomer to the genre, understanding the early game mechanics is crucial. In this guide, we'll break down essential strategies to help you conquer the cosmos!

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[h2]The Importance of Early Game Strategy
[/h2]
In Sins II, the pace may be slower than traditional real-time strategy games, but don’t let that fool you. The initial moves you make are pivotal. Your choices regarding colonization, resource management, and military expansion will shape your empire's trajectory. Here are some guiding principles to keep in mind as you embark on your galactic conquest.


[h2]Game Setup: Choose Wisely
[/h2]
Before diving into the action, your game setup is critical. The faction you choose, the map type, and your opponents will all influence your strategy. For beginners, we recommend starting with the TEC Enclave. This faction is forgiving of early economic mistakes and offers a balanced approach to both military and civilian development.


[h2]Guiding Principles for Expansion
[/h2]
  • Rapid Territory Expansion: The primary goal in the early game is to expand your territory without neglecting your economy. Focus on industrial development, scouting for new colonies, and efficient conquest of planets.
  • Balanced Resource Management: Keep an eye on your resources—Credits, Metal, and Crystal. Avoid letting resources build up unspent. Use them to enhance your fleet, build structures, and invest in research.
  • Strategic Research Choices: Your early technology choices should support your expansion efforts. Prioritize tech that enhances your economy and military capabilities, setting the stage for future advancements.
  • Assessing Opponents: As you expand, observe your neighbors. Determine which factions may be open to ceasefire agreements, which have weak defenses, and which might be ripe for conquest.


[h2]First Moves: Building Your Fleet
[/h2]Starting the game as the TEC Enclave, your first decision should be to select a Capital Ship for your expansion fleet. The Akkan Battlecruiser is an excellent choice for beginners, providing both combat capabilities and colonization abilities. This allows you to focus on expanding your fleet without the need for a dedicated colony ship.

Once you’ve established your initial fleet, build a few Cobalt Light Frigates for support and set them to move in formation toward nearby lightly guarded asteroids. These asteroids will serve as your first expansion targets.


[h2]Resource Management: The Backbone of Your Empire
[/h2]In Sins II, your colonies are your lifeblood. Upgrading the Planetary Development Track on your homeworld will increase your resource income, allowing you to build infrastructure and expand your military. Max out Commerce and Mining to ensure a steady flow of resources.

Don’t forget to invest in research early on. Building both Civic and Military Orbital Research Stations will enhance your capabilities significantly. Queue up technologies that will improve your resource generation and fleet effectiveness.


[h2]Conquering Your First Colony
[/h2]As you engage enemy defenses, focus your fire on enemy frigates to minimize casualties. Your Capital Ship should lead the charge, soaking up damage while your frigates deal with the threats. Once the area is secure, your Colony Ship will automatically colonize the asteroid.

As you expand, keep an eye on nearby planets and their colonization technologies. Avoid higher-tier planets initially; instead, focus on securing easily accessible territories that will bolster your resource production.


[h2]Next Steps: Building Your Empire
[/h2]After conquering your first colony, quickly upgrade its Planetary Development Track to increase resource output. With your fleet still intact, scout for your next target. Look for lightly defended asteroids or planets that align with your current colonization tech.

As you expand, consider forming alliances with Minor Factions to strengthen your position. Research technologies that will enhance your military capabilities, ensuring you have the strength to defend your growing empire.


[h2]Conclusion: The Path Ahead
[/h2]Mastering the early game in Sins of a Solar Empire II requires a strategic mindset and a willingness to adapt. By focusing on rapid expansion, balanced resource management, and careful research choices, you can lay the groundwork for a dominant galactic empire.

Stay tuned for the next part of our tutorial mini-series, where we’ll delve deeper into advanced strategies and tactics to further enhance your gameplay. Until then, may your fleets be mighty and your colonies prosperous!

January 30, 2025 Change Log

Welcome to our first update of 2025! This is a fairly small update as we focus our attention on the major changes coming with our first DLC in a couple months. For January, we’ve added new gravity wells, more planet textures, a rebalance of Exotics and Surveying, AI improvements and a bit more.

[h3]This update is not compatible with previous versions! If you'd like to finish an old save game or replay, you can opt-into the previous version:[/h3]

If you wish to finish up your game on the previous version, do the following:

  1. Select ‘Sins of a Solar Empire II’ in your Steam Library.
  2. Click the gear icon in the upper right.
  3. Select Properties → Betas
  4. Select 'previous_edition' from the Beta Participation dropdown.
  5. Steam will update you to the latest files.
  6. To switch to latest repeat step 4 and select ‘None’


New Features

[h3]New Planet Type[/h3]
  • Ice Asteroid: This is a variant of the regular Asteroid that supports an additional Commerce level, additional Crystal Extractors, and a higher Crystal Mining rate. However, it has no Metal Mining (on the planet - it can spawn with Metal asteroids).

[h3]New Uncolonizable Gravity Well[/h3]
  • Ice Field: This is a dangerous, open gravity well which causes partial damage reflection to any unit firing its weapons inside it.

[h3]New Ship Artifacts[/h3]
  • Mass Negation Core: This powerful movement artifact allows the ship it is installed on and all other owned ships in the gravity well to accelerate nearly instantly, turn rapidly, and move at a higher speed.
  • Weapon Symbiote: A combat artifact that boosts weapon rate of fire considerably, but only for the ship it’s installed on.

[h3]New Planet Artifact[/h3]
  • Tachyon Comms Relay: This logistical artifact provides increased maximum supply to whichever empire controls it.

[h2]Art[/h2]
  • Added additional planet textures for asteroids, crystalline, desert, ferrous, moon, oceanic, and terran planets.
  • Updated clouds on oceanic, primordial, volcanic and other planets.
  • Updated gas giant ring particles.

[h2]AI[/h2]
  • Added Chaos Factor - This value will cause the AI to use more varied fleet sizes when attacking a player; sometimes choosing to overmatch the player, while other times underestimating the player. Higher difficulties are more likely to overmatch the player, while lower difficulties will be more likely to under-estimate the player’s fleet.
  • Added Capital Ship and Titan Item Build Loadouts. This allows the AI to follow preset item loadouts for its capital ships and titans, tailored specifically to that class of ship. Expect to see a lot more TEC AI capital ships make use of Flak Burst!
    • Note to Modder’s:
      This system is defined in the ship’s .unit file and fully supports modded items, so you can teach the AI what a good loadout looks like for your modded capital ships (or any other ship that uses items).
  • Updated strikecraft pursuit behavior to pursue based on the enemy’s velocity, instead of behind the actual enemy unit, to account for circle strafing.
  • Fixed strikecraft tendency to drift upward and outward in dogfights.

[h2]Gameplay[/h2]
Rebalanced Exotic Refinery Unlocks:
  • TEC Exotic Refinery Unlock tech moved from Tier 2.5 to Tier 3.
  • TEC Quarnium Forging tech moved from Tier 3.5 to Tier 4.
  • Vasari Orbital Exotic Refinement tech moved from Tier 1.5 to Tier 2.
  • Vasari Quarnium Forging tech moved from Tier 3 to Tier 4.
  • Advent Exotic Refinery Unlock tech moved from Tier 2.5 to Tier 3.
  • Advent Plasma Furnace Unlock tech moved from Tier 3 to Tier 3.5.
  • Advent Quarnium Forging Tech moved from Tier 3.5 to Tier 4.
    • Where 0.5 Tiers indicates cost (by position).
Survey Rebalance:
  • Massive and excessive over-extraction across the galaxy has invoked a new shortage of planetary Exotics! We are greatly reducing sources of Guaranteed Exotics from Survey, while increasing the chance to acquire a Bonus Exotic when surveying. Several planets are also being adjusted in the type of Exotics they give. This should slow down the onset of capital ship spam and titan rushing somewhat; and give more early game space for smaller ships to operate. High value planets now give more Exotics overall compared to common planets, ensuring they are appropriately valued territory.

    If only one number is listed, it is either unchanged or a new value.
  • Asteroid Survey Level 1
    • Bonus Exotics: Tauranite changed from 15% to 10%, Indurium from 20% to 30%, Kalanide from 15% to 10%.
  • Ice Asteroid Survey Level 1
    • Bonus Exotics set to: Indurium 10%, Kalanide 30%, Andvar 10%.
  • Ship Graveyard Survey Level 1

    • Bonus Exotics set to: Tauranite 30%, Indurium 10%, Kalanide 10%.
  • Moon Survey Level 1

    • Bonus Exotics changed from Indurium 20% to 10%, Kalanide 15% to 10%, Andvar 15% to 30%.
  • Moon Survey Level 2 removed.
  • Ice Survey Level 1

    • Changed: Guaranteed Exotics Kalanide 1 to 0.
    • Bonus Exotics changed from Indurium 5% to 10%, Kalanide 10% to 30%, Andvar 0% to 10%.
  • Ice Survey Level 2

    • Changed: Guaranteed Exotics Kalanide 1 to 0.
    • Bonus Exotics changed from Indurium 10% to 20%, Kalanide 15% to 10%, Andvar 0% to 20%.
  • Ice Survey Level 3 removed.
  • Primordial Survey Level 1
    • Changed: Guaranteed Exotics Andvar 1 to 0.

    • Bonus Exotics changed to Tauranite 10%, Indurium 10%, Andvar 5% to 30%.
    • Primordial Survey Level 2

    • Changed: Guaranteed Exotics Andvar 1 to 0.
    • Bonus Exotics changed to Tauranite 15%, Indurium 15%, Andvar 5% to 45%.
  • Primordial Survey Level 3

    • Changed: Guaranteed Exotics Andvar 1.
    • Bonus Exotics changed from Tauranite 20% to 35%, Indurium 20% to 35%, Andvar 5%.
  • Volcanic Survey Level 1

    • Changed: Guaranteed Exotics Tauranite 1 to 0.
    • Bonus Exotics changed from Tauranite 10% to 30%, Indurium 5% to 20%.
  • Volcanic Survey Level 2

    • Changed: Guaranteed Exotics Tauranite 1.
    • Bonus Exotics changed from Tauranite 15% to 10%, Indurium 10% to 40%.
  • Volcanic Survey Level 3 removed.
  • Crystalline Survey Level 1
    • Changed: Guaranteed Exotics Kalanide 1 to 0.
    • Bonus Exotics changed from Kalanide 25% to 30%, Andvar 5% to 15%, Quarnium 0% to 5%.
  • Crystalline Survey Level 2

    • Changed: Guaranteed Exotics Kalanide 1 to 0.
    • Bonus Exotics changed from Kalanide 25% to 45%, Andvar 20% to 25%, Quarnium 0% to 5%.
  • Crystalline Survey Level 3

    • Changed: Guaranteed Exotics Kalanide 1, Andvar 1 to 0.
    • Bonus Exotics changed from Kalanide 25% to 5%, Andvar 35% to 65%, Quarnium 0% to 5%.
  • Crystalline Survey Level 4

    • Changed: Guaranteed exotics Kalanide 2, Andvar 1 to 0.
    • Bonus Exotics changed from Kalanide 25% to 5%, Andvar 50% to 35%, Quarnium 0% to 35%.
  • Ferrous Survey Level 1

    • Changed: Guaranteed Exotics Indurium 1 to 0.
    • Bonus Exotics changed from Tauranite 5% to 10%, Indurium 25% to 30%, Kalanide 0% to 10%.
  • Ferrous Survey Level 2

    • Changed: Guaranteed Exotics Indurium 1 to 0.
    • Bonus Exotics changed from Tauranite 20% to 15%, Indurium 25% to 45%, Kalanide 0% to 15%.
  • Ferrous Survey Level 3

    • Changed: Guaranteed Exotics Tauranite 1 to 0, Indurium 1.
    • Bonus Exotics changed from Tauranite 35%, Indurium 25% to 5%, Kalanide 0% to 35%.
  • Ferrous Survey Level 4 removed.
  • Desert Survey Level 1

    • Changed: Guaranteed Exotics Andvar 1 to 0.
    • Bonus Exotics changed from Indurium 25% to 15%, Kalanide 20% to 15%, Andvar 5% to 45%.
  • Desert Survey Level 2

    • Changed: Guaranteed Exotics Kalanide 1 to 0, Andvar 1.
    • Bonus Exotics changed from Indurium 30% to 35%, Kalanide 20% to 35%, Andvar 5%.
  • Desert Survey Level 3

    • Changed: Guaranteed Exotics Kalanide 1 to 0, Andvar 1.
    • Bonus Exotics changed from Tauranite 0% to 20%, Indurium 35% to 25%, Kalanide 20% to 25%, Andvar 5%.
  • Desert Survey Level 4

    • Changed: Guaranteed Exotics Indurium 1 to 0, Kalanide 1 to 0, Andvar 2.
    • Bonus Exotics changed from Tauranite 0% to 40%, Indurium 40% to 15%, Kalanide 20% to 15%, Andvar 5%, Quarnium 5% to 0%.
  • Desert Survey Level 5

    • Changed: Guaranteed Exotics Indurium 1 to 0, Kalanide 2 to 0, Andvar 2.
    • Bonus Exotics changed from Tauranite 0% to 55%, Indurium 45% to 5%, Kalanide 20% to 5%, Andvar 5%, Quarnium 5%.
  • Oceanic Survey Level 1

    • Changed: Guaranteed Exotics Indurium 1 to 0.
    • Bonus Exotics changed from Tauranite 25% to 0%, Indurium 5% to 30%, Kalanide 0% to 10%, Andvar 20% to 10%.
  • Oceanic Survey Level 2

    • Changed: Guaranteed exotics Indurium 1 to 0, Andvar 1 to 0.
    • Bonus Exotics changed from Tauranite 30% to 0%, Indurium 5% to 45%, Kalanide 0% to 15%, Andvar 20% to 15%.
  • Oceanic Survey Level 3

    • Changed: Guaranteed exotics Tauranite 1 to 0, Indurium 1, Andvar 1 to 0.
    • Bonus Exotics changed from Tauranite 35% to 0%, Indurium 5%, Kalanide 0% to 35%, Andvar 20% to 35%.
  • Oceanic Survey Level 4

    • Added: Guaranteed Exotics Indurium 2.
    • Added: Bonus Exotics Indurium 5%, Kalanide 35%, Andvar 35%.
  • Terran Survey Level 1

    • Changed: Guaranteed Exotics Indurium 1 to 0.
    • Bonus Exotics changed from Tauranite 20% to 10%, Indurium 5% to 20%, Kalanide 0% to 10%, Andvar 25% to 10%.
  • Terran Survey Level 2

    • Changed: Guaranteed Exotics Tauranite 1 to 0, Indurium 1 to 0.
    • Bonus Exotics changed from Tauranite 20% to 15%, Indurium 5% to 30%, Kalanide 0% to 15%, Andvar 30% to 15%.
  • Terran Survey Level 3

    • Changed: Guaranteed Exotics Tauranite 1 to 0, Indurium 1, Andvar 1 to 0.
    • Bonus Exotics changed to Tauranite 20%, Indurium 5% to 15%, Kalanide 0% to 20%, Andvar 35% to 20%.
  • Terran Survey Level 4

    • Added: Guaranteed Exotics Indurium 2.
    • Bonus Exotics changed to Tauranite 20%, Indurium 15%, Kalanide 20%, Andvar 20%.
  • Gas Giant Survey Level 1

    • Bonus Exotics changed from Quarnium 5% to 10%.
  • Gas Giant Survey Level 2

    • Bonus Exotics changed from Quarnium 10% to 20%.
  • Gas Giant Survey Level 3

    • Bonus Exotics changed from Quarnium 15% to 30%.
  • Gas Giant Survey Level 4

    • Bonus Exotics changed from Quarnium 20% to 40%.
  • Gas Giant Survey Level 5
    • Changed: Guaranteed Exotics Quarnium 0 to 1.
    • Bonus Exotics changed from Quarnium 25% to 50%.
  • Pirate Base Survey Level 1

    • Changed: Guaranteed exotics Andvar 5.
    • Bonus Exotics changed from Tauranite 15% to 10%, Indurium 20% to 30%, Kalanide 15% to 10%.
Planet Item Rebalance:
  • With Exotics now rarer, a number of overpriced planet items have had their Exotic cost removed or reduced to make them more accessible.
    • TEC Alloy Foundry:

      • Cost changed from 1250 Credits, 200 Metal 100 Crystal to 900 Credits, 75 Metal and 150 Crystal.
      • Build time changed from 90s to 120s.
      • Exotic Cost removed.
    • TEC Synthetic Crystal Farm:

      • Cost changed from 1250 Credits, 200 Metal 100 Crystal to 1250 Credits, 225 Metal and 50 Crystal.
      • Build time changed from 90s to 120s.
      • Exotic Cost removed.
    • TEC Orbital Mining Control: Exotic Cost removed.
    • TEC Media Conglomerate: Exotic Cost removed.
    • TEC Garrison Recruitment Center: Exotic Cost reduced from 2 Indurium to 1 Indurium.
    • TEC Pirate Mercenary Base: Ability Cost increased from 3000 Credits to 5000 Credits.
    • Vasari Intercultural Exchange: Exotic Cost removed.
    • Vasari Organic Reclamation Nanites: Exotic Cost removed.
    • Vasari Dark Fleet Tower: Exotic Cost reduced from 2 Tauranite to 1 Tauranite.
    • Advent Telepathic Relay: Exotic Cost removed.
    • Advent Unity Protectorate: Exotic Cost removed.
    • Advent Temple of Resurrection: Exotic Cost reduced from 2 Andvar to 1 Andvar.
    • Advent Temple of Assimilation: Exotic Cost reduced from 2 Andvar to 1 Andvar.
    • TEC Fulfillment Warehouse: Exotic Cost Removed.
    • TEC Garrison Recruitment Center: Exotic Cost Removed.
    Titan Cost Rebalance
    • All titans Quarnium build costs increased from 1 to 3.

[h3] Advent Unity Rebalance [/h3]
  • Wrath faction Chastise ability changes:
    • Focus cost increased from 150 to 200.
    • Can now only be cast on gravity wells with Dominant Friendly Culture.
Reborn faction Sanctify ability changes:
  • Focus cost increased from 300 to 500.
  • Can now only be cast on gravity wells with Dominant Friendly Culture.
Reborn faction Cleanse ability changes:
  • Hull, Armor and Shield Transfer scaling lowered from 30%/60%/90% to 30%/45%/60%.

[h2] Research Cost Rebalance [/h2]
  • TEC Garrison Recruitment: Exotic cost increased from 0 to 1 Indurium.
  • TEC Garrison Expansion: Exotic cost increased from 0 to 1 Indurium.
  • TEC Fulfillment Warehouse Unlock: Exotic cost increased from 0 to 1 Andvar.

[h2] Capital Ship Exotic Rebalance [/h2]
Faction capital ship costs are now slightly more biased towards using the kinds of Exotics that can be acquired by Surveying that faction's Homeworld. This should reduce the pain of the current more RNG Survey Exotic income for the first few capital ships built.
  • TEC Sova Carrier: Exotic cost changed from 1 Tauranite/2 Andvar to 1 Indurium/2 Andvar.
  • Advent Halcyon Carrier: Exotic cost changed from 2 Tauranite/1 Kalanide to 2 Tauranite/1 Andvar.
  • Advent Progenitor Mothership: Exotic cost changed from 1 Kalanide/2 Andvar to 1 Indurium/2 Andvar.
  • Advent Rapture Battlecruiser: Exotic cost changed from 2 Kalanide/1 Andvar to 1 Tauranite/2 Andvar.
  • Advent Revelation Battlecruiser: Exotic cost changed from 1 Tauranite/2 Kalanide to 2 Kalanide/1 Andvar.


Audio

These value tweaks should see ships remain in Neutral emotion state more often, only becoming scared when significantly outnumbered. However, they will also require less of a degree of outnumbering the enemy before becoming Smug.
  • Crippled enemy Supply threshold for Scared state changed from 50 to 1000.
  • Scared Supply ratio changed from 0.66 to 0.5.
  • Smug Supply ratio change from 1.5 to 1.33.


Misc.
  • Lowered requirement to unlock ‘Strength of Our Predecessors’ achievement from 4 artifacts to 3.
  • Lowered requirement to unlock ‘Don’t Fix What Never Broke’ achievement from 4 artifacts to 3.
  • Disabled achievements when a human takes over for an AI player in a multiplayer game.
  • Updated Scenarios list - will now point new players to easier maps to get started with.
  • Fixed assert in achievement manager.
  • Added game analytics to help us tell what works and what doesn’t to improve gameplay.
  • Fixed bug where TEC Enclave Garrison Recruitment Centers couldn’t produce units if any factory was creating units. Unused factories should now properly build garrison ships if nothing is queued to them.

Now Out: Picturesque Planets Update

[h2]v1.32: The Picturesque Planets Update[/h2]
View the Full Changelog

The latest update for Sins of a Solar Empire II, titled "The Picturesque Planets Update," introduces several noteworthy features that expand gameplay and strategic options for players. This update, version 1.32, enhances both the aesthetic and functional aspects of the game, providing new planetary types, artifacts, and improvements to AI behavior.

[h3]New Planet Type: Ice Asteroid[/h3]
One of the standout additions in this update is the Ice Asteroid, a new variant of the traditional asteroid. This icy celestial body supports an additional Commerce level, enabling players to extract more resources. It also allows for the construction of additional Crystal Extractors, significantly increasing the Crystal Mining rate. However, players should note that Ice Asteroids do not provide a Metal Mining rate, which may require adjustments in resource management strategies.

[h3]New Uncolonizable Gravity Well: Ice Field[/h3]
The update also introduces the Ice Field, a new uncolonizable gravity well that adds a layer of complexity to tactical engagements. This hazardous area inflicts partial damage reflection on any unit that fires its weapons while inside, making it a risky environment for combat. Players will need to consider the implications of engaging in this gravity well, as it could turn the tide of battle in unexpected ways.

[h3]New Ship Artifacts[/h3]
In terms of ship enhancements, two new artifacts have been added that can significantly impact gameplay.
  • Mass Negation Core: This movement artifact allows ships equipped with it—and all allied ships within the same gravity well—to accelerate nearly instantly, turn rapidly, and achieve higher speeds. This could be a game-changer in terms of mobility, enabling players to reposition their fleets more effectively during engagements.
  • Weapon Symbiote: This combat artifact increases the weapon rate of fire for the ship it is installed on. While it is limited to a single ship, its impact in battles could be substantial, allowing for bursts of firepower that may catch opponents off guard.

[h3]New Planet Artifact: Tachyon Comms Relay[/h3]
The Tachyon Comms Relay is a new logistical artifact that enhances the strategic depth of controlling certain planets. It increases the maximum supply for the empire that controls it, potentially allowing for larger fleets and more sustained military operations. Players will need to prioritize securing these relays to gain an upper hand in resource management.

[h3]AI Improvements[/h3]
One of the most exciting aspects of this update is the series of AI improvements designed to make enemy fleets more unpredictable and challenging. The newly introduced Chaos Factor will lead the AI to vary its fleet sizes when attacking players. Higher difficulty levels will see the AI more frequently overmatch players, while lower difficulties may result in underestimation of the player’s fleet capabilities.

Additionally, the AI now has access to Capital Ship and Titan item builds. This feature allows the AI to follow preset item loadouts tailored specifically for each class of ship. Players can expect to see more effective use of Flak Burst by TEC AI capital ships, further enhancing the challenge and strategic considerations during gameplay. Notably, modders will find this system flexible, as it supports modded items, enabling custom loadouts for AI-controlled ships.


Overall, the Picturesque Planets Update for Sins of a Solar Empire II v1.32 brings a range of new features that enhance both the gameplay and strategic depth of the title. With new planetary types, artifacts, and AI improvements, players have more tools at their disposal to navigate the complexities of space warfare. As always, the developers are committed to refining the experience, and this update is a testament to that ongoing effort. Whether you're a veteran player or new to the franchise, there’s plenty to explore and adapt to in this latest version.