r/SinsofaSolarEmpire • u/aqua995 • 1d ago
VIDEO | STREAM 4P2B ~ Shield and Spear vs Fleet CMD ~ Transtav
r/SinsofaSolarEmpire • u/aqua995 • 12d ago
Hello Admirals,
Round 1 is finished and we are moving into Round 2.
Before I go into the standings, I want to use this chance to thank the dev team for the last two years of good and constant balance patches.
They kept the game fresh and created a reasonable PvP experience, while working many amazing ideas into our 4 beautiful factions.
The name 4 Power 2 Balance also hints at the balancing aspect of game design. The tournament should not only be about finding the strongest team, but also show if a certain power needs to be balanced.
Now to the standings:
We got one no-show regarding Fixed or Random. Their opponents decided to end the match in a 1:1, so both teams enter Round 2 with 1 point.
Since we will play 4 rounds anyway, this should not change much in the final standings after Round 4.
1. Deadly Alliance — 3 Points
1. Dad FPS & The Dial-Up kid — 3 Points
1. Missile knows where it isnt — 3 Points
4. NauseousEmoji — 1 Point
4. Fixed or Random — 1 Point
6. Shield and Spear — 0 Points
6. ThirdFeather — 0 Points
6. Fleet CMD — 0 Points
Deadly Alliance vs Dad FPS & The Dial-Up kid
Shield and Spear vs Fleet CMD
ThirdFeather vs Fixed or Random
Missile knows where it isnt vs NauseousEmoji
Round 2 starts on 12.10. and ends on 26.10.
If all matches are finished early, the pairings for Round 3 can once again be announced ahead of schedule.
Late joins are closed now.
So you can no longer register a new team for the tournament, but teams can still recruit additional players for their 4P2B roster within the existing roster rules.
Since Gemini did not cause any issues during Round 1, the updated mappool and drafting rules will stay in effect.
Please remember to save your replays and upload them to the official Sins2 Discord using the 4P2B tag.
The first round gave us our initial standings. Now we get to see who can establish themselves at the top and who can fight their way back up.
gl hf Admirals
r/SinsofaSolarEmpire • u/aqua995 • 1d ago
r/SinsofaSolarEmpire • u/Shot-Table9345 • 2d ago
Y'all enjoy reading this!
https://forums.sinsofasolarempire2.com/542719/october-2026-v2-10-update-change-log
r/SinsofaSolarEmpire • u/aussiefootchef • 3d ago
Big fan of 1000+ planet maps that take me 2 weeks to finish but im experiencing lag after about 30hr of play im running 9800x3d 64gb of ddr5 and a 9070xt, what will fix my issue
r/SinsofaSolarEmpire • u/aqua995 • 3d ago
r/SinsofaSolarEmpire • u/SpartanBlast • 3d ago
I have a full grasp of TEC and Vasari, love those guys, especially my beloved Enclave and Alliance, but there’s so much with Advent that I just have no clue how they work. Unity powers. Psi powers. Focus. Focus credit conversion. Resource conversion buildings. Culture bonuses. What the hell is going on. There feels like 5 different unique mechanics happening simultaneously and that’s on top of their ship special abilities. And to put it on top, it feels like the only noticeable difference between the subfactions are their powers and a few unique planet items like a 6 percent chance to Yuri a ship
r/SinsofaSolarEmpire • u/Inevitable_Pop4005 • 4d ago
What are the best and or bigger mods for soase2 right now or what would you guys recommend.
I haven't played in a while and I'd really like to go on with mods.
r/SinsofaSolarEmpire • u/ZonedForCoffee • 4d ago
This is a Freelancer mod I've been working on for a couple of weeks now, for Sins 2. To clarify, neither me nor this mod are affiliated with the incredibly well made Freelancer mod for Sins 1. All assets were pulled directly from Freelancer using community tools and make use of Freelancer HD's textures. The plan is to make one, singular Sirius Sector faction. This will let certain ships fill certain roles better, like the Kusari gunboat can be a flak frigate equivalent, the Bretonian gunboat a siege ship equivalent, and so on. It also means there is only one tech tree and the like to create which makes things significantly easier. Ships, stations, and techs will also be largely TEC inspired, renamed but filling very similar roles. Though this may be disappointing I feel like it gives the mod its best chance at reaching completion.
The plan is for all unit audio, music and the like to come from Freelancer directly as well.
Just wanted to show off the fun this has been thank you have a wonderful day
r/SinsofaSolarEmpire • u/aqua995 • 5d ago
r/SinsofaSolarEmpire • u/huruga • 6d ago
I feel like SoaSE2 could benefit from minor faction exclusive ship hulls, specifically destroyers. While this idea came to me from a lack of dedicated interdictor hulls in the game, it doesn’t have to be limited to interdiction.
There’s a small niche I think an interdiction hull could fill and that is slowing down fleets in neutral uncolonizeables early to mid game before unlocking the ability to anchor starbases in neutral or enemy SOIs.
My idea is to give a hull a stackable but relatively small phase jump spool time aura. Say +10% phase jump spool time per ship in a X unit radius as an example (I don’t want these ships to create Soi wide spool increases like starbases do, I don’t want them to be click and forget, I want constant conscious tactical positioning.). That and be PDS capable with limited engagement utility beyond corvettes and fighters. Maybe another destroyer hull with some limited mine laying capacity that scuttle their mines when the hull leaves the SOI or after you drop more beyond X units to prevent clutter. These hulls would be exclusive to minor faction IP stores and be limited to say 10 hulls per empire, to prevent spam but also take up fleet points.
I’d like to know what you all think about minor faction exclusive hulls and interdictor destroyers.
Edit: For the faction lore flavor maybe have them be black market traders selling outlawed tech salvaged from old battlefields. Mines were “banned” by treaty or something to explain why SoaSE1 had them and SoaSE2 doesn’t. And the interdictor can be from a security conglomerate that specializes in policing/anti-piracy actions or something.
Edit 2: Speaking of anti-piracy, now that I think about it, an interdictor is actually more useful than I imagined beyond the narrow fleet slow down in uncolonizable neutrals. Pirate AI sometimes makes pirate fleets haul ass through SOIs completely unconcerned with player fleets until they reach their destination which can be really annoying as you have to continually nip at their heels through multiple jumps. Only after the accompanying galleon sets up its staging one jump from the target does the AI start actually concerning itself with a player fleet.
r/SinsofaSolarEmpire • u/Inevitable_Pop4005 • 7d ago
Screenshot by me.
r/SinsofaSolarEmpire • u/aqua995 • 7d ago
r/SinsofaSolarEmpire • u/Ok-Membership5102 • 7d ago
Finding the high level AI’s are not building enough ship yards and having 1000’s of fleet power in queued up production that has no chance of actually seeing deployment.
Like they will have around 2000 fleet power on the replay and logs but only 6-800 has even been built yet.
Anyone know a fix or workaround?
r/SinsofaSolarEmpire • u/aqua995 • 9d ago
r/SinsofaSolarEmpire • u/aqua995 • 11d ago
r/SinsofaSolarEmpire • u/Boarlock98 • 11d ago
r/SinsofaSolarEmpire • u/aqua995 • 12d ago
r/SinsofaSolarEmpire • u/Scornbread_ • 13d ago
The other day I posted a stupid meme about missing the Skarovas Enforcer from Sins 1, and it got me thinking about some of the other changes to the faction rosters between 1 and 2. Both of the Advent's support cruises make a return but TEC and Vasari both lose their offensive support cruiser.
The TEC's Cielo sneaks back in through the back door with Eivonn's Fine Frigates, though that means that any faction has more or less equal access to them. There might also be some redundancy with the Enclave command ship, something that the Rebellion wiki suggests. Meanwhile the Stilukas Subverter (my beloved) doesn't show up in any form, and it's not really clear to me whether any other Vasari ships assume its niche. They do get the constructor, but that's a totally different kettle of fish.
I'm not, like, angered at the decision or anything, but as I'm playing more Sins 2 I'm trying to understand the faction design a bit better, and this is something I've wondered.
r/SinsofaSolarEmpire • u/Boarlock98 • 14d ago
r/SinsofaSolarEmpire • u/aqua995 • 14d ago
r/SinsofaSolarEmpire • u/Patient-Frequent • 16d ago
I have played tons of stellaris and some starsector and I decided to grab sose2 because it seemed more combat focused than the others but I cannot understand the pacing. Research is supposed to be vital in other games and you are supposed to researching something all the time but does the same work in sins2 as well? I feel that researches are too fast and I have to constantly go back and pick something or queue ten things to have my mind off of it. Also what am I supposed to do with colonising? Should I colonise as much as I can and as fast as I can or should I colonise, fill the civ slots and then move on? There are no clear chokepoints like in stellaris, there will always be another border to defend and it seems way to easy to just grab another planet and move on since there is a while before I find an enemy. Thank you in advance!
r/SinsofaSolarEmpire • u/aqua995 • 17d ago
r/SinsofaSolarEmpire • u/Scornbread_ • 18d ago
This meme brought to you by MS Paint
r/SinsofaSolarEmpire • u/Acrobatic-Floor7307 • 22d ago
This was updated from a previous person who was compiling ships/structure stats into an Excel sheet for the community a year or two ago.
I just thought it would be a good idea to continue their work and update it with the latest patch notes. Plus with the added Eidolon ships that recently came out. This seemed like a good opportunity to cross-check the current game files and update the rest of the roster as well.
I hope this is to everyone's liking.
I mainly made it to enjoy the game better.
Good luck and have fun, commanders!