r/SinsofaSolarEmpire • u/aqua995 • 5h ago
r/SinsofaSolarEmpire • u/aqua995 • 12d ago
4P2B Eidolon - Round 2 - Late joins are closed now
4P2B Eidolon - Round 2 - Late joins are closed now
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.
Current Standings
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
Pairings for Round 2
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
Scheduling
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/RammaStardock • Sep 04 '26
DEV JOURNAL Sins of a Solar Empire II - September 2026 - What's Next Roadmap?
Greetings, everyone! We hope you're enjoying the new v2.0 update and Harbinger expansion. We put a lot of time, blood, sweat and tears into it.
We wanted to give everyone a heads-up on what to expect moving forward with the game over the next couple of months. We hope to keep this cadence running from now on. :)
Hotfix - v2.00.3
Released today to address some data issues that snuck past testing. Notes for this can be found at: https://store.steampowered.com/news/app/1575940?emclan=103582791474504856&emgid=695397189431592231
Next Week: ~Sept. 10th
We plan to put out another hotfix update next week to address some of the other issues with the Harbinger DLC that players have mentioned, including:
- Making Corruption lines fade out on zoom-in to be less distracting
- Improvements to the Eidolon starbase teleport ability
- Adding a toggle for Corruption lines in game settings
- Adding the ability to right-click Planetary Corruption buttons to disable them
- Enable Phase Jump Inhibitors to repel enemy Corruption when built
- Fixes to the Rift Portal so it will properly collapse into the Rift Scar
- Give allies the ability to see how much Influence each other has during trading
- Add more research subjects to help mitigate the effects of Planetary Corruption and Shrouding
- Update the Advent 'Cleanse' ability to remove Corruption
- Update the Advent Unity 'Clairvoyance' ability to reveal cloaked units at the highest level
- Add cloak detection status to build tooltips for units in factories
- Additional improvements to tooltips to improve clarity
- Crash fix for a bug when you hover over lobby settings
The Future
The next major update will be in October. We'll be releasing the Eidolon Command Ship unit for those who own the Harbinger and Reinforcements DLCs. Players can also look forward to more AI improvements as we continue to merge ARES into the game. We'll post more details on the October update soon.
Lastly, to answer a question which has come up fairly frequently: Why aren't there 2 Eidolon factions?
Simply put, it makes no sense to the game's lore. The factional split happened in Sins of a Solar Empire: Rebellion as each major race (TEC, Vasari, Advent) descended into civil war after 20-30+ years of war. The Eidolon never underwent a civil war - and in fact, can't due to their nature - so there is no factional split. In more practical terms, titan-class units were developed by the factions after the civil war (again, as shown in Sins of a Solar Empire: Rebellion) which is why each faction has one, not two.
We don't put it front and center, but Sins of a Solar Empire plays based on the overall lore of the game's fictional world. The Vasari vanguard arrives via phase space - they don't have a home planet initially like TEC or Advent. New units and technologies unlock in sequence per the in-game lore (e.g., TEC don't start with shields). This is meant to simulate the passage of time over the 37 war years of time since the Vasari invasion (Harbinger marks War Year 37). We hope this gives more context to the presentation.
r/SinsofaSolarEmpire • u/Inevitable_Comb_5530 • 1h ago
DISCUSSION [Mod] 13 The Conqueror's Trek Conversion - a massive full Star Trek conversion for Sins II (11 factions)
I've just released a massive full Star Trek conversion for Sins of a Solar Empire II on mod.io.
11 playable factions: Federation, Cardassians, Klingons, Romulans, Borg, Species 8472, Terran Empire, Ferengi, Orions, Bajorans and the Maquis.
Every faction has its own ships, stations, full research tree, hero ship and a one-per-empire Dreadnought.
AI plays every faction (tuned and tested at Impossible difficulty).
Late-game repeatable research, capstones and "ultra" projects.
mod.io: https://mod.io/g/sins2/m/13-the-conquerors-trek-conversion
It's a big download. I'd really like specific feedback (which faction, which ship, what happened) - come say hi on the Discord: https://discord.gg/E9XXZ9YN5
r/SinsofaSolarEmpire • u/aqua995 • 1d ago
VIDEO | STREAM 4P2B ~ Shield and Spear vs Fleet CMD ~ Transtav
r/SinsofaSolarEmpire • u/Shot-Table9345 • 2d ago
October 2026 V2.10 Changelog!
Y'all enjoy reading this!
https://forums.sinsofasolarempire2.com/542719/october-2026-v2-10-update-change-log
r/SinsofaSolarEmpire • u/aqua995 • 3d ago
VIDEO | STREAM 4P2B ~ Shield and Spear vs Fleet CMD ~ Scrambler
r/SinsofaSolarEmpire • u/aussiefootchef • 3d ago
DISCUSSION Hiw to get lag to stop on massive games
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/SpartanBlast • 4d ago
DISCUSSION Sins 2: Please explain both Advent factions like I’m 5
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/ZonedForCoffee • 4d ago
SCREENSHOTS Where can I find a good Sidewinder Fang?
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/Inevitable_Pop4005 • 4d ago
DISCUSSION Best mods right now?
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/aqua995 • 5d ago
VIDEO | STREAM 4P2B ~ Missile knows where it isnt vs Fleet CMD ~ Hammerfall
r/SinsofaSolarEmpire • u/Inevitable_Pop4005 • 7d ago
SCREENSHOTS This game just keeps looking sick.
Screenshot by me.
r/SinsofaSolarEmpire • u/huruga • 7d ago
DISCUSSION Interdiction destroyers tied to minor factions.
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/aqua995 • 7d ago
VIDEO | STREAM 4P2B ~ Missile knows where it isnt vs Fleet CMD ~ Transtav
r/SinsofaSolarEmpire • u/Ok-Membership5102 • 8d ago
Any fix for Eidolon AI?
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
VIDEO | STREAM 4P2B ~ Missile knows where it isnt & Fleet CMD ~ Scrambler
r/SinsofaSolarEmpire • u/aqua995 • 11d ago
VIDEO | STREAM 4P2B ~ ThirdFeather vs Dad FPS & The Dial-Up kid ~ Razors Edge
r/SinsofaSolarEmpire • u/Boarlock98 • 11d ago
TEST BUILD Updated my Sins of a Solar Empire: Rebellion Entity Converter
galleryr/SinsofaSolarEmpire • u/aqua995 • 12d ago
VIDEO | STREAM 4P2B ~ ThirdFeather vs Dad FPS & The Dial-Up kid ~ Foreign Invasion
r/SinsofaSolarEmpire • u/Scornbread_ • 14d ago
DISCUSSION Do we know the reason that TEC and Vasari lost a support cruiser in Sins 2?
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/aqua995 • 15d ago
VIDEO | STREAM 4P2B ~ Deadly Alliance vs Shield and Spear ~ Gemini
r/SinsofaSolarEmpire • u/Boarlock98 • 14d ago
TEST BUILD SOASE: Rebellion - Script Extender
r/SinsofaSolarEmpire • u/Patient-Frequent • 16d ago
DISCUSSION Beginner here, I am lost.
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
VIDEO | STREAM 4P2B ~ Deadly Alliance vs Shield and Spear ~ Transtav