About the Game
Sins of a Solar Empire II is the sequel to the critically acclaimed space strategy game that seamlessly blends real-time battle tactics with the depth of 4X. As both emperor and battle commander you must lead one of six playable factions to victory against the threat of extinction!
Real-time Tactics meets 4X Depth
There are no turns. There is no battle mode. There is no strategic mode. It's all one mode and it's all in real-time.
Instantly zoom in to control tactical engagements where every missile, turret, and ship is fully simulated and an important part of the battle. Instantly zoom back out to manage your empire where every asteroid, moon, and planet orbits its parent in a slowly evolving strategic landscape.
Unparalleled Gameplay Experiences
Sins of a Solar Empire II delivers sprawling empires, huge fleets, and completely new and exciting gameplay moments that can only be found in Sins II.
The Surprise: Build a secondary fleet on a rogue asteroid and launch a devastating surprise attack when its orbit brings it behind the enemy's back line.
The Body Block: Stall an enemy's home planet bombardment by using your massive titan to body block swarms of missiles attempting to knock out your starbase and its critical planetary shield.
The Screen: Advance a screen of point defense flak frigates to protect your fragile long-range cruisers by intercepting incoming bombers and missiles.
The Swarm: Maneuver your faster moving ships to pick apart unescorted larger ships. Their powerful but slow-moving turrets simply can't track your agile strike force.
The Influencer: Influence a hostile expansionist Minor Faction to secure your border while reserving enough Influence to win an auction for a powerful item to install on your best capital ship.
The Backstab: Protect yourself from a backstab by establishing a time locked alliance. But pay attention to the time - your “ally” may move his fleet to your doorstep just as the lock expires!
Features
A Dynamic Galaxy: Planets orbit their stars in real-time causing the galaxy's structure to slowly change, creating new battle fronts and new opportunities. Players can view the state of the galaxy up to an hour in the future to prepare their strategies.
3 Unique Races: It's War Year 35 and the emergent TEC, alien Vasari, and deviant Advent have been forced to adapt and evolve to survive.
TEC: The inhabitants of this region of the galaxy, the TEC are humans who have joined together as the Trader Emergency Coalition to combat the alien Vasari empire. They rely heavily on trade to support their industrial base and augment resource income.
Vasari: Ten thousand years ago, the Vasari Empire once ruled over hundreds of planets and dozens of sentient species. Now on the run from an unknown enemy they use their mastery of phase space to conquer and acquire resources to continue their exodus.
Advent: A civilization of humans who were forcibly outcast by the Traders over a thousand years ago, the deviant Advent have returned with technologically amplified psionics and the power of the Unity - a devastating expression of their collective will.
Each race features unique starting conditions, gameplay mechanics, units, abilities, items, and technologies. Their game changing new Empire Systems add a whole new level of strategic capabilities:
TEC Trade: The new TEC trade system enables them to dynamically adapt their economy by adjusting the allocation of traded resources on demand.
Vasari Phase Resonance: Strategically placed structures collect Phase Resonance allowing the Vasari to customize their global phase mastery effects.
Advent Unity: Enables the Advent to harness the collective will of their population, unlocking the full potential of the Unity's global abilities.
6 Playable Factions: The parent races are further differentiated by unique sub-factions each with their own unique features and play styles that reflect their motivations and goals. For example, the TEC: Primacy is a xenophobic 'human first' empire focused on aggression and the Vasari: Exodus is willing to destroy planets to fuel their mobile empire.
Combat Simulation: A detailed combat simulation adds incredible depth to tactical gameplay. Turrets with their own pitch and tracking speeds make firing solutions important in battles. Fully simulated missiles can be blocked by ships or destroyed by point defense. New mechanics around shields, armor and hull points give greater depth to units and tactical decisions.
Empire Management: All planets and ships can now be easily analyzed, customized, and upgraded in one place without the tedium of finding and clicking through all units in your empire. The Intelligent Construction system will queue up the entire chain of prerequisites to fulfill any item, research, or unit build request.
Fleet Management: The new fleet system includes the ability to request specific reinforcements on the fly. Requested units are automatically queued from the optimal factory and rallied to the fleet. Combined with Intelligent Construction this allows you to focus on the important tactical decisions and big picture strategy.
Unit Customization: Planet surfaces can now be customized with special items that vary by race and planet type. Capital ships, titans and starbases can also be customized with race specific items to fill gaps in the fleet's composition or target specific strategies.
Minor Factions: Numerous minor factions now inhabit the galaxy offering trade, auctions for rare items, and with enough influence, access to their most powerful abilities. Will you befriend them or annihilate them to keep your enemies from turning them against you?
Diplomacy: New features include a new offer / counteroffer system, the ability to give or demand planets, and the game changing time locked cease-fires that prevent your 'ally' from backstabbing you until it expires - but keep on eye on the time!
Multicore 64-bit Engine: The Sins II engine can utilize all available cores and RAM to maximize performance, now and into the future. Dynamic lighting, physically based rendering, higher resolution textures and more create a beautiful tapestry.
10-Player Multiplayer Support: A cloud based online system supports both 'join codes' and lobbies to make it easier than ever to play with others. Games can now be rejoined in progress if a player drops or has to leave; humans can even take over for AI players if a friend joins late.
In-game Mod Support: Mod support has been integrated into the game, making it easy to discover, install, and share mods. Custom maps are automatically shared for multiplayer games, preventing the hassle of everyone downloading ahead of time.
Easy to Learn; Hard to Master: With an elegant and intuitive user interface Sins II is easy to pick up and play. However, mastering your chosen faction will take true skill.
Screenshots
12 images
Version Information
Steam Patch Notes
Official update history
More than a hotfix, but we’re calling it one anyway!
NEW - Texture Quality Setting
We’ve added a new setting to Settings → Graphics → Rendering Device to adjust the texture quality of units in the game.
Adjust this if you’re on a laptop or on Steam Deck, as those systems use Shared Memory for graphics and will crash if you run out of it. This is the #1 cause of crashes for players on these systems.
Custom Portraits
Updated default custom portrait directory for the legacy AI artwork so users can select pictures from previous versions.
Made various custom portrait bug fixes (e.g., garbage elements showing between menus, custom portrait selection not ‘sticking’ between menus/sessions).
Updated to allow you to use custom portraits for AI players.
Fixed bug where the map generator would incorrectly count planets.
Fixed bug that allowed quicksaving in tutorials.
Fixed various save game compatibility bugs.
Fixed the Map Search bar not working in the Change Map dialog.
Various localization fixes (more incoming).
- UI tweak to player setup window to add a button that goes to the full faction selection window. Also, updated behavior on clicking the full player faction button to be a quick dropdown selector as an alternate.
- Fixed crash bug caused by loading a save game from before neutral extractors/labs were invulnerable.
Fixed bug that could cause corvettes near a fleet leader to slowly tumble through space. This was due to the orbiting attack pattern that would cause flip-flopping on physics goals.
Fixed issue where allied AI players could end up in an endless tug-of-war trying to capture an object. This alters some of the capture mechanics:
Capturable extractors and labs are now invulnerable.
In cases where a human and AI ally(ies) are contesting a capture, the player will take precedence.
In cases where it’s multiple allied AI players, the first player on the same team takes the capture with allies contributing.
Note: We are aware of a bug where some Epic players lose their DLC. This is due to Steam client being open at the same time as the game (even if you don’t own Sins 2 on Steam). You can workaround this bug by closing Steam when you launch the game from Epic. It will be addressed in a new hotfix.The fix for Epic DLC users is included in this hotfix. If you still have issues, please let us know.
Version 1.60.3 (Hotfix) Notes
Fixed bug that would cause the game to display multiple languages at the same time, if you changed your language setting repeatedly within the same session. This should also resolve a rare hang bug.
Fixed bug that would have some tooltips display “inf” instead of their true value.
Fixed bug that would sometimes cause point-defense weapons to overkill missiles.
Fixed bug that caused units to ‘teleport’ to off the game map. This was due to a race condition in the physics system. Note that there’s a similar corvette bug that is not yet fixed (will be in next hotfix).
Map Generator:
Added additional invalid characters to name filter.
Prevented leading 0s on seed values.
Fixed issue that would snap seed to max value when entering a value larger than allowed.
Fixed issues with non-English name display.
Added new Phase Jamming icons.
Fixed bug that caused particle FX not to scale as intended (should be more visible now).
Updated Pirate Boarding Crew tooltip to reflect its new functionality.
Meson Bolt tooltip updated to reflect debuffs and bonus damage.
Transcencia Starbase Shield Booster renamed to Psionic Shield.
Flechette Blast ability now correctly has a 45 sec. cooldown.
Psionic Burst ability, Psi Power scaling reduced to 1:1 instead of 2:1.
Ion Torpedo ability missiles are now correctly named.
- Fixed unit momentum bug where unit velocity wasn’t being maintained in between orders. This would cause units to stop and then re-accelerate.
- Fixed loot collection AI bug where AI units would get ‘stuck’ trying to collect loot. Enemy AI units should now properly try to destroy units near loot so they can collect it.
- Fixed issue where units would not gain XP when collecting loot.
- Improved cursor selection behavior when selecting units in dense formations.
- Fixed unit pathfinding assert that could be caused by AI units trying to navigate around obstacles.
- Fixed audio engine crash that could be caused when unloading a mod.
- Fixed a crash in the GUI system when quitting the game.
- Fixed mod.io unlisted mod and mod mismatch issues that could occur.
- Fixed crash when loading old scenario (v1.50) save games.
- Hotfix to fix AI 'hang' caused by Pirate Galleon incursion bug.
Fixed crash caused by using wide characters in modding file path (e.g., Chinese, Korean, Japanese). This was preventing the game from starting up.
Fixed issue where existing mod directory wouldn’t migrate as expected. When you change your Mod.io directory now, the game will bring up a dialog to display progress and ask you to restart the game when finished.
Added ability to unsubscribe/install mods via the Mod.io Manage tab (click the X button on the left side). This now allows you to uninstall ‘dead’ mods that are no longer available on the Mod.io server.
Can no longer unsubscribe from an active mod. Need to deactivate it first.
Added download/install progress bar to the Mod.io Manage tab, so it now shows in both locations.
Fixed cleanup of leftover Mod.io directories after migration.
Fixed path overrun for mod tooltips.
Fixed mod crash caused by improper sound factory reset (happened when deactivating a mod).
Fixed potential null pointer crash on mod activation/deactivation.
Fixed in-game multiplayer server browser not showing public games in the list.
We've released a minor hotfix to address issues that have been reported since the initial v1.50 release. Change notes are below:
Gameplay
[p align="start"]TEC[p align="start"]Extractors are somewhat over performing for all factions, so have been reduced in income. The TEC meanwhile, struggle a little with both Credit costs and the relative value of Trade in the middle stages of the game. Increasing the Credit income from Trade should help smooth the economic progression for the faction. With the Javelis now somewhat more in check in the mid and late game, the TEC need a little more potency in the higher tier combat units - specifically the Harcka. Some economic and defensive improvements should help them to act as a more easily massed durable main line combat unit.Harcka Heavy Cruiser
HP changed from 1050 to 1100
Armor changed from 1150 to 1250
Price:
Metal changed from 250 to 200
Build time changed from 42 to 40 sec.
Supply cost changed from 15 to 14
Regional Government Office Planet Item
Max allied population bonus changed from 0.5/1.0 to 0.1/0.25
Crystal Extractor
Changed base extraction rate from 0.5 to 0.4
Metal Extractor
Changed base extraction rate from 0.5 to 0.4
Trade Income
Changed base trade income rate from 1.5 to 2.0
Added - Planetary Shield Projector Blueprint (Research)
Tier 3
Price:
800 credits, 250 metal, 600 crystal
Research time: 225 sec.
Crystal Extractor
Changed base extraction rate from 0.6 to 0.48
Metal Extractor
Changed base extraction rate from 0.5 to 0.4
Crystal Extractor
Build cost changed from 0/90/0 to 0/120/30
Base extraction rate changed from 0.5 to 0.4
Metal Extractor
Build cost changed from 0/90/0 to 0/120/30
Base extraction rate changed from 0.6 to 0.48
Dark Fleet Tower Blueprint (Research)
Tier changed from Tier 3 to Tier 4
Price:
Changed from 0/420/600 to 0/600/660
Research time changed from 420 to 660 sec.
Decreased max speed on Vasari (non-scout) corvettes.
Jiskun Force
Changed attack raid Influence cost from 6 to 8
Changed cooldown duration from 480 to 600
Misc. / Bug Fixes
Improved Plasma Storm tooltip
Fixed bug that would block incoming diplomatic offers when patience was dropping below 1.
Fixed bug that caused some mods to crash when enabling/loading.
- Fixed bug where the AI was able to build Planet Cracker warheads with the faction victory condition disabled.
- Fixed bug that prevented allies from using temporary phase lane stabilizers.
- Fixed DLC being required to unlock achievements and added better prerequisite tracking.
- Fixed bug where new notifications don’t pop priority notifications when the bar is full.
- Replace all remaining player facing instances of "Super Capital Ship" with "Command Ship"
- Fix the description of which ships are spawned by Eivonn's Fine Frigates.
- Make all Minor Faction Deployable and remote Deployable Structures ignore planet slot costs.
Current Release
Not available
System Requirements
How to Install
setup.exe
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
5.3 GB
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