Sins II, like Sins I, will have a very long development roadmap.
The first key thing was to rewrite the entire game engine from the ground up. That was done this past February.
The next thing was to get some of the most asked for mechanics into the game (planets rotating, more detailed weapon systems, lots of feature tweaks and enhancements). That was done in March.
The next thing is to get the game into a fully completed core game experience with the TEC (both Loyalists and Rebels) as the centerpiece. That's where we are as I write this.
Then we can look at what comes next. The Vasari, the Advent and of course the things beyond. There will be updates, delays and no doubt twists and turns along the way. But we'll get there.
The biggest issue with Sins 1 was that it was 32-bit. We literally couldn't fit anything more in it. There was no scenario a 4th race would get added to it because of the RAM requirements. But Sins II? Well, those limits are gone.