Sins of a Solar Empire II v1.5 Free Update Releases Today
New Update features revamped Diplomacy System, new Quick Start options, AI improvements and more for all who own Sins of a Solar Empire II
Get Sins of a Solar Empire II Now
Just in time for the holidays, Stardock Entertainment has gifted players a huge free update for Sins of a Solar Empire II today. Sins of a Solar Empire II v1.50 - The ‘Diplomatic Repercussions’ Update features a big overhaul to the game’s diplomacy system that gives players more control over the strategic alliances and enemies they make in their quests for galactic dominance. In addition, this update features new Quick Start options giving players the chance to jump right into mid-late game stages, improved AI, an update to Mod UX, and other improvements.
“The Sins of a Solar Empire II player community has been incredible since our Steam release last year,” said Brian Clair, product owner for Sins of a Solar Empire II, Stardock Entertainment. “We are pleased to offer this last free update of 2025, packed with new features, as a special thank you to the fans. We can’t wait to share what’s in store for the game over the next year.”
Key Features of ‘Diplomatic Repercussions' Update:
- Overhauled Diplomacy System: A reworked diplomacy system allows for greater flexibility and options to players. AI players now consider multiple factors when choosing diplomatic partners. Also, players can now trade influence and items.
- New Quick Start Options: New game setup options let players determine their initial start conditions. Role-players can select the ‘Basic’ option to start with just a light factory, while ‘Quick’ and ‘Advanced’ players can begin with planets, fleets and more.
- Improved AI Opponents: AI players react more dynamically to changes over the course of a game. Players will notice them making better decisions throughout their playtime.
- Updated Mod UX: The modding GUI has been updated to not only be faster, but to provide more information to players. Ratings and category information are now available in a mod’s tile; the addition of a download/install progress bar for larger, total-conversion mods lets players know how long an install may take.
- Economic Rebalance: The game’s economy has been fully rebalanced to bring more of the economy into orbit instead of on planets.
- Research and Tech Tree Layout: Tech trees are now less cluttered visually; similar subjects now grouped together for ease of use. Updates to research pacing lower requirements so players won’t need as many research stations to reach higher tier technologies.
- Orbital Traffic: To help bring the galaxy to life, Orbital Shuttles have been added that will automatically travel between population centers in the game as a fun visual element to enhance immersion.
Purchase at Steam, Epic Games Store, or directly at Stardock





Release Status: *** RELEASED ***
As 2025 draws to a close, the Sins II team has put together a massive free update for our players. Thank you for a great year; we hope you all had lots of fun!
Before we get into what’s new in v1.50, let’s take a quick look at some of the free updates since we released on Steam:
15 New gravity well types.
6 New star types.
Numerous quality-of-life improvements.
Custom capturable ship debris from capital ships, starbases and titans.
Advent Faction Unity Redesign.
New ship/planet items and artifacts.
Improved planet textures, cloud systems, gas giants and updated shaders.
Updated our save system to no longer break save games (mostly…).
Added the new Population mechanics and updated the economic system.
Added 3 new units and new population structures.
Added the Discord Social SDK to make it easier to join games with your friends.
Created a new planet shield gameplay mechanic.
Added a new Missions system to help new players learn the game more quickly.
Lots of new maps and more.
For December 2025, we’ve included a ton of improvements! For starters, we’ve overhauled the game’s diplomacy system to make the AI players much more dynamic and fun. In the new system, AI players look at a wide variety of in-game conditions and the actions each player takes in determining how and when to deal with you. You can learn more about these updates from our recent dev journal.
We’ve also done a full economic rebalance of the game, which we’ll go into next. Look below for all the details on the changes, fixes and improvements in v1.50.
Designer’s Notes - Economic Rebalance
In this patch we have set out to improve economic gameplay diversity and bring more of the economy into orbit. This is a huge task, as it requires reconciling all of the new mechanics we have added over the past year while not unduly impacting the good parts of general game pacing.
There are several components all being worked on at once to achieve this.
Orbital Economy
We have increased the impact of Extractors and Population Structures - the latter now providing a small amount of max population in addition to growth rate. This is important to ensure these structures have value in the early game, and retain it as the match goes on and more options become available.
Planetary Economy
Planets are now completely dependent on their population for income - all base values have been removed. Planets will now also generate less Metal and Crystal overall, opening the way for Extractors to become a more significant aspect of the economy.
Economic Deflation
Stemming in large part from changes to planetary economy, it was critical to deflate the economy in the general sense in this patch. In order to make space for second order synergy and mechanics like allegiance to be important, base planetary income cannot be so high as to fulfil the needs of your growing empire on its own. This will slightly slow the early game, and force more careful management of shortages until your empire can grow - but these early shortages actually become interesting problems to solve with more mechanics having greater value.
Research Pacing
In order to provide more orbital and planet slots for interesting variety, it has been necessary to reduce the Research Point requirements for unlocking Research Tiers. This should also reduce the frustration that often comes in trying to find enough lab space to unlock Tiers 4 and 5. Secondarily to this, research times have been adjusted downwards, with Tier 5 techs in particular greatly reduced in time - however, there is also reduced access to large sources of Research Rate improvement. This should make researching high tier tech in a timely fashion slightly less reliant on map RNG. Finally, the Research Tier Unlocks themselves have been adjusted to be a more significant investment from Tier 3 onwards, which should curb the extremes of the now more accessible tech-rush builds.
Tech Tree Layout
As part of this patch, we are attempting to improve the layouts and reduce the clutter present in the tech tree. This should make it more understandable and reduce the number of extremely niche or frustrating techs. This is going to be an ongoing process throughout the test cycle, as re-arranging and re-assessing over 600 techs simply cannot be done quickly.
Planet Item Balance
The intent for planet items has always been to provide interesting synergy and opportunities to specialize a planet. We will be reworking and rebalancing most planet items to better achieve this vision - this will be an ongoing process during this test cycle, with more to be seen in this area soon.
WARNING: Updates will break most mods until the mod author updates them. NOTE: You may get asserts when loading games made with an older version. They can be safely skipped. |
|---|
Change Log
Gameplay
Added new diplomacy system! This updated system gives AI players a wealth of new contextual information as to the current state of the game and other players. AI players will remember each player’s actions and behave accordingly.
Added new quick start game options!
Basic starts you with just a light factory. This is closer to the original Sins I starting conditions.
Normal is the current starting conditions for Sins II.
Quick will start you with a small fleet of ships, one civilian research structure, one military research structure, Tier 1 research unlocks for both civilian and military; and nearly maxed out capital planet tracks.
Advanced includes all of the Quick options plus a sizable starting fleet, starbase at your capital planet, 9 research structures for military/civilian (each), up to Tier 3 military/civilian research unlocks, 2 additional starting planets and more. This option is for when you want to launch right into the mid-game.
Added 9 new multi-star random maps!
Added Phase Travel Speed option to game options menu. This lets you increase/decrease phase travel speed from the default.
Added 10 hotkey options for setting camera waypoint positions to specific locations within gravity wells.
Added ability to purchase intelligence on a faction with Influence points via the Diplomacy screen. Doing so will reveal that faction’s current Military, Economic and other rankings.
Added new tradables to trade offer notification tooltips.
Added ability to trace stacks of items in diplomatic deals.
Added allegiance decay mechanic for players without dominant culture at a planet.
Added 23 new faction specific taunts for AI players.
Added new Artifact - Universal Terrarium
[Reinforcements] Updated command ship cost structure. Command ships no longer require Quarnium to build, however, they are gated at 1 unit initially. The unit limit can be increased via research (max 3). Destroyed command ships no longer drop Quarnium as loot.
Adjusted starting resources on normal and quick start.
Rebalanced economic items for all factions.
Rebalanced population structures to gain asymmetric base values and a slot cost of 1.
Planet type specific items, with the exception of certain population bonus items, no longer have research prerequisites.
[Reinforcements] Added new metal market price scalers to Eivonn’s Fine Frigates Influence levels.
Fixed bug that prevented Advent players from queuing Unity Temples for construction while the Unity track was being researched.
Fixed bug that caused planet_income_rate_transmuter buffs (PsiCredit Mint / Laminate Forge) to take effect before they were completed.
Updated civilian and military research rates per population for all races and planet types.
Updated planet track incomes per population for all planet types/races.
Updated missions to match new planet track maximums.
Updated Ancient Arcology planet bonus:
Updated Dense Molten Core planet bonus: increased mining track metal income rate from 0.6 to 1.0
Updated Free Market Society planet bonus:
Updated Frequent Meteorites planet bonus:
Now provides mining track metal income rate per population (instead of based on the mining track only)
Now provides mining track crystal income rate per population (instead of based on the mining track only)
Updated Healing Nanites planet bonus:
No longer provides a credit bonus to commerce track income
Increases max population points by 24
Increases population growth rate by 48%
Updated Industrial Wasteland planet bonus:
Now provides mining track metal income rate per population (instead of based on the mining track only)
Now provides mining track crystal income rate per population (instead of based on the mining track only)
Updated Ionic Storms planet penalty:
Updated Massive Pure Glaciers planet bonus:
Updated Pharmaceutical Flora planet bonus:
Updated Tropical Paradise planet bonus:
No longer provides a credit bonus to commerce track income
Increases max population points by 50
Increases max Influence points by 1
NOTE: All mods will now be disabled when we make a version update. This is because most mods aren’t compatible with new features we add until the mod author updates their work. You can manually re-enable your mods, but be warned that you may get crashes or other weird behavior until it’s updated by its author.
TEC Changes (General)
Structures
Units
Research
Ablative Armor Blueprint
Research Time changed from 360 seconds to 270 seconds
Addictive Consumerism
Advanced Ballistics
Advanced Crew Training
Advanced Fire Control
Advanced Gauss Coils
Advanced Maneuvering
Advanced Metallurgy
Advanced Repair Droids
Advanced Supply Control
Alloy Foundry Blueprint
Amplified Beam Output
Antimatter Engine Blueprint
Aquaculture Harvester Blueprint
Archaeology Center Blueprint
Tier changed from Tier 3 to Tier 2
Research Time changed from 300 seconds to 150 seconds
Price:
Credits changed from 1200 to 750
Metal changed from 200 to 125
Crystal changed from 300 to 150
Prerequisites: Desert Colonization
Arctic Colonization
Arctic Development
Argonev Blueprint
Armored Citadel Blueprint
Armored Missiles
Asteroid Mercantile Mandate
Automated Suborbital Rigs
Tier changed from Tier 4 to Tier 3
Research Time changed from 540 seconds to 225 seconds
Price:
Credits changed from 1700 to 1200
Metal changed from 300 to 200
Crystal changed from 500 to 300
Orbital crystal extraction rate changed from 0.15 to 0.25
Auxiliary Supply Depot Blueprint
Backup Shield Generator Blueprint
Added - Barren Development
Added - Barren Mercantile Mandate
Basic Provisioning
Bastion Module Blueprint
Battlefield Promotions
Breaker Missile
Catastrophe Recovery
Chemical Plant Blueprint
Coalition Association
Coil Shock
Combat Repair System Blueprint
Command Bunker Blueprint
Commercial Appropriation
Commercial District Blueprint
Added - Commodity Exchange Blueprint
Compartmentalization
Critical Mass
Cruiser Shield Refit
Crystal Surveyor Miniaturization
Tier changed from Tier 3 to Tier 2
Research Time changed from 300 seconds to 120 seconds
Price:
Credits changed from 1200 to 700
Metal changed from 200 to 100
Crystal changed from 300 to 125
Orbital crystal extraction rate changed from 0.1 to 0.15
Crystalline Colonization
Crystalline Development
Added - Crystalline Mercantile Mandate
Tier 3
Research Time: 225 seconds
Price:
Credits: 1200
Metal: 200
Crystal: 300
Prerequisites: Crystalline Colonization
Increases commerce track credit income by 2.5
Cultural Market Bonus
Cultural Monopolization
Cyclotaurite Payloads
Deep Core Metal Mining
Tier changed from Tier 1 to Tier 2
Research Time changed from 60 seconds to 120 seconds
Price:
Credits changed from 400 to 700
Metal changed from 25 to 100
Crystal changed from 50 to 125
Mining track metal income changed from 0.15 to 0.1
Mining track metal per population changed from 0.15 to 0.1
Deep Space Trade
Deploy Argonev Blueprint
Derelict Specialists
Desert Colonization
Desert Development
Desert Mercantile Mandate
Tier changed from Tier 3 to Tier 2
Research Time changed from 360 seconds to 150 seconds
Price:
Credits changed from 1250 to 750
Metal changed from 225 to 125
Crystal changed from 350 to 150
Prerequisites: - Desert Development
Development Mandate
Docking Booms Blueprint
Dynamic Frequencies
Efficient Crystal Sorting
EMP Droids Blueprint
Enhanced Armor Penetration
Enhanced Light Thrusters
Enhanced Microgravity Excavators
Enhanced Shield Cohesion
Exotic Refinery Blueprint
Expanded Commerce Mandate
Expedited Permits
Expert Damage Control
Extended Range Missiles
Extra Armor Plating I Blueprint
Extra Armor Plating II Blueprint
Failsafe Jump Plotting
Familiar Territory
Ferric Mining Rig Blueprint
Ferrous Colonization
Ferrous Development
Added - Ferrous Mercantile Mandate
Tier 3
Research Time: 225 seconds
Price:
Credits: 1200
Metal: 200
Crystal: 300
Prerequisites: Ferrous Colonization
Increases commerce track credit income by 2.5
Fissile Enrichment Plant Blueprint
Focused Exploration
Foreign Sabotage
Fortification Specialists
Frigate Shield Refit
Fuel Efficient Deployment
Fulfillment Warehouse Blueprint
Gas Crystallizer Blueprint
Gas Giant Colonization
Gas Harvester Blueprint
Geomagnetic Colonization
Added - Geomagnetic Development
Hangar Flak Turrets
Harcka Blueprint
Hardened Defenses
Harvesting Crawler Blueprint
Heavy Fallout
Heavy Gauss Slugs Blueprint
Heavy Trade Escorts
Added - High Density District Blueprint
High Density Domes
High Order Explosives
High Pressure Domes
High Yield Warheads Blueprint
Hoshiko Blueprint
Huge Cargo Holds
Ice Mercantile Mandate
Tier changed from Tier 3 to Tier 2
Research Time changed from 300 seconds to 120 seconds
Price:
Credits changed from 1200 to 700
Metal changed from 200 to 100
Crystal changed from 300 to 125
Prerequisites:
Commerce track credit income changed from scalar to additive at 1.5
Immense Cargo Holds
Improved Shield Arrays
Industrial District Blueprint
Industrial Juggernaut
Intercept
Interstellar Commerce
Interstellar Supply Lines
Iron Will
Irradiated Colonization
Irradiated Development
Added - Irradiated Mercantile Mandate
Tier 3
Research Time: 225 seconds
Price:
Credits: 1200
Metal: 200
Crystal: 300
Prerequisites: Irradiated Colonization
Increases commerce track credit income rate by 2.5
Javelis Blueprint
Kalev Blueprint
Labor Negotiations
Light Trade Escorts
Long Range Jumps
Media Conglomerate Blueprint
Missile Guidance Computer Blueprint
Modular Equipment Bay
Munitions Plant Blueprint
Navigation Sub-Channels
Novalith Blueprint
Novalith Range
Nuclear Strip Mining
Tier changed from Tier 2 to Tier 1
Research Time changed from 360 seconds to 150 seconds
Price:
Credits changed from 1250 to 750
Metal changed from 225 to 125
Crystal changed from 350 to 150
Orbital metal extraction rate bonus changed from 0.15 to 0.25
Oceanic Colonization
Oceanic Development
Ogrov Blueprint
Orbital Commerce
Orbital Development Initiative
Orbital Extraction
Orbital Mining Control Blueprint
Ostentatious Displays
Percheron Blueprint
Pervasive Economy
Phase Jump Inhibitor Blueprint
Planetary Shield Array Blueprint
Potent Reaction Chaining
Prestigious Investments
Primordial Colonization
Primordial Development
PSIDAR
Quarnium Forging
Quick Gauss Capacitors
Quick Jump Calculation
Rapid Autoloader Blueprint
Rapid Autoloader Mark II Blueprint
Rapid Development
Rapid Hydrometallurgy
Tier changed from Tier 2 to Tier 1
Research Time changed from 120 seconds to 225 seconds
Price:
Credits changed from 700 to 1200
Metal changed from 100 to 200
Crystal changed from 125 to 300
Mining track metal income rate changed from 0.2 to 0.15
Mining track metal income per population changed from 0.2 to 0.15
Reactive Plating Blueprint
Recharger Droids Blueprint
Refined Missile Avionics
Refined Propellants
Regional Government Blueprint
Remote Construction
Repelon Premium Armor
Repurposed Cargo Holds
Reserve Squadron Hangar Blueprint
Resort Complex Blueprint
Safety Override Protocol
Shockwave Pulverization
Tier changed from Tier 2 to Tier 3
Research Time changed from 180 seconds to 270 seconds
Price:
Credits changed from 750 to 1250
Metal changed from 125 to 225
Crystal changed from 150 to 350
Mining track crystal income rate changed from 0.2 to 0.15
Mining track crystal income per population changed from 0.2 to 0.15
Shriken Blueprint
Starbase Beams
Starbase Missile Launchers
Submission Warheads
Superior Command Bunker
Superior Shield Emitters
Synthetic Crystal Farm Blueprint
Tactical Analyst Training
Tactical Analysts
Targeting Array Blueprint
Terran Mercantile Mandate
Titan Foundry Blueprint
Titano-Ferric Plating
Torpedo Targeting Override
Trade Port Culture
Added - Transit Taxation Policy
Unassailable Fortress Blueprint
Unbreachable Hull
Underwater Cities
Volatile Accelerants Blueprint
Volcanic Colonization
Volcanic Development
Added - Volcanic Mercantile Mandate
Tier 2
Research Time: 120 seconds
Price:
Credits: 700
Metal: 100
Crystal: 125
Prerequisites: Volcanic Colonization
Increases commerce track credit income rate by 1.5
Wormhole Navigation
TEC Enclave Changes
Ankylon Blueprint
Research Time changed from 540 seconds to 360 seconds
Ankylon Hangar Blueprint
Ankylon Beam Turrets Blueprint
Ankylon Missile Launchers Blueprint
Ankylon Planetary Shield Array Blueprint
[Reinforcements] Added - Command Comms Channel
Counter-Deployment
Extra Armor Plating III Blueprint
Garrison Augmentation
Garrison Expansion
Heavy Garrison
[Reinforcements] - Added Remote High Command
[Reinforcements] Takadaran Blueprint
[Paths to Power] Triple Fortress
Twin Fortresses
War Measures Act
TEC Primacy Changes
Extreme Xenophobia
Research Time changed from 90 seconds to 75 seconds
Gang of Freebooters
Home Guard Outpost Blueprint
Insurgency
[Reinforcements] Khevarkov Blueprint
[Reinforcements] Added - Operational Flexibility
Pillaged War Chest
Pirate Mercenary Base Blueprint
[Reinforcements] Planet Cracker Warhead Blueprint
Ragnarov Blueprint
Ragnarov Hangar Blueprint
Ragnarov Missile Launchers Blueprint
Railgun Accelerator Blueprint
Savage Thrill
[Reinforcements] - Added Standard Modular Interlink
Advent Changes (General)
Structures
Titan Foundry
Build Cost:
Crystal Extractor
Exotic Refinery
Build Cost:
Credits changed from 1000 to 1200
Metal changed from 350 to 400
Crystal changed from 425 to 300
Greater Factory
Lesser Factory
Metal Extractor
Temple of Communion
Temple of Congregation
Temple of Harmony
Build Cost:
Credits changed from 450 to 600
Metal changed from 75 to 50
Crystal changed from 100 to 90
Temple of Hostility
Build Cost:
Credits changed from 450 to 600
Metal changed from 75 to 50
Crystal changed from 100 to 90
Temple of Unity
Units
Disciple
Build Cost:
Tempest Vessel
Research
Acclimatization of Will
Research Time changed from 360 seconds to 270 seconds
Accumulated Will
Acute Premonitions
Additional Armor Blueprint
Adept Psi Training
Advanced Composites
Allure of the Unity
Altar of Sacrifice Blueprint
Ancient Retribution
Andvar Cultivation
Anima Integration
Antimatter Multicasting
Armored Frameworks
Ascension Rites
Assimilated Populace
Atmospheric Shield Dome Blueprint
Augmented Defense Grid
Barren Specialization
Tier changed from Tier 1 to Tier 2
Research Time changed from 90 seconds to 135 seconds
Price:
Credits changed from 300 to 500
Metal changed from 50 to 125
Crystal changed from 100 to 300
Added: 1x Indurium
Now adds 2 civilian slots.
Beam Amplification
Booming Desert Cities
Brilliance Array Blueprint
Cascade Shield Restoration
Clarity of Purpose
Cleanse and Renew
Coalescence Sanctum Blueprint
Collective Focus
Collective Sacrifice
Commerce Acceptance
Commerce Adaptation
Compelled Contribution
Confluence of the Unity
Consecration Inducer Blueprint
Coward's Submission
Crystal Enrichment Center Blueprint
Crystalline Development
Crystalline Embrace
Cynosural Reservoir Blueprint
Deliverance Engine Blueprint
Deploy Transcencia Blueprint
Desert Specialization
Tier changed from Tier 1 to Tier 2
Research Time changed from 90 seconds to 150 seconds
Price:
Credits changed from 300 to 550
Metal changed from 50 to 150
Crystal changed from 100 to 350
Added: 1x Andvar
Increases civilian structure slots by 2
Destra Blueprint
Devotion Harvester Blueprint
Diffusion Moderation
Distant Deliverance
Distant Visualization
Divination
Domina Blueprint
Elegant Hull Design
Empathic Alignment
Empathic Harmony
Empathic Union
Empyrean City Blueprint
Energetic Manifestation
Energized Plating
Epitaph of the Lost Blueprint
Essence Reservoir Blueprint
Evangelization Nodes Blueprint
Exoria Blueprint
Exotic Refinery Blueprint
Eyes of the Converted
False Belief Monitoring
Ferrous Development
Ferrous Embrace
Fortress of Faith
Fury of the Unity
Gas Giant Embrace
Geomagnetic Specialization
Global Unity
Guardian Blueprint
Guiding Mentor Blueprint
Hardened Cities
Harmony Circuit Blueprint
Hastened Acceleration
Haven Dome Blueprint
Heathen Quarter Blueprint
High Efficiency Jumps
High Intensity Plasma
Higher Calling
Homeworld Prophecy
Hydrostatic Shield Dome Blueprint
Immaculate Structure Shields
Improved Beam Emitters
Improved Containment
Improved Evangelization Nodes
Improved Meteoroid Control
Improved Purification
Inspired Architecture
Inspired Reactor Design
Irradiated Embrace
Irradiated Specialization
Tier changed from Tier 3 to Tier 2
Research Time changed from 600 seconds to 270 seconds
Price:
Credits changed from 1150 to 850
Metal changed from 450 to 275
Crystal changed from 950 to 650
Added: 1x Tauranite
Increases max civilian slots by 2
Kinetic Cascade
Kinetic Dampening
Kinetic Focusing
Knowledge Aggregation
Laminate Forge Blueprint
Mass Transcendence
Master Psi Training
Mend
Meteoroid Control
Multispectral Lasers
NeuroAugment Center Blueprint
NeuroPsion Purifier Blueprint
Novice Psi Training
Nullify
Oceanic Development
Oceanic Embrace
Orbital Congregation
Orbital Extraction
Added - Orbital Habitation Blueprint
Pelagic Interface Relay Blueprint
Perfect Synchrony
Phase Jump Inhibitor Blueprint
Planet for a Planet
Planetary Shield Array Blueprint
Plasma Agitator Blueprint
Plasma Concentration
Plasma Furnace Blueprint
Plasmatic Tauranite
Potent Shield Generation
Prescience Filter Blueprint
Primordial Embrace
Primordial Specialization
Tier changed from Tier 3 to Tier 2
Research Time changed from 300 seconds to 150 seconds
Price:
Credits changed from 800 to 550
Metal changed from 250 to 150
Crystal changed from 600 to 350
1x Andvar
Increases max civilian slots by 2
Pristine Structure Shields
Pristine Visualization
PsiCredit Mint Blueprint
Quarnium Forging
Quick Reaction Cycling
Radiation Shield Dome Blueprint
Raised Shield Harmonics
Rapid Deliverance
Rapid Plasma Generation
Recharge Shields
Refined Warheads
Repulsion Field
Reverse Engineered Shields
Rotating Shield Frequencies
Ruthlessness
Sanctify
Sanctuary Spire Blueprint
School of Evangelists Blueprint
Selective Harvesting
Shield Booster Blueprint
Shield Surge Capacitors
Silent Monastery Blueprint
Singular Resolve
Soul Reclamation
Starbase Missile Launchers
Starbase Plasma
Starlight Augury Blueprint
Strong Plasma Ejection
Structural Force Fields Blueprint
Structural Shielding
Subliminal Manipulation
Superior Emission Coils
Supreme Architecture
Synchronous Shield Blueprint
Synergistic Reactions
Telekinetic Extraction
Telekinetic Fracturing
Telekinetic Separation
Research Time changed from 300 seconds to 270 seconds
Price:
Credits changed from 800 to 850
Metal changed from 250 to 275
Crystal changed from 600 to 650
Telekinetic Stasis
[Reinforcements] Telepathic Amplifier Blueprint
Telepathic Collectors
Tempest Blueprint
Temple of Assimilation Blueprint
Temple of Pilgrimage Blueprint
Temple of Purification Blueprint
Temple of Resurrection Blueprint
Temple of Unity Blueprint
Added - Thermal Shield Dome Blueprint
Thriving Desert Cities
Titan Foundry Blueprint
Tithe Sanctum Blueprint
Total Assimilation
Research Time changed from 360 seconds to 270 seconds
Now increases max allied population by 0.2
Now increases neutral population assimilation rate by 20%
Tranquil Refuge Blueprint
Transcencia Blueprint
Unfettered Jump Drive
Uniform Cultivation
Unity Ascendant
Unity Awakened
Unity Protectorate Blueprint
Unity Unleashed
Unwavering Belief
Vex Amplifier Blueprint
Vigilis Blueprint
Volcanic Development
Volcanic Embrace
Wail of the Sacrificed
Wall of Faith
Will of the Unity
Willing Donations
Wormhole Passage
Zealous Labor Blueprint
Zealous Worship
Research Time changed from 90 seconds to 75 seconds
Increases max allied population by 0.1
Increases neutral population assimiliation by 10%
Items
Atmospheric Shield Dome
Coalescence Sanctum
Crystal Enrichment Center
Cynosural Reservoir
Price:
Credits Cost: removed (was 500)
Metal cost changed from 100 to 210
Crystal cost changed from 150 to 175
Empyrean City
Hydrostatic Shield Dome
Laminate Forge
Neural Stimulator
NeuroAugment Center
Build Time changed from 90 to 45 seconds
Added - Planetary Shield Projector
Build Time: 90 seconds
Metal: 150
Crystal: 300
Plasma Furnace
Prescience Filter
PsiCredit Mint
Radiation Shield Dome
Sanctuary Spire
Shrine of Harmony
Shrine of Hostility
Shrine of Prophecy\
Shrine of Revelation
Silent Monastery
Build Time changed from 60 to 45 seconds
Price:
Credit cost changed from 250 to 450
Metal cost changed from 50 to 75
Crystal cost changed from 75 to 25
Max Population Point bonus changed from % increase to flat 25
Population Growth Rate bonus changed from 0.15 to 0.1
Added - Thermal Shield Dome
Tithe Sanctum
Advent Wrath
Advent Reborn
Eradica Blueprint
Eradica Swarm Missiles Blueprint
Justicia Blueprint
[Reinforcements] Added - Manifest Purity
Reanimation
[Reinforcements] Added - Reflective Clarity
Resurrecting Deliverance
Return of the Fallen
Vasari Changes (General)
Units
Research
Acute Beams
Adaptive Bulkheads
Administrative Specialists
Advanced Intelligent Armor
Advanced Mobile Research
Advanced NME Warheads
Advanced Orbital Extraction
Research Time changed from 120 seconds to 150 seconds
Price:
Orbital extraction metal income rate changed from 0.24 to 0.18
Orbital extraction crystal income rate changed from 0.24 to 0.18
Alliance Xeno Embassy Blueprint
Ambassador Relations
Anhydrobiosis
Annexed Supply Chains
Antimatter Recharger Blueprint
Arctic Occupation
Armament Restoration
Armor Restoration
Artificial Longevity
Assault Deployment
Atomic Lattice Armor
Battlegroup Coordination
Beam Overdrive
Beam Streaming
Berserker Overcharge
Bifurcative Shielding
Captive Suppliers
Catalyzed Atomic Sorting
Research Time changed from 360 seconds to 270 seconds
Increases mining track metal/crystal income rate by 12%
Increases mining track metal/crystal per population income rate by 12%
Civic Repurposing
Tier changed from Tier 3 to Tier 2
Research Time changed from 360 seconds to 420 seconds
Price:
Max population bonus changed from scalar to flat 60
Coercive Control
Cold-Shock Proteins
Compliance Nanites
Tier changed from Tier 4 to Tier 3
Research Time changed from 600 seconds to 525 seconds
Price:
Exotic Cost:
Max allied population bonus changed from scalar to flat rate
Crystalline Occupation
Crystallizing Gas Refinery Blueprint
Dark Fleet Tower Blueprint
Dark Fleet Tower Upgrade
Debris Reclamation
Debris Reclamation Center Blueprint
Debris Reintegration Blueprint
[Reinforcements] Departure Planning
Deploy Orkulus Blueprint
Deploy Phase Resonator Blueprint
Desert Occupation
Efficient Hangars
Energetic Pulse Charging
Energized Wave Charging
Enhanced Mobile Research
Enhanced Pulse Emission
Entanglement Filtering
Research Time changed from 180 seconds to 150 seconds
Increases mining track metal/crystal income rate by 12%
Increases mining track metal/crystal per population income rate by 12%
Exponential Beams
Extended Range Sensors
Extreme Heat Metabolism
Research Time changed from 300 seconds to 225 seconds
Exotic Cost:
Max population point bonus changed from scalar to flat 30
Ferric Transformation
Flawless Armor
Friendly Jump Telemetry
FTL Transmissions
Full Lockdown
Gas Giant Occupation
Genetic Cataloging
Added - Genome Autorepair
Tier 3
Research Time: 270 seconds
Price:
Metal: 450
Crystal: 480
Credits: 0
Prerequisites: Irradiated Occupation
Increases max population points by 60
Geomagnetic Occupation
Gravity Stabilizer Blueprint
Heat Shock Proteins
Heavy Turret Servos
Highly Attuned Sensors
Hull Restoration I
Hull Restoration II
Hygroscopic Nanites
Hyperimmunity
Improved Debris Reclamation
Improved Orbital Extraction
Improved Phase Detection
Improved Regeneration Bay
Inertial Anchor Blueprint
Intelligent Armor Blueprint
Intense Beams
Irradiated Occupation
Jump Inhibition Immunity
Jusotra Blueprint
Kanrak Blueprint
Kortovas Blueprint
Lasurak Blueprint
Localized Phasing
Added - Magnetoreception
Tier 3
Research Time: 270 seconds
Price:
Metal: 450
Crystal: 480
Credits: 0
Prerequisites: Geomagnetic Occupation
Increases max population points by 60
Matter Decompilation
Research Time changed from 600 seconds to 420 seconds
Increases mining track metal/crystal income by 24%
Increases mining track per population metal/crystal income by 24%
Matter Hypercompiler Blueprint
Metabolic Reclamation
Mobile Retrofit
Molecular Assembly
Multi-Pass Shield Arrays
Nanite Biome Tailoring
Nanite Survey Swarms
Nano Algae Reactors
Nano Hull Plating
Nanomedicine Outreach
Neutral Wave Channels
NME Warheads
Ocean Floor Miner Blueprint
Oceanic Occupation
Optimized Construction
Optimized Reactors
Added - Orbital Labor Allocation
Organic Reclamation Nanites Blueprint
Orkulus Advanced Engines
Orkulus Blueprint
Orkulus Phase Jump Drive Blueprint
Overseer Tower Blueprint
Phase Attenuated Shield Blueprint
Phase Cannon Restoration
Phase Gate Blueprint
Phase Jump Inhibitor Blueprint
Phase Missile Augments Blueprint
Phase Missile Augments Upgrade
Phase Missile Charging
Phase Missile Predictors
Phase Resonator
Phase Space Monitoring
Phasic Strike
Pinpoint Bombardment
Planetary Shield Array Blueprint
Primordial Occupation
Quarnium Forging
Rapid Pulse Cycling
Regenerative Hulls
Reintegration
Resonance Amplifier Blueprint
Resonance Mastery
Resource Sublimation
Research Time changed from 90 seconds to 75 seconds
Increases mining track metal/crystal income by 12%
Increases mining track per population metal/crystal income by 12%
Second Generation Crews
Seized Infrastructure
Self Constructing Domes
Tier changed from Tier 3 to Tier 4
Research Time changed from 300 seconds to 360 seconds
Price:
Max population point bonus changed from scalar to flat 60
Self-Repairing Armor Blueprint
Self-Repairing Systems
Serevun Blueprint
Silicate Adaptation
Skeletal Reinforcement
Sulfurous Respiration
Sulsurak Blueprint
Superior Chain Reactions
Superior NME Warheads
Superior Orbital Extraction
Tier changed from Tier 3 to Tier 4
Research Time changed from 300 seconds to 360 seconds
Price:
Orbital extraction metal income rate changed from 0.48 to 0.3
Orbital extraction crystal income rate changed from 0.48 to 0.3
Terran Occupation
Thermogenesis
Third Generation Crews
Trauma Nanomedicine
Tier changed from Tier 2 to Tier 3
Research Time changed from 120 seconds to 270 seconds
Price:
Prerequisites: Artificial Longevity
Uplink Security
Vask Tacticians
Vask Tacticians Unlock
Vulrak Blueprint
Wave Amplification
Wave Modulator Blueprint
Wave Overdrive
Wormhole Stabilization
Xeno Corruption
Xeno Defense
Xeno Disruption
Xeno Mining
Xeno Production
Xeno Settlement Blueprint
Items
Vasari Exodus
Research:
Cunning Sympathizers
Research Time changed from 540 seconds to 360 seconds
Increases max allied population by 0.12
Increases neutral population assimilation rate by 24%
Local Enforcers
Research Time changed from 300 seconds to 225 seconds
Increases max allied population by 0.06
Increases neutral population assimilation rate by 12%
[Reinforcements] Anarkrul Blueprint
[Reinforcements] Added - Dark Fleet Auxiliary
[Reinforcements] Added - Desperate Recall
[Reinforcements] Efficient Subdivision
Exodus Xeno Embassy Blueprint
Hull Restoration III
Mass Enslaved Labor
Micro Phase Jump Enhancer Blueprint
Mobile Exotic Refinement
Mobile Fleet Beacon Blueprint
Mobile Phase Gate Blueprint
Mobile Resonance Capacitor Blueprint
Mobile Rulership Blueprint
Mobile Warfare Lab Blueprint
Stripped to the Core
The Maw Enhancer Blueprint
Vorastra Blueprint
Vorastra Hangar Restoration
Vorastra Rulership
Wave Cannon Restoration
Items
Exodus Xeno Embassy
Mobile Adjunct Lab
Mobile Empire Lab
Mobile Warfare Lab
Vasari Alliance
Research:
Empire Sympathizers
Research Time changed from 540 seconds to 360 seconds
Increases culture spread rate by 18%
Increases max allied population by 0.18
External Influence
All for One
Enhanced Nano Emitters Blueprint
[Reinforcements] Added - Symbols Of Authority
[Reinforcements] Added - Governance Placement Program
Gravity Pulse Enhancer Blueprint
Intercultural Exchange
Interracial District
Interracial Forum
Kultorask Blueprint
Kultorask Hangar Restoration
Phase Missile Restoration
[Reinforcements] Sularkon Blueprint
Items
Alliance Xeno Embassy
Intercultural Exchange
AI
Fixed major AI issue that would always have ships attack an enemy in the same gravity well, regardless if they could win.
Fixed major AI issue that would cause the AI to forget its primary mission when encountering enemies in a gravity well it’s traveling through.
Added a new AI mission type that allows it to retreat from a gravity well, regroup with additional forces, and then return to lash out at the site of the previous engagement.
[Reinforcements] Fixed bug that caused AI players to consider building factional victory items even though faction victory conditions were disabled.
Added new attack target type override. This will allow the AI to target specific types of ships (i.e., carriers).
Added timer to block the AI from re-attempting alliances with players they just broke alliances with.
Adjusted AI parameters to ensure that Hard AI has the smartest behavior. Higher level AI (Unfair, Nightmare and Impossible) no longer get more cautious, patient or prone to wait for outnumbering the player. They will also be less likely to bid their full Influence capacity on every Auction.
Increased AI Chaos Factor to increase the chance that it will underestimate the player's fleet and choose to fight instead of retreat.
Reduced the sensitivity of AI pathfinding to danger.
Adjusted Titan build timing to encourage lower level AI to build it sooner, while higher level AI will usually attempt to build it slightly slower.
Improved AI retreat behavior so they should no longer jump back and forth between gravity wells. The AI will now try to retreat toward its home planet and away from enemy planets.
Fixed bug that triggered the retreat and regroup behavior, even though the AI would win with reinforcements. This was caused by the AI not factoring in units that were still in phase space or prepping to jump to the destination.
Fixed bug where get_best_auto_attack_target_in_cell_range would overwrite other targets it finds. This made units pick the wrong enemies to target first.
Adjusted AI parameters to ensure that Hard AI has the smartest behavior. Higher level AI (Unfair, Nightmare and Impossible) no longer get more cautious, patient or prone to wait for outnumbering the player’s fleet supply. They will also be less likely to bid their full Influence capacity on every auction.
Increased AI Chaos Factor to improve the chance that the AI will underestimate the player’s fleet and choose to fight instead of retreat.
Reduced the sensitivity of AI pathfinding to danger.
Adjusted titan build times to encourage lower level AI to build one sooner; while higher level AI will usually attempt to build a titan slightly slower.
Visuals
Added color blind support to the game options. Users can now pick from: None, Red-Blind, Green-Blind, Blue-Blind, Red-Weak, Green-Weak or Blue-Weak options.
Added space traffic for each race that will automatically travel between population structures and refineries.
Added new Reinforcements loading art screens.
Fixed bug that causes the secondary emissive color to be the same as the primary emissive. Now the secondary emissive color will use the secondary team color.
Updated Advent and Vasari beam weapons to use new ‘moving’ beam system.
[Reinforcements] Added HUD icons and tooltip pictures for all command ship unlock techs they were missing from.
UI/UX
Added color blind support to the game options. Users can now pick from: None, Red-Blind, Green-Blind, Blue-Blind, Red-Weak, Green-Weak or Blue-Weak options.
Added tooltip to player name in the diplomacy window.
Added smart click system that will automatically filter out strike craft and missiles if there are better units available under the cursor.
Fixed bug that caused tooltip icons to not work on certain tooltips.
Updated game to automatically fall back to the English string if a localized one isn’t found for a language.
Removed top pictures from research tooltips by default. These can be re-enabled in the game’s User Interface settings.
Updated Colonized Planets window so it will now scroll all the way down as needed.
Updated ability tooltips to display in minutes instead of seconds if a cooldown is greater than 100 seconds.
Fixed bug with Tooltip Delay option that kept some tooltips from every displaying if the delay was set higher than 0.
[Paths to Power] Fixed multiplayer escape menu bug on Last Stand / Defend the Homeworld from displaying correctly.
Fixed bug that caused Japanese, Chinese, Thai and Korean strings not to properly line wrap, overflowing the UI.
Increased map name space in the multiplayer join window to keep it from overflowing.
Fixed Break Alliance button overlapping the Alliance Lock.
Fixed Rival names overflowing in the diplomacy window.
Added icons for space traffic when zoomed out.
Diplomacy window will display but now be otherwise disabled on locked team games when dealing with a player on an opposing team (you can’t do anything with them anyway in a locked game).
Misc. / Bug Fixes
Fixed UI display bug so that action buttons properly wrap in the ship window.
Fixed bug that kept special operations units (i.e,. Takadaran summoned units) from leaving a gravity well when their time expired.
Improved pathfinding for ships moving to join a fleet across gravity wells. Units should do a much better job of avoiding dangerous gravity wells when that setting is enabled in the fleet.
Fixed arrow buttons on loading dialog filters. Right and left arrows will now properly cycle through save game types.
Removed ‘Quickload - Multiplayer’ from loading screens since multiplayer games can’t be quick saved/loaded.
Fixed assert bug caused when trying to change the orbital planet speed setting when Orbiting Planets was disabled. The speed button is now properly disabled when Orbiting Planets is disabled.
Fixed bug to put traded Influence in escrow. Was causing multiplayer crash.
Fixed bug to find traded items by definition rather than index in an offer. Fixes a multiplayer crash.
Fixed ICO authentication connection reset error that affects IPv6 users.
Fixed newline characters not rendering properly in some tooltips.
Modding
Updated to Mod.io SDK version 2. This update will provide 15-25% faster mod operations (installing/updating/etc.), improve error recovery and network failure issues and improve memory usage. This lays the groundwork for additional modding UI/UX enhancements in future updates.
NOTE: All mods will now be disabled when we make a version update. This is because most mods aren’t compatible with new features we add until the mod author updates their work. You can manually re-enable your mods, but be warned that you may get crashes or other weird behavior until it’s updated by its author.
Added settings-based suppression for modders to suppress Assert dialogs. This is available via a settings_override.json file and only works with mods.
Added additional hardpoint logic with launch and land options to Solar Forge.
Added a .unit_skin based mesh material override to allow on-the-fly changes.
Added seven new action_value_transform_type enums that enable buffs and abilities to scale dynamically based on current planet development track levels, creating deeper strategic gameplay where planet investment directly impacts unit effectiveness.
per_planet_current_defense_track_level
per_planet_current_logistics_track_level
per_planet_current_commerce_track_level
per_planet_current_mining_track_level
per_planet_current_research_track_level
per_planet_current_focus_track_level
per_planet_current_survey_track_level
Added new attack target type override. This will allow the AI to target specific types of ships (i.e., carriers, flak, LRM, heavy).
Updated system to allow player_ai_diplomacy uniforms to be merged with mods.
Added diplomacy tag system.
Added the ability for an Exotic Factory to produce multiple exotics at a time.
Updated Mod.io modding window layout:
Added download/install progress bar and speed indicator on Mod.io window. By user request, you can now see how fast those large total conversion mods are downloading and see their install progress!
Added ability to add an exotic cost to other exotics.
Added ability to make starting population a range for variability.
Added field to grant items to player inventory.
Added ability to make techs mutually exclusive.
Added ability to have prerequisite options to vary tech research.
Added support for inline / mid-line stackable color definitions in strings:
Set an available color: {color:name}
Push original/default color onto stack: {color:default}
Pop most recent color (nested scopes): {color:/}
Reset stack to original/default (clear all pushed colors): {color://}
Fixed bug where not all assert pop-ups would be suppressed for mods that disabled them.
Icons for tooltips and inline use now require “icon:” in the curly brackets to resolve (e.g., {icon:metal}).
Updated game to automatically fall back to the English string if a localized one isn’t found for a language.
Added new modifiers for allegiance decay:
base_allegiance_decay_rate
allegiance_decay_exponent - decay rate at 100% allegiance
allegiance_decay_minimum_percentage - minimum allegiance percentage before decay stops
Made exotic refund percentages data driven via exotics_refund_percentage.
Updated new starting modes system to be able to handle modders adding more to the existing set.
Added base diplomacy tags for modders in diplomatic_tag.uniforms