I think both DLCs (Paths to Power and Reinforcements) have introduced so much potential fun to the game with the Scenarios and the Factional Victories, but in my opinion these features are still a bit lacking in the current state. Maybe after the final DLCs are launched we can look forward to having everything perfected. There are tools in the game to resolve that unstoppable fleet issue like AOE ultimate abilities (malice, missile barrage), dominating deliverance, safety override
DiogoMota
I'm not sure what you mean by "split the fleet supply points equally between the capital ships, command ships and Titan on the one hand, and everyone else on the other". The supply points and price should be in line with the ships power (durability, hit points, pierce, damage, speed, agility, range, abilities, etc.) so that even if you decide to go all heavy ships there is still a counterbalancing price to pay, speci
The update is actually quite immersive from a realistic standpoint! You can think of mining made more expensive on planets because of hazardous planetary conditions and geological reasons. You have to invest more to dig the planets crust / mantle and build infrastructures on lava / ice / radiation / ocean. While on asteroids the outcrops are basically untouched and easilly accessible. Also income requires population which is more realistic than having just a base income.<br /
You can also get this effect if an ally builds a Starbase at your planets and you rotate your orbital structures on top of his Starbase. The problem comes from the fact that you can't rotate allied structures. On this issue, I'd like to say that from a Gameplay perspective it would be awesome if we could rotate structures of players we have a synergy pact with. Having a TEC player on support with double fortress and a Transcencia in the middle would be awesome!
I can confirm that these planets items start taking effect before they are researched and finished/built.
September 2025 Patch 1.45 GAMEPLAY: Halcyon Carrier - Shield Blessing Autocast Is it possible to program Halcyons to autocast Shield Blessing ONLY after the the currently active Shield Blessing has expired? Quality of life! The progenitors do this perfectly with Shield Regeneration but the Halcyons don't with Shield Blessing and it is costly in antimatter, strikecraft and micromanagement... __
" Your notion of wonder-starbase-superstructures is an intriguing idea. " It's the amount of resources involved in the items that suggests the need for superstructures, but it feels a bit "lazy" approach to just stick a super-expensive ship item to existing assets (where did all the metal and crystal go?), but the concept of a faction specific Tier V superstructure is much more interesting and epic. "It's using energy and matter drained from the star". Yes, this s
The Reinforcements DLC took the saga in the right path regarding both the Command Ships and the Factional Victories. Although a simple, small and not perfect DLC, i would say that the introduction of 6 Command Ships to each faction has achieved the goal of cementing the identity of each and enchancing the Sins 2 experience overall by going to the next level of epicness. <span style="font-famil
I upvote this! Tier V Research is surely a way to spice up the very late game and mitigate the "mopping up" issue after snowballing into an huge fleet. Factions that reach this tier should be really dangerous with expensive but overpowering technology from deep knowledge of the mysteries of the universe and be capable of challenging even the most dangerous fleet.
In the video, what is appalling it's not so much the global travel issue but the speed at which such travel occurs. But regarding global travel, while it may be only available to a faction from a lore perspective there are lore-friendly ways of mitigating this issue: - TEC Enclave : research for special trader agreements with viturak transport cabal to increase total of phase gates in the empire (not just 3). In larger maps viturak is always be present. - <stro
Thank you for the feedback! Players will we demanding a lot of new content from the DLCs, specially the "4th faction", but SOASE has always been a trinity of TEC, Adv and Vas, and doesn't "need" a 4th faction. I mean, compared to Rebellion the game feels basically completed, it's like the original sins of a solar empire but fixed and improved on every level. In my opinion, Sins II still lacks a bit of replay value. So basically the Paths to Power DLC is an excellent concept to
The Paths to Power DLC is an incredible concept allowing players to explore the game's mechanics in a sort of different minigames. Although with so much potential, the Paths to Power DLC is still a bit lacking, so i'll leave some Scenario suggestions: 1. Defend The Homeworld Coop: the same concept but for 2 players. 2. Capture Points: - On a star system inhabited by a less advanced civilization (like a type 1 incapable of colon
I am very interested in team multiplayer is it possible to create a section on this site for community replays so we can study and share tactics? I feel like is a very small community very confined and closed to itself. People should be posting replays to Youtube. I'd like to shout out for Aqua995 for hosting sins tournaments on his channel: https://www.youtube.com/@aqua995
I think this should be a major focus for future updates! Since Stardock likes to tie their updates with the lore, when the 4th faction comes this update should come in as an attempt at diplomacy between factions vs a powerful foe. Diplomacy should feature: a hud system to acknowledge the disposition between faction towards each other, explaining disposition penalties or bonuses from different actions e. g.: trespassing; resources / planets given; technologies shared; en
I'd just like to say that this update was one of the best in terms of consistency (at least from an advent player perspective). From the faction economy fixes, to the new advent unity/focus dynamic and to the simple but game changing planetary shields. Everything makes sense and ties perfectly with the total subjugation update (population mechanics update). I find it really interesting that this game is relatively basic and simple from a content perspective (number of ship/structure m
Confluence of the Unity: tooltip still says Culture Decay -200% per Gravity Well, instead of -150% after research is bought, is it working as intended despite the obviously wrong tooltip? Also, let's say a planet is spreading culture at a rate of 1 (or 100%, since is the source planet), what is -200% per Gravity Well? Global Unity: tooltip still says that "Worlds with sufficiently developed research will automatically spread culture", but I can confirm that since the to
I can confirm this on 18 of December. I have always started my games with the Progenitor Mothership and I believe this bug might be related to the Unity Meditation ability because the Unity points from the Progenitor are behaving in unexpected ways: - If you start with a Progenitor you can't use Unity points before unlocking the first tier of harmony, is this a feature? - Sometimes the Unity points from Meditation are not recognized right after upgrading the ability.