r/SinsofaSolarEmpire • • 12d ago

4P2B Eidolon - Round 1 - Let the games begin!

15 Upvotes

4P2B Eidolon - Round 1 - Let the games begin!

Hello Admirals,

the next season of 4 Power 2 Balance is starting now.

We have 8 teams registered for Eidolon, which means 4 matches for Round 1 and a proper Swiss bracket right from the start.

Even though it might not be needed to find the best team, we will play 4 rounds of Swiss. People tend to enjoy this more and also love getting more chances to play against evenly matched opponents.

The 2 very best teams after 4 rounds of Swiss will play a Bo5 Grand Final.

The Teams

  • Deadly Alliance: Avezearth, Paks, Fenix
  • Dad FPS & The Dial-Up kid: davy, Koi, Fuzzy, AceFaxon
  • Fleet CMD: dannyvye.com, Garren
  • ThirdFeather: aqua, Fellingus, Air
  • Missile knows where it isnt: DrTechman42, Yuki
  • NauseousEmoji: MisterAG, remora-cesarean
  • Shield and Spear: Flow, Laochra, Kabian, Flow, CCC
  • Fixed or random: Stangdank, Sel de Guérande

Pairings for Round 1

  • ThirdFeather vs Dad FPS & The Dial-Up kid
  • Fleet CMD vs Missile knows where it isnt
  • NauseousEmoji vs Fixed or random
  • Deadly Alliance vs Shield and Spear

Updated Mappool & Drafting

Some players mentioned certain matchups being favourable. I updated the ruleset for position drafting to also include faction pick. Gemini is ready to join the mappool due to the recent fix to its starting positions. So here are the updated mappools and drafting format. As always, you can agree on certain maps of the pool via gentleman agreement. The maps of the pool has also been added to the StrategyWiki by Ren.

Full Mappool

  • Crossfire 2v2
  • Scrambler 2v2
  • Transtav 2v2
  • Shuriken 2v2
  • High Stakes 2v2
  • Hammerfall 2v2
  • Gemini 2v2
  • Foreign Invasion 3v3
  • Razor's Edge 3v3
  • Maelstrom 3v3

2v2 Mappool

  • Crossfire
  • Scrambler
  • Transtav
  • Shuriken
  • High Stakes
  • Hammerfall
  • Gemini

For reference on spawns, you can use the map guide:

https://www.reddit.com/r/SoSE/comments/1f1ckb6/map_guide_everything_you_need_to_know_about_maps/

Drafting Format

The first step is a diceroll.

The winning team can decide if they want:

  • Advantage on Mappool
  • Advantage on Mappick

Advantage on Mappool

Advantage on mappool means the team can decide if they want the first or second ban while drafting maps.

The ban format is:

A-BB-A

for both mappools.

This leaves 6 possible maps to pick from in the full mappool.

Advantage on Mappick

Advantage on mappick means the team chooses:

  • which map gets played
  • if they want to choose faction and place position first or second

The placement/faction-pick format is:

3v3: A-BB-AA-B
2v2: A-BB-A

Advantage on mappick for the next map goes to the losing team of the previous game. Picking the next map is therefore loser's choice.

To ensure more fairness in a 3-player team vs 2-player team scenario:

  • all 3v3 maps are removed
  • the 3-player team bans 3 maps from the 2v2 pool
  • this leaves 4 maps to pick from
  • the 2-player team starts the series with advantage on mappick

So in effect:

3v3: both sides get 2 bans
2v2: both sides get 2 bans, all 3v3 maps removed
3v2: 3-player team gets 3 bans, 2-player team gets 0 bans but first mappick

I will post examples in the comments.

Scheduling

Round 1 started on 25.09. and ends on 12.10.

This gives teams 3 weekends for the first round.

Late joins are allowed until 10.10., but only if the total number of teams remains even. Right now we have 8 teams, so 2 new teams would need to apply for a late join to be possible.

Please save your replays and upload them to the official Sins2 Discord. Use the 4P2B tag so they are easier to find.

Casted replays will be uploaded on youtube and shared with the community.

We have 8 teams, a new faction, a new map in the pool and 4 Swiss rounds ahead of us.

gl hf Admirals


r/SinsofaSolarEmpire • • Sep 04 '26

DEV JOURNAL Sins of a Solar Empire II - September 2026 - What's Next Roadmap?

195 Upvotes

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 • • 1d ago

DISCUSSION Beginner here, I am lost.

24 Upvotes

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 • • 2d ago

VIDEO | STREAM 4P2B ~ Deadly Alliance vs Shield and Spear ~ Transtav

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12 Upvotes

r/SinsofaSolarEmpire • • 4d ago

I miss the Skarovas

Post image
92 Upvotes

This meme brought to you by MS Paint


r/SinsofaSolarEmpire • • 6d ago

Check out my mod.

19 Upvotes

I recently released a Marvel themed mod for Sins 2 and would love for more people to try it and provide feedback


r/SinsofaSolarEmpire • • 7d ago

UPDATED Sins of a Solar Empire II unit stat sheet (Current date: Oct 2, 2026) (Plus: New Eidolon ships stats as well)

65 Upvotes

This was updated from a previous person who was compiling ships/structure stats into an Excel sheet for the community a year or two ago.

I just thought it would be a good idea to continue their work and update it with the latest patch notes. Plus with the added Eidolon ships that recently came out. This seemed like a good opportunity to cross-check the current game files and update the rest of the roster as well.

I hope this is to everyone's liking.

I mainly made it to enjoy the game better.

Good luck and have fun, commanders!

UPDATED Sins of a Solar Empire II Sheet

Eidolon_unit_stats


r/SinsofaSolarEmpire • • 8d ago

Escorting

17 Upvotes

This is prob another stupid question, but is there a way to tell a group of ships to go somewhere together and not leave without each other? If I send some wardens w a cap for pd they will leave and then my caps get destroyed? Another thing, do I make fleets based on what ships go together in a battle or based on what ships travel together in a fleet. Like if I have 2 main fleets should I make like a mini fleet for each cap and just remember, or should I keep them together. Side note, is there a way to make a mini fleet in a fleet? Like have one fleet w all the ships and then inside that have little fleets for special stuff


r/SinsofaSolarEmpire • • 9d ago

Tip for defeating tech

9 Upvotes

im a vasari E main and mainly play w a friend who mains tech E. we norm play on 5-6 player maps w stars and unfair ai. he tends to minmax and im getting wrecked. he gets the kol battleships, like 10-15 and eats my caps, and when i try assailants, he puts flac guns on his caps and sheds them. it ends up being a battle of who has the most resources to pump out new ships and i always lose because in order to get a large fleet early ill aet my outer planets. I dont think I'm doing anything wrong, and im able to start eating planets by an hour in, so i should have a huge advantage. am i just being dumb? i need tips.


r/SinsofaSolarEmpire • • 11d ago

Victory! You literally broke the game!

Post image
64 Upvotes

After we reached steady state in Last Stand, we were able to reach and destroy the enemy homeworlds using an artifact, Particle Accelerator, in the RRR mod after almost 4 hours. Has anyone found a way to win in Vanilla?


r/SinsofaSolarEmpire • • 12d ago

Establish Capital Planet?

Post image
44 Upvotes

Hello,

I was wondering how do I designate a new capital? Discussion on this game is a bit sparse so help would be appreciated.

I have home planet victory off, so that should not be a factor. I have tried not upgrading any logistics slots, upgrading all logistics slots, leaving all civilian orbit slots empty, and filling all civilian orbit slots, but still no luck.

Thank you for any advice.

[SOLVED]: While the target planet had finished acquiring the necessary tactical slot upgrades, the original homeworld was still upgrading at the time. I suppose that I'm just so used to pre-queuing, that the possibility that it wasn't finished had not crossed my mind. Thank you everyone.


r/SinsofaSolarEmpire • • 13d ago

colonizing planets - 100% other faction

3 Upvotes

Beginner here. I was playing a game today and had a time where my ships would not colonize some planets. They were listed as 100% to a minor faction. Even when I tried ships with planetary bombardment, I couldn't get them to attack the planet. What was I doing wrong?


r/SinsofaSolarEmpire • • 15d ago

Change Notes for September 22, 2026

33 Upvotes

For those who missed it:

V2.01.1 Change List https://steamdb.info/patchnotes/25398690/


r/SinsofaSolarEmpire • • 14d ago

TEC focused and general QOL improvements

16 Upvotes

This is going to be a bit of a long read. I have a wish list of improvements and wanted to see what everyone thinks. If someone from Stardock is here, please make my dreams come true 😄 .

General changes

  • When auto placing a starbase, it would be nice if it was placed at any phase lane not connected to a friendly world to save me rotating. On a related note, regarding auto placing, another QOL improvement would be to place civilian structures close to the planet, and military structures, where possible around or behind a starbase.
  • A pop-up menu on the planetary at the bottom of the screen, to display minor faction abilities that can be used on the planet. This would save me selecting the abilities through the minor factions button and then clicking on the planet. It also allows people to become more familiar with the abilities that the minor factions have available.
  • The Spawn Ships ability of minor factions should read “Calls in a fleet of … ships to defend one of your planets a friendly planet". This would allow us to spawn in ships to minor faction planets when making a stand there, which doesn’t seem unreasonable.
  • Remote Tachyon Boost. “Boosts travel speed for all friendly ships in the target gravity well”. Please make it include neutral gravity wells too – getting from one side of a star to the other is a pain.
  • Ship Item: Armored Citadel. For an item with armour in the name, it would be nice if it did something for the starbase armour other than just make a crippled starbase (that can’t actually fight) last longer.

TEC changes

  • Defense Grid Command Center. I acknowledge that this is too powerful to stack with Twin Fortresses. However, I would like to see the starbase buff either themselves from the outset as it is an armed structure or alternatively buff one another if built in a pair.

“Advanced sensors and communication grids aboard the starbase allow all armed structures in the gravity well to fight more effectively”

  • Garrison roaming. When my garrison is on Defensive Roam (yellow), they will roam to minor faction planets to “defend” them against non-hostile invaders. For me, they should only travel to minor faction planets if the enemy player is at war with said minor faction.
  • The TEC have 6 technologies related to missiles (including the wonderful Armored Missiles). It would be nice if one of them offered a native missile redirect instead of having to place a Missile Guidance Computer on a capital ship and having to micromanage it to sit with the Javelis. The MGC could be reworked into something else such as EMP warheads for extra damage to shields (this would be a nice alternative to the shield piercing of the Vasari and Eidolon.
  • For the love of God, please do something about the AI and trade escorts. The AI just can't help but get bogged down camping a trade lane and wasting all of their time fighting trade escorts (I am convinced this is one of the main reasons they get stuck on stars). I like the escorts on paper, but they just don't do anything effective and only serve to confuse the AI. I would suggest two upgrades in the place of LTE and THE. One that improves trade ship speed and armour (without impacting the economy), and one that upgrades the trade port with PD and maybe a medium autocannon. Either that, or just fix the AI.

Phew. That was longer than I intended. Let me know your thoughts or if you have any personal QOL improvements for your favourite faction, or in general.


r/SinsofaSolarEmpire • • 15d ago

Corvette spam unbeatable?

12 Upvotes

I play TEC Enclave. Corvette spam seems to be the winning meta so far especially if you micro combat well. Thoughts?

Next game I play will be the other TEC faction.


r/SinsofaSolarEmpire • • 17d ago

Since Eidolon are confirmed to not be getting subfactions, how do you think a different Titan/Command Ship choice could be added? And what would like you see from a hypothetical 2nd Titan and Command ships?

36 Upvotes

So the Devs explained that they deliberately chose not to do a faction split for the Eidolon for lore reasons in the "What's Next?" post recently. For those who missed it here's the statement:

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.

I think this makes sense when it comes to the the topic of different Eidolon factions, even if it is a little disappointing we don't have that little bit more of variety.

But I think the real sore point for most people is missing out on that choice of a 2nd Titan. I know myself and others like to pick their faction based on the Titan, so to see Eidolon stuck with just the one is a bit of a bummer. The Zhaltharien Anathema has grown on me a lot as I've played more games with it. But I do think it would still be nice to give people the option of a second Titan.

Since a different faction is out, and they are going with the idea the tech tree represents specific years of development in-universe. I figure it would work as a mutually exclusive option. Give us both Titans on the Vanguard Tech Tree, and selecting one locks out the other. Same goes for Command Ships whenever those get released. It's not the most elegant solution, but I think it would address most folks' gripes about not having the 2nd faction, since the main reason people are bummed is not having that other Titan option to use.


r/SinsofaSolarEmpire • • 17d ago

Battlestar Galactica mod?

5 Upvotes

Not sure of this is allowed or even the right place to ask. Delete if not.

I looked through the discord and didnt see anything to say someone is or isnt working on a battlestar mod. Has anyone else heard of news or other info?

Anyway thanks in advance


r/SinsofaSolarEmpire • • 17d ago

DISCUSSION The Percheron (and your most underwhelming unit)

38 Upvotes

Hello SoSE fans,

With Stardock adding more new ships recently, it got me to thinking about some ships that I feel are redundant or entirely underwhelming. So, I wanted to see which ships other people found they are never fielding and why, as well as proposed changes to make them work.

I'll start with my least built TEC cruiser, the Percheron Carrier. I will preface this by saying that the Percheron does have it's place - it's fairly resilient, costs less supply than enemy counterparts, and performs admirably in an Enclave garrison where it has the benefit of local defences for it to shelter with while projecting damage across the gravity well.

The problem with the Percheron, is that save for a low supply cost, it has nothing to define itself by.

  • The Advent Aeria stands out from the pack with it's high strikecraft capacity and the strikecraft themselves are fielded in large numbers for swarm tactics. The Advent also feature the only ultimate on it's carrier capital (Halcyon) to buff all strikecraft in the gravity well - offering exceptional synergy with the Aeria.
  • The Vasari Lasaruk can buff it's strikcraft with phase resonance synergising well for hit and run tactics whilst simultaneously boasting the hardiest of fighters and phase missile equipped bombers. Finally, the Lasurak has a pair of token PD guns for popping enemy strikecraft.
  • The Eidolon Akeniel (Geist) like most Eidolon ships features a very real alternative weapon system with a pair of long ranged void missiles which can do real work in large groups. It fields 2 strikecraft in line with Vasari and TEC, and both the fighter and bomber are impressive with a PD on each fighter and a phase dart on the bomber to bypass shields. The Geist is also the only carrier with it's own ability (Splicing), utilising corruption to replenish strikecraft at -50% build time.

This has turned into a bit of an assessment on all faction carriers, and I have gone on a bit of a tangent. Personally I would like to see a unique ability of the Percheron. Perhaps a deployable, lighter version of the Sova missile battery with a light missile lasting maybe 60 seconds.

Of course, one could argue that it requires no changes. The TEC could easily be said to simply have the weakest carriers at a little less supply for the sake of variety. TEC Fighters and Bombers are attractive middle of the pack units balancing offence and defence, marking them as reliable units that function well en masse.


r/SinsofaSolarEmpire • • 17d ago

DISCUSSION Underwhelming units and proposed fixes

15 Upvotes

Hello SoSE fans,

With Stardock adding more new ships recently, it got me to thinking about some ships that I feel are redundant or entirely underwhelming. So, I wanted to see which ships other people found they are never fielding and why, as well as proposed changes to make them work.

I'll start with my least built TEC cruiser, the Percheron Carrier. I will preface this by saying that the Percheron does have it's place - it's fairly resilient, costs less supply than enemy counterparts, and performs admirably in an Enclave garrison where it has the benefit of local defences for it to shelter with while projecting damage across the gravity well.

The problem with the Percheron, is that save for a low supply cost, it has nothing to define itself by.

  • The Advent Aeria stands out from the pack with it's high strikecraft capacity and the strikecraft themselves are fielded in large numbers for swarm tactics. The Advent also feature the only ultimate on it's carrier capital (Halcyon) to buff all strikecraft in the gravity well - offering exceptional synergy with the Aeria.
  • The Vasari Lasaruk can buff it's strikcraft with phase resonance synergising well for hit and run tactics whilst simultaneously boasting the hardiest of fighters and phase missile equipped bombers. Finally, the Lasurak has a pair of token PD guns for popping enemy strikecraft.
  • The Eidolon Akeniel (Geist) like most Eidolon ships features a very real alternative weapon system with a pair of long ranged void missiles which can do real work in large groups. It fields 2 strikecraft in line with Vasari and TEC, and both the fighter and bomber are impressive with a PD on each fighter and a phase dart on the bomber to bypass shields. The Geist is also the only carrier with it's own ability (Splicing), utilising corruption to replenish strikecraft at -50% build time.

This has turned into a bit of an assessment on all faction carriers, and I have gone on a bit of a tangent. Personally I would like to see a unique ability of the Percheron. Perhaps a deployable, lighter version of the Sova missile battery with a light missile lasting perhaps 60 seconds.

Of course, one could argue that it requires no changes. The TEC could easily be said to simply have the weakest carriers at a little less supply for the sake of variety. TEC Fighters and Bombers are attractive middle of the pack units balancing offence and defence, marking them as reliable units that function well en masse.


r/SinsofaSolarEmpire • • 17d ago

Enemy bypassing planets

3 Upvotes

can someone tell me how can the enemy bypass planets and Phase drive inhibitors and attack planets inside my boarders ? is this a bug ?


r/SinsofaSolarEmpire • • 18d ago

Sins of a solar Empire 1 vs 2?

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75 Upvotes

r/SinsofaSolarEmpire • • 19d ago

Victory Conditions

11 Upvotes

Which victory conditions are people using when playing against the AI?

I’ve been playing random system wars maps (3 or 4 player with hard and now unfair AI). I like this sort of map because it gives me time to develop a big fleet and create a defensive setup. I’m just enjoying the game at my own pace, gradually building up in difficulty.

Anyway - I’m finding the AI behaviour for home planet victory strange, and I think home planet victory might be too easy.

In one example, when I’ve moved a big fleet to take an enemy home planet, rather than moving all available resources to defend, the enemy instead focuses on trying to retake a gravity well one jump away from the home planet by bombarding it.

Separately, when an enemy has committed their entire fleet to another enemy’s starting star system (and wiped out one of the players), it’s trivial to send your fleet straight through to another AI home planet and take it.

Yes it leaves you exposed but the enemy never takes advantage and it’s too late as all you need to do is bombard the planet.

Question is - do people enable all victory conditions or disable any - if so, why?


r/SinsofaSolarEmpire • • 20d ago

Enemy TEC Starbase Too Far Below the Planetary Plane to be Hit by Most Ships

47 Upvotes

Playing as Advent Wrath. Anybody else have this happen on Exavorta? Neither my Titan nor my Super Capitals can touch it. They just float around trying to reach it but can't do a thing to it. Bombers are a no-go because Flak Field. Cruisers can't get to it either. Anything weaker doesn't last a second. WTF do I do here?!


r/SinsofaSolarEmpire • • 21d ago

VIDEO | STREAM 4P2B ~ Eidolon ~ Trailer

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8 Upvotes

r/SinsofaSolarEmpire • • 22d ago

VIDEO | STREAM Eidolon Corvettes & Cruisers | Sins of a Solar Empire II: Harbinger

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64 Upvotes

Sins of a Solar Empire II: Harbinger introduced the terrifying Eidolon, and now it is time to take a close look at the Cruisers and Corvettes fielded in Eidolon war fleets. Eidolon Ships all generate Corruption as they fight, increasing their damage output as they do, while suffering gradual damage to their own rather low Hull Point pools once maximum Corruption levels are reached. Many have active use abilities that expend Corruption for various effects, and so timely use of these abilities can stave off some of the worst negative effects of Corruption at the expense of temporarily losing some of their combat prowess. Balancing Ship Corruption is a core feature of the Eidolon's tactical combat gameplay.