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Sins of a Solar Empire II

Sins of a Solar Empire II

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Sins of a Solar Empire II is a sci-fi real-time strategy game where you master galactic conquest. You'll navigate early game challenges, conquer enemy worlds, and survive pirate threats. It's a deep experience for players who enjoy strategic empire building and intense space combat.

This guide dives deep into the game, offering step-by-step instructions and essential beginner tips. We'll help you navigate the complexities of the early game, understand how to conquer enemy worlds effectively, and ensure your survival against pirate threats. Get ready to build your empire and dominate the galaxy.

Part 11

Explore the capabilities of Advent's Illuminator, Purge, and Defense Vessels, alongside Vasari's Jikara Navigator, in Sins of a Solar Empire II. Learn their stats, abilities, and combat effectiveness.

This section details specific ships available to the Advent and Vasari factions in Sins of a Solar Empire II, including their statistics, abilities, and strategic uses.

Advent Faction Ships:

  • Illuminator Vessel
    • Cost: 350 Credits, 50 Metal, 40 Crystals
    • Health: 500, Shields: 500, Armour: 2
    • Weapon Damage: Beam (16)
    • Supply Needed: 6
    • Good Against: Frigates
    • Weak Against: Cruisers, Capital Ships
    • Abilities: Deceptive Illusion (0 Antimatter Cost, 180s Cooldown, 120s Duration) - Creates a decoy ship. Disables other abilities. Useful for escaping ambushes or superior forces, less effective late-game.
  • Purge Vessel
    • Cost: 530 Credits, 80 Metal, 60 Crystals
    • Health: 480, Shields: 375, Armour: 3
    • Weapon Damage: Plasma (6), Bomb (20)
    • Supply Needed: 12
    • Good Against: Planets, Frigates
    • Weak Against: Frigates, Cruisers, Capital Ships
    • Abilities: None. Primary role is bombarding planets. Requires significant fleet support for protection.
  • Defence Vessel
    • Cost: 350 Credits, 40 Metal, 20 Crystals
    • Health: 650, Shields: 620, Armour: 3
    • Weapon Damage: Laser (22)
    • Supply Needed: 3
    • Good Against: Strike Craft, Frigates
    • Weak Against: Frigates, Cruisers, Capital Ships
    • Abilities: None. Effective against strike craft and frigates due to high health and shields.
  • Missionary Vessel
    • Cost: 400 Credits, 125 Metal, 50 Crystals
    • Health: 925, Shields: 250, Armour: 0
    • Weapon Damage: Laser (5)
    • Supply Needed: 7
    • Good Against: Nothing
    • Weak Against: Everything
    • Abilities: Colonise (90 Antimatter Cost, 120s Cooldown, 5000 Range) - Captures empty planets or pirate bases. Crew Extractor (40 Antimatter Cost, 60s Cooldown, 1000 Range) - Captures neutral extractors. Not suited for combat; deploy after clearing threats.

Vasari Faction Ships:

  • Jikara Navigator
    • Cost: 225 Credits, 20 Metal
    • Health: 425, Shields: 225, Armour: 1
    • Weapon Damage: Pulse Gun (4)
    • Supply Needed: 3
    • Good Against: Nothing
    • Weak Against: Everything
    • Abilities: Explore (0 Antimatter Cost, 0 Cooldown, 0 Range) - Scouts galaxy automatically. Capture Extractor (60 Antimatter Cost, 60s Cooldown, 1000 Range) - Captures neutral extractors. Infallible Jump Drive (Passive) - Immune to enemy jump inhibitors. Primarily a scout and extractor vessel, not for combat.

Part 18

Learn about the Akkan Battlecruiser in Sins of a Solar Empire II, its abilities like Colonise and Ion Bolt, and its support role.

Abilities:

  • Colonise
    • Antimatter Cost: 90
    • Cooldown (secs): 120
    • Range: 5000
    • Duration (secs): 0

    This ability allows the Akkan Battlecruiser to colonise planets, removing the need for a separate colony frigate and saving fleet supply.

  • Ion Bolt
    • Antimatter Cost: 85
    • Cooldown (secs): 10
    • Range: 7000
    • Duration (secs): 3

    This powerful ability disables enemy ships or structures entirely, preventing them from moving, fighting, or using abilities. It is crucial for finishing off retreating, weakened enemy capital ships.

  • Targeting Uplink
    • Passive Ability
    • Range: 8000

    This passive ability increases the weapons range of nearby ships by 6% and their chance to hit by 5%. This effect stacks if multiple capital ships are present.

  • Armistice
    • Antimatter Cost: 150
    • Cooldown (secs): 180
    • Range: 12000
    • Duration (secs): 60

    Accessible at Level 6 Only, this ability makes the Akkan Battlecruiser invulnerable for 60 seconds and disables all abilities of ships within its range. All weapons are also disabled during this time.

Supports: 1 Squadron Initially, Maximum of 3 Squadrons.

Tips
  • The Colonise ability makes the Akkan Battlecruiser useful from the start, as it can take over planets without a dedicated colony frigate.
  • Ion Bolt is essential for preventing enemy ships from escaping after being damaged.
  • Be aware of enemy Akkan Battlecruisers at Level 6 or above, as their Armistice ability can render your fleet useless.

Part 19

Explore the Marza Dreadnought and Radiance Battlecruiser in Sins of a Solar Empire II. Learn their stats, abilities like Radiation Bomb and Detonate Antimatter, and strategic uses.

This section details two powerful capital ships in Sins of a Solar Empire II: the TEC's Marza Dreadnought and the Advent's Radiance Battlecruiser. It covers their statistics, abilities, and strategic roles.

Marza Dreadnought

The Marza Dreadnought is the heavy artillery of the TEC capital ships, designed for planetary bombardment and engaging enemy fleets from a distance. It excels at dealing damage and can be paired with the Kol Battleship for a devastating combination.

Stats

  • Faction: TEC
  • Cost: 3000 Credits, 400 Metal, 250 Crystals
  • Health: 2875
  • Shields: 1150
  • Antimatter: 235
  • Armour: 4
  • Weapon Damage: Missile (28), Autocannon (12), Laser (14), Bomb (54)
  • Supply Needed: 50
  • Supports: 0 Squadrons Initially, Maximum of 1 Squadron

Abilities

  • Radiation Bomb: Fires a bomb dealing 125 damage on impact and 7 damage per second to the target and nearby ships for a short duration. (Antimatter Cost: 85, Cooldown: 12s, Range: 6000)
  • Raze Planet: Fires a bomb dealing 80 damage to a planet and killing 10 population, reducing tax income. (Antimatter Cost: 90, Cooldown: 40s, Range: 5000)
  • Incendiary Shells (Passive): Increases the damage of the Marza's weaponry by 3.
  • Missile Barrage (Level 6 Only): Fires missiles hitting all targets within range for 150 damage. (Antimatter Cost: 150, Cooldown: 240s, Range: 10000)

Radiance Battlecruiser

The Radiance Battlecruiser is an Advent capital ship focused on antimatter manipulation and drawing enemy fire. While not heavily armored, its abilities can disrupt enemy fleets and bolster its own antimatter reserves.

Stats

  • Faction: Advent
  • Cost: 3000 Credits, 400 Metal, 250 Crystals
  • Health: 2200
  • Shields: 1750
  • Antimatter: 240
  • Armour: 4
  • Weapon Damage: Beam (15), Laser (26), Plasma (10), Bomb (43)
  • Supply Needed: 50
  • Supports: 0 Squadrons Initially, Maximum of 2 Squadrons

Abilities

  • Detonate Antimatter: Deals 12 damage on impact and 17 damage per second for a short duration to a target's antimatter reserves, also disabling antimatter-based abilities. (Antimatter Cost: 60, Cooldown: 20s, Range: 4500)
  • Animosity: Forces all enemy ships within range to target the battlecruiser for 20 seconds. (Antimatter Cost: 65, Cooldown: 35s, Range: 3000)
  • Energy Absorption (Passive): Converts 5% of incoming energy-based damage (lasers, beams) into antimatter and adds 1 point to armor.

Part 20

Learn about Cleansing Brilliance, Relevation Battlecruiser, and Progenitor Mothership abilities in Sins of a Solar Empire II. Costs 150 antimatter.

Walkthrough
  1. 1
    Cleansing Brilliance: This ability costs 150 antimatter, has a 75-second cooldown, an 8000 range, and lasts for 8 seconds. It deals 250 damage to all ships within range. It is best used against a crippled, retreating enemy fleet to destroy a few ships. It can also be used at the start of a battle to potentially turn the tide if antimatter recharges in time.
  2. 2
    Relevation Battlecruiser: This Advent faction ship costs 3000 Credits, 400 Metal, and 250 Crystals. It has 2075 Health, 1400 Shields, 234 Antimatter, and 4 Armour. Its weapons deal Laser (18), Plasma (29), and Bomb (50) damage. It requires 50 supply and is good against everything, weak against nothing. It starts with 1 Squadron and can support a maximum of 2.
  3. 3
    Reverie: Costs 75 antimatter, has a 15-second cooldown, an 8000 range, and lasts for 20 seconds. This ability totally disables a target ship, shutting down its engines, weapons, and abilities. It is an excellent time to destroy the target quickly, but if it sustains too much damage, it will recover and tend to flee.
  4. 4
    Guidance: Costs 75 antimatter, has a 20-second cooldown, a 6000 range, and lasts for 15 seconds. This friendly support ability boosts a target ship by reducing its weapon cooldown by 40%, allowing it to fight harder. It works well on capital ships due to their long recharge times.
  5. 5
    Clairvoyance: Costs 80 antimatter, has a 20-second cooldown, and lasts for 50 seconds. This intelligence ability allows you to view a planet of your choice for a short period. It is best used before a battle to scout enemy forces and avoid traps.
  6. 6
    Provoke Hysteria: Costs 150 antimatter, has a 180-second cooldown, a 5000 range, and lasts for 40 seconds. This ability damages a planet's population and health by 1% per second. It is a powerful and dangerous ability best used for destroying colonies and capturing planets. It can scout the planet, take out enemy forces, support your own, and prevent enemy escape before destroying the planet.
  7. 7
    Progenitor Mothership: This Advent faction ship costs 3000 Credits, 400 Metal, and 250 Crystals. It has 2350 Health, 1450 Shields, 265 Antimatter, and 3 Armour. Its weapons deal Laser (18), Plasma (30), and Bomb (40) damage. It requires 50 supply and is good against everything, weak against nothing. It starts with 1 Squadron and can support a maximum of 3.
  8. 8
    Colonise: Costs 90 antimatter, has a 120-second cooldown, and a 5000 range, lasting for 360 seconds. This ship can colonize planets, removing the need for a separate colony ship and saving fleet supply.
  9. 9
    Malice: Costs 90 antimatter, has a 20-second cooldown, an 8000 range, and lasts for 20 seconds. This ability damages enemies in range by 8% of their total health, but only works on a single target. This can be counter-productive as the ship has side and rear guns that could be used for wider attacks.
  10. 10
    Shield Regeneration: Costs 100 antimatter, has a 20-second cooldown, a 3000 range, and lasts for 8 seconds. This ability targets a ship and regenerates approximately 38 shield points per second.
Tips
  • Antimatter can add up, with some sources giving about 1 antimatter point per use.
  • The Radiance Battlecruiser is a frontline fighter but lacks supporting abilities, making it less of a fleet player compared to the Kol Battleship's ultimate abilities.
  • Cleansing Brilliance, while powerful, may not be enough to defeat a large, determined fleet on its own.
  • The Relevation Battlecruiser is exceptionally powerful against enemies and is best used as the spearhead for destroying colonies and capturing planets.
  • Provoke Hysteria is a great anti-planet attack.
  • The Progenitor Mothership's Colonise ability is useful for colonizing conquered planets without needing a vulnerable colony frigate.

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