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Part 29
Sins of a Solar Empire II

Part 29

Sins of a Solar Empire II research guide covering armor, shields, antimatter, and weapon upgrades. Learn costs and effects.

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Sins of a Solar Empire II research guide covering armor, shields, antimatter, and weapon upgrades. Learn costs and effects.

Analysis

  • Labs Required: 5 Military Labs
  • Technology Required: 2 Levels in Titano-Ferric Plating
  • Levels: 2
  • Cost: 1200 Credits, 200 Metal, 325 Crystals
  • Cost - Level 2: 1300 Credits, 225 Metal, 350 Crystals
  • Effect: Increases the armour of all ships by another 0.8.

Repelon Premius Armour

  • Labs Required: 7 Military Labs
  • Technology Required: 2 Levels in Impact Analysis
  • Levels: 2
  • Cost: 1600 Credits, 300 Metal, 475 Crystals
  • Cost - Level 2: 1700 Credits, 325 Metal, 500 Crystals
  • Effect: Increases the armour by a final 0.8.

Improved Shield Arrays

  • Labs Required: 3 Military Labs
  • Technology Required: None
  • Levels: 2
  • Cost: 800 Credits, 100 Metal, 175 Crystals
  • Cost - Level 2: 900 Credits, 125 Metal, 200 Crystals
  • Effect: Increases shield points and shield regeneration by 5%.

Superior Shield Emitters

  • Labs Required: 5 Military Labs
  • Technology Required: 2 Levels in Improved Shield Arrays
  • Levels: 2
  • Cost: 1200 Credits, 200 Metal, 325 Crystals
  • Cost - Level 2: 1300 Credits, 225 Metal, 350 Crystals
  • Effect: Increases shield points and shield regeneration by another 5%.

Efficient Generators

  • Labs Required: 4 Military Labs
  • Technology Required: None
  • Levels: 2
  • Cost: 1000 Credits, 150 Metal, 250 Crystals
  • Cost - Level 2: 1100 Credits, 175 Metal, 275 Crystals
  • Effect: Increases antimatter capacity and antimatter regeneration by 5%.

Potent Reaction Chaining

  • Labs Required: 6 Military Labs
  • Technology Required: 2 Levels in Efficient Generators
  • Levels: 2
  • Cost: 1400 Credits, 250 Metal, 400 Crystals
  • Cost - Level 2: 1500 Credits, 275 Metal, 425 Crystals
  • Effect: Increases antimatter capacity and antimatter regeneration by another 5%.

Advanced Maneuvering

  • Labs Required: 5 Military Labs
  • Technology Required: None
  • Levels: 2
  • Cost: 1200 Credits, 200 Metal, 325 Crystals
  • Cost - Level 2: 1300 Credits, 225 Metal, 350 Crystals
  • Effect: Improves Capital Ship turn rate by 8%.

Failsafe Jump Plotting

  • Labs Required: 6 Military Labs
  • Technology Required: None
  • Levels: 1
  • Cost: 1400 Credits, 250 Metal, 400 Crystals
  • Effect: Arcova Scout Frigates get the Infallible Jump Drive.

Quick Gauss Capacitors

  • Labs Required: 1 Military Lab
  • Technology Required: None
  • Levels: 3
  • Cost: 400 Credits, 25 Crystals
  • Cost - Level 2: 500 Credits, 50 Crystals
  • Cost - Level 3: 600 Credits, 75 Crystals
  • Effect: Increases Gauss Platforms rate of fire by 5%.

Laser Amplification

  • Labs Required: 1 Military Lab
  • Technology Required: None
  • Levels: 2
  • Cost: 400 Credits, 25 Crystals
  • Cost - Level 2: 500 Credits, 50 Crystals
  • Effect: Improves all laser weapon damage by 5%.

High Intensity Lasers

  • Labs Required: 2 Military Labs
  • Technology Required: 2 Levels in Laser Amplification
  • Levels: 2
  • Cost: 600 Credits, 50 Metal, 100 Crystals
  • Cost - Level 2: 700 Credits, 75 Metal, 125 Crystals
  • Effect: Improves laser damage by a further 5%.

Ferro-Uranite Rounds

  • Labs Required: 2 Military Labs
  • Technology Required: 1 Level in Advanced Metallurgy
  • Levels: 2
  • Cost: 600 Credits, 50 Metal, 100 Crystals
  • Cost - Level 2: 700 Credits, 75 Metal, 125 Crystals
  • Effect: Increases all autocannon damage by 5%.

Advanced Ballistics

  • Labs Required: 3 Military Labs
  • Technology Required: 2 Levels in Ferro-Uranite Rounds
  • Levels: 2
  • Cost: 800 Credits, 100 Metal, 175 Crystals
  • Cost - Level 2: 900 Credits, 125 Metal, 200 Crystals
  • Effect: Improves all autocannon damage by a further 5%.

Highly Conductive Rails

  • Labs Required: 3 Military Labs
  • Technology Required: 1 Level in Ferro-Uranite Rounds
  • Levels: 1
  • Cost: 800 Credits, 100 Metal, 175 Crystals
  • Effect: Improves Gauss Platform firing range by 12%.

Refined Propellants

  • Labs Required: 5 Military Labs
  • Technology Required: 2 Levels in Advanced Ballistics
  • Levels: 2

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