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Part 34
Sins of a Solar Empire II

Part 34

Unlock the Trade Port and enhance weapon damage with Sins of a Solar Empire II technology upgrades like Interplanetary Trade and Refined Laser Cannons.

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Unlock the Trade Port and enhance weapon damage with Sins of a Solar Empire II technology upgrades like Interplanetary Trade and Refined Laser Cannons.

Interplanetary Trade

Levels: 1

Cost: 800 Credits, 100 Metal, 175 Crystals

Effect: Unlocks the Trade Port, providing an additional source of income.

Karmic Retribution

Levels: 2

Cost (Level 1): 1200 Credits, 200 Metal, 325 Crystals

Cost (Level 2): 1300 Credits, 225 Metal, 350 Crystals

Effect: Unlocks Karmic Retribution for Trade Ships, placing a 100 credit bounty on the nation that destroyed them.

Resource Focus

Levels: 1

Cost: 1000 Credits, 150 Metal, 250 Crystals

Effect: Shuts down trade port credit income and increases metal and crystal extraction by 8% for the system.

Enhanced Focus

Levels: 2

Cost (Level 1): 1600 Credits, 300 Metal, 475 Crystals

Cost (Level 2): 1700 Credits, 325 Metal, 500 Crystals

Effect: Increases the extraction bonus by 9% for Resource Focus.

Energy Technologies

Refined Laser Cannons

Levels: 2

Cost (Level 1): 400 Credits, 25 Crystals

Cost (Level 2): 500 Credits, 50 Crystals

Effect: Improves Laser Weapon Damage by 5%.

Burst Modulated Lasers

Levels: 2

Cost (Level 1): 600 Credits, 50 Metal, 100 Crystals

Cost (Level 2): 700 Credits, 75 Metal, 125 Crystals

Effect: Improves Laser Weapon Damage by a further 5%.

PsiTech Powered Lasers

Levels: 2

Cost (Level 1): 1000 Credits, 150 Metal, 250 Crystals

Cost (Level 2): 1100 Credits, 175 Metal, 275 Crystals

Effect: Improves Laser Weapon Damage by another 5%.

Improved Containment

Levels: 2

Cost (Level 1): 600 Credits, 50 Metal, 100 Crystals

Cost (Level 2): 700 Credits, 75 Metal, 125 Crystals

Effect: Improves Plasma Weapon Damage by 5%.

High Intensity Plasma

Levels: 2

Cost (Level 1): 800 Credits, 100 Metal, 175 Crystals

Cost (Level 2): 900 Credits, 125 Metal, 200 Crystals

Effect: Improves Plasma Weapon Damage by a further 5%.

Strong Plasma Ejection

Levels: 2

Cost (Level 1): 1200 Credits, 200 Metal, 325 Crystals

Cost (Level 2): 1300 Credits, 225 Metal, 350 Crystals

Effect: Improves Plasma Weapon Damage by a final 5%.

Rapid Plasma Regeneration

Levels: 3

Cost (Level 1): 1600 Credits, 300 Metal, 475 Crystals

Cost (Level 2): 1700 Credits, 325 Metal, 500 Crystals

Cost (Level 3): 1800 Credits, 350 Metal, 525 Crystals

Effect: Reduces the Cooldown Time for all Plasma Weapons by 5%.

Improved Beam Emitters

Levels: 2

Cost (Level 1): 800 Credits, 100 Metal, 175 Crystals

Cost (Level 2): 900 Credits, 125 Metal, 200 Crystals

Effect: Improves Beam Weapon Damage by 5%.

Beam Amplification

Levels: 2

Cost (Level 1): 1000 Credits, 150 Metal, 250 Crystals

Cost (Level 2): 1100 Credits, 175 Metal, 275 Crystals

Effect: Improves Beam Weapon Damage by a further 5%.

Superior Emission Coils

Levels: 2

Cost (Level 1): 1400 Credits, 250 Metal, 400 Crystals

Cost (Level 2): 1500 Credits, 275 Metal, 425 Crystals

Effect: Improves Beam Weapon Damage by a final 5%.

Precision Beam Focus

Levels: 2

Cost (Level 1): 1600 Credits, 300 Metal, 475 Crystals

Cost (Level 2): 1700 Credits, 325 Metal, 500 Crystals

Effect: Improves Beam Weapon Damage by an additional 5%.

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