Skip to content
Part 44
Sins of a Solar Empire II

Part 44

Learn about Sins of a Solar Empire II tactical structures like Broadcast Centres, Gauss Defence Platforms, and Hangar Defence, including costs and research.

By ···10 min read·Multi-source verified
1 reading this guide  

Learn about Sins of a Solar Empire II tactical structures like Broadcast Centres, Gauss Defence Platforms, and Hangar Defence, including costs and research.

  • Broadcast Centre (TEC): 1 Level in Interstellar Networks
  • Temple of Communion (Advent): 1 Level Unity Indoctrination
  • Media Hub (Vasari): 1 Level Compelling Propaganda
Walkthrough
  1. 1
    Broadcast Centre / Temple of Communion / Media Hub: These structures cost 900 Credits, 100 Metal, and 150 Crystals, have 4500 Hull Points, 6 Armour, and use 4 slots. They are necessary for culture wars, which increase planet allegiance to your empire and weaken opposing planets' allegiance. If a colonized planet's culture hits zero, it will rebel and become neutral, ready for capture.
  2. 2
    Gauss Defence Platform / Bean Defence Platform / Missile Platform: These basic stationary platforms cost 250 Credits, 75 Metal, and 35 Crystals. They have 3000 Hull Points, 12 Armour, deal 20 Damage, require no research, and use 1 slot. They are useful against stationary attackers during enemy sieges but are weak against fast-moving ships and strike craft.
  3. 3
    Hangar Defence: This structure costs 700 Credits, 120 Metal, and 70 Crystals. It has 4000 Hull Points, 8 Armour, requires 1 Level in Hangar Defence (All Factions), uses 4 slots, and consumes 250 Antimatter. It allows two strike craft to be based off it and is useful for planetary defense, especially when built en masse with a strong defense fleet.
  4. 4
    Repair Platform: This structure costs 400 Credits, 100 Metal, and 75 Crystals. It has 3500 Hull Points, 6 Armour, requires 1 Level in Repair Platform/Regeneration Bay, uses 2 slots, and consumes 300 Antimatter. It repairs the hull of friendly ships using its antimatter reserve and should be placed on frontline planets where fleets see action.
  5. 5
    Phase Jump Inhibitor: This structure costs 750 Credits, 80 Metal, and 125 Crystals. It has 2400 Hull Points, 6 Armour, requires 1 Level in Phase Jump Disruption, and uses 4 slots. It increases the time it takes for enemy vessels to jump out of a system within its radius, allowing time for a finishing blow.
  6. 6
    Shield Generator (TEC) / Antimatter Recharge (Advent) / Nano Weapon Jammer & Phase Stabilizer (Vasari): These structures have varying names but similar base stats: 4000 Hull Points, 6 Armour, and use 3 slots. They have different research requirements and Antimatter costs (Shield Generator: 1000 Credits, 150 Metal, 175 Crystals, 300 Antimatter; Antimatter Recharge: 250 Antimatter; Nano Weapon Jammer/Phase Stabilizer: no specific cost listed but implied to be similar).
    • Shield Generator (TEC): Provides a shield for a planet, slowing down enemy bombardment and allowing time for reinforcements.
  7. 7
    Antimatter Recharge (Advent): Recharges the antimatter reserves of friendly capital ships, useful on frontline planets.
  8. 8
    Nano Weapon Jammers (Vasari): Use nanomachines to increase the reload time of enemy weapons within range, reducing incoming damage.
  9. 9
    Phase Stabilizer (Vasari): Allows the creation of new phase lanes between two structures, useful for creating shortcuts and direct reinforcement lines.
Tips
  • Focusing resources can shut down a trade port for a refinery.
  • Culture wars can lead to planets rebelling and becoming neutral, ready for capture.
  • Gauss Defence Platforms are only useful against stationary attackers.
  • Hangar Defence structures are most effective when used in large numbers.
  • Repair Platforms should be strategically placed on frontline planets.
  • Phase Jump Inhibitors can trap enemy ships, giving you an advantage.
  • The Shield Generator provides a defensive buffer for planets.
  • Antimatter Recharge is vital for keeping capital ships operational on the front lines.
  • Nano Weapon Jammers reduce the effectiveness of enemy attacks.
  • Phase Stabilizers create valuable shortcuts for fleet movement.

100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content