Sins of a Solar Empire: Trinity®
Sins of a Solar Empire Rebellion thumbnail
Too ruggedly professional to die, 2008 sleeper hit Sins of a Solar Empire has returned. Titled Rebellion, this third expansion comes in a new, expandalone format, and adds just about everything except actual rebellion. Silly developers!

Sins has aged well, partly because its only competitor, Sword of the Stars II, flopped harder than a snake slipping off a diving board, but also because its appeal is still intact. As you develop your empire, swinging from planet to planet, tumbling down the tech tree, stringing together fleets and levelling up your capital ships, the game simply gives you a bit too much to think about.

It’s uncanny. As a beginner, you’ll have your hands (and head) full developing trade routes and continuing the electric push of your culture across the solar system, perhaps with one eye on your prize fleet, making sure it’s still winning some 20-minute pitched battle. But experts will be kept just as busy micromanaging the powers on individual ships, perhaps leaping home to oversee the construction of a Maginot Line-like array of turrets, before snapping up the diplomacy menu to offer a job, a ceasefire, a demand, then back to the fight.



Sins’ sweet spot is that it always threatens to overwhelm, but rarely does. This isn’t the riptide real-time strategy of StarCraft II. It’s more sedate than that. But the game simply has so much going on, its every element rewarding not just attention but obsession, that you’re able to sink into it like a hot bath. Want to fling armadas around as if they were plastic toys? You’ll have a great time. Want to orchestrate your fleets like an interplanetary Rommel? You’ll see the rewards instantly.

Which brings us to what Rebellion adds. Perhaps most notably, it still doesn’t add a singleplayer campaign, leaving you to fool around either online or in the excellently robust skirmish mode. Which is fine. There’s also a whole new suite of tutorials, which prepare you for everything – except how to deal with this much content.

Sins’ three relatively asymmetrical races have been further rent into Rebel and Loyalist variants, each of which holds a new teasing selection of powerful abilities and a unique Titan. We’ll get to those. Loyalist TEC, for example, are a turtle’s dream, with one tech that increases experience gained fighting in their own space and another that lowers the cost of the horrible Novalith Cannon (which lets them slam-dunk nukes into distant gravity wells). Meanwhile, the nomadic Vasari Loyalists gain the power to summon NPC vagabonds and devour planets like so many Mars Bars.



There are new corvettes and capital ships for each faction, too, but the Titans are the stars of the show. Monstrously expensive and perfectly suited to a long-form game like Sins, it’s likely the fiercest fighting these behemoths will see will be attacks by wary players on their sprawling dockyard before they’re completed.

As with everything else in the game, however, they strike a thoughtful balance. Completing a Titan is by no means a ‘win’ button, but the automated report that another player has finished one still instils a gentle dread.

Outside of the lack of a singleplayer campaign, about the only criticism that could be levelled at Rebellion is that it’s not much of a looker anymore. But you know what? When you jump some 50 ships on top of an enemy fleet, announcing your presence in a flutter of missiles and hot burps of laser fire, you just can’t tear your eyes away.

Sins of a Solar Empire: Trinity® - Valve
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Sins of a Solar Empire: Trinity®



The Rebellion expansion for the splendid Sins of a Solar Empire is due out in a few weeks, but first there's another beta phase to go first. As the above trailer mentions, it's live now for pre-order customers on Steam, which will give fans an early look at Rebellion's visual updates, new factions and Titan class battleships. It's due out on June 12, find out more on the official Sins of a Solar Empire site and see those Titans tearing it up in deep space in these Rebellion screenshots.
Sins of a Solar Empire®: Rebellion - Valve

Stardock Entertainment and Ironclad Games are pleased to inform xenos-loving galactic conquerors that the Vasari Empire arrives in Sins of a Solar Empire: Rebellion today with the release of Beta 3 for all pre-order customers.


NOTE: BETA 3 IS NOT COMPATIBLE WITH PRIOR SAVE GAMES OR REPLAYS.


Changes From Beta 2c:


[ Graphics ]


  • Further refined shield effects.

  • Increased large debris sizes.

  • Fixed some incorrect shield meshes.

[ Gameplay ]


  • The Vasari Loyalists and Rebel factions are now available for play!

  • All races Scout frigates should now be able to properly detect mines again. This ability has been made passive.

  • Flagship's no longer have a role type.

  • Flagship's now count as Battleships in terms of stats.

  • Fixed bug that would improperly boot host and players from a Friends Only ICO game.

  • Fixed bug that was causing abilities that target strike craft to fail.

  • Added missing string for ally titan lost.

  • Fixed bug were Research and Occupation victories would not cause a loss for opponents.

  • Added Titans to new Titan statcount type.

  • Fixed a possible false positive save state mismatch bug (multiplayer desyncs).

  • Fixed bug with HyperspaceAntimatterCostAdjustment - was being calculated incorrectly.

  • Fixed desync bug in multiplayer.

  • TEC

    • Removed improper constraint on Corsev's Boarding Party ability that prevented it from converting in non-Friendly gravity wells.

    • TEC Loyalists

      • Furious Defense ability hull damage autocast levels adjusted per updated HP stats.

  • Advent

    • Fixed bug with Cultural Integrity Envoy ability that prevented it from working.

    • Fixed bug with Cultural Assistance Envoy ability that was causing it to increase, rather than decrease, planet upgrade build times.

    • Advent Loyalists

      • Unity Mass will no longer be buffed by illusion ships.

      • Subjugating Assault ability will now properly toggle off.

    • Advent Rebels

      • Strength of the Fallen will no longer be buffed by illusion ships.

      • Unyielding Will duration increased from 60/60 to 120/240.

[ Sound ]


  • Fixed missing capital planet lost voiceovers.

  • Fixed enemy research victory 50% complete voiceover.

[ Modding ]


  • Various Galaxy Forge bug fixes.



Sins of a Solar Empire®: Rebellion - Yarlen
Check out two new screenshots from Sins of a Solar Empire: Rebellion as we launch our official Steam community!
Sins of a Solar Empire®: Rebellion - Yarlen
Check out two new screenshots from Sins of a Solar Empire: Rebellion as we launch our official Steam community!
Sins of a Solar Empire®: Rebellion - Valve

Stardock and Ironclad are pleased to release the latest update for the Sins of a Solar Empire: Rebellion BETA. Available now for all pre-order customers, this new version (0.90) includes a large number of gameplay changes, bug fixes and AI improvements.


NOTE: THIS VERSION IS NOT SAVE GAME OR REPLAY COMPATIBLE!




Change Log:


[ Graphics ]


  • Splash loading screen added to provide player feedback while assets are being loaded.

  • Added large debris pieces for all capital ships and titans (per race).

  • Shield shader updated slightly to make shields more visible (work-in-progress).

  • Fixed shield meshes on various titans.

[ Gameplay ]


  • TEC

    • Starbase Self Destruct ability updated:

      • Blast will now affect strike craft.

      • Range increased to 9000/14000.

      • Damage changed to 4000/9000.

    • Corsev Battlecruiser Balance Adjustments:

      • Max HP increased from 2978 to 3127.

      • Max Shields increased from 1218 to 1279.

      • Max Antimatter increased from 210 to 270.

      • Antimatter per level increased from 20.25 to 35.

      • Laser damage increased from 75 to 82.5.

      • Updated Laser weapon timing (visuals).

      • Overhauled Salvage Operations ability system. Should now properly give bonuses for Boarded and non-Boarded ships.

    • TEC Loyalists

      • Ankylon Titan Balance Adjustments:

        • Laser damage decreased from 135 to 114.75.

        • Removed incorrect side Flak Cannons (per design).

        • Beam damage decreased from 175(fore)/160(aft) to 148.75/136.

        • Missile damage decreased from 150 to 127.5.

        • Updated Laser weapon timing (visuals).

        • Antimatter Funneling ability updated per latest Titan stats.

          • Ability Cooldown bonus increased to 10%/15%/20%/25%.

        • Fortified Superstructure ability updated per latest Titan stats.

        • Superior Gunnery ability bonus increased to 15%/25%/35%/45%.

        • Furious Defense ability autocast condition improved.

    • TEC Rebels

      • Ragnarov Titan Balance Adjustments:

        • Gauss damage reduced from 350(fore)/250(aft) to 297.5/212.5.

        • RailGun damage reduced from 1200 to 975.

        • AutoCannon damage reduced from 130 to 110.5.

        • Missile damage decreased from 150 to 127.5.

        • Updated Gauss cannon weapon timing (visuals).

        • Magnetic Containment ability updated per latest Titan stats.

          • Ability Cooldown bonus increased to 10%/15%/20%/25%.

        • High Stress Alloys ability updated per latest Titan stats.

        • Composite Mounts ability bonus increased to 15%/25%/35%/45%.

      • Increased maxFleet Points on Pirate Mercenaries from 100 to 125.

      • Reduced cost on Pirate Mercenaries to 5000 credits.

  • Advent

    • Discord Battleship Psionic Scream ability no longer needs to face its target.

    • Discord Battleship Balance Adjustments:

      • Max Antimatter increased from 215 to 270.

      • Antimatter per level increased from 20.25 to 35.

      • Beam damage decreased from 85 to 80.

      • Updated weapon timing slightly (visuals).

    • Iconus Guardian: Shield regeneration rate increased from 0.5 to 1.2.

    • Revelation Battlecruiser Guidance ability duration changed to 20/25/30/35; Ability Cooldown bonus increased to 25%/30%/35%/40%.

    • Radiance Battleship Detonate Antimatter ability will now affect Titans, but will not disable Titan abilities.

    • Fixed crash bug from using Resurrection ability on a Flagship.

    • Progenitor Mothership Resurrection ability range changed to 5000/20000.

    • Solanus Adjudicator damage increased from 60 to 70; Targets per Bank reduced from 5 to 4.

    • Advent Loyalists

      • Coronata Titan Balance Adjustments:

        • Beam damage increased from 175 to 200.

        • Plasma damage increased from 125 to 150.

        • PointDefense damage decreased from 30 to 24.

        • Targets per Bank changed from 3/3/2/2 to 4/4/3/3.

        • Laser damage weapon timing updated (visuals).

        • Psi-Containment ability updated per latest Titan stats.

          • Ability Cooldown bonus increased to 10%/15%/20%/25%.

        • Psi-Reactive Armor ability updated per latest Titan stats.

        • Adaptive Weapons ability bonus increased to 15%/25%/35%/45%.

      • Fixed bug with Repossession ability that prevented it from working correctly.

    • Advent Rebels

      • Eradica Titan Balance Adjustments:

        • Max HP decreased from 3960 to 3564.

        • Max Shields decreased from 3150 to 2835.

        • PointDefense damage decreased from 30 to 24.

        • Psionic Surge damage increased from 175 to 250.

        • Plasma damage increased from 95 to 135.

        • Aft Plasma bank removed (per design).

        • Targets per Bank changed from 4/3/2/2 to 4/4/3/3.

        • Reactive Containment ability updated per latest Titan stats.

          • Ability Cooldown bonus increased to 10%/15%/20%/25%.

        • Unity Armor ability updated per latest Titan stats.

        • Energy Manipulation ability bonus increased to 15%/25%/35%/45%.

      • Starbase constructors can no longer be restored via Return of the Fallen or Resurrection abilities.

  • Pirates

    • Pirate Reaper damage per bank decreased from 10 to 9.5.

    • Pirate Rogue damage decreased from 57 to 40.

    • Pirate Planet is now protected by Hangar Defense and Repair Bays.

    • Fixed crash caused by trying to give the Pirates a mission.

  • Fixed bug related to area of effect buffs.

  • Many string updates to make new techs easier to understand.

  • Fixed bug that would cause Occupation victories to fail.

  • Moons are now Dwarf Planets and have been made more unique (stat wise).


[ Interface ]


  • Splash loading screen added to provide player feedback while assets are being loaded.

  • Fixed bug related to group selecting a hangar and a titan factory.

  • Fixed duplicate unlock text on Titan research infocards.

  • Mesh ownership icons will now display for non-active player fleet leaders.

  • Fixed crash related in Pact buttons.

  • Fixed crash caused by trying to give the Pirates a mission.

  • Fixed crash bug from applying Mods.

  • Removed Delete buttons from some menus. Deleting files can be done via the Manage Files screen.

  • Increased placementRadius value for all Titan factories; should now be more representative of actual size.

[ AI ]


  • Each AI type has been rebalanced to better match Rebellion. All AI player types will now construct more ships as a general rule.

  • AI players will now consider titans as capital ships when considering what ships to build.

  • AI players should now respond better to Occupation and Research victory types.

  • AI generally made more difficult across Normal difficulty and higher.

  • AI generally made easier on Easy difficulty level.

  • AI players should now always build ships and mixed fleets when appropriate.

[ Sound ]


  • Reduced volume on Unity Mass ability.

  • Fixed some Flagship victory event sound errors.


[ Modding ]


  • Fixed crash bug from applying Mods.

  • Added new aiUseTime OnlyWhenHullDamageExceeds.

[ Misc. ]


  • Fixed null pointer crash in Buff system.

  • Fixed crash bug from using Resurrection ability on a Flagship.

  • Fixed crash bug from applying Mods.

  • Fixed null pointer crash in PlayerAttackAI system.

  • Fixed crash caused by trying to give the Pirates a mission.

  • Fixed crash related in Pact buttons.

  • Fixed bug that would cause Occupation victories to fail.

  • Various string updates related to Achievements.

  • Fixed some player Achievements that weren't working as intended.


Sins of a Solar Empire®: Rebellion - Valve

Stardock Entertainment and Ironclad Games are happy to announce the availability of Beta 2b (0.80) for Sins of a Solar Empire: Rebellion today.  Now available via the Steam client for all pre-order customers, this update contains a number of bug fixes, performance optimizations and balance adjustments.


Change Log:


[ Graphics ]


  • Added correct icon for Mine Control ability.

  • Updated some UI textures.

  • Removed name from texture on TEC Corsev battlecruiser.

  • Increased zoom-in distances for all ships/structures.

  • Moved out build emitter point on Advent Titan Factory to prevent mesh clipping.

  • Fixed various mesh point errors on Advent Discord battleship.

[ Gameplay ]


  • Players are now limited to a total of four simultaneous superweapon structures. Based on feedback this amount may be increased, decreased or the weapon effects buffed, etc.

  • Adjusted AI to allow AI players to make better use of their available Fleet Supply. This is one step in a multi-step process that will be continued in the next update.

  • Autocast conditions added to most ultimate abilities; allowing the AI to use them.

  • Replaced Advent refinery drone mesh/texture with trade drone mesh/texture.

  • Updated game Victory/Loss strings.

  • Fixed typo in Advent racial description.

  • Reduced shield regeneration rate on all Envoy cruisers from 2.0 to 1.0.

  • Artifact Planet players (Occupation Victory) will no longer be placed as random militia on maps.

  • Replaced TEC Rebel corvettes at Pirate planet with Pirate Rogues.

  • Fixed bug that allowed temporary or illusion ships to be cloned by abilities or research subjects.

  • Updated Pirate Raid fleet compositions per level. Raids will now have a broader range of ship types and numbers. The max level raid is now particularly brutal, so you won't want to be the target of that!

  • Pirate Mission costs adjusted for new raid levels (based on average summoned fleet supply). Pirate Missions are now substantially more expensive to account for the greater difficulty.

  • Reduced Pirate research upgrade costs for all subjects.

  • Reduced number of research upgrades per raid from 2 to 1.

  • Increased rate of points gain for Diplomatic Victory and decreased the number of points required to win. This should greatly speed up Diplomatic victories and make them a more viable option.

  • Increased roll rate of all Titans from 0.65 to 1.65. 

  • TEC Loyalists:

    • Inspire and Impair (Ankylon Titan ability) updated to include AlliedOrEnemy and NoOwner planet types.

    • AntiFighter Frigate balance adjustment: MaxHP reduced from 900 to 765; MaxShields reduced from 450 to 405; DamagePerBank reduced from 17.25 to 14.6625.

    • Loyalist Corvette balance adjustment:

      • Cost increased from 100/10/5 to 190/20/10.

      • Fleet Supply increased from 2 to 3.

      • XP increased from 4 to 8.

      • Laser damage per bank increased from 30 to 33.

      • AutoCannon damage per bank increased from 15.5 to 20.

      • Missile damage per bank decreased from 25.5 to 25.

  • TEC Rebels:

    • AntiFighter Frigate balance adjustment: MaxHP reduced from 900 to 765; MaxShields reduced from 450 to 405; DamagePerBank reduced from 17.25 to 14.6625.

    • Rebel Corvette balance adjustment:

      • Cost increased from 100/10/5 to 190/20/10.

      • Fleet Supply increased from 2 to 3.

      • XP increased from 4 to 8.

      • Laser damage per bank increased from 30 to 33.

      • AutoCannon damage per bank increased from 15.5 to 20.

      • Missile damage per bank decreased from 25.5 to 25.


    • Pirate Mercenaries balance adjustments:

      • Fleet Supply summoned range changed from 45-60 to 75-100.

      • Weights now favor Pirate Cutthroat, Pirate Corsair, Pirate Rogue, Pirate Reaper, Pirate Pillager.

      • Cost per use changed from 2500/150/500 to 6000 credits.


  • Advent Loyalists:

    • Subjugating Assault (Coronata Titan ability): Increased Cooldown from 2 to 20 seconds; reduced Weapon Damage modifier penalty from 40%/35%/30%/25% to 25%/20%/15%/10%; Antimatter cost per shot reduced from 6/5/4/3 to 5/4/3/2; removed PointDefenseLaser from ability; autocast defaulted to off while we create a better aiUseTime.

    • Unity Mass (Coronata Titan ability) target constraint added to prevent it from being used against invulnerable targets.

    • Assimilated Populace buff increased from 1200 to 5000.

    • Fixed bug with Global Unity that caused players to gain culture at gravity wells they didn't own.

    • Adjusted autocast on Repossession ability (Coronata titan) to cast only during planetary bombardment (when no other threats are present).

    • AntiFighter Frigate balance adjustment: MaxHP reduced from 650 to 552.5; MaxShields reduced from 620 to 558; DamagePerBank reduced from 22.5 to 19.125.

    • Domina Subjugator Perseverance ability no longer needs to face its target.

    • Domina Subjugator Suppression ability no longer needs to face its target.

    • Loyalist Corvette balance adjustment:

      • Cost increased from 100/10/5 to 175/15/15.

      • Fleet Supply increased from 2 to 3.

      • XP increased from 4 to 8.

      • Laser damage per bank increased from 25 to 30.

      • PDL damage per bank increased from 23 to 25.

  • Advent Rebels:

    • AntiFighter Frigate balance adjustment: MaxHP reduced from 650 to 552.5; MaxShields reduced from 620 to 558; DamagePerBank reduced from 22.5 to 19.125.

 



[ Sound ]


  • Fixed incorrect sound effect for planet bomb muzzle on Advent Loyalist Titan.



[ Misc. ]


  • Optimized speed of quitting a game so there shouldn't be nearly as much of a delay on the Stats screen as before. If people still run into long delays, please zip up your autosave that repros this and send it to us at rebellionbeta@stardock.com.

  • Optimized a variety of systems that are dependent on getting targets in range. This should resolve one of the biggest causes of slowdowns in large games.

  • Optimized AverageCulturePercFromAllConnections, which was causing major slowdowns, especially in terms of targeting.

  • Optimized pathfinding within the same orbit body for improved performance.

  • Optimized threat detection system for performance.

  • Optimized order system cleanup for performance.

  • Fixed bug with Logitech G-series keyboard display that allowed players to see unexplored planet information.

Sins of a Solar Empire®: Rebellion - Valve
Today Stardock Entertainment and Ironclad Games are pleased to release the first update for Beta 2 of Sins of a Solar Empire: Rebellion to testers via the Steam client.
NOTE: THIS UPDATE IS NOT SAVE GAME OR REPLAY COMPATIBLE WITH PRIOR VERSIONS.
Here's the list of the latest changes:

[Graphics]
• Added full quality intro video.
• Fixed bug with Fracture ability particle effects so they will now display on all affected ships.
• Fixed null pointer crash with the shadow system.
• Fixed bug that caused ships to disappear.

[ Gameplay ]
• TEC Loyalists
o Fixed bug that allowed TEC Loyalists to use Pirate Mercenaries on their Broadcast Center.
• Advent Loyalists
o Increased Acclimation of Will to two research levels; per level increase changed from 0.10 to 0.25.
o Assimilated Populace moved to Diplomacy tree; reduced from Tier 5 to 3; requires sufficient labs to function.
o Confluence of the Unity per level value increased from 0.10 to 0.25.
o Coward's Submission moved to Defense tree; reduced from Tier 6 to 4; pre-requisite tech removed.
o Global Unity reduced from Tier 5 to 4; added additional research level; pre-requisite tech removed; and now requites sufficient labs to function.
o Planet for a Planet Tier increased from 2 to 3.
o Fixed bug with Suppression Aura that would let it persist on ships captured with Subjugation.
o Global Unity should now affect newly colonized worlds. Culture caches are updated again upon colonization.
o Updated Coronata Titan's ultimate ability, Repossession, to not work against Capital Planets or the Artifact planet (i.e., Occupation Victory).
• Advent Rebels
o Cleanse and Renew moved to Military tree; Tier increased from 4 to 5.
o Expulsion moved to Defense Tree; Tier reduced from 5 to 4.
o Mass Communion per level increased changed from 25% to 40%.
o Protection of the Unity moved to Defense tree; Tier changed from 7 to 1; updated to 3 levels at 33% each; now requires sufficient labs to function.
o Reanimation Tier reduced from 4 to 2; now requires sufficient labs to function.
o Return of the Fallen Tier reduced from 4 to 1; now requires sufficient labs to function.
o Fixed bug with Reanimation that prevented it from cloning destroyed enemy ships.
o Fixed bug with Return of the Fallen that prevented it from resurrecting destroyed ships.
o Updated Chastic Burst to affect Starbases.
o Updated Wail of the Sacrificed to affect Starbases.
• General
o Multiplayer
 Added method to add/remove Friends by SteamID and sync to ICO.
 Fixed double friend message bug on ICO.
 Fixed crash in Steam game invites.
 Passwords will now work for joining password protected games on ICO via Steam.
o Added missing game win strings.
o Updated save system to save out fleet cohesion settings.
o Updated Titan weapon damage type vs armor values. Should prevent Titans from prioritizing strikecraft.
o Fixed incorrect Advent tech tree names.
o Fixed null pointer crash with the shadow system.
o Updated Starbase Destabilization InfoCard to more accurately display its effects.
o Flagships should now correctly bomb enemy planets when there are no other threats present.
o Fixed crash bug related to missions for the Pirate player.
o Updated other instances of Antimatter Recharger to Temple of Renewal in strings file.
o Increased warning threshold on when a planet will flip from culture.
o Fixed crash related to space mines - this was a big cause of random mid-game crashes.
o Added several constraints to corvette passives so they won't affect non-viable targets.
o Fixed bug that caused ships to spin in place.
o Fixed bug that would prevent ships from Phase Jumping.

[ Interface ]
• Tweaked some positions in the race select dialog.
• Moved tutorial text and OK button up slightly so they don't overlap notification messages.

[ AI ]
• AI players should be a bit better about when/who they offer missions to.
• Updated aiUseTime on Perseverance to Anytime.
[ Sound & Music ]
• Normalized all new sound effects.
• Fixed bug that caused the GameWin event to play continuously if you pressed Keep Playing after a win.
• Fixed incorrect allied game win voiceover.
• Added new sound effect for Wail of the Sacrificed.

Sins of a Solar Empire®: Rebellion - Valve
Sins of a Solar Empire: Rebellion is Now Available for Pre-Purchase on Steam!

The Next Installment to the Award-Winning RTS.

While many were hopeful that diplomacy would finally end the war, differing opinions on what should be done, along with the depleted power of the controlling factions, has led to a splintering of the groups involved.

The loyalist members of the Trader Emergency Coalition adopt a policy of isolation, focusing on enhanced defenses to ride out the rest of the war. Those who rebel against the coalition take on a purely militant view, coming to the opinion that the only way to bring peace is by ultimately crushing all who oppose them - especially xenos.

Take the battle for galactic supremacy to its ultimate level in Sins of a Solar Empire: Rebellion – a standalone RT4X game that combines the tactics of real-time strategy with the depth of the 4X genre (eXplore, eXpand, eXploit, eXterminate).

Pre-Purchase Now and Receive Immediate Access to the Beta!

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