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Introduction 

Sins of a Solar Empire II doubles down on the uniqueness and importance of capital ships. There are several mechanics making them the pinnacle of your fleet, but this guide will focus on the new capital ship modules. 

The right module can save not just the ship, but your entire fleet. Each race has their unique modules, which makes knowing them and countering enemy modules only more important. 

Up to 4 modules can be installed on a capital ship. The first capital ship for TEC and Advent start with a module that refunds its cost of exotics. Here is my first Akkan of the game with the free module:

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TEC modules 

Name 

Function 

Comment 

Strength

Tech Tier 

Radiation Bomb 

2 uses 

Small AOE dmg 

Negligible impact, but cost is also extremely low, which makes it usable in niche situations. 

-

Rapid Autoloader 

Weapon reload speed decrease 

Has passive and active boost. Can be really good on Kol and Marza. 

2 Mil 

Targeting Array 

Weapon range buff for self and fleet 

Niche item. Use it with Javelis and Orgrovs for first strike or out-range specific static defenses. 

3 Mil 

Missile Guidance Computer 

Missile damage buff for self and fleet 

Extra good on Marza, but true benefit comes from the fleet buff. A must have if you are going to surprise your enemy with a Javelis fleet. 

4 Mil 

High Yield Warheads 

Planetary bombing dmg buff 

Can be useful in a capital victory snipe, but otherwise you’ll find better modules to build. 

4 Mil 

Reserve Squadron Hangar 

(Sova, Dunov only) 

Gives extra squadrons and instant build ability 

Quite a decent addition to your strike craft strength. 

2 Mil 

Armor Patch Kit 

3 uses 

Minor repairs 

Negligible impact but can provide that tiny bit of extra health which may save your capital ship. And comes at low cost. 

-

Flak Burst 

AOE dmg against strike craft and missiles 

A very strong tool when used properly to stop swarms of strike craft or missiles.

2 Mil 

Combat Repair System 

In-combat repairs

Significant boost to repairs of your high value cap ships

2 Mil 

Reactive Armor 

Extra Armor and missile damage reduction 

Missiles counter capital ships. With this, you will significantly decrease their effectiveness. 

3 Mil 

Backup Shield Generator

Adds a weak shield burst

Good for a tanky build, but keep in mind, that TEC have low shields to begin with.

5

4 Mil

War Reporter 

+1 Influence point 

You may have enough Influence points from planets, but good to have a plan B. 

2 Civ 

Exotics Salvage Policy 

Returns exotics spent, once ship is lost 

Niche tool. Try rather not to lose your capital ship in the first place with the help of other modules. 

-

Antimatter Engine 

Increases AM capabilities of a capital ship 

Core item on any capital ship with active abilities. 

2 Mil 

Deploy Argonev Starbase 

-

You face an impenetrable enemy starbase? Just drop one of your own! 

5 Mil 

Volatile Accelerants 

Drastically increases speed of your ship at cost of hull 

A race car upgrade for your capital ship. If you think you are good at micro, this module will keep your capital ship alive. 

3 Mil 

Heavy Gauss Slugs (Kol, Marza only) 

Gauss damage buff 

Makes your Kol/Marza the bane of enemy capital ships. 

4 Mil 

Vasari Modules 

Vasari Exodus (VE) has a much stronger lore focus on capital ships with them trying to abandon this part of the galaxy. This is also represented in gameplay, as their capital ships get some extra interesting modules. 

Name 

Function 

Comment 

Strength

Tech Tier 

Nano Attack Swarm 

3 uses 

Solo target dmg 

Minor damage, which can be used to deal with enemy capital ships faster. Can be useful in early game.

-

Beam Modulator 

Increases beam damage 

Has an activation for an even bigger buff. Beams are your Pierce damage, so it’s an anti-capital ship tool.

2 Mil 

Wave Modulator 

Increases wave damage 

Wave cannons on capital ships represent a small portion of DPS, so use it only if everything else is upgraded. 

2 Mil 

Phase Missile Augments 

Increases missile damage 

Missiles have high Pierce and damage. If they can get to the target through PD, it will cause gigantic damage with this module. 

3 Mil 

Nano Repair Swarm 

6 uses 

Minor hull repair 

Provides a better repair than the TEC counterpart module, but still only a minor one. Very useful in early game. 

-

Phase Attenuated Shield 

Buffs the shield burst 

Decent module to increase survivability. 

3 Mil 

Self-Repairing Armor 

Helps to restore armor 

Armor is the strongest type of hull, which makes it a nice addition to your survivability. 

2 Mil

Bomber Armor 

Buffs life of bombers 

Could be interesting for Skirantra carrier. For other capital ships you will likely find a more interesting module. 

3 Mil 

Nano Catalyzer Swarm 

6 uses 

Restores antimatter 

A decent early game item to get another round of some ability going. 

-

Gravity Stabilizer 

Increases speed 

Can be good if your entire fleet uses this. Not much sense if only 1 ship flies faster (except when you are trying to run away). 

3 Civ 

Resonance Amplifier 

Increases length of Resonance 

An interesting module for late game, where battles last longer and the resonance buff is significant. 

3 Civ 

Deploy Orkulus Starbase 

-

Not only you can deploy a starbase at an enemy gravity well you can also research tech to do it faster! An absolute must have for late games. 

3 Mil 

Antimatter Recharger 

Buffs AM regeneration 

Good on ships like the Kortul, which will quickly run out of antimatter. 

2 Civ 

Deploy Phase Gate 

-

A niche tool, but extremely powerful in certain situations.

5 Civ 

Mobile Exotic Factory 

(VE only) 

Creates exotics 

Allows you to create exotics directly on a capital ship. Can be useful with STTC.

3 Civ 

Mobile Fleet Beacon 

(VE only) 

Builds ships 

A weaker alternative to phase gates to get reinforcements. Well, unless you used STTC on all planets and this is the only way to build ships. 

4 Mil 

Mobile Resonance Capacitor 

(VE only) 

Increases Resonance level 

Resonance is extremely strong, but this module costs a lot. In situations where you cannot get more planets, this will shine. 

5 Civ 

Mobile Empire Lab  
(VE only) 

+1 civ research point 

Extremely good to tech up and save planetary slots.

1 Civ 

Mobile Warfare Lab 
(VE only) 

+1 mil research point 

Same as previous. 

1 Civ 

Mobile Adjunct Lab 

(VE only) 

Increases research speed 

Decent upgrade, if you used STTC on all of your planets.

2 Civ 

Mobile Rulership 

(VE only) 

No need for planets 

Prevents you losing when all planets are lost, as long as you have a ship with such a module. 

4 Mil 

Advent Modules 

Name 

Function 

Comment 

Strength

Tech Tier 

Plasma Nova Generator

Small AOE damage

2 uses

Akin to TEC radiation bomb, use against light targets, like corvettes

4

-

Plasma Agitator

Boosts plasma damage and planet bombing

Plasma has high pierce, this will allow your capital ship to deal even more damage to enemy cap-ships

5

2 Mil

Vex Amplifier

Boosts weapon reload speed

Faster dakka = more damage

This is also boosted by your psi power

7

4 Mil

Energy Accelerator

Boosts all weapons

This also increases damage of plasma

6

2 Mil

Shield Battery

Restores shields

2 uses

This restores a significant bulk of your shields. Excellent for early game!

5

-

PsiKinetic Platting

Increases your armor strength and armor value

Boosted by your psi power, can become extremely strong.

6

-

Synchronous Shield

Boosts your shield burst and shields in general

Shield burst makes it quite hard for a human opponent to predict how much firepower he needs to kill your capship. This magnifies this effect, often keeping your valuable ships alive.

7

3 Mil

Antimatter Pod

Restores Antimatter

2 Uses

Niche early game item, use corvettes in later game stages

2

-

Psintegrat Choir

Boosts Psi Power

Psi power is responsible for increasing effects of some other modules, but really shines in buffing your abilities

6

-

Guiding Mentor

Boosts experience gained

This can give you an edge over your opponent when rushing for a level 6 capship

4

2 Mil

Harmony Circuit

Boosts Psi Power

Can boost 1 friendly ship as well

A stronger version of Psintegrat Choir

8

3 Mil

Psionic Dynamo

Boosts Psi Power, based on frequency of abilities

The more abilities you spam, the stronger this gets. Passive abilities do not count.

7

2 Mil

Essence Reservoir

Boosts Psi Power for ships lost nearby

This scales good into late game, but requires too many ships killed for mid game.

5

3 Mil

Brilliance Array

Increases antimatter regeneration based on Psi Power

AOE antimatter regen can be quite good, especially if enemy hard counters your corvettes

4

3 Mil

Deploy Transcencia Starbase

-

Advent can use starbases not just for entrenchment, but for sneaky strategies, like spreading culture on enemy planets.

6

4 Mil

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