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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