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Part 35
Sins of a Solar Empire II

Part 35

Sins of a Solar Empire II Part 35 covers research like Inspired Reactor Design, Quick Reaction Cycling, and Synergistic Reactions. Learn costs and effects.

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Sins of a Solar Empire II Part 35 covers research like Inspired Reactor Design, Quick Reaction Cycling, and Synergistic Reactions. Learn costs and effects.

Walkthrough
  1. 1
    Beam Weapon Range Improvement
    • Cost: 1600 Credits, 300 Metal, 475 Crystals
  2. 2
    Cost - Level 2: 1700 Credits, 325 Metal, 500 Crystals
  3. 3
    Cost - Level 3: 1800 Credits, 350 Metal, 525 Crystals
  4. 4
    Effect: Range of Beam Weapons improved by 4%
  5. 5
    Inspired Reactor Design
    • Labs Required: 3 Temples of Hostility
  6. 6
    Technology Required: None
  7. 7
    Levels: 2
  8. 8
    Cost: 800 Credits, 100 Metal, 175 Crystals
  9. 9
    Cost - Level 2: 900 Credits, 125 Metal, 200 Crystals
  10. 10
    Effect: Antimatter Reserves and Regeneration increased by 5%
  11. 11
    Quick Reaction Cycling
    • Labs Required: 5 Temples of Hostility
  12. 12
    Technology Required: 2 Levels in Inspired Reactor Design
  13. 13
    Levels: 2
  14. 14
    Cost: 1200 Credits, 200 Metal, 325 Crystals
  15. 15
    Cost - Level 2: 1300 Credits, 225 Metal, 350 Crystals
  16. 16
    Effect: Antimatter Reserves and Regeneration increased by a further 5%
  17. 17
    Synergistic Reactions
    • Labs Required: 7 Temples of Hostility
  18. 18
    Technology Required: 2 Levels in Quick Reaction Cycling
  19. 19
    Levels: 2
  20. 20
    Cost: 1600 Credits, 300 Metal, 475 Crystals
  21. 21
    Cost - Level 2: 1700 Credits, 325 Metal, 500 Crystals
  22. 22
    Effect: Antimatter Reserves and Regeneration increased by a final 5%
  23. 23
    Basic Shield Projections
    • Labs Required: 1 Temple of Hostility
  24. 24
    Technology Required: None
  25. 25
    Levels: 2
  26. 26
    Cost: 400 Credits, 25 Crystals
  27. 27
    Cost - Level 2: 500 Credits, 50 Crystals
  28. 28
    Effect: Shields Capacity and Regeneration improved by 5%
  29. 29
    PsiTech Shield Emitters
    • Labs Required: 2 Temples of Hostility
  30. 30
    Technology Required: 2 Levels in Basic Shield Projections
  31. 31
    Levels: 2
  32. 32
    Cost: 600 Credits, 50 Metal, 100 Crystals
  33. 33
    Cost - Level 2: 700 Credits, 75 Metal, 125 Crystals
  34. 34
    Effect: Shields Capacity and Regeneration improved by 5%
  35. 35
    Potent Shield Generation
    • Labs Required: 4 Temples of Hostility
  36. 36
    Technology Required: 2 Levels in PsiTech Shield Emitters
  37. 37
    Levels: 2
  38. 38
    Cost: 1000 Credits, 150 Metal, 250 Crystals
  39. 39
    Cost - Level 2: 1100 Credits, 175 Metal, 275 Crystals
  40. 40
    Effect: Shields Capacity and Regeneration improved by a final 5%
  41. 41
    Raised Shield Harmonics
    • Labs Required: 6 Temples of Hostility
  42. 42
    Technology Required: 2 Levels in Potent Shield Generation
  43. 43
    Levels: 2
  44. 44
    Cost: 1400 Credits, 250 Metal, 400 Crystals
  45. 45
    Cost - Level 2: 1500 Credits, 275 Metal, 425 Crystals
  46. 46
    Effect: Shield Mitigation improved by 2%
  47. 47
    Hangar Defence
    • Labs Required: 1 Temple of Hostility
  48. 48
    Technology Required: None
  49. 49
    Levels: 1
  50. 50
    Cost: 400 Credits, 25 Crystals
  51. 51
    Effect: Unlocks the Hangar Defence
  52. 52
    Skilled Hangar Anima
    • Labs Required: 2 Temples of Hostility
  53. 53
    Technology Required: 1 Level in Hangar Defence
  54. 54
    Levels: 2
  55. 55
    Cost: 600 Credits, 50 Metal, 100 Crystals
  56. 56
    Cost - Level 2: 700 Credits, 75 Metal, 125 Crystals
  57. 57
    Effect: Increases maximum capacity of strike craft by 1
  58. 58
    Purge Vessel Design
    • Labs Required: 1 Temple of Hostility
  59. 59
    Technology Required: None
  60. 60
    Levels: 1
  61. 61
    Cost: 400 Credits, 25 Crystals
  62. 62
    Effect: Unlocks the Purge Vessel
  63. 63
    Defense Vessel Design
    • Labs Required: 2 Temples of Hostility
  64. 64
    Technology Required: None
  65. 65
    Levels: 1
  66. 66
    Cost: 600 Credits, 50 Metal, 100 Crystals
  67. 67
    Effect: Unlocks the Defence Vessel
  68. 68
    Drone Host Design
    • Labs Required: 2 Temples of Hostility
  69. 69
    Technology Required: None
  70. 70
    Levels: 1
  71. 71
    Cost: 600 Credits, 50 Metal, 100 Crystals
  72. 72
    Effect: Unlocks the Drone Host
  73. 73
    Repair Platform
    • Labs Required: 2 Temples of Hostility
  74. 74
    Technology Required: None
  75. 75
    Levels: 1
  76. 76
    Cost: 600 Credits, 50 Metal, 100 Crystals
  77. 77
    Effect: Unlocks the Repair Platform
  78. 78
    Guardian Design
    • Labs Required: 3 Temples of Hostility
  79. 79
    Technology Required: 1 Level in PsiTech Shield Emitters
  80. 80
    Levels: 1
  81. 81
    Cost: 800 Credits, 100 Metal, 175 Crystals
  82. 82
    Effect: Unlocks the Guardian
  83. 83
    Repulsion
    • Labs Required: 5 Temples of Hostility
  84. 84
    Technology Required: 1 Level in Guardian Design
  85. 85
    Levels: 1
  86. 86
    Cost: 1200 Credits, 200 Metal, 325 Crystals
  87. 87
    Effect: Unlocks Repulsion Ability for the Guardian
Tips
  • The beam weapon range improvement makes your ranged units more effective in combat.
  • Antimatter upgrades are crucial for capital and colony ships to perform their roles efficiently.
  • Shield upgrades are essential for fleet survivability, increasing capacity and regeneration to withstand enemy attacks.
  • The ability to unlock new vessels and platforms like the Purge Vessel, Defense Vessel, Drone Host, and Repair Platform can significantly alter your strategic options.
  • The Repulsion ability for the Guardian can provide tactical advantages in combat.

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