u/RammaStardock

▲ 59 r/SoSE+1 crossposts

(TEST/Opt-In) June 2026 - 'ARES: God of War' v1.65 Update

Welcome to our upcoming June 2026 update - Ares: God of War! This v1.65 opt-in is all about improving the game’s AI system; and we’ve spent months writing a huge update around it. As such, this month’s change log looks pretty different than normal. We invite everyone to try it out and let us know what you think!

To Use the Test Edition

On Epic Games

  • Install the Sins of a Solar Empire II - Test Edition product from your Library

On Steam

  1. Select ‘Sins of a Solar Empire II’ in your Steam Library.
  2. Click the gear icon in the upper right.
  3. Select Properties → Game Versions & Betas
  4. Select 'test_edition' from the Beta Participation list.
  5. Steam will update you to the latest files.

May 21st v1.65 Update Changelog

-----------------------------------------

Cause & Effect

If you've spent some serious time playing against the Sins II AI, you likely already know the shape of the general complaints we get. The AI doesn't really like to fight as much as we'd like. It builds a credible early empire and then has issues maintaining it. It spends wildly and in ways that don't necessarily make sense. You show up to a planet, and structures and items are not built in a way a human would ever do. Fleets get distributed a bit strangely. Exotic factories rarely get built, research wanders instead of compounding. At higher difficulties, the answer to "make it harder" has historically been more resources rather than smarter decisions, which feels less like a stronger opponent and more like a tax.

None of this is for lack of effort. The existing AI is a layered system of specialist controllers: One for purchasing, one for fleets, one for colonization, one for research, one for defense, and several more. Each makes locally reasonable decisions on its own. That architecture has carried Sins II from launch through every expansion, and it does an enormous amount of work that players never see: keeping economies solvent, keeping fleets supplied, keeping planets defended, reacting to threats. The reason it struggles in the late game isn't that any one controller is broken. It's that there has never been a layer above the controllers whose job is to look at the whole board, decide what the AI is actually trying to accomplish, and then make the controllers cooperate toward that plan. Until now, each controller optimized its own little kingdom without strong coordination.

Introducing ARES

After more than a year of fixing symptoms, last December we decided to bite this rather large bullet and fix the cause. Rather than patch each controller into being more aggressive or more focused in isolation, we wanted to introduce a single strategic brain that owns the AI's intent for the match; and then have the existing controllers execute that intent.

The controllers are very good at how. They've never had much of a why. So, we created a top layer to sit above all of them, the Adaptive Reasoning & Execution System, or ARES for short. ARES is now our why.

Three principles drove the design:

ARES is a director, not a suggester.
When ARES is enabled, its decisions are orders. Controllers don't get to quietly re-evaluate them or fall back to their old autonomous behavior when ARES says something inconvenient. If ARES picks a target, fleets go there. If ARES says the economy needs a refinery world, the planet controller builds toward a refinery.

Strategy is goal-shaped, not rule-shaped.
Instead of a thousand if/then statements describing what the AI should do in every situation, ARES generates and scores a list of candidate goals: capture this territory, defend this border planet, build a capital ship for your fleet, rush this tech tier. Basically, instead of a behavior tree branch that says 'if enemy fleet > my fleet, then retreat,' ARES asks 'Is continuing this goal still worth more than the alternatives?'

It will commit for as long as those goals remain the best option. Goals are concrete things with a target, a cost, a chance of success, and a payoff. That makes them tunable and inspectable in a way that hand-written behavior trees aren't.

Difficulty should mean better thinking, not bigger numbers.
Higher difficulty AIs should see the board more clearly, score targets more accurately, commit to plans more decisively, and tolerate more risk, not just earn 30% more credits. That's a long-term goal and it's not fully realized yet, but the architecture is built for it.

ARES sees the game through a perception filter whose accuracy is data-driven per difficulty level; and its scoring noise, goal-switching inertia, and concurrent-plan caps are all dialed in per difficulty as well. However, this has a caveat: eliminating the AI's need for cheats does not mean that we won't give them some anyway. We envision a future of Sins' AI where no difficulty needs cheats, but some may be given anyway to further increase difficulty. In short, impossible truly becomes impossible.

What Makes ARES Tick?

So how does this new layer work? Here's a quick overview of what happens every time ARES thinks:

Perception
Everything ARES learns about the world passes through a per-difficulty perception filter: Fog of war, intel staleness, capability flags for things like, "Can I detect chokepoints?" or, "Can I estimate enemy income?" Lower difficulties see less and guess worse.

World State
ARES rebuilds a single snapshot of where it's at: Estimated game phase (rough boundaries, not strictly defined), economic phase, peak vs. current income, fleet strength relative to neighbors, supply utilization, attrition, front lines, chokepoints, expansion candidates, per-enemy threat assessments, and which gravity wells border whom.

Engagement Appetite
Based on the world state, ARES decides how aggressive it feels: willingness to commit forces, tolerance for losses, appetite for risk. This number feeds into how it scores its options next.

Goal Planning
ARES scores its candidate goals: Military ("capture this," "defend that," "destroy their fleet") and economic ("expand here," "establish a factory world"); ARES then picks the best ones up to its concurrent-goal caps and commits. Once a goal is active, it persists until completed, abandoned for cause, or dominated by something dramatically better.

Directives
ARES writes orders into a per-domain output bus: Attack directives, defense directives, fleet composition directives, economy directives, research directives, colonize directives, diplomacy directives; and the pre-existing controllers then consume them. Directives are rebuilt every tick; they are guidance, not state. The persistent state lives in the goals.

Feedback
Before scoring next tick's goals, ARES reads back what the controllers couldn't do last tick: Research it couldn't afford, structures blocked by missing infrastructure slots, ships that needed a research subject the AI hadn't unlocked, etc. ARES then folds those signals into the next round of planning. This is what closes the loop. The strategic brain learns from the executors instead of just shouting at them.

The result, is an AI that picks a recognizable plan, commits to it, builds the economy that plan needs, builds the fleet that plan needs, and presses the plan instead of getting distracted. You can tell from watching the map. Fleets converge on real objectives. Defense forms up at the right gravity wells. Research advances along a coherent track. Pressure mounts in one place instead of dribbling everywhere.

What's Still Being Worked on?

ARES is in the player's hands as an opt-in because it's functional and competitive, not because it's finished.

Here's an honest list of what we know still needs improvement:

Late-game fleet composition

  • Capital and super-capital build targets flow through correctly, but the AI is still under-investing in titans and command ships relative to where a strong human player would be by the established and late phases. We want the AI's late-game fleets to look like late-game fleets, not just to be larger early-game ones. Expect updates on this very soon.

Fleet engagement commitment

  • ARES decides when to attack pretty well, but its in-combat commitment, "Do I press, do I disengage, do I reinforce?", is still leaning on the existing fleet behavior. We have a phase of work planned to bring that decision under ARES as well, so the fleet doesn't break off when ARES wants it to push.

Econ-to-war signaling

  • Economic state already informs which military goals look attractive, but there are patterns the AI still misses (e.g. recognizing when an enemy's economy is brittle enough to be worth a targeted strike, rather than a frontal assault).

Difficulty as cognition

  • As discussed, we want difficulty to scale ARES's quality of thought more than its income. Some of this is wired (perception, scoring noise, concurrent goals, re-evaluation cadence), but more difficulty-scaled tuning is still ahead of us.

Team play

  • ARES is an angry fella. It really struggles to recognize the difference between an ally and an enemy, and in team games, can generate war goals against allies; and wind up getting stuck on an unresolvable goal. This should be resolved, but, keep an eye out!

Tuning, broadly

  • Every number in ARES - scoring weights, posture thresholds, attrition limits, role templates, goal caps, demand profiles - is data-driven precisely so we can keep tuning during opt-in based on what we see in real games.

Multiplayer

  • Multiplayer works, however, there are issues with hot-joining at the moment causing desyncs. Do so at your own risk. Everything else: single-player, full multiplayer from the lobby, is fair game.

Conclusion

ARES is going to keep evolving throughout the opt-in period and beyond. We're not shipping this and walking away. We'll be iterating on it in public, based on what you tell us and what we see in our own playtesting. That's the whole point of the opt-in: not for you to play a finished feature, but to help us find the rough edges. The games where ARES felt sharp, the games where it did something baffling, the difficulty that felt miscalibrated, the faction that didn't feel like itself. All of that is gold to us right now.

There's no substitute for real games. If you've got a save or replay where ARES did something especially smart or especially stupid, send it our way, ideally in the Discord.

Thank you for your continued support and we're eager to get your feedback!

[See post history](javascript:Forum_ShowForumAudits( '832747471495092870', '-1' );)

reddit.com
u/RammaStardock — 17 hours ago

Ashes of the Singularity II - What We Worked on This Week

Hello all,

We wanted to start sharing insights occasionally of what the teams been working on behind the scenes from time to time for Ashes II. So here's a bit of what we've done over the last couple days.

DISCLAIMER: This is just about the last week, theres been much more done since the original Demo, think of it as a more timely snapshot

Recent Work as of May 20th, 2026

Campaign

The Campaign has been a focus recently. Right now, we've been playtesting the campaign and iterating on difficulty to ensure a positive player experience. Part of that endeavor includes adding a difficulty dropdown with three tiers:

  • Relaxed keeps the existing feel
  • Engaged increases enemy pressure
  • and Relentless for more of a challenge

Cutscenes will be skippable, and we've been working through mission-level fixes for playability, balance, and stability. Campaign balance, especially at higher difficulties, is still actively being tuned.

Units

On the UEF side, we've been building out some new content. The Lantha Processor is a new economic building that generates resources without a node but at the cost of heavy power consumption: sitting as the ultimate tech in their third tree.

The Cavalier Team is getting hover jetpacks, making them faster hovering ground units. There's also a new orbital in the works, the Emergency Turret, and the Containment tech tree is being redesigned to feel more distinct from the others.

Maps

Map-wise, we have a new medium map coming called "Vallis Rift" on Mars. Soon Custom maps will support random Biome and Topography options. An 8-player volcanic biome map called the Burning Temple, has had its layout fully reworked. Resource seeding on skirmish maps is also getting a substantial pass; the goal is more resources per region and a fairer distribution overall.

U.I

A lot of UI work has been going on too. Orbital recharge clarity, production queue improvements, Logistics cap handling, alert spam protection, and several smaller fixes to make information easier to read at a glance.

Look forward to more insights in the coming weeks!

reddit.com
u/RammaStardock — 1 day ago

What We Worked on This Week

Hello all,

We wanted to start sharing insights occasionally of what the teams been working on behind the scenes from time to time. So here's a bit of what we've done over the last couple days.

DISCLAIMER: This is just about the last week, theres been much more done since the original Demo, think of it as a more timely snapshot

Recent Work as of May 20th, 2026

Campaign

The Campaign has been a focus recently. We're adding a difficulty dropdown with three tiers:

  • Relaxed keeps the existing feel
  • Engaged increases enemy pressure
  • and Relentless for more of a challenge

Cutscenes will be skippable, and we've been working through mission-level fixes for playability, balance, and stability. Campaign balance, especially at higher difficulties, is still actively being tuned.

Units

On the UEF side, we've been building out some new content. The Lantha Processor is a new economic building that generates resources without a node but at the cost of heavy power consumption: sitting as the ultimate tech in their third tree.

The Cavalier Team is getting hover jetpacks, making them faster hovering ground units. There's also a new orbital in the works, the Emergency Turret, and the Containment tech tree is being redesigned to feel more distinct from the others.

Maps

Map-wise, we have a new medium map coming called "Vallis Rift" on Mars. Soon Custom maps will support random Biome and Topography options. A map called the Burning Temple, has had its layout fully reworked. Resource seeding on skirmish maps is also getting a substantial pass; the goal is more resources per region and a fairer distribution overall.

U.I

A lot of UI work has been going on too. Orbital recharge clarity, production queue improvements, Logistics cap handling, alert spam protection, and several smaller fixes to make information easier to read at a glance.

Look forward to more insights in the coming weeks!

reddit.com
u/RammaStardock — 1 day ago

DeskScapes 2026 Is Now Available

For anyone who hasn't followed DeskScapes in a while, it's our app for managing and customizing your desktop wallpaper. Animated backgrounds, video wallpapers, visual effects on static images, and a library to keep everything organized in one place.

DeskScapes 2026 released today. The big change this year is that everything image-related now runs locally on your hardware. No tokens, no cloud subscription, no queue.

What's new:

  • On-device image generation. Type a prompt, get a wallpaper. Runs on your CPU and GPU, no cloud calls.
  • AI Restyle. Take any wallpaper you already have and reimagine it in a new art style.
  • Upscaling. Bring lower-res images up to desktop resolution.
  • Hybrid Dream editor. New tool for building animated backgrounds.
  • Expanded effects library for the existing animation features.

$6.99 during the launch window (MSRP $9.99), supported on up to five devices, Windows 11. Also included with Object Desktop.

Available Here

https://preview.redd.it/v79606pebb2h1.png?width=1920&format=png&auto=webp&s=682e2e4f5805c3476ca3da12a28763f583a64e92

reddit.com
u/RammaStardock — 1 day ago

Elemental: Reforged - Dev Journal #28: A Preview of v1.1

When we shipped 1.0.3, the team sat down and made a list of the things that were nagging us. Not big design questions. Not roadmap items. Just the stuff that, after a long play session, you start to feel. A few systems were slower than they had any right to be. Some encounters didn't reward you the way they should. The item pool felt thin in some places and oversaturated in others. A handful of bugs had been on the "we'll get to it" list for too long.

v1.1 is the result of getting to it.

store.steampowered.com
u/RammaStardock — 2 days ago
▲ 10 r/GalCiv

Dev Journal #116: The Tech Tree in the Room

Tech trees are one of those parts of a strategy game that look obvious from the outside and turn out, every single time, to be one of the hardest things to get right. Game designers have been struggling with how to present technology research to the player since the early 90s, and three decades in, nobody has really solved it. There are good answers, there are interesting answers, and there are answers that work for one game and fall apart in another. There is no settled answer.

steamcommunity.com
u/RammaStardock — 15 days ago
▲ 23 r/Stardock+2 crossposts

Treasures of the Magi is the first DLC for Elemental: Reforged and it's launching May 21, 2026. The whole thing is built around the First Age and what actually happened to the Magi after they went into hiding.

Quick recap of where the lore lands: the Magi were sorcerers who shaped the earliest civilizations of Elemental and built stone and iron golems to defend their cities. When the Titans came, the Magi went into hiding. Their golems went dormant where they stood. Their enclaves were sealed off. The Cataclysm came later and buried most of what they had built.

Now the reawakening of the Fallen Enchantress is sending a pulse of dark magic across the surface, and the old places are starting to wake up. The DLC drops you into them.

Featuring:

  • New monsters, including several varieties of awakened golem.
  • New treasures and items recovered from Magi-era ruins, including artifacts and enchanted equipment.
  • New quests that send players into the fissures to uncover what the Magi left behind.
  • New encounters and lore.

A free v1.1 update for all Elemental: Reforged owners is launching the same day. Community feedback changes, bug fixes, quality of life improvements, and some new features. We'll have full update notes closer to launch.

Wishlist HERE

https://preview.redd.it/pe253mjt8qzg1.png?width=1920&format=png&auto=webp&s=a6198b20045efcac3d52b68485ea0f9bed7546f6

reddit.com
u/RammaStardock — 15 days ago

This video blog covers a restructured building system with dedicated hotkey rows for army buildings (QWER), resource buildings (ASDF), and defense buildings (ZXC), alongside a reworked unit recruitment screen that follows the same organizational logic, placing basic units on QWER, advanced units on ASDF, and air units across ZX through V.

u/RammaStardock — 15 days ago

Fantasy 4X is a sub-genre of strategy game with a very definite set of mechanics that came from a couple of very early titles, with Master of Magic being the primary inspiration.

Stardock's series of games in the Elemental universe aimed to improve on some of the bigger flaws that some fantasy 4X games suffer from, and Elemental Reforged is no exception.

In this video developer journal, we discuss what separates a fantasy 4X from other 4X strategy games and what Elemental Reforged does to address some of those previous issues.

u/RammaStardock — 16 days ago
▲ 46 r/Stardock+2 crossposts

Hello all,

The Galactic Civilizations IV: Federations & Empires Expansion launches June 11, 2026, alongside a free v4.0 update for every existing GC4 owner.

The design thinking on this one: in previous GalCiv titles (and in most strategy games of the genre), picking a government was a stat decision you made when you unlocked the next tech tier. We wanted the form of government a player picks to change the way the game is played, not just hand out a numerical bonus, so each government in Federations & Empires runs on its own user interface with its own resources, ships, and political mechanics.

Here's what's coming in Federations & Empires and the free v4.0 update:

  • Five distinct government forms, each with its own UI, resources, and ships (four from the expansion, one from the free v4.0 update)
  • Four political parties pushing back on your decisions
  • Elections, coups, revolutions, and secession crises driven by game state
  • Vassals, decrees, and rebellions in Empire
  • Optimization Grid with simulation previews in Technocracy
  • Council-driven market politics in Oligarchy
  • Consensus partner worlds in Federation
  • Refreshed governance UI (free in v4.0)
  • Tech tree refinements (free in v4.0)
  • Mini map (free in v4.0)

Run an Autocracy poorly enough and the people rise up. Let your military faction grow too strong during an unpopular war and your general may seize power. You always have a meaningful choice in the resolution.

Watch the Trailer Here
Wishlist Here
Read More Details Here

https://preview.redd.it/wj9hmrbyzjzg1.png?width=1920&format=png&auto=webp&s=8722ad8dcc069f82c8d56584d22a4bf27d2a7b20

reddit.com
u/RammaStardock — 16 days ago
▲ 20 r/AshesoftheSingularity+2 crossposts

Check out some of the latest changes and updates with Ashes of the Singularity II, as Stardock's BattleMode plays with the developers over at Oxide Games.

u/RammaStardock — 17 days ago

You’ve loaded up the game, created your sovereign and started playing. You are alone. Well, kind of alone. There’s lots of monsters and goodie huts. The question is, why?

Today, I want to give you a bit of a lore dump. Why is the world filled with bandits and ruffians at the start? Why can you only found cities in a few areas? The answer requires us to go back thousands of years..

u/RammaStardock — 22 days ago

Orbitals are active use abilities designed to boost your economy, drop in new units or cause catastrophic damage to enemy armies and turn the tide of a battle you might otherwise lose.

We've made some changes to the way some of our Orbital abilities work. Firstly, some of the larger direct damage Orbitals now cause Friendly Fire damage, meaning you need to be careful where you place them if you're to avoid damaging your own forces.

Some abilities, such as the various Scout Orbital abilities, now have multiple uses and can be triggered several times. Charges will gradually replenish, and players can stockpile these abilities for later use.

u/RammaStardock — 22 days ago
▲ 156 r/SinsofaSolarEmpire+2 crossposts

The front-end UI has been rebuilt from scratch. Proper faction selection screen now with a 3D unit preview you can rotate around, all the old faction portraits have been replaced with new custom, 2D hand-painted versions, and the lobbies and random map screens have been redone. Player colors finally have saturation and brightness sliders too. The in-game map editor is back, and anything you build drops straight into your local map listing.

Every faction is getting new defense platform abilities, Advent picks up two new Transcencia Starbase items, and the Advent AI has a new controller for Unity abilities so they should actually use them now. There's also a Vasari balance pass and a solid round of engine and performance work.

Learn more: https://store.steampowered.com/news/app/1575940/view/567032011043111980

https://preview.redd.it/maoom15ujcyg1.png?width=1920&format=png&auto=webp&s=c946e72ca4d52cfb8743a2af90a261e0c5b1bb41

reddit.com
u/RammaStardock — 22 days ago

Our resident UI guru Paul Kiesling will be giving us part one of a two-part series on this UI revamp below:

With this month's update comes a functional refresh of our front-end UI. We have spent the last several months really digging into the UI to improve the user experience and feel. We have moved away from the holographic stylization and towards a more hardened TEC feel, with emphasis on readability and organization. We went through every menu and intentionally lined up all of the universal elements between pages to make moving between windows seamless and smooth.

u/RammaStardock — 22 days ago
▲ 7 r/GalCiv

Strategy games are all about the opening move. Galactic Civilizations is no exception.

In RTS games we call it “Build Order”. Back in the day, I played some of these RTS games “professionally”. Today, being old, I can’t even get out of Diamond 1 in StarCraft 2. But it is build order that keeps me at least Diamond. Knowing what to do when.

u/RammaStardock — 22 days ago
▲ 7 r/GalCiv

What civ are you guys playing the most these days, any you think don't get enough attention?

I feel like I play the Altarian and Phalenoids the most since I prefer going for culture and tech advantages

reddit.com
u/RammaStardock — 29 days ago
▲ 23 r/Stardock+1 crossposts

The v1.03 update is focused on maintenance to resolve issues, improve performance for longer games and tighten tooltips. Here are some Highlights:

  • The biggest one is Fire magic scaling. A group of Fire items and abilities weren't scaling the way their descriptions said they would, which had been quietly weakening Fire builds for a while. That's fixed now, so if you've been avoiding Fire or feeling like it was underperforming, worth another look.
  • Stability was the other focus. Several of the crashes players have been flagging, particularly ones showing up deeper into longer campaigns around AI turns, map interactions, and save and load, are resolved.
  • There's also a round of gameplay adjustments, tooltip and quest text corrections, and localization updates for all supported languages.

Read Full Changelog Here (Steam)

Read Full Changelog Here (Forums)

https://preview.redd.it/aozkw3qk6zwg1.png?width=1920&format=png&auto=webp&s=12691d1e7ea0bb7d4eab60cf824d2cc2f6ea5a8b

reddit.com
u/RammaStardock — 29 days ago

You know those weeks where you're heads down, coffee-fueled, and the commit log looks like a novel? That was this week. And last week. And honestly the week before that.

It’s been a bit of a rough few weeks here. Too many big changes got put in too late without enough testing. Sometimes, enthusiasm overwhelms judgement. We just want you guys to have all the cool stuff as fast as possible. And that’s often not the right decision.

We've been doing a lot of bug fixing. I know that's not as sexy as "NEW DRAGON TYPE" or "BEHOLD THE DYNASTY OF DOOM", but this is the work that makes everything else possible. So, let me walk you through what's been going on.

u/RammaStardock — 1 month ago

v1.02 is now live and brings a host of new improvements including Battle forecasts, expanded modding tools, and stability fixes.

Battle Forecast: the pre-battle screen now shows a predicted outcome before you commit, from Crushing Victory to Likely Defeat, color-coded green to red. Warns you when champions are at risk.

Modding: all game data can be replaced by internal name, new IfExists options for handling duplicates, RemoveDef tools for removing core definitions or skipping files entirely. Modding guide is up on the wiki and Steam guides.

Stability: fixed crashes on save, load, battles, city destruction, and tile design loading. Fullscreen is now borderless windowed.

Builder's Forge: save duplication fixed, favorites persist, Ctrl+C duplicates selected parts.

Read Full Changelog Post Here

https://preview.redd.it/4p3s65h26lvg1.png?width=1920&format=png&auto=webp&s=0db5b83d24948489f7aa155a6066c0a9faa48c07

reddit.com
u/RammaStardock — 1 month ago