r/SinsofaSolarEmpire

▲ 59 r/SinsofaSolarEmpire+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 — 4 hours ago

Screensaver

Last night I came up with the idea to use screenshots for my pc background while playing sins 2 and wow. Ive got a whole folder in my pc now full of pics from the game and my pc is set to change every minute. Both monitors show a different screen.

Now I find myself just sitting in front of my desk looking at the pics of the game on my monitors. Here's a few ill include in this post!

u/CCCP_Sergei — 10 days ago

Robot cruisers

Ive got a question, do the tec robotic cruisers heal your ships only within a certain radius, or can they heal from across a gravity well?

Just asking since by default, when you hop into an enemy planet and start attacking further from where you jumped into, the robotic cruisers stick with the carriers instead of following with the ships that are taking fire. So usually I move them closer manually, do I need to do this?

reddit.com
u/CCCP_Sergei — 8 days ago
▲ 11 r/SinsofaSolarEmpire+1 crossposts

Unfortunate Portrait Implications... (Asian Male Erasure)

I'm basically 100% sure this wasn't the intention of the developers or the publishers. I am not offended as much as just amused and frustrated. It's well documented and known that often times Asian men get erased in media, but I never thought it'd happen here too. While I commend the removal of AI-generated pictures, I am, however, somewhat disappointed that with this new patch, there is basically no option at all to play as an Asian man. Like, there are two Asian female portraits but no male ones. Ultimately, it barely matters, and it would be easy to mod in, but I just wish that I could play as someone who looks a little more like me with one of my favorite factions. Thank you for your time reading this, and I hope this is an easy fix for the developers to change in the next patch :)

u/edliu111 — 13 days ago

Old Stargate mod with Wraiths and Asurans etc?

So several years ago I played an amazing mod that added several factions from the Stargate universe. I loved playing as the Asurans, roleplaying as the Ancients, fighting the last desperate war against the Wraiths. What was really epic with this old mod was that the Asurans was WAY too overpowered, so 1 player could easily fight against 3-4 Wraiths (I even barely survived against 7-8), but that felt like it made sense lore wise.

Does anyone know where to find this old mod where the Asurans was extremely overpowered, with the Wraiths etc? As far as I can see the newer versions are incomplete and doesn't even have the Wraiths etc.

reddit.com
u/Traditional_Slip5953 — 10 days ago

Do you guys think Advent needs to be buffed?

With the new patch, TEC Enclave is so broken that I feel like I am cheesing by using them so I am looking for a new main and decided to try Advent Wrath. Personally I feel like they are very underwhelming and I have no idea how to play them effectively. I feel like my econ is always quite weak even with good Crystal econ but I feel like my defenses are frail besides Starbases and their fleet options seem quite weak.

With TEC Enclave it felt like I could reliably turtle even against Impossible Aggressive AI but with Advent it seems like I am too weak to aggress early, too weak to defend Impossible mid-game fleets, and econ is slow to where I only can catch up by the time late game comes around.

reddit.com
u/BlackExcellence19 — 14 days ago