Reinforcements DLC - Factional Victories Suggestions
Published on Wednesday, October 15, 2025 By
The Reinforcements DLC took the saga in the right path regarding both the Command Ships and the Factional Victories. Although a simple, small and not perfect DLC, i would say that the introduction of 6 Command Ships to each faction has achieved the goal of cementing the identity of each and enchancing the Sins 2 experience overall by going to the next level of epicness.
With that said, i felt like this goal was not achieved with the factional victories. Not only they don't reflect each factions lore and identity, but in some cases they don't make much sense at all. So i would like to give some suggestions to complete what i feel is a half job done at the moment in this matter.
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FACTIONAL VICTORIES SUGGESTIONS
TEC Enclave: this is a defensive and economy based faction, they strive to build a solar powered Super Starbase at the star. These massive solar powered starbases would work as trading centers as well as defensive powerhouses against invading empire that would ensure the Enclave economic hegemony in the entire system, causing income decay in every opposing faction until conversion to the Enclave and, basically, an economic victory. Please remove the planet cracker warheads as they have no place in the Enclave lore.
TEC Primacy: this an offensive faction and ruthless by any means necessary (allying with mercenaries, raiders and bombing civilian populations), they strive to build a solar powered Super Novalith Starcannon at the star. No planetary shield can withstand the power of a Super Novalith Starcannon capable of obliterating planets, and Primacy achieve victory by ultimatum on all of the opposing factions after 1 or 2 exploded planets. This Starcannon should be heavily defended, like a starbase filled with a defensive arsenal. Please make the Supernovalith Cannon unblockable.
Advent Reborn: this faction is all about empowering the Unity through their fleet and population whether by sacrifice or resurrection. Their Unity even allows them to recall to their homeplanet faster than light. They strive to empower the Unity by building a solar powered Teleporting Deliverance Starengine at the starbase. No advent soul is truly dead with the power of a Teleporting Deliverance Starengine and not only can it revive fleets but also, as the name implies, empower the Unity to teleport (recall) to any planet in the system. Every opposing faction surrenders to the might of a faster than light civilization after 1 or 2 teleportations. This Starengine should be heavily defended, like a starbase filled with a defensive arsenal.
Advent Wrath: this faction is all about fury, revenge and converting the minds of everyone to join and empower the Unity, or killing those that won't. They strive to build a solar powered Dominating Deliverance Starengine. Every planet will join the Unity one by one, as a Super Dominating Deliverance is capable of converting not only fleets but also planets. Every opposing faction surrenders after 1 or 2 Dominating Deliverances. Please fix the Wrath leaving the system after achieving their factional victory. This Starengine should be heavily defended, like a starbase filled with a defensive arsenal.
Vasari Exodus: this faction is all about enslaving other races and exploiting their resources while moving from system to system. They strive to build a solar powered Corestripper Starbase at the star. The Exodus would use this Super Starbase to strip enemy planets and ultimately the star to the core and leave a dark and doomed system behind, to later return to a now phantom system and strip for resources as needed. Every opposing factions surrenders after stripping 1 or 2 planets to the core. Please fix the Vasari Exodus leaving for no reason at all.
Vasari Alliance: this faction is all about surviving the menace that has threatened the Vasari for ages and restoring the once mighty Vasari Empire, and they understand that the solution may come from an alliance with the powerful TEC and Advent. They strive to end the conflict by helping TEC and Advent fulfill their ideal worlds by building a solar powered Terraformer Starbase at the star. The Alliance would use this Super Starbase to Terraform planets (literally converting Irradiated, Ice, Volcanic, etc, into Terran Planets) and providing their allies with Terran worlds suiting the needs of the Trade Order and the Advent. With no clear advantage in continuing the war and specially with the incoming 4th faction, every faction joins the Alliance after 1 or 2 successful terraformed planets, as populations and planets defect (converting to the Alliance) to thrive economically (TEC) or fulfill the homeworld prophecy (Advent) under the guidance of the mighty empire of the Vasari Alliance.
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How does this translate to gameplay:
- research requirements are needed to unlock these solar superstructures;
- give warnings to these superstructures (if factional victory enabled);
- give players time to react by having these supertructures being actually built and having a build time and charge time, instead of the current artificial 15 minute timer;
- have the AI react to such superstructures;
- allow for the players to choose whether to end the match after their superstructures are used (Factional Victory) or actually allowing each player to dominate each faction by destroying/converting enemy colonies one by one (Disabled Factional Victory, but superstructures available and playable);
- allow the players to battle it out at the star, even if supertructures are build to contest their opponents threat and have truly epic star wars with starbases, superstructures and fleets.