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	<id>https://wiki.sinsofasolarempire.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Vyvanseonline</id>
	<title>Sins of a Solar Empire - Official Wiki - User contributions [en]</title>
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	<updated>2026-04-27T10:37:13Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.41.1</generator>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Clean-up_the_Scene&amp;diff=7856</id>
		<title>Clean-up the Scene</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Clean-up_the_Scene&amp;diff=7856"/>
		<updated>2023-09-12T00:58:43Z</updated>

		<summary type="html">&lt;p&gt;Vyvanseonline: /* Cleaning up unused materials */ Fixed weird spam of non-breaking space that caused note to go off page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[XSI_Freeze|Freeze]] the model.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Freeze the mesh’s transform values&#039;&#039;&#039;. This is done so that the mesh does not end up being offset from all the meshpoints in-game. To do this, under the “Transform” Panel, go Transform &amp;gt; Freeze All Transforms. This should change all the Scaling values to 1 and all the Rotation and Translation values to 0, if they weren’t already at those values.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
= Cleaning up unused materials =&lt;br /&gt;
&lt;br /&gt;
#Press 8 to open up the Explorer. &lt;br /&gt;
#Press M to switch to Materials view. &lt;br /&gt;
#Select and delete (using the Delete key) any materials that you do not need. A “&amp;lt;Not used&amp;gt;” indicator refers to unwanted materials but if you are not sure,select the material and Press 7 to call up the Render Tree to help you decide whether it should be deleted or not, and whether you need to switch materials around (to apply a different material to the mesh, just drag that material from Explorer, onto the mesh in the viewport). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: When you are done, there shouldn’t be any unused materials, as these are going to be exported into the *.mesh file, needlessly bloating its file size.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Cleaning-up unused textures and texture clips =&lt;br /&gt;
&lt;br /&gt;
#Press 3 to switch to the Render Tool Bar &lt;br /&gt;
#under the “Get” section, go Clip &amp;gt; Delete Unused Image Sources and Clips. &lt;br /&gt;
#In the Explorer, Press O to switch to Sources view. Expand the Sources &amp;gt; Images folder and delete any unwanted texture references. &lt;br /&gt;
#Expand the Clips&amp;amp;nbsp;&amp;gt;Images folder and delete any unused image clips. Image clips are just texture instances. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&amp;amp;nbsp;Any&amp;amp;nbsp;“noIcon_pic” clips/images are integrated&amp;amp;nbsp;into&amp;amp;nbsp;XSI and cannot actually be deleted.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
= Cleaning-up&amp;amp;nbsp;the Scene_Root =&lt;br /&gt;
&lt;br /&gt;
Go&amp;amp;nbsp;to the&amp;amp;nbsp;Scene_Root in&amp;amp;nbsp;Explorer and delete any extraneous objects from your scene. Nothing under the Scene_Root except:&lt;br /&gt;
&lt;br /&gt;
*the camera (XSI requires that you have at least one camera object) &lt;br /&gt;
*the model’s mesh &lt;br /&gt;
*the rootpoint null &lt;br /&gt;
*and all the meshpoints nulls under the rootpoint &lt;br /&gt;
&lt;br /&gt;
[[Category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Vyvanseonline</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Ravastra_Skirmisher&amp;diff=7706</id>
		<title>Ravastra Skirmisher</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Ravastra_Skirmisher&amp;diff=7706"/>
		<updated>2022-07-02T23:54:30Z</updated>

		<summary type="html">&lt;p&gt;Vyvanseonline: Added text summary from the manual.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ship&lt;br /&gt;
|Name=Ravastra Skirmisher&lt;br /&gt;
|Race=Vasari&lt;br /&gt;
|Credits=420&lt;br /&gt;
|Metal=70&lt;br /&gt;
|Buildtime=31&lt;br /&gt;
|Supply=7&lt;br /&gt;
|Hull=740&lt;br /&gt;
|Shield=465&lt;br /&gt;
|Armor=3&lt;br /&gt;
|Armortype=Medium&lt;br /&gt;
|HullR=1&lt;br /&gt;
|ShieldR=1&lt;br /&gt;
|W1=Pulse gun&lt;br /&gt;
|W1T=Anti-Heavy&lt;br /&gt;
|Am=0&lt;br /&gt;
|AmR=0&lt;br /&gt;
|Xp=56&lt;br /&gt;
|W1B1=12&lt;br /&gt;
|B1=1&lt;br /&gt;
|B2=0&lt;br /&gt;
|B3=0&lt;br /&gt;
|B4=0&lt;br /&gt;
|Description= A light attack frigate that can later be upgraded to disrupt the abilities of enemy support ships. &lt;br /&gt;
|Hotkey=W&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ravastra Skirmishers&#039;&#039;&#039; combine speed with power to create a deadly close-range combat vessel. Heavily&lt;br /&gt;
armored, the Ravastra can withstand a great deal of punishment for its size but is still nearly as nimble&lt;br /&gt;
as the [[Jikara Navigator|Jikara]]. Its ability to withstand punishment is further enhanced once it enters its Reintegration&lt;br /&gt;
repair cycle, where both engines and weapon systems are shut down in order to quickly regenerate&lt;br /&gt;
its hull. Given the Ravastra’s high speed, survivability and relatively low resource cost, it was also&lt;br /&gt;
determined to be the most suited to striking deep into the enemy‘s fleet during combat in order to&lt;br /&gt;
activate interference devices that restrict the use of antimatter.&lt;br /&gt;
&lt;br /&gt;
The average size of a Ravastra Skirmisher&#039;s crew is 120.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]][[Category:Frigates]][[Category:Vasari]]&lt;/div&gt;</summary>
		<author><name>Vyvanseonline</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=AI_Difficulty&amp;diff=7588</id>
		<title>AI Difficulty</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=AI_Difficulty&amp;diff=7588"/>
		<updated>2020-07-29T16:04:08Z</updated>

		<summary type="html">&lt;p&gt;Vyvanseonline: /* Income */ Add table.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
The AI in Sins has six difficulty levels, Easy, Normal, Hard, Harder, Cruel, and Vicious. The normal AI is equivalent to a normal player, with no extra bonuses or penalties. The easy AI has handicaps to make it weaker, while all AIs above normal get some form of extra assistance to income and other miscellaneous advantages. These bonuses however do not make the AI ships directly stronger than an identical human players ships.&lt;br /&gt;
&lt;br /&gt;
The exact values that influence the AI difficulty can not be directly seen in the game files, so much of the information in this article are only estimates unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
== Income ==&lt;br /&gt;
&lt;br /&gt;
The Easy AI gets a lower income than an equivalent human player, while hard and above AIs get extra income. As of the latest version of Sins of a Solar Empire: Rebellion, the normal AI gets no bonuses or penalties to income.&lt;br /&gt;
&lt;br /&gt;
The bonus income at each level is estimated to be as follows, but confirmation is needed.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! AI Level !! Income Bonus Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 0.75&lt;br /&gt;
|-&lt;br /&gt;
| Normal || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 2.0&lt;br /&gt;
|-&lt;br /&gt;
| Unfair || 3.0&lt;br /&gt;
|-&lt;br /&gt;
| Cruel || 5.0&lt;br /&gt;
|-&lt;br /&gt;
| Vicious || 7.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Extra Trainable Capitalship Levels ==&lt;br /&gt;
&lt;br /&gt;
[https://steamcommunity.com/app/204880/discussions/0/1734336452599407374/ Per Fyst/Blair Fraser], AIs on hard and above can purchase extra capitalship levels above what human players can achieve. The bonus is listed below.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! AI Level !! Capitalship Purchase Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 0&lt;br /&gt;
|-&lt;br /&gt;
| Normal || 0&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 1&lt;br /&gt;
|-&lt;br /&gt;
| Harder || 2&lt;br /&gt;
|-&lt;br /&gt;
| Cruel || 3&lt;br /&gt;
|-&lt;br /&gt;
| Vicious || 3&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Vyvanseonline</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Modding_Basics&amp;diff=7581</id>
		<title>Modding Basics</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Modding_Basics&amp;diff=7581"/>
		<updated>2019-10-01T01:46:40Z</updated>

		<summary type="html">&lt;p&gt;Vyvanseonline: /* Developer EXE */ Add link to dev.exe.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== How Mods Work ==&lt;br /&gt;
&lt;br /&gt;
The engine will attempt to find the files it needs in mods before searching the root game path. Mods work by simply providing the different files to use.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Developer EXE ==&lt;br /&gt;
&lt;br /&gt;
All modders should start by taking advantage of the tools included when running the&amp;amp;nbsp;&#039;&#039;&#039;[[Developer_EXE|Sins of a Solar Empire Rebellion Dev.exe]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Locate the game install directory and create a shortcut to the Dev.exe and move the shortcut to the desktop.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;C:\Program Files (x86)\Steam\steamapps\common\Sins of a Solar Empire Rebellion\Sins of a Solar Empire Rebellion Dev.exe&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Running the &#039;&#039;&#039;Sins of a Solar Empire Rebellion Dev.exe&amp;amp;nbsp;&#039;&#039;&#039;and clicking show mod path will create the developer mod folder for the current installed version.&lt;br /&gt;
&lt;br /&gt;
[[File:Mod Path.png|left|Mod Path.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;C:\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85 Dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Start a New Mod ==&lt;br /&gt;
&lt;br /&gt;
1. Find the [[Setting-up_Mods#Mod_Path|&amp;lt;Mod Path&amp;gt;]] that the game will use.&lt;br /&gt;
&lt;br /&gt;
2. Create a new directory here. The name of the directory will be the name of the mod. You must restart the game to see any new mods. You won’t have to restart the engine to change a mod, just to create a new one and have it appear in the list.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Example 1: Remove Advent ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Summary:&#039;&#039;&#039; We are going to remove an entire race from the game. No one will be able to play the Advent in our new Mod.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
1. Create a new directory in your [[Setting-up_Mods#Mod_Path|&amp;lt;Mod Path&amp;gt;]] called “&#039;&#039;&#039;01 - Remove Advent&#039;&#039;&#039;”.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;C:\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85 Dev\01 - Remove Advent&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
2. Copy the &#039;&#039;&#039;entity.manifest&#039;&#039;&#039;&amp;amp;nbsp;from the&amp;amp;nbsp;[[Reference_Data|&amp;lt;reference data&amp;gt;]]&amp;amp;nbsp;to [[Setting-up_Mods#Mod_Path|&amp;lt;Mod Path&amp;gt;]]&#039;&#039;&#039;\01 - Remove Advent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
3.&amp;amp;nbsp;Open the new&amp;amp;nbsp;&#039;&#039;&#039;entity.manifest&#039;&#039;&#039;&amp;amp;nbsp;from the &#039;&#039;&#039;01 - Remove Advent &#039;&#039;&#039;mod.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Opening new mod file types for the first time will typically bring up the &amp;quot;Open with&amp;quot; window, choose a favorite text editor like Notepad or [[Modding_Tools|NotePad++]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Search for PlayerPsiLoyalist.entity&amp;amp;nbsp;and remove the entire line.&lt;br /&gt;
&lt;br /&gt;
[[File:Remove Advent 2.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
Search for PlayerPsiRebel.entity&amp;amp;nbsp;and remove the entire line.&lt;br /&gt;
&lt;br /&gt;
[[File:Remove Advent 1.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
After both lines are removed, the section should look like this.&lt;br /&gt;
&lt;br /&gt;
[[File:Remove Advent 3.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
Scroll to the top and change the count -2.&lt;br /&gt;
&lt;br /&gt;
was&amp;amp;nbsp;&amp;lt;code&amp;gt;entityNameCount 1764&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
now &amp;lt;code&amp;gt;entityNameCount 1762&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Remove Advent 4.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
Save the file.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
4. Start the&amp;amp;nbsp;&#039;&#039;&#039;Sins of a Solar Empire Rebellion Dev.exe&#039;&#039;&#039; and enable your new mod. This may take a few seconds, the engine is restarting to use your new mod.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
5. Now setup a new game. Note that you can no longer select the Advent race for you player. It has been removed.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Example 2: Weak Advent Rebels ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Summary:&#039;&#039;&#039; We are going to add the Advent Rebels&amp;amp;nbsp;back in, but they won’t have the technology to build all of their different capital ships.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
1. Create a new directory in your [[Setting-up_Mods#Mod_Path|&amp;lt;Mod Path&amp;gt;]] called “&#039;&#039;&#039;02 - Weak Advent Rebels&#039;&#039;&#039;”&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;C:\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85 Dev\02 - Weak Advent Rebels&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
2. Create the “GameInfo” directory inside &#039;&#039;&#039;02 - Weak Advent Rebels&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;C:\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85 Dev\02 - Weak Advent Rebels\GameInfo&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
3. Copy&amp;amp;nbsp;[[Reference_Data|&#039;&#039;&#039;&amp;lt;reference data&amp;gt;&#039;&#039;&#039;]]\GameInfo\&#039;&#039;&#039;PlayerPsiRebel.entity&#039;&#039;&#039; to&amp;amp;nbsp;[[Setting-up_Mods#Mod_Path|&amp;lt;Mod Path&amp;gt;]]\02 - Weak Advent Rebels\GameInfo\&#039;&#039;&#039;PlayerPsiRebel.entity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
4. Open up [[Setting-up_Mods#Mod_Path|&amp;lt;Mod Path&amp;gt;]]\02 - Weak Advent Rebels\GameInfo\&#039;&#039;&#039;PlayerPsiRebel.entity&#039;&#039;&#039; in your favorite text editor.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
5. Search for “capitalShipInfo”. It should be on line 35 in the file.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
6. Right below “capitalShipInfo”, change the “count 6” to “count 1”, then delete the next 5 lines: &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
You should now see:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
8. Save the file, restart the game and enable this mod. Start the game as Advent Rebels and build the Capital Ship Factory. Note that you can now only build one type of capital ship!&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Example 3: Not So Weak Advent ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Summary:&#039;&#039;&#039; We are going to buff up the only capital ship advent can build from Tutorial 02.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
1. Create a new directory in your [[Setting-up_Mods#Mod_Path|&amp;lt;Mod Path&amp;gt;]] called “&#039;&#039;&#039;03 - Not So Weak Advent Rebels&#039;&#039;&#039;”&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
2. Follow steps 2-5 in Tutorial 02. Or simply copy the GameInfo from Tutorial 02 into this tutorial’s directory.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
3. Copy&amp;amp;nbsp;[[Reference_Data|&#039;&#039;&#039;&amp;lt;reference data&amp;gt;&#039;&#039;&#039;]]\GameInfo\&#039;&#039;&#039;CAPITALSHIP_PSIBATTLEPSIONIC.entity&#039;&#039;&#039; to &#039;&#039;&#039;[[Setting-up_Mods#Mod_Path|&amp;lt;Mod Path&amp;gt;]]&#039;&#039;&#039;\03 - Not So Weak Advent Rebels\GameInfo\&#039;&#039;&#039;CAPITALSHIP_PSIBATTLEPSIONIC.entity&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
4. Open&amp;amp;nbsp;CAPITALSHIP_PSIBATTLEPSIONIC.entity in a favorite text editor..&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
5. Search for “MaxHullPoints”. You should see “StartValue 2100.000000” right below it. Change this to “StartValue 1337000”.&lt;br /&gt;
&lt;br /&gt;
Save and close this file.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
6. Copy your “&#039;&#039;&#039;String&#039;&#039;&#039;” directory from [[Reference_Data|&#039;&#039;&#039;&amp;lt;reference data&amp;gt;&#039;&#039;&#039;]] to &#039;&#039;&#039;[[Setting-up_Mods#Mod_Path|&amp;lt;Mod Path&amp;gt;]]&#039;&#039;&#039;\03 - Not So Weak Advent Rebels.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
7. Open up &#039;&#039;&#039;[[Setting-up_Mods#Mod_Path|&amp;lt;Mod Path&amp;gt;]]&#039;&#039;&#039;\03 - Not So Weak Advent Rebels\String\&#039;&#039;&#039;English.str&#039;&#039;&#039; in your favorite text editor.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
8. Search for “IDS_CAPITALSHIP_PSIBATTLEPSIONIC_NAME”. Right below this should be:&lt;br /&gt;
&lt;br /&gt;
Value “Rapture Battlecruiser”&lt;br /&gt;
&lt;br /&gt;
change this to:&lt;br /&gt;
&lt;br /&gt;
Value “Super Duper Cruiser”&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Vyvanseonline</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Main_Page&amp;diff=7575</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Main_Page&amp;diff=7575"/>
		<updated>2019-03-09T17:01:21Z</updated>

		<summary type="html">&lt;p&gt;Vyvanseonline: &lt;/p&gt;
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&lt;div&gt;&lt;br /&gt;
{{MainTemplate&lt;br /&gt;
| welcome = [[File:Sinswiki home.jpg|link=|&amp;lt;span title=&amp;quot;Sins of a Solar Empire Wiki&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| about_title = Sins of a Solar Empire&lt;br /&gt;
| about_content = &lt;br /&gt;
Welcome to Sins of a Solar Empire: Rebellion, the latest evolution of the RT4X genre pioneered by Ironclad Games and Stardock Entertainment that combines the best elements from turn-based and real-time strategy. In Sins of a Solar Empire: Rebellion, you will become the ruler of one of six unique factions and lead your people to victory over your enemies by any means necessary. As you expand your influence to new worlds, you will gain access to vital resources and unique artifacts, construct shipyards to build your fleets, establish trade, and assimilate rival cultures.&lt;br /&gt;
&lt;br /&gt;
| news_title = Latest News&lt;br /&gt;
| news_content =&lt;br /&gt;
* &#039;&#039;&#039;2016-06-22&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/477959| Outlaw Sectors brings new maps and gameplay to Sins of a Solar Empire: Rebellion!]]&lt;br /&gt;
* &#039;&#039;&#039;2016-06-14&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/478079| Sins of a Solar Empire v1.84 Released]]&lt;br /&gt;
* &#039;&#039;&#039;2015-04-15&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/463547| Sins of a Solar Empire: Rebellion Sale Continues!]]&lt;br /&gt;
* &#039;&#039;&#039;2014-06-25&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/455534| Ironclad Games Sets New Legal Precedent for Video Game Trademarks]]&lt;br /&gt;
* &#039;&#039;&#039;2014-06-04&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/454871| Stardock 2014 Customer Report]]&lt;br /&gt;
* &#039;&#039;&#039;2014-05-06&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/453989| Sins of a Solar Empire: Rebellion 50% Off on Humble Store Spring Sale]]&lt;br /&gt;
* &#039;&#039;&#039;2013-11-27&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/450464| Stardock Autumn Sale - 50% Off Sins of a Solar Empire Titles, DLC, and More]]&lt;br /&gt;
* &#039;&#039;&#039;2013-11-05&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/449854| The Stellar Phenomena DLC Pack for Sins: Rebellion is now available!]]&lt;br /&gt;
* &#039;&#039;&#039;2013-11-01&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/449730| Upgrade Discounts For FE: Legendary Heroes, Sins: Rebellion End November 15]]&lt;br /&gt;
* &#039;&#039;&#039;2013-10-17&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/449107| Stardock 20th Anniversary Sale]]&lt;br /&gt;
* &#039;&#039;&#039;2013-10-15&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/448980| Stardock Announces Galactic Civilizations III]]&lt;br /&gt;
* &#039;&#039;&#039;2013-08-21&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/447757| Sins: Rebellion v1.79 Beta Begins]]&lt;br /&gt;
* &#039;&#039;&#039;2013-06-18&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/445834| Sins of a Solar Empire: Rebellion v1.51 Released]]&lt;br /&gt;
* &#039;&#039;&#039;2013-06-17&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/446789| Sins: Rebellion Gets Steam Trading Cards]]&lt;br /&gt;
* &#039;&#039;&#039;2013-06-05&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/445357| Sins of a Solar Empire®: Rebellion Releases New DLC!]]&lt;br /&gt;
* &#039;&#039;&#039;2013-05-21&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/444640| Sins of a Solar Empire: Rebellion 1.50 BETA 2 Released]]&lt;br /&gt;
* &#039;&#039;&#039;2013-05-09&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/444106| Sins of a Solar Empire®: Rebellion gets its first DLC pack!]]&lt;br /&gt;
* &#039;&#039;&#039;2013-05-09&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/444105| Sins of a Solar Empire®: Rebellion 1.5 beta is available for download now!]]&lt;br /&gt;
* &#039;&#039;&#039;2013-05-02&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/443836| Sins: Rebellion v1.50 Changes Announced]]&lt;br /&gt;
* &#039;&#039;&#039;2013-04-25&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/423186| Limited Time Special Offer for Sins Owners]]&lt;br /&gt;
* &#039;&#039;&#039;2013-04-08&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/442759| Sins of a Solar Empire Gets a Mention from NASA]]&lt;br /&gt;
* &#039;&#039;&#039;2013-03-28&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/442107| Sins: Rebellion Collectors&#039; Edition Sale]]&lt;br /&gt;
* &#039;&#039;&#039;2013-01-11&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/439184| Soundtrack for Sins: Rebellion Now Available on Steam!]]&lt;br /&gt;
* &#039;&#039;&#039;2013-01-01&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/438806| Happy New Year!]]&lt;br /&gt;
* &#039;&#039;&#039;2012-12-17&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/438331| Readers Voting for Sins: Rebellion on IncGamers is Open!]]&lt;br /&gt;
* &#039;&#039;&#039;2012-12-11&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/438091| Sins: Rebellion Nominated for PC Gamer&#039;s Strategy Game of the Year]]&lt;br /&gt;
* &#039;&#039;&#039;2012-12-08&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/437980| Sins: Rebellion in Game Informers Readers Game of the Year Voting]]&lt;br /&gt;
* &#039;&#039;&#039;2012-12-07&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/437948| Sins: Rebellion has been nominated by GameSpot for “2012’s People’s Choice Award”! Vote Now!]]&lt;br /&gt;
* &#039;&#039;&#039;2012-11-14&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/2758| Sins of a Solar Empire: Rebellion 1.1 Released]]&lt;br /&gt;
* &#039;&#039;&#039;2012-11-13&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/436588| Sins of a Solar Empire: Rebellion 1.1 Released]]&lt;br /&gt;
* &#039;&#039;&#039;2012-10-15&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/433924| Sins: Rebellion Makes the GameSpy Holiday Gift Guide 2012]]&lt;br /&gt;
* &#039;&#039;&#039;2012-10-09&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/433554| Gamasutra: Sins of a Solar Empire: Rebellion Postmortem]]&lt;br /&gt;
* &#039;&#039;&#039;2012-08-28&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/430233| Sins of a Solar Empire: Rebellion v1.04 Released]]&lt;br /&gt;
* &#039;&#039;&#039;2012-08-28&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/430218| Sins of a Solar Empire Makes IGN’s 25 Top PC Games]]&lt;br /&gt;
* &#039;&#039;&#039;2012-07-30&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/428801| Stardock’s Chris Bray on the JPS Podcast]]&lt;br /&gt;
* &#039;&#039;&#039;2012-07-26&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/428698| Game Vortex Gives Sins: Rebellion an Editors&#039; Choice!]]&lt;br /&gt;
* &#039;&#039;&#039;2012-07-25&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/428670| Sins of a Solar Empire: Rebellion Sets Sales Record]]&lt;br /&gt;
* &#039;&#039;&#039;2012-07-18&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/428446| Sins of a Solar Empire: Rebellion v1.031 Released]]&lt;br /&gt;
* &#039;&#039;&#039;2012-07-16&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/428387| GameTrailers Gives Sins: Rebellion an Editors&#039; Choice!]]&lt;br /&gt;
* &#039;&#039;&#039;2012-07-09&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/428185| Rock, Paper, Shotgun Likes Sins: Rebellion]]&lt;br /&gt;
* &#039;&#039;&#039;2012-07-09&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/428192| GamesRadar Gives Sins: Rebellion an Editors’ Choice!]]&lt;br /&gt;
* &#039;&#039;&#039;2012-06-29&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/427608| GameSpot Reviews Sins: Rebellions–Gives 8.5 out of 10!]]&lt;br /&gt;
* &#039;&#039;&#039;2012-06-28&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/427574| Sins: Rebellion Collectors&#039; Edition Upgrade Underway]]&lt;br /&gt;
* &#039;&#039;&#039;2012-06-28&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/427571| Sins of a Solar Empire: Rebellion 1.03 Released]]&lt;br /&gt;
* &#039;&#039;&#039;2012-06-27&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/427543| Never Forget Your Sins]]&lt;br /&gt;
* &#039;&#039;&#039;2012-06-22&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/427348| Softpedia Gives Sins: Rebellion 9/10!]]&lt;br /&gt;
* &#039;&#039;&#039;2012-06-21&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/427299| G4TV Reviews Sins: Rebellion–Gets 4/5!]]&lt;br /&gt;
* &#039;&#039;&#039;2012-06-15&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/426931| GameSpy: Sins Rebellion = Editor&#039;s Choice!]]&lt;br /&gt;
* &#039;&#039;&#039;2012-06-13&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/426654| Sins: Rebellion Review Roundups]]&lt;br /&gt;
* &#039;&#039;&#039;2012-06-12&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/426693| Tom Chick’s review of Sins of a Solar Empire: Rebellion]]&lt;br /&gt;
* &#039;&#039;&#039;2012-06-12&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/426640| Sins of a Solar Empire: Rebellion Now Available]]&lt;br /&gt;
* &#039;&#039;&#039;2012-06-11&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/426600| PC Gamer Reviews Sins of a Solar Empire: Rebellion]]&lt;br /&gt;
* &#039;&#039;&#039;2012-06-11&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/426595| June 12th! It&#039;s tomorrow! Buckle up!]]&lt;br /&gt;
* &#039;&#039;&#039;2012-06-06&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/426376| Sins: Rebellion Interview with Neogamr]]&lt;br /&gt;
* &#039;&#039;&#039;2012-05-29&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/425927| RTSguru Q&amp;amp;A with Stardock’s Chris Bray]]&lt;br /&gt;
* &#039;&#039;&#039;2012-05-23&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/425497| Sins: Rebellion Q&amp;amp;A with GameSpy]]&lt;br /&gt;
* &#039;&#039;&#039;2012-05-21&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/425353| PC Gamer Previews Sins of a Solar Empire: Rebellion]]&lt;br /&gt;
* &#039;&#039;&#039;2012-05-15&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/424864| Sins: Rebellion Beta 3 Trailer–Welcome the Vasari]]&lt;br /&gt;
* &#039;&#039;&#039;2012-05-15&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/424860| Sins: Rebellion Beta 3 Begins]]&lt;br /&gt;
* &#039;&#039;&#039;2012-05-04&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/423872| Co-Optimus Takes a Hands-on Look at Sins: Rebellion]]&lt;br /&gt;
* &#039;&#039;&#039;2012-05-03&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/423800| Sins: Rebellion Beta 2c Released]]&lt;br /&gt;
* &#039;&#039;&#039;2012-04-24&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/423114| Rebellion Beta 2b Now Available]]&lt;br /&gt;
* &#039;&#039;&#039;2012-04-19&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/422441| Video - Sins: Rebellion Preview on X-Play]]&lt;br /&gt;
* &#039;&#039;&#039;2012-04-18&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/422390| Sins: Rebellion Preview on X-Play Tonight!]]&lt;br /&gt;
* &#039;&#039;&#039;2012-04-17&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/422184| Rebellion Beta 2a Now Available]]&lt;br /&gt;
* &#039;&#039;&#039;2012-04-10&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/421721| PCWorld’s Hands On with Sins: Rebellion]]&lt;br /&gt;
* &#039;&#039;&#039;2012-04-04&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/421154| Sins of a Solar Empire: Rebellion BETA 2 Released]]&lt;br /&gt;
* &#039;&#039;&#039;2012-04-02&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/421029| Sins: Rebellion Full Trailer!]]&lt;br /&gt;
* &#039;&#039;&#039;2012-03-09&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/419759| Sins of a Dark Age GDC Video]]&lt;br /&gt;
* &#039;&#039;&#039;2012-04-04&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/421147| Game On Podcast w/ Brad Wardell Talking about Sins: Rebellion]]&lt;br /&gt;
* &#039;&#039;&#039;2012-03-28&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/420661| RTSguru Gets a Look at Sins: Rebellion and Fallen Enchantress]]&lt;br /&gt;
* &#039;&#039;&#039;2012-03-21&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/420384| Stardock Customer Report: 2011]]&lt;br /&gt;
* &#039;&#039;&#039;2012-03-14&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/420036| Sins: Rebellion Beta 1a Now Available]]&lt;br /&gt;
* &#039;&#039;&#039;2012-03-02&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/419065| Sins: Rebellion Beta Preview Video]]&lt;br /&gt;
* &#039;&#039;&#039;2012-03-01&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/418950| Sins of a Solar Empire: Rebellion BETA 1 Begins!]]&lt;br /&gt;
* &#039;&#039;&#039;2012-02-24&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/418246| Sins: Rebellion Preview from GamesRadar]]&lt;br /&gt;
* &#039;&#039;&#039;2012-02-24&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/418244| IGN Posts Its Rebellion Impressions]]&lt;br /&gt;
* &#039;&#039;&#039;2012-02-23&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/418109| Ironclad Unveils Sins of a Dark Age]]&lt;br /&gt;
* &#039;&#039;&#039;2012-02-23&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/418111| GameSpy Previews Sins of a Solar Empire: Rebellion]]&lt;br /&gt;
* &#039;&#039;&#039;2012-02-13&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/417750| Sins of a Solar Empire: Rebellion Trailer!]]&lt;br /&gt;
* &#039;&#039;&#039;2012-02-08&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/417502| Sins: Rebellion Pre-order Discount is Back for Trinity/Diplomacy Customers]]&lt;br /&gt;
* &#039;&#039;&#039;2012-01-31&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/417038| PC Gamer Shows Off New Rebellion Screenshots of the Titans]]&lt;br /&gt;
* &#039;&#039;&#039;2012-01-25&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/416185| GameSpy Exclusive Interview about Sins of a Solar Empire: Rebellion]]&lt;br /&gt;
* &#039;&#039;&#039;2012-01-11&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/415065| RTSguru Sins of a Solar Empire Community Q&amp;amp;A Posted]]&lt;br /&gt;
* &#039;&#039;&#039;2011-12-19&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/414423| Sins of a Solar Empire: Trinity–On Sale for Today Only 12/19]]&lt;br /&gt;
* &#039;&#039;&#039;2011-12-15&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/414335| Round Two of RTSGuru’s Community Q&amp;amp;A Questions]]&lt;br /&gt;
* &#039;&#039;&#039;2011-11-16&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/413536| Stardock Titles Coming to Steam–Sins of a Solar Empire: Trinity Available Now!]]&lt;br /&gt;
* &#039;&#039;&#039;2011-11-14&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/413494| Sins: Rebellion Preview Interview on RTSGuru]]&lt;br /&gt;
* &#039;&#039;&#039;2011-11-10&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/413424| Sins of a Solar Empire Updates Released]]&lt;br /&gt;
* &#039;&#039;&#039;2011-11-10&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/413423| Sins: Trinity Digital Download Now Available Direct]]&lt;br /&gt;
* &#039;&#039;&#039;2011-11-01&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/413218| Join Us on Our Facebook Page!]]&lt;br /&gt;
* &#039;&#039;&#039;2011-09-14&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/411978| Pre-order Discount for Sins: Rebellion Ends this Month]]&lt;br /&gt;
* &#039;&#039;&#039;2011-08-31&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/411638| Sins Website Gets an Update!]]&lt;br /&gt;
* &#039;&#039;&#039;2011-08-16&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/411256| Follow Sins on Twitter!]]&lt;br /&gt;
* &#039;&#039;&#039;2011-08-16&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/411257| Sins: Trinity/Diplomacy v1.32 Now Available]]&lt;br /&gt;
* &#039;&#039;&#039;2011-07-21&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/410585| Sins: Trinity/Diplomacy v1.31 Hot Fix Released]]&lt;br /&gt;
* &#039;&#039;&#039;2011-07-19&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/410517| Sins of a Solar Empire: Trinity/Diplomacy v1.3 Released]]&lt;br /&gt;
* &#039;&#039;&#039;2011-07-08&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/410218| Sins: Trinity/Diplomacy v1.3 Journal - Part 3]]&lt;br /&gt;
* &#039;&#039;&#039;2011-06-28&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/409964| Sins: Trinity v1.3 Dev Journal Series Continues]]&lt;br /&gt;
* &#039;&#039;&#039;2011-06-22&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/409799| Sins: Trinity v1.3 Dev Journal Series Begins]]&lt;br /&gt;
* &#039;&#039;&#039;2011-05-24&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/408943| Sins of a Solar Empire: Trinity/Diplomacy v1.21 Released]]&lt;br /&gt;
* &#039;&#039;&#039;2011-04-20&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/407863| Sins of a Solar Empire–Trinity on Sale This Weekend]]&lt;br /&gt;
* &#039;&#039;&#039;2011-03-16&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/406512| Sins of a Solar Empire: Trinity v1.2 Update Now Available!!!]]&lt;br /&gt;
* &#039;&#039;&#039;2011-03-10&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/406241| Sins: Trinity/Diplomacy v1.2 Beta 4 Now Available]]&lt;br /&gt;
* &#039;&#039;&#039;2011-03-03&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/406010| Sins of a Solar Empire: Rebellion Pre-Orders Begin]]&lt;br /&gt;
* &#039;&#039;&#039;2011-03-03&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/406006| Sins: Trinity/Diplomacy v1.2 Beta 3 Released]]&lt;br /&gt;
* &#039;&#039;&#039;2011-03-01&#039;&#039;&#039; - [[http://forums.sinsofasolarempire.com/405917| Rebellion is Upon Us: The Next Chapter of Sins of a Solar Empire Unveiled at GDC 2011]]&lt;br /&gt;
&lt;br /&gt;
| sections_title = Gameplay Trailer&lt;br /&gt;
| sections_content =&lt;br /&gt;
&amp;lt;span style=&amp;quot;margin-left:-0.4em;&amp;quot;&amp;gt;[[File:Soase-reb gametrailer wikivideothumb.jpg|320px|link=https://www.youtube.com/watch?v=og0aMApQCfU]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| articles_title = Important Pages&lt;br /&gt;
| articles_content =&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[Developer Diaries]]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[System Specifications]]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://steamcommunity.com/stats/SinsofaSolarEmpireRebellion/achievements Steam Achievements]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[DLC]]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[Mods]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;font-family: sans-serif; font-size: 1.125em; margin-top:0.875em&amp;quot;&amp;gt; How to Play &amp;lt;/h2&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[Controls]]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[Gameplay]]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[Strategies]]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[Tips and Tricks]]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://stardock.cachefly.net/manual_rebellion.pdf Manual]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;font-family: sans-serif; font-size: 1.125em; margin-top:0.875em&amp;quot;&amp;gt; Game Mechanics &amp;lt;/h2&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[Lore]]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[Maps]]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[Fleet Logistics]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;ul style=&amp;quot;margin-left:45px;&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[Fleet Supply]]&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[Resources]]&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[Planets]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;ul style=&amp;quot;margin-left:45px;&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[Planet Types]]&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[Planetary Improvements]]&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[Allegiance]]&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[Random Events]]&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[Diplomacy System]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;ul style=&amp;quot;margin-left:45px;&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[Missions]]&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[Research Trees]]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[Ship Types]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;ul style=&amp;quot;margin-left:45px;&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[Abilities |Ship Abilities]]&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[Shield Mitigation]]&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[Factions]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;ul style=&amp;quot;margin-left:45px;&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[TEC]]&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[Advent]]&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[Vasari]]&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[Pirates]]&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[Orbital Structures]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;ul style=&amp;quot;margin-left:45px;&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[Culture]]&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;font-family: sans-serif; font-size: 1.125em; margin-top:0.875em&amp;quot;&amp;gt; Media &amp;lt;/h2&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[Trailers]]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[Community Let&#039;s Play Videos]]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[[Screenshots]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;font-family: sans-serif; font-size: 1.125em; margin-top:0.875em&amp;quot;&amp;gt; Community Links &amp;lt;/h2&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.reddit.com/r/SoSE/ Reddit]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://sinsofasolarempire.wikia.com/wiki/Main_Page Wikia]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;font-family: sans-serif; font-size: 1.125em; margin-top:0.875em&amp;quot;&amp;gt; Official Pages &amp;lt;/h2&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.sinsofasolarempire.com/ SinsofaSolarEmpire.com]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.facebook.com/sinsofasolarempire/ Facebook]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://twitter.com/sd_Sins Twitter]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://forums.sinsofasolarempire.com/ Forums]&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiki]]&lt;/div&gt;</summary>
		<author><name>Vyvanseonline</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Minor_Factions&amp;diff=7164</id>
		<title>Minor Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Minor_Factions&amp;diff=7164"/>
		<updated>2019-01-02T04:23:20Z</updated>

		<summary type="html">&lt;p&gt;Vyvanseonline: Add base faction to list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Factions&#039;&#039;&#039; is a feature added to Sins of a Solar Empire Rebellion by the DLC of the same name. It adds a variety of small, single planet factions at the start of the game that can either be persuaded to join your Empire or be conquered. When a player allies with a minor faction, it will fight for them, give some of its income as tribute, and most importantly will grant the player access to several unique abilities.&lt;br /&gt;
&lt;br /&gt;
Unlike regular militia, minor factions begin the game with their planets already upgraded and a decent self defense force. They will eventually rebuild any ships or structures that are destroyed at their planet.&lt;br /&gt;
&lt;br /&gt;
Minor factions have a chance to spawn at most unowned colonizeable worlds at the start of the game. In general however they will not spawn too close to a player&#039;s homeworld. They can also be turned off completely in the game setup menu.&lt;br /&gt;
&lt;br /&gt;
== Allying with a Minor Faction ==&lt;br /&gt;
&lt;br /&gt;
Players use [[Ship_Types#Envoy_Cruisers | Envoy Cruisers]] to get Minor Faction&#039;s to join their Empire. When an envoy cruiser uses its Goodwill ability on a neutral minor faction, the minor faction will join the owner&#039;s Empire. The Envoy must stay at the planet and constantly use the Goodwill ability to keep the Minor Faction friendly; the minor faction will revert to a neutral state if the envoy leaves or stops using the Goodwill ability. If another player has captured a minor faction, it&#039;s envoy cruiser must be destroyed, incapacitated, or forced to retreat to revert the minor faction to neutral, which will let a different player capture the Minor Faction with their own Envoy.&lt;br /&gt;
&lt;br /&gt;
== Conquering a Minor Faction ==&lt;br /&gt;
&lt;br /&gt;
A neutral or enemy controlled Minor Faction can be conquered like any other world. If a minor faction world is completed bombed out, the minor faction at that world is permanently removed from the game and its unique abilities will no longer be available for any player.&lt;br /&gt;
&lt;br /&gt;
== List of Minor Factions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Internal Name&lt;br /&gt;
! Base Faction&lt;br /&gt;
! Ability 1&lt;br /&gt;
! Ability 2&lt;br /&gt;
! Ability 3&lt;br /&gt;
! Ability 4&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Danoba Free Miners&lt;br /&gt;
| TechMiners&lt;br /&gt;
| TEC Loyalists&lt;br /&gt;
| Buy Bulk Metal&lt;br /&gt;
| Buy Bulk Crystal&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Grost Scrappers Union&lt;br /&gt;
| TechScrappers&lt;br /&gt;
| TEC Loyalists&lt;br /&gt;
| Scrap For Parts &lt;br /&gt;
| Retrofitted Armor&lt;br /&gt;
| Repair Ships&lt;br /&gt;
| Buy Metal&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Renzo&#039;s Resistance Fighters&lt;br /&gt;
| TechSiegeRaiders&lt;br /&gt;
| TEC Rebels&lt;br /&gt;
| Launch Offensive Raid&lt;br /&gt;
| Launch Siege Raid&lt;br /&gt;
| Contraband Munitions&lt;br /&gt;
| Sell Crystal&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Yannock Ordnance Specialists&lt;br /&gt;
| TechDemolitionists&lt;br /&gt;
| TEC Rebels&lt;br /&gt;
| Launch Demolition Raid&lt;br /&gt;
| Penetrating Warheads&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Naibor Liberation Front&lt;br /&gt;
| TechXenophobes&lt;br /&gt;
| TEC Rebels&lt;br /&gt;
| Xeno Assault Raid&lt;br /&gt;
| Xeno Assault Raid&lt;br /&gt;
| Isolationist Propaganda&lt;br /&gt;
| Sell Metal&lt;br /&gt;
| This minor faction has two Xeno Assault Raids with their separate cooldowns, so they can attack 2 non-TEC factions at once.&lt;br /&gt;
|-&lt;br /&gt;
| Eivonn&#039;s Fine Frigates&lt;br /&gt;
| TechUsedFrigates&lt;br /&gt;
| TEC Loyalists&lt;br /&gt;
| Used Flak Frigates&lt;br /&gt;
| Used Heavy Cruisers&lt;br /&gt;
| Used Ranged Frigates&lt;br /&gt;
| &lt;br /&gt;
| Despite being a nominally TEC Minor Faction, ships from all three races are purchased if you use its abilities.&lt;br /&gt;
|-&lt;br /&gt;
| Pranast United&lt;br /&gt;
| TechDefensive&lt;br /&gt;
| TEC Loyalists&lt;br /&gt;
| Repair Ships&lt;br /&gt;
| Launch Defensive Raid&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alutar Enclave&lt;br /&gt;
| PsiPacifists&lt;br /&gt;
| Advent Rebels&lt;br /&gt;
| Clairvoyance&lt;br /&gt;
| Vigor of the Alutar&lt;br /&gt;
| Shroud of the Alutar&lt;br /&gt;
| &lt;br /&gt;
| Allows you to purchase antimatter and shield regeneration bonuses for your ships and spy on enemies.&lt;br /&gt;
|-&lt;br /&gt;
| Free Minds of Hobari&lt;br /&gt;
| PsiCulture&lt;br /&gt;
| Advent Rebels&lt;br /&gt;
| Zealous Advocates&lt;br /&gt;
| Launch Support Raid&lt;br /&gt;
| Sell Crystal&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Nilari Cultists&lt;br /&gt;
| PsiDoomCult&lt;br /&gt;
| Advent Rebels&lt;br /&gt;
| Relentless Evangelists&lt;br /&gt;
| Compelled Pilgrimage&lt;br /&gt;
| Euphoric Sacrifice&lt;br /&gt;
| &lt;br /&gt;
| Spawns fanatics to harass random enemy worlds, steals enemy population, and a mini Wail of the Sacrificed (kills population to damage enemies).&lt;br /&gt;
|-&lt;br /&gt;
| Laesinda Dominion&lt;br /&gt;
| PsiSiegeRaiders&lt;br /&gt;
| Advent Loyalists&lt;br /&gt;
| Launch Offensive Raid&lt;br /&gt;
| Launch Siege Raid&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Viturak Transport Cabal&lt;br /&gt;
| PhaseTransporters&lt;br /&gt;
| Vasari Rebels&lt;br /&gt;
| Remote Attack Raid&lt;br /&gt;
| Jump Field Stabilizers&lt;br /&gt;
| Buy Antorak Marauder&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Jiskun Expeditionary Force&lt;br /&gt;
| PhaseExpedition&lt;br /&gt;
| Vasari Rebels&lt;br /&gt;
| Scouting Report&lt;br /&gt;
| Colonial Supplies&lt;br /&gt;
| Dispatch Scouting Party&lt;br /&gt;
| Tachyon Boosters&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Korvaska War Profiteers&lt;br /&gt;
| PhaseArmsDealers&lt;br /&gt;
| Vasari Rebels&lt;br /&gt;
| Kinetic Amplifiers&lt;br /&gt;
| Precision Warheads&lt;br /&gt;
| Sell Metal&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Arankul Mercenaries&lt;br /&gt;
| DefaultPhase&lt;br /&gt;
| Vasari Loyalists&lt;br /&gt;
| Launch Offensive Raid&lt;br /&gt;
| Launch Defensive Raid&lt;br /&gt;
| Sell Metal&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Vyvanseonline</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Minor_Factions&amp;diff=7163</id>
		<title>Minor Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Minor_Factions&amp;diff=7163"/>
		<updated>2019-01-02T03:27:28Z</updated>

		<summary type="html">&lt;p&gt;Vyvanseonline: Article Created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Factions&#039;&#039;&#039; is a feature added to Sins of a Solar Empire Rebellion by the DLC of the same name. It adds a variety of small, single planet factions at the start of the game that can either be persuaded to join your Empire or be conquered. When a player allies with a minor faction, it will fight for them, give some of its income as tribute, and most importantly will grant the player access to several unique abilities.&lt;br /&gt;
&lt;br /&gt;
Unlike regular militia, minor factions begin the game with their planets already upgraded and a decent self defense force. They will eventually rebuild any ships or structures that are destroyed at their planet.&lt;br /&gt;
&lt;br /&gt;
Minor factions have a chance to spawn at most unowned colonizeable worlds at the start of the game. In general however they will not spawn too close to a player&#039;s homeworld. They can also be turned off completely in the game setup menu.&lt;br /&gt;
&lt;br /&gt;
== Allying with a Minor Faction ==&lt;br /&gt;
&lt;br /&gt;
Players use [[Ship_Types#Envoy_Cruisers | Envoy Cruisers]] to get Minor Faction&#039;s to join their Empire. When an envoy cruiser uses its Goodwill ability on a neutral minor faction, the minor faction will join the owner&#039;s Empire. The Envoy must stay at the planet and constantly use the Goodwill ability to keep the Minor Faction friendly; the minor faction will revert to a neutral state if the envoy leaves or stops using the Goodwill ability. If another player has captured a minor faction, it&#039;s envoy cruiser must be destroyed, incapacitated, or forced to retreat to revert the minor faction to neutral, which will let a different player capture the Minor Faction with their own Envoy.&lt;br /&gt;
&lt;br /&gt;
== Conquering a Minor Faction ==&lt;br /&gt;
&lt;br /&gt;
A neutral or enemy controlled Minor Faction can be conquered like any other world. If a minor faction world is completed bombed out, the minor faction at that world is permanently removed from the game and its unique abilities will no longer be available for any player.&lt;br /&gt;
&lt;br /&gt;
== List of Minor Factions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Design Name&lt;br /&gt;
! Ability 1&lt;br /&gt;
! Ability 2&lt;br /&gt;
! Ability 3&lt;br /&gt;
! Ability 4&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Danoba Free Miners&lt;br /&gt;
| TechMiners&lt;br /&gt;
| Buy Bulk Metal&lt;br /&gt;
| Buy Bulk Crystal&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Grost Scrappers Union&lt;br /&gt;
| TechScrappers&lt;br /&gt;
| Scrap For Parts &lt;br /&gt;
| Retrofitted Armor&lt;br /&gt;
| Repair Ships&lt;br /&gt;
| Buy Metal&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Renzo&#039;s Resistance Fighters&lt;br /&gt;
| TechSiegeRaiders&lt;br /&gt;
| Launch Offensive Raid&lt;br /&gt;
| Launch Siege Raid&lt;br /&gt;
| Contraband Munitions&lt;br /&gt;
| Sell Crystal&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Yannock Ordnance Specialists&lt;br /&gt;
| TechDemolitionists&lt;br /&gt;
| Launch Demolition Raid&lt;br /&gt;
| Penetrating Warheads&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Naibor Liberation Front&lt;br /&gt;
| TechXenophobes&lt;br /&gt;
| Xeno Assault Raid&lt;br /&gt;
| Xeno Assault Raid&lt;br /&gt;
| Isolationist Propaganda&lt;br /&gt;
| Sell Metal&lt;br /&gt;
| This minor faction has two Xeno Assault Raids with their separate cooldowns, so they can attack 2 non-TEC factions at once.&lt;br /&gt;
|-&lt;br /&gt;
| Eivonn&#039;s Fine Frigates&lt;br /&gt;
| TechUsedFrigates&lt;br /&gt;
| Used Flak Frigates&lt;br /&gt;
| Used Heavy Cruisers&lt;br /&gt;
| Used Ranged Frigates&lt;br /&gt;
| &lt;br /&gt;
| Despite being a nominally TEC Minor Faction, ships from all three races are purchased if you use its abilities.&lt;br /&gt;
|-&lt;br /&gt;
| Pranast United&lt;br /&gt;
| TechDefensive&lt;br /&gt;
| Repair Ships&lt;br /&gt;
| Launch Defensive Raid&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alutar Enclave&lt;br /&gt;
| PsiPacifists&lt;br /&gt;
| Clairvoyance&lt;br /&gt;
| Vigor of the Alutar&lt;br /&gt;
| Shroud of the Alutar&lt;br /&gt;
| &lt;br /&gt;
| Allows you to purchase antimatter and shield regeneration bonuses for your ships and spy on enemies.&lt;br /&gt;
|-&lt;br /&gt;
| Free Minds of Hobari&lt;br /&gt;
| PsiCulture&lt;br /&gt;
| Launch Support Raid&lt;br /&gt;
| Sell Crystal&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Nilari Cultists&lt;br /&gt;
| PsiDoomCult&lt;br /&gt;
| Relentless Evangelists&lt;br /&gt;
| Compelled Pilgrimage&lt;br /&gt;
| Euphoric Sacrifice&lt;br /&gt;
| &lt;br /&gt;
| Spawns fanatics to harass random enemy worlds, steals enemy population, and a mini Wail of the Sacrificed (kills population to damage enemies).&lt;br /&gt;
|-&lt;br /&gt;
| Laesinda Dominion&lt;br /&gt;
| PsiSiegeRaiders&lt;br /&gt;
| Launch Offensive Raid&lt;br /&gt;
| Launch Siege Raid&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Viturak Transport Cabal&lt;br /&gt;
| PhaseTransporters&lt;br /&gt;
| Remote Attack Raid&lt;br /&gt;
| Jump Field Stabilizers&lt;br /&gt;
| Buy Antorak Marauder&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Jiskun Expeditionary Force&lt;br /&gt;
| PhaseExpedition&lt;br /&gt;
| Scouting Report&lt;br /&gt;
| Colonial Supplies&lt;br /&gt;
| Dispatch Scouting Party&lt;br /&gt;
| Tachyon Boosters&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Korvaska War Profiteers&lt;br /&gt;
| PhaseArmsDealers&lt;br /&gt;
| Kinetic Amplifiers&lt;br /&gt;
| Precision Warheads&lt;br /&gt;
| Sell Metal&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Arankul Mercenaries&lt;br /&gt;
| DefaultPhase&lt;br /&gt;
| Launch Offensive Raid&lt;br /&gt;
| Launch Defensive Raid&lt;br /&gt;
| Sell Metal&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Vyvanseonline</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=AI_Difficulty&amp;diff=7118</id>
		<title>AI Difficulty</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=AI_Difficulty&amp;diff=7118"/>
		<updated>2018-09-05T05:31:28Z</updated>

		<summary type="html">&lt;p&gt;Vyvanseonline: Page Created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
The AI in Sins has six difficulty levels, Easy, Normal, Hard, Harder, Cruel, and Vicious. The normal AI is equivalent to a normal player, with no extra bonuses or penalties. The easy AI has handicaps to make it weaker, while all AIs above normal get some form of extra assistance to income and other miscellaneous advantages. These bonuses however do not make the AI ships directly stronger than an identical human players ships.&lt;br /&gt;
&lt;br /&gt;
The exact values that influence the AI difficulty can not be directly seen in the game files, so much of the information in this article are only estimates unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
== Income ==&lt;br /&gt;
&lt;br /&gt;
The Easy AI gets a lower income than an equivalent human player, while hard and above AIs get extra income. As of the latest version of Sins of a Solar Empire: Rebellion, the normal AI gets no bonuses or penalties to income.&lt;br /&gt;
&lt;br /&gt;
== Extra Trainable Capitalship Levels ==&lt;br /&gt;
&lt;br /&gt;
[https://steamcommunity.com/app/204880/discussions/0/1734336452599407374/ Per Fyst/Blair Fraser], AIs on hard and above can purchase extra capitalship levels above what human players can achieve. The bonus is listed below.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! AI Level !! Capitalship Purchase Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 0&lt;br /&gt;
|-&lt;br /&gt;
| Normal || 0&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 1&lt;br /&gt;
|-&lt;br /&gt;
| Harder || 2&lt;br /&gt;
|-&lt;br /&gt;
| Cruel || 3&lt;br /&gt;
|-&lt;br /&gt;
| Vicious || 3&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Vyvanseonline</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Template:Stub&amp;diff=6571</id>
		<title>Template:Stub</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Template:Stub&amp;diff=6571"/>
		<updated>2017-02-20T00:55:00Z</updated>

		<summary type="html">&lt;p&gt;Vyvanseonline: Created page with &amp;quot; {| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-width: 1px;&amp;quot; |- | &amp;#039;&amp;#039;&amp;#039;This article is a stub which should be expanded.&amp;#039;&amp;#039;&amp;#039; |}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-width: 1px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;This article is a stub which should be expanded.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Vyvanseonline</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Weapon_Point&amp;diff=6561</id>
		<title>Weapon Point</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Weapon_Point&amp;diff=6561"/>
		<updated>2017-02-20T00:46:32Z</updated>

		<summary type="html">&lt;p&gt;Vyvanseonline: Created page with &amp;quot;Category:Modding {{stub}}  A &amp;#039;&amp;#039;&amp;#039;Weapon Point&amp;#039;&amp;#039;&amp;#039; is a point on a mesh that initiates a weapon effect. In Sins of a Solar Empire: Rebellion, an entity can have up to 5 weapo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Weapon Point&#039;&#039;&#039; is a point on a mesh that initiates a weapon effect. In Sins of a Solar Empire: Rebellion, an entity can have up to 5 weapons. In addition to it&#039;s placement on the mesh itself, weapons have an orientation, which determines which direction they fire. Each weapon can have up to 25 weapon points in each of the four directions.&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
Sins determines which weapons can fire on a target by grouping space around an entity into four directions; forward, backwards, left and right. In the mesh files, the direct 90 degree angles for these options are show below. It is possible to use diagonal orientations to allow a single weapon point to fire in two different directions.&lt;br /&gt;
&amp;lt;pre&amp;gt;Forward&lt;br /&gt;
         Orientation&lt;br /&gt;
             [ 1.000000 0.000000 0.000000 ]&lt;br /&gt;
             [ 0.000000 1.000000 0.000000 ]&lt;br /&gt;
             [ 0.000000 0.000000 1.000000 ]&lt;br /&gt;
&lt;br /&gt;
Backward&lt;br /&gt;
         Orientation&lt;br /&gt;
             [ -1.00000 0.000000 0.000000 ]&lt;br /&gt;
             [ 0.000000 1.00000 0.000000 ]&lt;br /&gt;
             [ 0.000000 0.000000 -1.00000 ]&lt;br /&gt;
Left&lt;br /&gt;
        Orientation&lt;br /&gt;
             [ 0.000000  0.000000 1.000000 ]&lt;br /&gt;
             [ 0.000000  1.000000 0.000000 ]&lt;br /&gt;
             [ -1.000000 0.000000 0.000000 ]&lt;br /&gt;
             &lt;br /&gt;
Right&lt;br /&gt;
        Orientation&lt;br /&gt;
             [ 0.000000 0.000000 -1.000000 ]&lt;br /&gt;
             [ 0.000000 1.000000 0.000000 ]&lt;br /&gt;
             [ 1.000000 0.000000 0.000000 ]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Older Versions of Sins ==&lt;br /&gt;
&lt;br /&gt;
Prior to Sins of a Solar Empire: Rebellion, an entity could only have 3 weapons and 20 weapon points per weapon per direction.&lt;/div&gt;</summary>
		<author><name>Vyvanseonline</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Developer_EXE&amp;diff=6511</id>
		<title>Developer EXE</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Developer_EXE&amp;diff=6511"/>
		<updated>2016-10-10T04:18:51Z</updated>

		<summary type="html">&lt;p&gt;Vyvanseonline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The Developer.exe is a modding tool that can be found in your main Sins of a Solar Empire folder &#039;&#039;&#039;&#039;&#039;[[Install_Directory|&amp;lt;Sins Path&amp;gt;]]&#039;&#039;&#039;&#039;&#039;,&amp;amp;nbsp;along with the regular game.exe. There is one for each version of Sins you have, and are named Sins of a Solar Empire [Version] Dev.exe. They are updated automatically with the base game via Steam.&lt;br /&gt;
&lt;br /&gt;
Most features of the Developer are accessed through a special menu that is brought up by pressing [&#039;&#039;&#039;ctrl+shift+.&#039;&#039;&#039;]. All the commands should work the same on all versions of Sins, though some features may not be present in all versions.&lt;br /&gt;
&lt;br /&gt;
The dev.exe has its own mod folder in Rebellion, so for testing mods you must start the dev.exe once to create the mod folder, then move any mods you&#039;re working with to the newly created dev mod folder.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Update&#039;&#039;&#039;: As of Rebellion version 1.84, the dev.exe has its own set of setting, camera and UI mapping files. It will no longer override your standard settings file. Earlier versions and expansions will have the dev.exe replace these files.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Special Features&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
In addition to the commands that are defined below, the Developer.exe has several built in special features that are always active and a big help with testing mods. These include.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Show Errors and Logging&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
When using the developer.exe, two helpful setting changes are enabled by default. First, any major errors or alerts the game runs into will be displayed in a little error box in game, which is a huge help for debugging mods. Second, these errors along with tons of other bits of extra background information, is logged into files in your AppData debug file (the log name is displayed on the Dev menu bar). These two features are really the only way to get useful data about crashes, so learn to use them.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;File Reloading&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Dev.exe supports the reloading of several file types in game. This means if you change one of these supported file types in a mod, the game will immediately reload the file with any changes on the spot. For things like entity weapon visual settings, textures and other files where you really have to see the effects in the game engine, this saves you a ton of time that would have been wasting by exiting and relaunching Sins every time you had to make a change. Supported file types include (though there may be others) all entities, textures (though some visuals like tech trees and most UI are only generated at the beginning of the game and thus this doesn&#039;t help you), meshes, and string files. Note .manifest files do not reload, so if you need to add an entirely new file you still need to exit the game.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Change Galaxy Menu [a]&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
Note: Most if not all commands in this menu will result in a desync if used in a multiplayer game. You can still play the game but spawned units and the like will not be visible to the other player. Things like Setup Quick Play and Overrides may work better, but try to have you and your friends apply them at the same time to try and avoid problems.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[a] - Setup Quick Play&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Triggers a variety of factors for faster gameplay. All build times are set to zero, planet slots are ignored, all research is given (including artifacts), 1000000 of each resource is given, and game speeds are increased. Essentially a one click trainer mode.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[b] - Overrides Menu&amp;amp;nbsp;&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Contains several useful toggle options.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[a] - All Entities Detected:&#039;&#039;&#039; Toggles the ability to detect all entities regardless of whether you have a unit in the gravity well or not. It also reveals unexplored planets. Good for map testing/analysis. &lt;br /&gt;
*&#039;&#039;&#039;[b] - Damage disabled:&#039;&#039;&#039; Prevents any entity from taking damage. Unlike the invulnerability buff units will still attack and use abilities as normal. Good for testing weapon effects or watching long battles. &lt;br /&gt;
*&#039;&#039;&#039;[c] - Hyperspace Disabled:&#039;&#039;&#039; Prevents all units from phase jumping to a different planet. Note since it doesn&#039;t apply the phase jump disabled buff the AI will still attempt to retreat, but will just sit at the edge of the gravity well instead of jumping. To fix this, just switch active player, disable the AI and give those units a new order. &lt;br /&gt;
*&#039;&#039;&#039;[d] - Instant Build times:&#039;&#039;&#039; All ships, structures, upgrades, strikecraft etc. build times are built near instantly. &lt;br /&gt;
*&#039;&#039;&#039;[e] - Instant Ability Cooldowns:&#039;&#039;&#039; All ability cooldowns set to zero.&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &lt;br /&gt;
*&#039;&#039;&#039;[f] - No slot Restriction:&#039;&#039;&#039; Structures can be built regardless of planet slot restrictions. &lt;br /&gt;
*&#039;&#039;&#039;[g] - Infinite Antimatter:&#039;&#039;&#039; Slightly misleading, it sets all antimatter costs to zero.&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &lt;br /&gt;
*&#039;&#039;&#039;[h] - Max Planet Population:&#039;&#039;&#039; Instantly gives each planet the maximum available population. Note this is not the maximum for that planet overall, but the maximum for that planet population upgrade. For that, use the give all planet upgrades command.&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &lt;br /&gt;
*&#039;&#039;&#039;[i] - Weapons Disabled:&#039;&#039;&#039; This is misleading because it only prevents each ship from firing at any new targets it acquires. Old attack orders will still be carried out and weapons will still fire at other ships that aren&#039;t being target. Thus its most useless. Better to just set auto attack off for all ships involved. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[c] - Change Entity Menu&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Contains several useful commands that will be applied to a selected entity or entities.&lt;br /&gt;
&lt;br /&gt;
*[a] - Damage: Damages the selected entity. Seems to a certain percent of total hull and/or shields, perhaps 20%. Can be used on planets as well. If the entity&#039;s hit points would be set to 0, it is destroyed. &lt;br /&gt;
*[b] - Kill: Instantly destroys the selected entity. Cannot be used on planets. &lt;br /&gt;
*[c] - Kill All Pirates: Instantly destroyers all pirate ships and defeats the pirate player (thus no more pirate raids). Pirate bases become colonizeable but any pirate structures (like turrets) remain. &lt;br /&gt;
*[d] - Spawn Pirate Raid: Instantly triggers a pirate raid if pirates are still active. Useful for testing pirate mods. &lt;br /&gt;
*[e] - Colonize Planet: Immediately colonizes the selected planet for your current player. &lt;br /&gt;
*[f] - Give Experience: Raises the targeted capitalship&#039;s level by one point. &lt;br /&gt;
*[g] - Give all planet upgrades: Gives the selected planet all available upgrades. Won&#039;t change your capital unless you don&#039;t have one. &lt;br /&gt;
*[h] - Remove all buffs: Removes all buff effects from the targeted entity. Note passive abilities will just immediately be reapplied. &lt;br /&gt;
*[i] - physics drifting testbed: Needs to be used on a fleet, it takes all the ships and sends them back to previous fleet point, where the AI then attempts to rebuild the formation. Good for working out clipping or fleet positioning issues. &lt;br /&gt;
*[j] - Change Asteroids: Allows you to change the type of aesthetic asteroids in the particular gravity. You can even set things not possible for that entity type, like an asteroid field within a terran gravity well. Good for cinematic shots. &lt;br /&gt;
*[k] - Change Dustclouds: Like change asteroids, allows you to change the aesthetic dust clouds in a gravity well. Not as noticeable however, and sadly rings are not included. &lt;br /&gt;
*[l] - RotateEntity: Rotates the selected entity clockwise while you hold the button down. Useful for immobile entities like structures, and can even be used to speed up planet rotation. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[d] - Change Player Menu&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Contains several options to manipulate player settings.&lt;br /&gt;
&lt;br /&gt;
*[a] - Change Active Player: Changes which player you are in control of. Rather than selecting a particular player, player 0 will become player 1 etc. and then wrap around each. &lt;br /&gt;
*[b] - Change active player isAI: Toggles AI on or off for whatever player you are controlling. Can be used to disable a player momentarily, observe the AI&#039;s commands or play with an assistant AI. &lt;br /&gt;
*[c] - Change Race: Changes the current player&#039;s race in alphabetical order of the player.entity files. While existing units won&#039;t be changed, shipyards, research lab etc. seem to carry over. Note this may cause minidumps (especially since you can select the pirates this way) and should be avoided. &lt;br /&gt;
*[d] - Change Color: Switches between the various player colors, even if they are already used. &lt;br /&gt;
*[e] - Change theme: Switches between the various player symbols, even if they are already used. &lt;br /&gt;
*[f] - Change Picture: Switches between the various player pictures for that faction. &lt;br /&gt;
*[g] - Give Resources: Gives all players 1000 metal and crystal. &lt;br /&gt;
*[h] - Give Credits: Gives all players 1000 credits. &lt;br /&gt;
*[i] - Give All research: Give all players all research, except for artifacts. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[e] - Change AI Menu&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Options to adjust the AI. Some options and perhaps this whole menu is for Diplomacy only&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[a] AI Disabled &#039;&#039;&#039;- Allows you to disable or enable all AI players.* &lt;br /&gt;
*&#039;&#039;&#039;[b] Auto Cast Disabled&#039;&#039;&#039; - Allows you to enable or disable autocast on all entities.* &lt;br /&gt;
*&#039;&#039;&#039;[c] Auto Attack Disabled&#039;&#039;&#039; - Enables or Disables auto attack on most units. Units that have manually had this setting changed or have auto attack disabled by default seem unaffected.* &lt;br /&gt;
*&#039;&#039;&#039;[d] AI Always Accepts Alliances&#039;&#039;&#039; - Toggle that forces the AI to accept your alliances, regardless of diplomatic status. May not work on locked teams.* &lt;br /&gt;
*&#039;&#039;&#039;[e] Give Relationship&#039;&#039;&#039; - Increases your relationship status with all players by 0.1.* &lt;br /&gt;
*&#039;&#039;&#039;[f] Take Relationship&#039;&#039;&#039; - Decreases your relationship status with all players by 0.1.* &lt;br /&gt;
*&#039;&#039;&#039;[g] Give Envoy Bonus &#039;&#039;&#039;- Increases the envoy bonus relations modifier with all players by 0.5.* &lt;br /&gt;
*&#039;&#039;&#039;[h] Give Quest&#039;&#039;&#039; - Not sure what this is, selecting it had no visible effect. &lt;br /&gt;
*&#039;&#039;&#039;[i] Send Taunt&#039;&#039;&#039; - Not sure what this is, selecting it had no visible effect. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[f] - Spawn Entity&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Allows you to spawn capitalships, frigates, planet bonuses, cannon shells, or debris for a selected player. Options are populated from the player.entity file. Very useful for spawning specific units or fleets to test.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[g] - Single Step&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Allows you to move the game by one frame while paused.*&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[h] - AutoSingleStepRate&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Sets the game to automatically do x amount of single steps while the game is paused. Essentially puts the game in slow motion for low values, begins to look like lag for higher ones.*&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[i] - Take Screenshot on singlestep&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Toggles whether you want the game to take a screenshot with a manual single step.*&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[j] - Change Build Speed&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Switches the build speed setting in game.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[k] - Change Culture Speed&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Switches the culture rate setting in game.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[l] - Change income rate speed&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Switches the income rate setting in game.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[m] - Change Research Speed&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Switches the research speed setting in game.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[n] - Change physics Speed&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Switches the physics speed option in game.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[o] - Change Fleet Supply Scalar&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Switches the fleet supply setting in game.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[p] - Spawn Random Event&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Lets you spawn most of the random events if you have the Stellar Phenomenon DLC. Only the Partisans and Open Rebellion events are unavailable, but the new culture flip option in change entity allows you to test that one.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Overlays Menu [b]&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039; All commands in the Overlays section are toggles for windows that show various statistics. Some do overlap and can be difficult to use all at once. I assume it is safe to use these in a multiplayer game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[a] - Show FPS:&#039;&#039;&#039;&amp;amp;nbsp;Brings up a one line window in the upper left behind the Dev commands window. Displays your frames per second, good for performance testing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[b] - Show Profiler:&amp;amp;nbsp;&#039;&#039;&#039;Not entirely sure what this is for. Brings up a window in the upper left (behind Show FPS) that says something about nodes, worst time and call count. Since I had zero nodes while testing I was unable to see what it does.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[c] - Show Memory:&amp;amp;nbsp;&#039;&#039;&#039;This gave me a one line window where Show FPS was with a red error message saying &amp;quot;No Memory Info Available&amp;quot;. Thus I was unable to figure out what this displays. If this function works on someones machine please leave a post detailing the statistics it displays.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[d] - Show Entity Type Counts:&amp;amp;nbsp;&#039;&#039;&#039;A very useful large window on the middle right that displays the number of each type of entity (stars, frigates, research, abilities, buffs etc.) currently in the game. Can be used for map testing, AI analysis, ability testing, anything where the number of an entity type is important.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[e] - Show Times:&amp;amp;nbsp;&#039;&#039;&#039;A small window in the upper left below show FPS and in front of Show Profiler. It seems to display the number of real and game (non-paused) seconds that have elapsed, as well as something about &amp;quot;Queued Ticks&amp;quot;(?).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[f] - Show Network State:&amp;amp;nbsp;&#039;&#039;&#039;Creates a large menu in the upper left below show FPS and in front of Show Profiler and Show Times. Gives ICO and LAN status, server status, and some statistics about each player like latency, Sim Updates etc. Must have for network/lag troubleshooting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[g] - Show Commands:&amp;amp;nbsp;&#039;&#039;&#039;Toggles a very large window on the right over the Show Entity Type Counts menu. Seems to count the number of times a large list of commands (Ping, purchase capitalship level etc.) have occurred in the current game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[h] - Show Client Update Status:&#039;&#039;&#039;&amp;amp;nbsp;No window appeared after enabling this. I suspect it may only work in network/ICO games.*&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[i] - Show Effect Status:&amp;amp;nbsp;&#039;&#039;&#039;Brings up a window in the central upper part of the screen that counts the number of all categories of various effects, the number of those effects that have been terminated, and most importantly the memory usage of each category. Useful for identifying which effects types are slowing your mod down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[j] - Show Particles Status:&#039;&#039;&#039;&amp;amp;nbsp;Brings up a large window in the upper left below FPS and in front of all the previous commands. Shows a lot of statistics about individual particle effects, including which ones are actively being rendered, a count of the current particle and simulation pool, which particles are using the most memory, and the total number of each specific particles both on screen and generated gamewide. Somewhat overlaps show effects status but since the window background is partly transparent they should be useable together.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[k] - Show Bloom Composition Steps:&amp;amp;nbsp;&#039;&#039;&#039;Brings up four red boxes in the upper left screen in front of everything. It seems to be a mini-rendering window that shows just the bloom on your current screen at different resolutions (if you have it enabled). I&#039;m sure its uses are obvious to someone who knows what exactly bloom is and wants to mod it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[l] - Show Shaders:&amp;amp;nbsp;&#039;&#039;&#039;Brings up a window in the middle right above Entity Type Counts and Commands. It shows all the shaders being used by the game and the &amp;quot;technique&amp;quot; they are being used with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[m] - Show Direct3D setup:&amp;amp;nbsp;&#039;&#039;&#039;Toggles a menu in the very upper right in front of everything except show shaders. Gives your resolution, device type, and other statistics that would presumably be useful for Direct3D troubleshooting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[n] - Show Textures:&amp;amp;nbsp;&#039;&#039;&#039;Brings up a large menu starting from the upper left that shows the total amount of loaded textures and the amount of memory they are using. It also shows the &amp;quot;worst textures&amp;quot; that take up the most memory (the Advent Starbase seems to win by a large margin) and some statistics about them. Extremely useful for optimizing textures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[o] - Show Sounds:&amp;amp;nbsp;&#039;&#039;&#039;Toggles a menu in the upper left hand corner that oddly displays CPU usage as well as sound channel information, the number of sounds currently playing, and the channel and volume of each sound.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[p] - Show Music:&amp;amp;nbsp;&#039;&#039;&#039;Brings up a menu in the upper right behind everything but show entity types and commands. Show the currently playing track, the current action and emotion levels, some statistics that determine these, and the track playing at each location you have visited and how many seconds of each track that have already played. A must have for configuring custom music, or just trying to understand how the music system works.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[q] - Show Entity Create Counts:&amp;amp;nbsp;&#039;&#039;&#039;Brings up a window across the entire left screen that shows the number of each individual entity created so far in the game, starting with the ones that have the most. Note that this can cause an extreme performance decrease (I went from 60 fps to 10) while this is shown, so you should only use it while paused. Very useful for tracking a specific entity in the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[r] - Reset Entity Create Count:&amp;amp;nbsp;&#039;&#039;&#039;Okay, this the one thing in this menu that is not a toggleable window. This resets the data shown in Entity Create Counts, so if you are only interested in tracking entities after a certain point in game (or you want to use that tool with a decent fps) this could come in handy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[s] - Show Market Status:&amp;amp;nbsp;&#039;&#039;&#039;Toggles a menu in the upper right that displays most of the market variables, such as the state, crash and boom threshold of each resource, when the game will check again for a crash/boom etc. If your mod changes the market settings or you are curious to how this system works, you probably want to use this quite a bit.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Vyvanseonline</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Developer_EXE&amp;diff=6501</id>
		<title>Developer EXE</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Developer_EXE&amp;diff=6501"/>
		<updated>2016-10-10T04:15:37Z</updated>

		<summary type="html">&lt;p&gt;Vyvanseonline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The Developer.exe is a modding tool that can be found in your main Sins of a Solar Empire folder &#039;&#039;&#039;&#039;&#039;[[Install_Directory|&amp;lt;Sins Path&amp;gt;]]&#039;&#039;&#039;&#039;&#039;,&amp;amp;nbsp;along with the regular game.exe. There is one for each version of Sins you have, and are named Sins of a Solar Empire [Version] Dev.exe. They are updated automatically with the base game via Steam.&lt;br /&gt;
&lt;br /&gt;
Most features of the Developer are accessed through a special menu that is brought up by pressing [&#039;&#039;&#039;ctrl+shift+.&#039;&#039;&#039;]. All the commands should work the same on all versions of Sins, though some features may not be present in all versions.&lt;br /&gt;
&lt;br /&gt;
The dev.exe has its own mod folder in Rebellion, so for testing mods you must start the dev.exe once to create the mod folder, then move any mods you&#039;re working with to the newly created dev mod folder.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Update&#039;&#039;&#039;: As of Rebellion version 1.84, the dev.exe has its own set of setting, camera and UI mapping files. It will no longer override your standard settings file. Earlier versions and expansions will have the dev.exe replace these files.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Special Features&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
In addition to the commands that are defined below, the Developer.exe has several built in special features that are always active and a big help with testing mods. These include.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Show Errors and Logging&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
On starting the Developer.exe for the first time, the game will rewrite your settings file. Your achievements will be okay but most other information, including hot keys, player name, resolution settings etc. all return to default, so make a back up of your user/diplomacyuser files so you paste them back into your App Data Settings folder when you are done. While this is a pain, this will allow the Dev.exe to display any errors it encounter in game right when it encounters them, which is crucial for debugging mods. Also the Dev generates a log of these error messages and tons of other useful info in your AppData debug folder (the log name is displayed on the Dev menu bar). These two features are really the only way to get useful data about crashes, so learn to use them.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;File Reloading&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Dev.exe supports the reloading of several file types in game. This means if you change one of these supported file types in a mod, the game will immediately reload the file with any changes on the spot. For things like entity weapon visual settings, textures and other files where you really have to see the effects in the game engine, this saves you a ton of time that would have been wasting by exiting and relaunching Sins every time you had to make a change. Supported file types include (though there may be others) all entities, textures (though some visuals like tech trees and most UI are only generated at the beginning of the game and thus this doesn&#039;t help you), meshes, and string files. Note .manifest files do not reload, so if you need to add an entirely new file you still need to exit the game.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Change Galaxy Menu [a]&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
Note: Most if not all commands in this menu will result in a desync if used in a multiplayer game. You can still play the game but spawned units and the like will not be visible to the other player. Things like Setup Quick Play and Overrides may work better, but try to have you and your friends apply them at the same time to try and avoid problems.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[a] - Setup Quick Play&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Triggers a variety of factors for faster gameplay. All build times are set to zero, planet slots are ignored, all research is given (including artifacts), 1000000 of each resource is given, and game speeds are increased. Essentially a one click trainer mode.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[b] - Overrides Menu&amp;amp;nbsp;&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Contains several useful toggle options.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[a] - All Entities Detected:&#039;&#039;&#039; Toggles the ability to detect all entities regardless of whether you have a unit in the gravity well or not. It also reveals unexplored planets. Good for map testing/analysis. &lt;br /&gt;
*&#039;&#039;&#039;[b] - Damage disabled:&#039;&#039;&#039; Prevents any entity from taking damage. Unlike the invulnerability buff units will still attack and use abilities as normal. Good for testing weapon effects or watching long battles. &lt;br /&gt;
*&#039;&#039;&#039;[c] - Hyperspace Disabled:&#039;&#039;&#039; Prevents all units from phase jumping to a different planet. Note since it doesn&#039;t apply the phase jump disabled buff the AI will still attempt to retreat, but will just sit at the edge of the gravity well instead of jumping. To fix this, just switch active player, disable the AI and give those units a new order. &lt;br /&gt;
*&#039;&#039;&#039;[d] - Instant Build times:&#039;&#039;&#039; All ships, structures, upgrades, strikecraft etc. build times are built near instantly. &lt;br /&gt;
*&#039;&#039;&#039;[e] - Instant Ability Cooldowns:&#039;&#039;&#039; All ability cooldowns set to zero.&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &lt;br /&gt;
*&#039;&#039;&#039;[f] - No slot Restriction:&#039;&#039;&#039; Structures can be built regardless of planet slot restrictions. &lt;br /&gt;
*&#039;&#039;&#039;[g] - Infinite Antimatter:&#039;&#039;&#039; Slightly misleading, it sets all antimatter costs to zero.&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &lt;br /&gt;
*&#039;&#039;&#039;[h] - Max Planet Population:&#039;&#039;&#039; Instantly gives each planet the maximum available population. Note this is not the maximum for that planet overall, but the maximum for that planet population upgrade. For that, use the give all planet upgrades command.&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &lt;br /&gt;
*&#039;&#039;&#039;[i] - Weapons Disabled:&#039;&#039;&#039; This is misleading because it only prevents each ship from firing at any new targets it acquires. Old attack orders will still be carried out and weapons will still fire at other ships that aren&#039;t being target. Thus its most useless. Better to just set auto attack off for all ships involved. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[c] - Change Entity Menu&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Contains several useful commands that will be applied to a selected entity or entities.&lt;br /&gt;
&lt;br /&gt;
*[a] - Damage: Damages the selected entity. Seems to a certain percent of total hull and/or shields, perhaps 20%. Can be used on planets as well. If the entity&#039;s hit points would be set to 0, it is destroyed. &lt;br /&gt;
*[b] - Kill: Instantly destroys the selected entity. Cannot be used on planets. &lt;br /&gt;
*[c] - Kill All Pirates: Instantly destroyers all pirate ships and defeats the pirate player (thus no more pirate raids). Pirate bases become colonizeable but any pirate structures (like turrets) remain. &lt;br /&gt;
*[d] - Spawn Pirate Raid: Instantly triggers a pirate raid if pirates are still active. Useful for testing pirate mods. &lt;br /&gt;
*[e] - Colonize Planet: Immediately colonizes the selected planet for your current player. &lt;br /&gt;
*[f] - Give Experience: Raises the targeted capitalship&#039;s level by one point. &lt;br /&gt;
*[g] - Give all planet upgrades: Gives the selected planet all available upgrades. Won&#039;t change your capital unless you don&#039;t have one. &lt;br /&gt;
*[h] - Remove all buffs: Removes all buff effects from the targeted entity. Note passive abilities will just immediately be reapplied. &lt;br /&gt;
*[i] - physics drifting testbed: Needs to be used on a fleet, it takes all the ships and sends them back to previous fleet point, where the AI then attempts to rebuild the formation. Good for working out clipping or fleet positioning issues. &lt;br /&gt;
*[j] - Change Asteroids: Allows you to change the type of aesthetic asteroids in the particular gravity. You can even set things not possible for that entity type, like an asteroid field within a terran gravity well. Good for cinematic shots. &lt;br /&gt;
*[k] - Change Dustclouds: Like change asteroids, allows you to change the aesthetic dust clouds in a gravity well. Not as noticeable however, and sadly rings are not included. &lt;br /&gt;
*[l] - RotateEntity: Rotates the selected entity clockwise while you hold the button down. Useful for immobile entities like structures, and can even be used to speed up planet rotation. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[d] - Change Player Menu&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Contains several options to manipulate player settings.&lt;br /&gt;
&lt;br /&gt;
*[a] - Change Active Player: Changes which player you are in control of. Rather than selecting a particular player, player 0 will become player 1 etc. and then wrap around each. &lt;br /&gt;
*[b] - Change active player isAI: Toggles AI on or off for whatever player you are controlling. Can be used to disable a player momentarily, observe the AI&#039;s commands or play with an assistant AI. &lt;br /&gt;
*[c] - Change Race: Changes the current player&#039;s race in alphabetical order of the player.entity files. While existing units won&#039;t be changed, shipyards, research lab etc. seem to carry over. Note this may cause minidumps (especially since you can select the pirates this way) and should be avoided. &lt;br /&gt;
*[d] - Change Color: Switches between the various player colors, even if they are already used. &lt;br /&gt;
*[e] - Change theme: Switches between the various player symbols, even if they are already used. &lt;br /&gt;
*[f] - Change Picture: Switches between the various player pictures for that faction. &lt;br /&gt;
*[g] - Give Resources: Gives all players 1000 metal and crystal. &lt;br /&gt;
*[h] - Give Credits: Gives all players 1000 credits. &lt;br /&gt;
*[i] - Give All research: Give all players all research, except for artifacts. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[e] - Change AI Menu&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Options to adjust the AI. Some options and perhaps this whole menu is for Diplomacy only&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[a] AI Disabled &#039;&#039;&#039;- Allows you to disable or enable all AI players.* &lt;br /&gt;
*&#039;&#039;&#039;[b] Auto Cast Disabled&#039;&#039;&#039; - Allows you to enable or disable autocast on all entities.* &lt;br /&gt;
*&#039;&#039;&#039;[c] Auto Attack Disabled&#039;&#039;&#039; - Enables or Disables auto attack on most units. Units that have manually had this setting changed or have auto attack disabled by default seem unaffected.* &lt;br /&gt;
*&#039;&#039;&#039;[d] AI Always Accepts Alliances&#039;&#039;&#039; - Toggle that forces the AI to accept your alliances, regardless of diplomatic status. May not work on locked teams.* &lt;br /&gt;
*&#039;&#039;&#039;[e] Give Relationship&#039;&#039;&#039; - Increases your relationship status with all players by 0.1.* &lt;br /&gt;
*&#039;&#039;&#039;[f] Take Relationship&#039;&#039;&#039; - Decreases your relationship status with all players by 0.1.* &lt;br /&gt;
*&#039;&#039;&#039;[g] Give Envoy Bonus &#039;&#039;&#039;- Increases the envoy bonus relations modifier with all players by 0.5.* &lt;br /&gt;
*&#039;&#039;&#039;[h] Give Quest&#039;&#039;&#039; - Not sure what this is, selecting it had no visible effect. &lt;br /&gt;
*&#039;&#039;&#039;[i] Send Taunt&#039;&#039;&#039; - Not sure what this is, selecting it had no visible effect. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[f] - Spawn Entity&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Allows you to spawn capitalships, frigates, planet bonuses, cannon shells, or debris for a selected player. Options are populated from the player.entity file. Very useful for spawning specific units or fleets to test.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[g] - Single Step&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Allows you to move the game by one frame while paused.*&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[h] - AutoSingleStepRate&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Sets the game to automatically do x amount of single steps while the game is paused. Essentially puts the game in slow motion for low values, begins to look like lag for higher ones.*&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[i] - Take Screenshot on singlestep&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Toggles whether you want the game to take a screenshot with a manual single step.*&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[j] - Change Build Speed&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Switches the build speed setting in game.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[k] - Change Culture Speed&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Switches the culture rate setting in game.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[l] - Change income rate speed&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Switches the income rate setting in game.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[m] - Change Research Speed&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Switches the research speed setting in game.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[n] - Change physics Speed&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Switches the physics speed option in game.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[o] - Change Fleet Supply Scalar&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Switches the fleet supply setting in game.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[p] - Spawn Random Event&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Lets you spawn most of the random events if you have the Stellar Phenomenon DLC. Only the Partisans and Open Rebellion events are unavailable, but the new culture flip option in change entity allows you to test that one.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Overlays Menu [b]&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039; All commands in the Overlays section are toggles for windows that show various statistics. Some do overlap and can be difficult to use all at once. I assume it is safe to use these in a multiplayer game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[a] - Show FPS:&#039;&#039;&#039;&amp;amp;nbsp;Brings up a one line window in the upper left behind the Dev commands window. Displays your frames per second, good for performance testing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[b] - Show Profiler:&amp;amp;nbsp;&#039;&#039;&#039;Not entirely sure what this is for. Brings up a window in the upper left (behind Show FPS) that says something about nodes, worst time and call count. Since I had zero nodes while testing I was unable to see what it does.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[c] - Show Memory:&amp;amp;nbsp;&#039;&#039;&#039;This gave me a one line window where Show FPS was with a red error message saying &amp;quot;No Memory Info Available&amp;quot;. Thus I was unable to figure out what this displays. If this function works on someones machine please leave a post detailing the statistics it displays.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[d] - Show Entity Type Counts:&amp;amp;nbsp;&#039;&#039;&#039;A very useful large window on the middle right that displays the number of each type of entity (stars, frigates, research, abilities, buffs etc.) currently in the game. Can be used for map testing, AI analysis, ability testing, anything where the number of an entity type is important.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[e] - Show Times:&amp;amp;nbsp;&#039;&#039;&#039;A small window in the upper left below show FPS and in front of Show Profiler. It seems to display the number of real and game (non-paused) seconds that have elapsed, as well as something about &amp;quot;Queued Ticks&amp;quot;(?).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[f] - Show Network State:&amp;amp;nbsp;&#039;&#039;&#039;Creates a large menu in the upper left below show FPS and in front of Show Profiler and Show Times. Gives ICO and LAN status, server status, and some statistics about each player like latency, Sim Updates etc. Must have for network/lag troubleshooting.&lt;br /&gt;
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&#039;&#039;&#039;[g] - Show Commands:&amp;amp;nbsp;&#039;&#039;&#039;Toggles a very large window on the right over the Show Entity Type Counts menu. Seems to count the number of times a large list of commands (Ping, purchase capitalship level etc.) have occurred in the current game.&lt;br /&gt;
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&#039;&#039;&#039;[h] - Show Client Update Status:&#039;&#039;&#039;&amp;amp;nbsp;No window appeared after enabling this. I suspect it may only work in network/ICO games.*&lt;br /&gt;
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&#039;&#039;&#039;[i] - Show Effect Status:&amp;amp;nbsp;&#039;&#039;&#039;Brings up a window in the central upper part of the screen that counts the number of all categories of various effects, the number of those effects that have been terminated, and most importantly the memory usage of each category. Useful for identifying which effects types are slowing your mod down.&lt;br /&gt;
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&#039;&#039;&#039;[j] - Show Particles Status:&#039;&#039;&#039;&amp;amp;nbsp;Brings up a large window in the upper left below FPS and in front of all the previous commands. Shows a lot of statistics about individual particle effects, including which ones are actively being rendered, a count of the current particle and simulation pool, which particles are using the most memory, and the total number of each specific particles both on screen and generated gamewide. Somewhat overlaps show effects status but since the window background is partly transparent they should be useable together.&lt;br /&gt;
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&#039;&#039;&#039;[k] - Show Bloom Composition Steps:&amp;amp;nbsp;&#039;&#039;&#039;Brings up four red boxes in the upper left screen in front of everything. It seems to be a mini-rendering window that shows just the bloom on your current screen at different resolutions (if you have it enabled). I&#039;m sure its uses are obvious to someone who knows what exactly bloom is and wants to mod it.&lt;br /&gt;
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&#039;&#039;&#039;[l] - Show Shaders:&amp;amp;nbsp;&#039;&#039;&#039;Brings up a window in the middle right above Entity Type Counts and Commands. It shows all the shaders being used by the game and the &amp;quot;technique&amp;quot; they are being used with.&lt;br /&gt;
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&#039;&#039;&#039;[m] - Show Direct3D setup:&amp;amp;nbsp;&#039;&#039;&#039;Toggles a menu in the very upper right in front of everything except show shaders. Gives your resolution, device type, and other statistics that would presumably be useful for Direct3D troubleshooting.&lt;br /&gt;
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&#039;&#039;&#039;[n] - Show Textures:&amp;amp;nbsp;&#039;&#039;&#039;Brings up a large menu starting from the upper left that shows the total amount of loaded textures and the amount of memory they are using. It also shows the &amp;quot;worst textures&amp;quot; that take up the most memory (the Advent Starbase seems to win by a large margin) and some statistics about them. Extremely useful for optimizing textures.&lt;br /&gt;
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&#039;&#039;&#039;[o] - Show Sounds:&amp;amp;nbsp;&#039;&#039;&#039;Toggles a menu in the upper left hand corner that oddly displays CPU usage as well as sound channel information, the number of sounds currently playing, and the channel and volume of each sound.&lt;br /&gt;
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&#039;&#039;&#039;[p] - Show Music:&amp;amp;nbsp;&#039;&#039;&#039;Brings up a menu in the upper right behind everything but show entity types and commands. Show the currently playing track, the current action and emotion levels, some statistics that determine these, and the track playing at each location you have visited and how many seconds of each track that have already played. A must have for configuring custom music, or just trying to understand how the music system works.&lt;br /&gt;
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&#039;&#039;&#039;[q] - Show Entity Create Counts:&amp;amp;nbsp;&#039;&#039;&#039;Brings up a window across the entire left screen that shows the number of each individual entity created so far in the game, starting with the ones that have the most. Note that this can cause an extreme performance decrease (I went from 60 fps to 10) while this is shown, so you should only use it while paused. Very useful for tracking a specific entity in the game.&lt;br /&gt;
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&#039;&#039;&#039;[r] - Reset Entity Create Count:&amp;amp;nbsp;&#039;&#039;&#039;Okay, this the one thing in this menu that is not a toggleable window. This resets the data shown in Entity Create Counts, so if you are only interested in tracking entities after a certain point in game (or you want to use that tool with a decent fps) this could come in handy.&lt;br /&gt;
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&#039;&#039;&#039;[s] - Show Market Status:&amp;amp;nbsp;&#039;&#039;&#039;Toggles a menu in the upper right that displays most of the market variables, such as the state, crash and boom threshold of each resource, when the game will check again for a crash/boom etc. If your mod changes the market settings or you are curious to how this system works, you probably want to use this quite a bit.&lt;br /&gt;
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[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Vyvanseonline</name></author>
	</entry>
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