Sins of a Solar Empire II - Game Mod - RRR (Repeatable Research Readjusted) v.5.4.15 - Download

The file RRR (Repeatable Research Readjusted) v.5.4.15 is a modification for Sins of a Solar Empire II, a(n) strategy game. Download for free.

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File Type: Game Mod

File Size: 414.1 MB

Last Update: December 2, 2025

Downloads: 32

Last 7 days: 6

Problems with download? [email protected]

Sins of a Solar Empire II

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Sins of a Solar Empire II

Sins of a Solar Empire II
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Sins of a Solar Empire II

Sins of a Solar Empire II Downloads

RRR (Repeatable Research Readjusted)  is a mod for  Sins of a Solar Empire II, created by EternalLegion. If you end up enjoying this mod please consider supporting it’s creator through buymeacoffee. It’s also worth it to visit the official Discord.

Description:

Total conversion tech mod with heavily edited factions.

This mod will not work with most mods besides maps. This is a full conversion mod that will include more and more as time goes. Will include unit changes, effect changes, etc.

General

  1. Supply for all factions are 2x (4000 and 4800 for Vasari.)
  2. Starting bonuses for each faction.

AI Changes

AI now starts at Hard. Easy and Medium removed. If you played on those choose Hard as AI will attack other AI first.

Please note base game already gives AI income cheats starting at unfair.

Galaxy Generation

  1. Added spawn pools for Advent / Vasari to Militia and Guardian factions. (Map depending)
  2. Increased artifact spawn by 2x and more chances to have planet bonuses. (This should work on any map that doesn't change uniforms)
  3. NPC factions have improved stats and some spawn with Titans.
  4. NPC / Neutral factions can spawn Capital Ships that auto level as game progresses.

Enhanced Effects

  1. Phase Jump effects that are way more visible.
  2. Most weapon effects are more noticeable.
  3. Reduced point defense effect amounts for late game performance.
  4. Missile trails reduced in length but visibility enhanced.

Research Changes

  1. Faction / Race techs to further diversify factions.
  2. Late game techs for almost any changeable stat in the game.
  3. Late game techs arranged for proper AI use.

Titan Changes

  1. 3 Titans with research.
  2. 20 Levels - Level 5 Abilities - Level 5 Ultimates.
  3. Titan weapon unlocks no longer require items.

Capital Ship Changes

  1. 8 Capital Ship Items
  2. 20 Levels - Level 5 Abilities - Level 5 Ultimates
  3. Capital ships have bonuses based on role that increase per level.
  4. Battle - Reduce damage taken
  5. Carrier - Faster strikecraft build
  6. Colony - Passive income
  7. Support - Ability range and cooldown
  8. Siege - Weapon range

Strikecraft Changes

  1. Bombers shoot 100% faster for 50% reduced damage for more active combat. (Same DPS).
  2. Strikecraft per squad reduced but stronger strikecraft for late game performance. (Stacks with bomber change above)
  3. Advent - Bombers 6 to 4 - Fighters 8 to 6
  4. TEC - Bombers 4 to 3 - Fighters 6 to 5
  5. Vasari - Unchanged (Game added fighters(2) and lowered bombers to 3 from 4.)

Defense Changes

  1. Repair structure abilities last 50% longer and heal for 50% more.
  2. Point Defense improvements.
  3. 10 Starbase levels.
  4. Hangar Defense 2x Strikecraft (Structure still costs 2 slots but doubled strikecraft instead) [They're huge and can mess with AI defense placement at 1 cost.]

FACTION CHANGES:

TEC Primacy

  1. Autocannons changed.
  2. Cooldown and damage reduced heavily. (Deals same DPS)
  3. Every bullet fired is now a damage bullet. (No more barrage effect, there is however more bullets.)
  4. Bullets are brighter. (Why have so many bullets if you can't see them!)

TEC Enclave

  1. Autocannons swapped for beam weapons.
  2. Beams use similar color schemes as autocannons.
  3. Techs for stronger defense.
  4. 3 starbase per planet (4 with repeatable)

Advent Reborn

  1. Techs for stronger strikecraft and abilities.
  2. Swarm missile tech for ships with missiles. Fires 1 missile from each missile weapon every second for 10% damage.

Advent Wrath

  1. Techs for combat focus and death by weapon fire.
  2. Uses armor for main base defense stat.
  3. Rapid shield burst but low max shields.

Vasari Alliance

  1. Techs from each faction to improve all aspects.
  2. Attacks that bypass shields and armor to directly damage hull.

Vasari Exodus

  1. Techs to improve and help focus on mobile rulership experience.
  2. Mobile Economy

Scenarios

  1. Scenarios spawn default units at game start and may not match with what faction you're playing. Anything built after game start will be correct.

Things of note

---Damage---

Just because something has really high DPS does not mean it's "broken" or even deals a lot of damage.

Damage dealt to a ship is calculated as 100/(100 + effective Durability) in %.

Effective durability is (Durability - Pierce).

A missile with 0 Pierce hitting 500 durability would deal mere: 100/(100+500) = 16.7% of its original DPS.

Missiles may have high damage but may not always hit.

Sins 2 Official Damage Guide

---Percentages---

A lot of the percentage increases and decreases are actually a "rate" increase and not true value.

What this means is a -100% or +100% cooldown actually means the timer progresses 100% faster or slower.

IE 1 second would be 2 seconds or 0.5 second.

Simple breakdowns below of -% left is value shown in game, right is true change

(-100% is -50% / -200% is -67% / -300% is -75%)

Instructions:

Any major updates to this mod will break saves due to how mod.io is integrated. If you plan to play a save over time I highly recommend manual download.

C:\Users\%User%\AppData\Local\sins2\mods

This mod will not work with most mods besides maps.

This mod adds tags to missiles and structure weapon files and will break if any mods change them.

Includes Elite521's mod. Please go check it out and support as well! Elite521 Modpack

This mod mostly balanced around vanilla. Concepts from the now defunct original mod.

Includes autocast changes from Auto Cast Logic Mod

Integrated MEM included. At the moment MEM undoes AI changes when installed separately above mod. Mod.io

Credit to Arcanical for his original research mod this is based on

  • Last update: Tuesday, December 2, 2025
  • Genre: Strategy
  • File size: 414.1 MB

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