Sins of a Solar Empire II

Sins of a Solar Empire II

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Complete Advent Guide
By z|A|bik2
This guide is meant to boost your understanding of the Advent faction. We will work our way through basic knowledge, and up to some pro tips which will make you one of the best Advent players out there.

If you are completely new to the game, we recommend starting with this guide first: https://wiki.sinsofasolarempire2.com/space/SSEFW/1718714371/Getting+Started+Guide

Please note, that if specific numbers are provided, they relate to the patch 1.32.2 and may be a subject of a change as the game develops.
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Reborn or Wrath?
Before you start any game as Advent, you will also have to make a choice, if you want to be Reborn or Wrath. This choice is more than just pledging your loyalty to a cause, but will determine your playstyle a lot, as each faction gets access to unique features and gameplay.


Advent Reborn focuses on sacrifice and at the same time resurrections of the fallen. This allows you to sacrifice your ships for some buffs, and once you unlock stronger technologies, you will be able to resurrect your fallen ships, including those sacrificed. Advent lack some of the AOE tools other factions have, but Advent Reborn titan closes this gap, with a powerful AOE ability.
Overall Advent Reborn excel in offense.

Advent Wrath has tools for an economic edge, but it also has access to some support abilities, with global map impact. Alongside with some late game technologies, they become an unstoppable late game force. Their titan lacks AOE abilities, so Advent Wrath does have difficulties with swarms of enemies, however their titan specializes in single target elimination, rivaled only by the Ragnarov titan (TEC Primacy).
Start of the Game
Unlike TEC, your homeworld is a desert planet. This also means your homeworld has different stats. For example, you can only get 3 levels of commerce, while a terran planet can get 5 levels of commerce.

However, you can get 4 leves of mining, while terran is limited to 3 levels.
In plain language, it means you will have significantly less credit income, but more resource income, than a TEC player – when it comes to your homeworld.

The economic difference does not translate directly to some kind of advantage or disadvantage. Your units have very different cost, and you even have units which cost exclusively metal and crystal, so the benefit of stronger resource economy is even higher.



Your first decision as the fresh assigned commander will be about a capital ship. In fact, it will be the capital ship, so picking the right one is extremely important. Your first capital ship will be free. Technically all capital ships cost same amount of exotics, but they cost different types of exotics, which make some capital ships somewhat harder to acquire. But that’s more of a pro level tip, and it should not bother you until you become a real expert of the game.

And we still have to make a choice, which capital ship to build. There are 5 to choose from, and all have their strength and weaknesses. For your first playthroughs we recommend going with the Progenitor Mothership, as it provides you with a colonization ability, and brings nice support features.

When compared to an Akkan Battlecruiser, Progenitor Mothership brings much more firepower, and even has high pierce weaponry, however it’s a much weaker economy tool.
Capital Ships (basics)
With your first capital ship built, it will take time till you gather enough exotics for a second capital ship. However, knowing at least, the basics of other capital ships is mandatory, as AI could field other capships against you.

Radiance Battleship – This is your best combat capital ship. It has excellent weaponry, and is second only to a carrier capitalship in DPS. At the same time it’s your toughest capital ship, with various synergies in this role or tainting enemies and getting stronger from being under focus. Furthermore, Radiance is your best tool at denying enemy abilities, as it can silence enemy ships and it also burns their antimatter reserves, while dealing extra damage. Finally, Radiance has decent AOE ultimate ability, which is very important for an advent player, as we have highlighted at the beginning of this guide.



Progenitor Mothership – We already mentioned the colonization ability and the decent pierce weaponry of Progenitor. It’s worth noting, that Progenitor has the weakest DPS among Advent capital ships, so you should not build too many of those. Progenitor has an excellent AOE heal, which will come in handy to counter enemy weaker AOE abilities. It also has an ability which provides you with Unity points – a mechanic we will talk about in detail later in this guide. Finally, it has a resurrection ability which will come in handy for both Advent factions.



Halcyon Carrier – As the name suggests, it’s your capital ship carrier class. As any carrier capital ship, it has highest DPS, when you account for the strikecraft. Usually it’s very tricky to simply add the strikecraft damage, because most of the damage comes from the bombers, and bombers use missiles, which can be shot down. But Advent bombers are different. They use beams, which are guaranteed to deal damage. So unless your opponent manages to achieve air superiority, Halcyon will provide massive damage output. Halcyon has some nice anti-missile capabilities, but it’s main abilities focus on enhancing the damage of your bombers even more.



Rapture Battlecruiser – Rapture combines a battleship with support abilities. It’s somewhat weaker in terms of direct combat capabilities, but it’s better at supporting your fleet. Early on, Rapture allows to steal a few ships. This ability does not differentiate between a corvette and a heavy cruiser, so you could still the toughest ships from neutral militia, and make some decisive push against your enemy. Rapture also fields a fleet wide debuff, and it’s ultimate acts as an AOE damage dealer.



Revelation Battlecruiser – Even though it’s classified as a battlecruiser, revelation is heavily shifted towards being a support vessel, and it’s fighting capabilities are only slighter higher than that of a Progenitor. Revelation is a very strong ship, but it’s somewhat hard to master. For this reason, we will not dive deeper into the functions of the ship, but to keep you interested, we will just note, that this capital ship was chosen as an opener in the finals of the recent community tournament. So do not let the lower combat stats scare you away from this capital ship.


Basic economy
Advent economy has similarities to that of a TEC player. You make use of credits, metal and crystal – however, as highlighted above, our homeworld has significantly less credit income. At least, this appears to be so at first sight. TEC homeworld provides 17 credits per second, while Advent provides mere 9.2 credits/second. The extra resource income we make, does not make up for almost double credit difference.

However, Advent are all about synergies, and they have a few tricks in their sleeve. We will discuss such tricks in depth in further sections, but for now, it’s important to know, that Advent have a very potent tier 1 civilian tree. To give you some taste just check out the Thriving Desert Cities technology.

You get extra 2 credits/second AND 2 extra slots. And this buff applies to any desert you colonize, not just your homeworld, so if you find a desert close to you, make sure you get it as fast as you can!

Otherwise, Advent benefit from colonization in a same manner TEC do. The faster you colonize, the earlier you get return on your investment. Your economy is somewhat slower to roll, but your ships will be more cost efficient, so in early fights you will usually dominate your opponent.
Frigates Explained
Technically corvettes are their own class, but since they are built from the frigate factory, we will handle them in this section.



As Advent you have 6 ships to chose from. In early game the choice will be easy, since you will only have scouts, Disciple (light frigate), and colonizer frigate unlocked. Both scouts and colonizer lack any weaponary and can perform only 1 job, respectively to their name. Therefore, your only military choice is the disciple frigate.

Even though Disciple is the basic military vessel, it is a good one. In big numbers Disciples will be scary even to capital ships, so never underestimate those guys. It has enough pierce to deal with most frigates and even some cruisers. Overall, it is good at everything but excellent at nothing. When compared to other light frigates, Disciples are most efficient from the get go, but fall to second place, once Vasari research some basic military technologies.



In order to build any other frigate, you will have to conduct research. Let's look at Acolyte Corvette first. It requires T1 military to be researched, which makes it really accessible from the start of the game. Acolyte’s combat capabilities are lowest in the game, with the exception of pure civilian ships. While it’s also the cheapest one, Acolyte is definitely not an efficient combat ship.

However main strength of Acolyte is not it’s fighting power, but it’s support abilities. Acolyte is excellent at restoring antimatter, which can be great for both, your cruisers, and capital ships. Once again, we see, that Advent do not use brute force, but synergy, and they should be played accordingly.



empest Vessel is also locked behind T1 military tree. It is a missile ship, but it’s a complete opposite of the missile ships you may know from TEC or Vasari. It’s missiles have high damage but zero pierce, making Tempests excellent against swarms of weak enemies, but bad against high value targets. Tempests also launch such huge volley of missiles, that it pretty much jams enemy point defense, even such efficient as the one Garda Flak frigate fields.

NOTE: Some of the Advent capital ships make use of the same missile type.



Finally, we have the Purge Vessel. This is your only sub-capital ship, which can bomb planets. But it has no space-to-space weapons, and for this reason Purge Vessel requires escort ships, or for you to completely a planet from any enemy presence


Cruisers Explained
Advent have 6 cruisers to choose from. All of them are locked from the beginning of the game, and can be unlocked with T2 – T4 technologies. The most noticeable change for Sins:Rebellion players would be that flak frigate is a cruiser now, AND it requries T3 military technology access.



The flak cruiser, now called “Vigilis Sentinel”, is the strongest flak ship in the game. It has 7 PD guns, and even some decent bade damage with it’s laser for ship-to-ship combat. It’s only downside, is how late it comes into the game. Advent have no other point defense ship of the sub-capital class, but when you do unlock this ship, you can put a real end to the missile dominance of your enemy.



Aeria Drone Host is your carrier cruiser. Unlike other factions, Aeria can house 3 squadrons, combined with the bigger squadron sizes, this makes Advent dominate in the field of strike craft. However, Aeria does cost more, than a regular carrier, which makes them a perfect target for boarding abilities, such as the pirate crews, or Rapture’s capture ability.



Iconus guardian is a vital support cruiser. It has an ability which redirects 50% of damage dealt to allies, to itself, while it also has a formidable health pool. Iconus pretty much doubles the surviveability of your fleet, and is extremely useful at protecting your capital ships or even titans. Furthermore, Iconus has an upgrade, which allows them in-combat repairs. The latter one is very heavy on antimatter usage, so sprinkling in some corvettes for AM regen might prove useful.



Domina Subjugator is another support cruiser. It’s primary ability allows it to disable an enemy frigate or cruiser. Theoretically a single Domina can disable up to 6 heavy cruisers simultaneously. However, in practice it will disable only 2, unless you provide some significant antimatter regeneration, where once again, advent corvettes could come in handy. However, Domina also has a second ability. This one depletes enemy antimatter reserves. If that does not sound very impressing, that’s because you have not heard the best part of it. Dominas can deplete AM reserves of titans! Abilities make half if not more worth of a titan. And just a bunch of Dominas can completely shut titan abilities down.



Exoria Illuminator is your anti-heavy cruiser. And it’s very unique at how it performs this role. Exorias are somewhat weaker in terms of combating a single high value target, but they have secondary beams, which allow them to win fleet engagements. So you cannot outperform javelis frigates at killing a specific capital ship, but you can for sure win the fleet engagement following the kill of a capital ship.



Destra Crusader is heaviest heavy cruiser out there. It’s extra tough, and it has an extra punch force with whopping 1.000 pierce! Destra is an excellent ship to field, when you face starbases or titans. Destras are real giant slayers, but you have to keep in mind, that as any specialized ships, they will underperform in other tasks, like fighting swarms of enemies.

Advent Structures
Just as every other faction, Advent have their structures divided into 2 categories: civilian and military. The starting pool of structures is limited to factories, labs and some basic defenses, but you will unlock many more, as the game progresses.



Civilian Structures

Tier 1 civilian unlocks the Temple of Communion – your culture building, and Temple of Union – a unique building attached to the Unity mechanic, which we will discuss in a later chapter. Advent are known for their dominant culture, and one of the reasons is that they get it this early. While the culture spread scales with number of temples you build, placing even 1 at the start of the game allows you to spread your culture far away from your homeworld.

And Advent have one of the strongest in-culture economic buffs, so once you unlock it, you will benefit from the extra income directly from multiple planets under your control. It’s also important to note, that unlike Sins:Rebellion, culture no longer “flips” control of a planet. But there are some new mechanics revolving around culture, we will discuss in a dedicated section.



In tier 2 you will unlock orbital extractors, which can significantly boost your metal & crystal income.



Finally, in tier 3 you will unlock the exotic refineries – a building which allows you to create exotic resources, and therefore unlocks access to strongest mechanics in the game. We also have the titan factory among civilian structures. This one is unlocked through military tree, but since it uses logistic slots, it’s classified as a civilian structure.



Military Structures

From the get go you have access to 2 types of turrets. Laser defense platforms are cheaper and excel at fighting swarms, while Beam Defense Platforms will make sure to leave a hole in an enemy capital ship attempting to bombard your planet. As Advent you do not have “repair bays”, instead your frigate factory has an upgrade which allows you to repair your ships.



Already in first military tier you will be able to unlock Hangars – a basic defense structure fielding strikecraft. It’s excellent at protecting your worlds from simple bypassing – a technic where an enemy does not engage your frontline worlds, and goes directly for worlds behind the front line. But it’s also a great tool, if you do not want to micromanage your turret position.

Temple of Renewal is a tier 2 military building, which restores antimatter for ships nearby. This comes very handy to boost your support cruisers, while you are on defense. But Temple of Renewal has an upgrade, which allows it to restore shields as well. When combined with frigate factory repairs, this can make Advent defenses to have best heal among all factions!



Furthermore, you have access to Transcencia class starbase. This is a mighty defensive structure, which comes with 44 medium laser turrets and 16 PD laser guns from the second it’s constructed. However, it’s true strength comes from the modules which can be installed.



And finally, the pinnacle of advent defense structures is the Deliverence Engine. This is a superweapon class structure, which can fire at nearby planets and spread culture. Depending on your faction, you get a different secondary ability as well. Advent Wrath can convert enemy ships, while Advent Reborn can resurrect their fallen ships.

Unity Mechanic
It’s time to talk about the unique Advent mechanic.

In it’s core, Unity provides you with 5 unique abilities, which can be casted globaly, sometimes with the restriction which requires you to have dominant culture. Each of the Unity abilities has 3 levels, and they all use “focus” resource for casting.

To upgrade the level of abilities, you need to build Temples of Unity. Each temple provides you with 1 point of Unity. Depending on the strength of the ability, you might need multiple temples to upgrade a level of an ability.

Focus regenerates passively. To increase the speed at which it regenerates you will need to research technologies and build planetary modules.

While the mechanic works similar for both Advent factions, they use different rosters of abilities, making each faction gameplay very different. The only ability which is available to both factions is the “clairvoyance” – an ability, which allows you to receive vision over any planet you have previously discovered.

Clairvoyance costs relatively little focus, but provides great value at gathering information. This also gives you a chance at stealthy gathering of intel, because your opponent would easily see your scout, and be notified, that you are showing interest in scouting him. Clairvoyance is much harder to spot, because the enemy player has to observe the planet you are currently using this ability on, to see the visual animation of Clairvoyance.

This is how it looks for the other player – he sees a bright shining visual in form of an eye. It’s hard to miss if you are looking at the planet, but you do need to look at it. Meanwhile, a scout would be seen even from the far zoom out, in tactical information:



Now, since every other ability is different for each faction, we will cover them separately.
Unity Mechanic – Advent Reborn
Second ability in Advent Reborn’s roster is “Cleanse”. This ability allows you to sacrifice one of your ships to heal every other ship nearby. The ability scales very well with levels, as it starts at 30% at level 1, but reaches 90% heal at level 3, and each level requires only 1 Unity point.

This ability is best used directly after an enemy AOE attack, to restore your units to full health.

Recall allows you to teleport all your ships back to your homeworld. This is an extremely useful ability, if you play with homeworld victory on, as you can never be caught of guard by an enemy. The teleportation also heals your units, so even if you were in a battle, this allows you to restore the fight capabilities of your fleet.

Should you play without the homeworld victory, you can move your homeworld closer to frontlines, and use the ability as a quick regroup tool, where you deal damage to your enemy, but then retreat and heal your units. And since your homeworld would be close to the frontline, you could commence with your second wave attack, before enemy has a chance to heal their wounds.


Sanctify is your fourth ability, designed to heal any friendly planet while rendering it invulnerable. This powerful skill can be utilized on allies, making it an exceptional support tool. The healing provided is a percentage of the target's maximum health, meaning that the tougher the targeted planet, the more effective the healing will be.


Resurrection is your fifth and final ability. As the name suggests, it resurrects a portion of ships killed in a gravity well. This ability is extremely strong, but it has a downside – an extremely high focus cost. For this reason, you cannot really spam the ability, but you most definitely should level it up, as lvl 3 Resurrection can revive almost all of the ships killed on a specific planet.


Unity mechanic does not end here. As Advent Reborn you have access to some unique technologies. One such technology is Soul Reclamation. Once researched, every ship you lose, will grant you a tiny portion of focus. Which then could be used even on such abilities as Resurrection, creating a positive loop, where you lose ships, but gain focus to resurrect them.
Unity Mechanic – Advent Wrath
Just as Advent Reborn, you do have access to Clairvoyance ability. Your second ability is called “Proselytize”. This ability spreads your culture and can be used globally. So you can use it on distant enemy worlds. However, the best use for this ability is to speed your culture spread, where you have a conventional Temple of Communion. Even at level 1 this ability has the strength of 3 temples.

A skillful strategy, when going for economic dominance, is to build an early Temple of Communion, and begin boosting your culture with Proselytize. This way you will be able to get dozens of planets under your culture control, which will result in an immense income boost, once you unlock the crystal income from culture.

Chastise is a very strong support ability, which slows down enemy ships and missiles. Missiles will still hit their targets, but by being slower, you have more time to shoot them down. And by reducing enemy ships’ speed, you can either catch up with a fleeing enemy, or allow an easy retreat from an enemy.


Avatar boosts a single ship with Psi Power. Psi Power is another unique mechanic Advent make us of, and we will cover it in next chapter. Furthermore, all ships around “Avatar” get increased energy weapon damage, and since most Advent weaponry is energy based, it’s a very handy fleet wide buff.

This ability is best synergized with the Coronata Titan, because Coronata’s abilities scale extremely well with the increased Psi Power.


Fifth ability in your roster is fury. It’s an AOE damage ability which you can cast globally, and it has very high pierce, making it great at fighting cruisers and even capitalships. The ability has big radius, however your opponent may still fly outside of it, this is where the ability synergizes with Chastise, as slower ships will remain inside of the damage area for longer period of times.

Another strategy with this ability, is to use it on minor factions, such as pirates. You can safely kill dozens of pirate ships and your capital ship will gain “free” experience from those kills.

The only downside to this ability is a high focus cost. While it does deal good damage, it will not be enough to kill enemy ships in a single cast. And if you have to do multiple casts, you will quickly find out that your focus reserves are limited.


As Advent Wrath, your unique technology is Acclimatization of Will, which provides you with extra focus restore rate, for every planet with your culture dominating. The extra restore rate may seem small, but it scales with every planet you dominate, which sums up for significant impact.
Psi Power
It’s time we talk about another unique mechanic – Psi Power. Psi Power is a fixed resource. You do not deplete it, you just raise it’s value, and the higher the Psi Power value is, the bigger benefits you get.

The benefits you get revolve around making your abilities stronger. Cruiser abilities do not benefit from Psi Power, but almost all capital ship, titan and starbase abilities do get bonuses from Psi Power.

There is no universal formula or rule, how much stronger an ability gets through Psi. Some abilities may get 1% strength per 100 Psi, some may get 100% buff. The rule of thumb is that if an ability is strong as it is, it will get smaller bonuses from Psi, while abilities with low base values will get significantly improved.

To increase Psi, you can research technologies, install modules, or use abilities like Avatar (Unity mechanic). Psi from research will be global, while Psi from modules or abilities will have limited effect, either to a specific ship or to a specific gravity well.

Psi Power buffs are always linear. So if you double your Psi, you will double the Psi effect.

To get a feeling for how Psi affects your abilities, let’s look at a Radiance Battleship. We will research Novice Psi Training from T1 military tree, to get 20 Psi Power. This 20 Psi Power will be total Psi Power affecting our Radiance with no other Psi Power sources.

Our first ability is Detonate Antimatter. It depletes enemy antimatter reserves, and deals damage to a ship. If you look closely at the ability stats, you will note, that there is 100% damage in white color, and then there is also +100% damage in purple color. Buffs from Psi Power are always indicated as a purple number. In this case we got +100% extra damage just from 20 Psi. This means, that we get extra 5% damage for every Psi point our Radiance gets.

It’s clear that Psi is extra great for this ability. You may also think, that the Psi buff is over powered here, however, if we investigate further, it will become clear, that the ability is not broken in terms of damage. The extra 100% damage we deal, equates to extra 10 damage per second, or 50 damage total. So even if we were to get 100 Psi, which would give us +500% damage, it would only deal an extra of 250 damage to the targeted ship. Relatively speaking, Psi is incredibly good for this ability, but in terms of actual damage, it’s just a neat buff.


Our second ability is Animosity. It forces a group of enemy ships to focus fire Radiance, while dealing reduced damage and also receiving increased damage. The 20 Psi give extra 2% in each category. This means that for each 10 Psi, you will get an extra 1% damage reduction, and deal 1% more damage to those targets.


Energy Absorptive Armor misses a purple number all together. This means, that this ability does not benefit from Psi at all.


Finally, the ultimate deals extra 20 damage to main target, and 10 damage to targets nearby. We can easily translate this to +1 damage to main target and +0.5 to nearby targets for every Psi point.

To sum it up, Psi power impact is different on every ability, but you do not need to memorize individual effects. The more Psi power you can get, the better. Some abilities will benefit more, some less, but it’s always a net positive effect.
How Culture Works
Culture is not unique to Advent. However, Advent rely on culture much more than other factions, as you get stronger buffs within your culture. For this reason, knowing how culture works is crucial.

Note: Sins 2 culture works very different to Sins:Rebellion. Not only in terms of mechanics like planet flipping, but also how it spreads.

Every culture structure provides you with a single point of culture strength. At 1.0 culture strength it takes 100 seconds to dominate a planet with your culture. This means, that if there was no culture at all, and you construct your first Temple of Communion, it will take another 100 seconds for the culture to dominate the gravity well, so that you begin getting bonuses.

Once the culture dominates a planet, it begins spreading to nearby worlds. It does not matter how many phase lanes go outwards the planet, and how long those lanes are – the time it needs to reach a nearby world will always be the same.



In screenshot above you can see that culture has moved much further towards the volcanic planet in terms of absolute distance. However, it’s about same 30% of phase lane distance covered of all 3 phase lanes. This means, that yellow culture will reach asteroid, volcanic, and the third planet at exactly the same time, despite huge difference in distance between those planets and the yellow homeworld.

At 1.0 culture strength it will take another 100 seconds to reach next planet – using the screenshot as an example, if yellow homeworld had a single culture building, it would take 100 seconds to establish dominant culture at the planet, and another 100 seconds to reach volcanic planet and asteroid.

Once culture reaches next planet, it’s strength is divided by 3. For this reason, it would take another 300 seconds to establish dominant culture on the asteroid and volcanic planet. So for a single Temple of Communion to establish dominant culture over it’s original planet, and planets 1 phase jump away, it would take 500 seconds.

After that, the culture spreads at weakened strength. So to reach planets 2 phase jumps away it would take 300 seconds, instead of 100 seconds. And once those planets are reached, the culture strength is divided by 3 again, resulting in a timer of whopping 900 seconds to dominate those planets.

This means, that a single Temple of Communion requires 1700 seconds, or almost 30 minutes to establish dominant culture on planets within 2 jumps. You can speed up the process by building more culture hubs, but an even better investment would be to build culture hubs at frontline planets, so that their strength is not weakened as much.

In the example above, if you were to place a Temple of Communion 2 jumps further, than the original planet, the actual culture strength would be equal to placing 9 Temples back at your homeworld.

If you are Advent Wrath, you can reduce the culture strength decline from factor 3, down to factor 2.5 with the Confluence of the Unity technology in T1 of civilian tree.


Also keep in mind that you gain extra economy for extablishing dominating culture over your planets. The surface crystal mining is also multiplied by your crystal mining technologies, which means you will be getting even more crystal out of dominant culture.


Furthermore, in Sins 2 your allies get same buffs from your culture. So if you reached second crystal mining technology, and have spread your culture onto your allies, they will be getting extra 0.6 crystal per second, multiplied by their mining technology. This is extra effective with Vasari allies, who have most efficient mining technologies in the game. Which is why you can often see Vasari have more crystal income, than Advent in team games. Those Vasari got extra income from Advent culture, and managed to outperform Advent income, due to more efficient mining technologies.


Keep in mind that you get various boosts within your culture, once you research some extra technologies. As Advent Wrath you can get extra Psi Power and weapon damage. While as Advent Reborn you get in-combat shield regeneration.

Advent Reborn shield regeneration works following way with the shield burst mechanic:
While you have shield hitpoints, you also have shield regeneration, similar to Vasari. Once your shields deplete, unlike Vasari, your shields no longer regenerate. Instead, your ship enters a timer before a shield burst triggers. Once the shield burst triggers and provides you with shield points, the regeneration resumes.

Do not worry, that you lose on regeneration, while you wait on shield burst. Even at low levels of shield burst, it will be about 10 times as effective, as shield regeneration in the given timeframe.

Another important feature of culture is that you get additional influence points from it. For a single planet with dominant culture, you will get an extra influence point every 2 minutes. And should you dominate 19 planets, you will be getting an extra influence point every 1 minute. This effect is maxed at 44 planets, where you get 3 extra influence points every minute.

However, you can buff your influence recharge even more, by building planetary modules, which stack multiplicatively with your culture generation.

Pro Tip: Unlike Sins:Rebellion, ally culture does not buff your culture strength. You actually compete with their culture, as if it was opponent. So you should try and communicate with your allies, where you are going to spread your culture, so that they do not weaken you or waste own resources on culture, which will be overthrown by yours.
Technology (Civilian)
There are 5 tiers of technology and each tier provides small crystal/second income along with the access to new technologies. The extra income from an unlocked tier comes in very handy, especially in the early game.

Advent civilian tree has a major focus on culture and unity mechanics, and you should play to your strength.

Tier 1

First tier belongs to early game, and every decision you make in early game has a snowball effect on later game stages. There is no “niche” technology in first tier, just technologies you cannot afford, because you have spent all your money on even better technologies.

The Top 3 technologies of this tier are Thriving Desert Cities, Temple of Communion Unlock and Divination.

Thriving Desert Cities will give you extra credit income, which you will be lacking due to heavy resource shift in early Advent economy. Temple of Communion unlocks culture for you. You can prioritize other technologies over Temples, as Temples scale with the size of your empire, however it’s definitely a very strong and a must have technology.

Divination makes the surveying much cheaper. This allows you to get more exotics early on, but more importantly you can find planetary bonuses and even artefacts by surveying your planets. And getting an early 15% discount on all ships, can be a game changer.


Otherwise, just grab all of the T1 technologies. The extra crystal and metal mining will come in handy, especially once you get your culture rolling. And the Unity temples will unlock various Unity abilities, so that you can influence the galaxy on a global scale.

Even technologies like Haven Dome Unlock are very useful. They will take longer to pay off, when compared to a similar TEC technology, because you need to install planetary modules, however you also get more income out of those.

And of course, Empathic Projection is a must have, to unlock minor faction abilities, and auctions.

Tier 2

Second tier, is where lot’s of your economy efficiency kick in. Your empire grows, you control more and more planets, so the timing for economy technologies could not be better. Among the top 3 technologies of this tier, we would like to highlight Crystallized Communion, Sanctuary Spire Unlock, and Booming Desert Cities.

With Booming Desert Cities your homeworld will still have less credit income, than that of a Terran, but it will be getting close. And should you find Indurium required for a Sanctuary Spire, you will be able to get even higher income, than that of a TEC player. And of course, the Crystallized Communion increases the crystal income on planets under your culture control. Just make sure you spread your culture to your allies.


Tier 3

Tier 3 unlocks exotic refineries and offers even stronger economic upgrades. But this is where usually your economy will stop to snowball, because of the taxation. Researching better income technologies will always give you more income, and with bigger empire, you will get an even bigger return on investment, however the economy growth will no longer be exponential.

Tier 3 also gives you access to your factions unique focus recharge technology. Be it Soul Reclamation as Advent Reborn or Acclimatization of Will as Advent Wrath.


Tier 4

The most relevant achievement of this tier, is the Deliverence Engine unlock, along with the secondary ability, which allows you to either resurrect fallen ships or convert enemy fleets.


A really nice bonus comes from Allure of the Unity, as it will increase all your income by additional 10%. And do not forget about Quarnium forging, as it’s a requirement for higher level technologies and titan construction!


Tier 5

Tier 5 does not have many technologies, but every single one is important. You increase the range of your Deliverence Engines by 25%, you gain free experience for capital ships and titans, you gain extra focus regeneration, and if you play as Advent Wrath, you gain another 20% damage buff within your culture.

Technology (Military)
Just as with civilian tree, you get 5 tiers. Each tier provides you either with a tiny damage uptick or shield burst buff. There is no need to rush any tier for the listed bonus, but it’s nice to have such a goodie.

Tier 1

As always, Tier 1 has lots of very useful and cheap technologies, so we want to grab all of them, the question is only in which order. You also unlock Corvettes and Tempests in this tier, so that you do not need to rely purely on Disciples for your fleet.

Also make sure to grab the Novice Psi Training, for the 20 global Psi Power.


Tier 2

Tier 2 gives you an edge over Vasari players, as your max fleet supply will be 1.000, while theirs will be stuck at 600. You also unlock another core unit of the advent fleet – the Iconus Guardian


But the real MVP technology of this tier, is the unlock of Shield Burst. Shield Burst provides any ship, including the smallest corvette, and the biggest titan, an ability to regenerate 50% of their shields after a timer of 45 seconds. This technology is really the key to victory and is worth rushing.


Depending on your fleet composition, the second MVP technology could be the Anima Redirection. This technology makes all your missiles retarget, should their initial target be destroyed. This does not completely eliminate the issue of an overkill, but it reduces it close to zero. This change scales a lot, as your fleet grows, so maybe you do not need it, while you have 10 Tempests, but you sure do need it, once you get 50.


The factories repair technology is often overseen by new players. Advent do not have a repair bay, so it may be confusing for players, on how to repair their crippled capital ship. And this technology will allow your frigate factories to act as repair bays. A really nice deal, since repair ability does not have any downside for the fleet production speed. And when on defense, it means that your frontline factories will also buff your fleet by repairing them, helping you in repelling the enemy.


Tier 3

This tier does not have “the” technology. You do unlock your flak cruiser, Exoria Illuminator and Domina Subjugator. And having these ships unlocked is really great. However all of them are very expensive, and more often than not, you will find yourself already in tier 4, while still building a fleet of those expensive ships. So you do need those technologies, but the time it takes for them to impact the battlefield, is longer, than with previous tiers.

And of course you should grab all the military buff technologies, like extra shields, shield burst, and damage.


Tier 4

Of course we could not start reviewing this tier with anything else, than with the titan unlock.


Titans are pinnacle of your fleet, and rushing one, can secure you an easy victory. If you want to learn more on titans, make sure to check out our dedicated titan guides, as we have covered all factions.

But this tier has much more to offer, than just the titan. For one you unlock the Destra Crusader. And as we have covered in the cruisers section, Destras are real titan killers. It may be challenging to get a mass of those, due to their cost. But if you are successful, you can fight an opponent who managed to roll out his titan before you did. Destras also synergize a lot with Dominas, especially since you unlock their Nullify ability in T4. By burning down titan antimatter, you make the work of Destras significantly easier.


You may also wonder, what’s up with the 15 armor strength in tier 4. Does not seem like much. But it actually is. If you are unfamiliar with how damage and armor stats work, make sure to check out our combat guide here: https://wiki.sinsofasolarempire2.com/space/SSEFW/1762066537/Combat+Guide

But short version, would be to say, that this 15 armor strength is equal to increasing your capital ship armor health pool by 18%, and your titan’s armor health pool by 13%.


Finally, make sure to research Meteroid control. This is an AOE ability for your starbase, which will come in very handy in late game stages, where starbase may face numerous fleets.

Tier 5

Final military tier does not have anything crazy. It’s just a few more technologies which will buff your fleet. Most notable of those is Master Psi Training, which will give you another global 50 Psi Power.

You also get a technology to increase your armor strength by up to 40 points, which is a significant jump from 15, we have highlighted in T4. And the meteor ability gets a bit stronger, which is not much, but it adds up.
Transcencia Starbase
Transcencia Starbase is the pinnacle of your defenses. The base stats of a starbase already look impressing, however it’s true strength comes from 1.000 durability. Even Javelis frigates, which have high pierce, will deal only about 13% of it's stated damage to a Transcencia Starbase.

This means, that the effective hp pool against any ship, beyond dedicated starbase killers, will be 10-20 times higher than listed.

Being hard to kill is great, but Transcencia also brings immense firepower. It starts with 44 medium laser turrets, with decent pierce, which will make short work of any frigate and even cruisers.

Furthermore, as Advent excel in strikecraft, your starbase starts with 2 squadrons from the get go. It does not compare to the 44 turrets, but is still a neat bonus.

Starbase itself is rather cheap, getting modules is where it get's costly. Most of the modules require higher tiers of technology but even if we were to ignore the cost of research, modules themselves have a significant price tag. This means you should not queue all upgrades on every single starbase. At the same time, you cannot wait till last moment of engagement to begin with upgrading, as you could in Sins:Rebellion. You have to find that perfect middle ground of queing modules long enough before an engagement, but avoid getting to many, if there is no risk of a serious fight.

When it comes to starbase placement, you should not worry as much, since you can simply rotate the orbit of the starbase! As it can be seen in the screenshot below, starbase is treated as any other orbital structure, and can be rotated through the extended menu. This way, your only limitation of movement is the radius at which the starbase rotates.



Starbase can house up to 8 modules, and most of those will also change the appearance of your starbase. So if you build the extra hitpoints module, your starbase will actually get extra layers of armor!

So let’s talk about modules. Transcencia does not have any consumables, but has access to a variety of modules, and you cannot install all of them.



As we have noted, Advent excel in strikecraft, and their starbase does not simply start with the extra 2 squadrons, but also has an extra upgrade, to house up to 16 squadrons, which is more than 5 hangars would provide!


Advent Starbase can be upgraded with extra plasma weapons and missile swarms. Plasma weapon is excellent against titans, but due to low base damage, Transcencia will be rather outmatched if compared to the TEC starbase. For this reason, you should rely on other unique tools Transcencia has to offer.



One such tool is the meteor storm, we have highlighted in the military tech tree section. It’s base damage is not very impressing, but it scales very well with Psi. For each Psi point you will increase the damage done by 1, which is then dealt in an AOE for 5 seconds.



Furthermore, your starbase has access to 3 defense upgrades, making it the toughest starbase out of all factions. The extra toughness will give you more time to cast yet another round of meteors on heads ships of your opponents.



Transcencia can also play an economic role, by spreading culture and boosting your surface mining rate.

Titans
Titans are the strongest ships available for you. Depending on your faction, you may get access to Eradica (Advent Rebort), which specializes in AOE damage or Coronata (Advent Wrath), which specializes in single target damage and fleet support.

For a full review of those beasts, we recommend reading the specialized guides on Eradica and Coronata. Here we will highlight the difference between those two gigantic vessels.

Titan
Eradica
Coronata
Damage against high value targets
⭐⭐⭐⭐
Damage against swarms
⭐⭐⭐⭐
⭐⭐
Health pool
⭐⭐
⭐⭐⭐
Fleet support
⭐⭐⭐
Mid-game performance
⭐⭐⭐⭐
⭐⭐⭐
Late game performance
⭐⭐⭐⭐
⭐⭐⭐⭐
End game performance
⭐⭐⭐
⭐⭐⭐⭐⭐

While this chart compares titan capabilities with each other, it’s important to understand, that entire Advent gameplay is about finding synergies. And while Coronata may have a better overall rating, it lacks AOE, which is the Achilles heel of Advent fleet. For this reason, Eradica serves as a far greater complementary to Advent fleet, and is loved by so many Advent players.
Capital Ships (Advanced - Part 1)
We have learnt many important basics about Advent, and now it’s time to move to the more advanced knowledge. Firing arcs are a crucial mechanic to understand, when using capital ships, as bad capital ship placement can reduce it’s firepower by up to 50%!

Note all those tiny guns on a Progenitor Mothership. Those are your turrets. They are extremely flexible and fire in a full 180 degree arc. However, they cannot fire through the ship, so there is another 180 degree arc, where they have a “blind spot”.



When told to attack, Progenitor will face straight forward the enemy, and there is a tiny crossing of the both sides, where all guns can fire at a target directly in front of Progenitor. However, if you were to execute some maneuvers, trying to fly by your enemies, unless you fly through their formations, you could leave half of your weaponry sitting silent.

This pattern of behavior is consistent among Advent capital ships. They are designed to fight a single target directly in front of them. But they begin losing firepower, should they be on the move.

For this reason, you should try and leave your capital ship in place, to maximize the firepower. But you also have to make strategic decision, on when to run with your capital ship, as Advent capital ships are most fragile in the game.

Let’s inspect capital ships closer.

Radiance Battleship is one of few units in the entire game, who can disable titan abilities. Do not underestimate the impact of this! This is achieved thanks to the Detonate Antimatter ability. Mastering this ability may prove harder, than expected, because to completely shutdown a titan you will need multiple Radiances. And the duration of ability disable is different, depending on the level of the ability. With some titans, like Vorastra, you cannot allow the titan to regain abilities even for a second, or it will jump away. So you will need to micromanage how often you cast the ability, while also keeping in mind, that a level 1 ability will silence enemy titan for mere 5 seconds, while a level 3 ability will do the same thing for 15 seconds.

Radiance role does not end here. It’s Animosity ability allows to force enemy ships to attack Radiance. This is incredibly useful early game, as you can catch a fleet of enemy light frigates, who were trying to retreat, and force them to fight. And even if you catch only part of enemy fleet, you can either destroy them in smaller parts, employing the good old Napoleon tactic of “defeat in detail”, or you will force your opponent to fight in a situation, where they wanted to retreat.

Energy Disruptive Armor is yet another ability with huge potential for synergy. Not only your Radiance gets higher damage output, you also gain Psi Power. And Psi Power can then be combined with the PsiKinetic Plating module, which will give extra Armor strength based on your Psi Power. So there more your Radiance gets under fire, the tougher the ship itself will get.

Finally Cleansing Brilliance is one of the few AOE abilities Advent have in their arsenal. The ability scales very well with Psi, and it’s also good at dealing damage to high value targets. You should not rely on it to kill entire fleets, like the Missile Barrage of a Marza can, but you can most definitely create a few holes in the entirety of enemy fleet.



Progenitor Mothership is very strong for a colonizer capital ship, but it does not really excel economically. It’s colonization ability provides free research track upgrades, which can synergize with the Advent Wrath global Unity technology for free culture spreading, however that’s a long shot, which also have no benefit on asteroids. You also get an AOE heal with Progenitor, which however requires the ship to stop, and players like to focus capital ships standing in a single place, so a bad attempt at healing may result in losing the Progenitor. Overall, once you reach midgame stage of the game, Progenitor’s battle impact is so miniscule, that you should keep it out of battle and use a support vessel.

Third ability provides you with Unity points, which can be an interesting choice in early game, because in early game you do not have many ships to really benefit from the AOE heal, but you also do not have money to build Unity Temples. For this reason getting a point or two in Unity, will give you access to some basic Unity abilities, like Clairvoyance. If used skillfully, knowing moves of your opponent is already half of the victory. Now when it comes to Progenitors ultimate, this one is really cool, as it allows you to resurrect ships, and the ability scales extra well with Psi Power. It does not matter if you are Advent Wrath or Advent Reborn, the Progenitor resurrection will have significant impact on your fighting capabilities.



Halcyon Carrier – This ship has highest DPS across all capital ships, across all factions, if you do factor in the strike craft damage. And you should factor it in, because Advent bombers do not use missiles which can be shot down.

Yes, your damage can be reduced, by shooting down bombers themselves, but if your opponent gets to a point, where he can easily do that, you have likely lost anyways. And if they cannot achieve the air superiority, losing a few bombers will not take away the title of best DPS ship.

In a way, Halcyon Carrier is your best answer against Vulkoras Desolator – another capitalship considered to be the best in the game. This arises from the fact, that Vulkoras main damage comes from missiles, and Halcyon has an ability to shoot down ALL missiles in AOE. This allows Halcyon to deny almost all damage from the other best damage dealer in the game.

However, there is a weakness to Halcyon. It’s rather fragile, and to use it’s AOE ability it needs to be in the middle of the action. So it takes a lot of skill to make decisions when to actually engage in close combat with your Halcyon Carrier.

Halcyon can also use an ability for their bombers to deal extra damage to a targeted vessel. It’s a nice ability, but you should not overestimate it, as the ability applies only to bombers of the Halcyon itself, and does not buff bombers from other ships.

Contrary to that, ultimate ability affects all strikecraft in the gravity well, and provides them with extra health pool. This is very handy when fighting other Advent for air superiority, or trying to save strikecraft from TEC flak burst module.




Capital Ships (Advanced - Part 2)
Rapture Battlecruiser is an excellent alternative to Radiance Battleship. It’s somewhat less powerful in terms of ship to ship combat early on, but that is compensated by the ability to bring enemy ships under your control. This includes neutral ships, like Javelis cruisers, Harcka Crusiers, or even pirate heavy cruisers. Having a few extra Javelis cruisers in your fleet, will most definitely compensate the DPS difference.

And while you will not be able to employ the Napoleon tactics with Rapture, you can debuff enemy fleets, which scales very well into mid and late game. Lastly, your AOE ability, if used properly, will deal even more damage, than that of a Radiance.

And all you need to do, to use it properly, is to tell all your ships rain hell on the ships under the effect of malice, to launch a chain effect of shared damage.

Overall Rapture Battlecruiser is more oriented to later game stages, and should be treated as such. Do not rush head on in early game, if you decided to go with the slower capital ship, such as Rapture.



Revelation Battlecruiser is one of the most underestimated capital ships in the game. The reason for this is that it cannot be used as a single independent unit. It’s a support capital ship, it’s really good at this job, but it requires someone to support, to actually showcase it’s potential.

It’s first ability allows you to stun an enemy capital ship for long periods of time, as long as the stunned capital ship does not take damage. So the ability cannot be used to kill a stunned ship, but you can disable multiple capital ships with a single Revelation, and force a fight, where enemy will be left with his bare fleet, and no abilities.

Guidance is second ability, and it reduces the cooldown of other abilities, while also providing Psi Power. This ability scales with any other capital ship, but is used best with titans, as you cut down on the cooldown of most powerful abilities, while also bolstering their damage output with Psi Power.

Guidance can be used on allies, including other factions, like TEC or Vasari. This will waste the Psi Power buff, but the cooldown buff alone can be a game changer, especially on such powerful ships, like Vulkoras Desolator.

Quell is third ability and it’s another stun. This time around the stun actually holds, even if you damage the target, but Quell is limited to structures, such as defense turrets, or even starbases!
This can be even used to deny starbase abilities, such as meteor storms, or “red button”.

Quell scales incredibly well with Psi Power, and allows you to easily slice through enemy defences. This is also where our reference to the finals of community tournament comes in, as this very tactic has been employed there.

Revelation’s ultimate is more of a niche ability, as it deals a % damage to a planet. In most cases you will not find it very useful, but wait until you stumble on a fortress world with 20k hitpoints, and an Advent ally who uses Sanctify to prolong the life of such planet.


Fortified Defenses disabled by a single Revelation Battlecruiser
Capital Ship Cheat Sheet
Capital Ship
Radiance
Progenitor
Halcyon
Rapture
Revelation
Damage against high value targets
⭐⭐⭐⭐
⭐⭐
⭐⭐⭐⭐⭐
⭐⭐⭐
⭐⭐
Damage against swarms
⭐⭐⭐
⭐⭐
⭐⭐⭐⭐
Health pool
⭐⭐⭐⭐
⭐⭐⭐
⭐⭐
⭐⭐⭐
⭐⭐
Fleet support
⭐⭐
⭐⭐
⭐⭐⭐
⭐⭐⭐⭐⭐
Early game performance
⭐⭐⭐⭐⭐
⭐⭐
⭐⭐⭐⭐⭐
⭐⭐⭐⭐
Mid-game performance
⭐⭐⭐⭐
⭐⭐⭐
⭐⭐⭐⭐
⭐⭐⭐⭐
⭐⭐⭐⭐
Late game performance
⭐⭐⭐⭐
⭐⭐⭐⭐
⭐⭐⭐⭐
⭐⭐⭐⭐⭐
⭐⭐⭐⭐⭐
Strategies
Advent Wrath Colonization

Advent Wrath have access to a special colonization technique.

Their homeworld starts with Greater Temple of Pilgrimage, which automatically colonizes planets 1 jump away from planet, once all hostiles are cleared. This means, that as Advent Wrath you can start with a non-Progenitor capital ship, and save the cost of a colonization frigate.

With a combat oriented capital ship, be it Radiance, Rapture or Halcyon, you will quickly defeat any militia, and get the free colonization. Saving money on a colony ship may not seem like a huge deal, but the true trick of this strategy is to colonize ALL planets around your homeworld in a quick succession. In early game, saving money on 1-2 colony ships is a huge deal. The saved money can be fueled into extremely strong T1 technologies and a secondary military fleet.

Your secondary military fleet could then clear other planets around your homeworld, while your capital ship moves forward, to your enemy, as usual. This can give you an edge of multiple planets, over your opponent, depending on how the map generated.

Sometimes you may get unlucky and have only a single-phase lane going outwards of your homeworld. Sometimes you may get unlucky and get strong derelicts on nearby planets, which will force you to build a much larger secondary fleet, than you would have preferred. But even in those “unlucky” scenarios, you will always achieve some kind of advantage.

If you ask yourself, how to continue colonizing beyond the first phase jump with your non-Progenitor capital ship, since you also haven’t constructed colony frigate – you are asking questions like a skilled player! And there is an answer to that.

If you play on a map with minor factions, one of the factions has a colonization item. If you also have a Vasari Alliance teammate, you will not have to spend 1 influence point on unlocking the minor faction. And if you rush T1 technology for influence, you will be able to get the Colony Seed Nanites just in time, to keep on colonizing planets.

There are some “ifs” involved, but you can control those. In a situation, where you know, that there are no friendly minor factions, or you did not get a Vasari Alliance teammate, you should opt to building a colony frigate. Theoretically you could still be lucky enough with your scouts and find the correct minor faction in time, but that’s gambling, and with rather bad odds.

You could of course opt to research the Temple of Pilgrimage and build those as modules on newly colonized planets. But in most situations, this will be more costly, then getting a colony frigate.

Tempest fleet

Tempests are very unique, because they fire missiles, which counter smaller vessels, and they can fire while moving. This allows them to dodge a lot of firepower from ships with static weapons, and with the technology for missile retargeting, you optimize the overkilling issues, as the fleets grow.

You can enhance the survivability of your fleet, by adding Iconus Guardians, unlocked in T2. Iconus is great at keeping your capital ships alive, but will also have a positive impact on the fleet engagements.

One thing to note about Tempests, is that their missiles like to target capital ships while on the move. So whenever you opt to fly in circles, to mess with targeting of enemy ships, the automatic behavior of missiles will quite often target them at a nearby capital ship, which will reduce your effective DPS significantly, due to low pierce on Tempests.

For this reason, it’s sometime better to leave Tempests be, and keep them fixed in their firing position.

Coronata Psi Power

By default Advent titans are weakest in the game. Coronata is not an exception, as it’s base DPS is barely higher than that of a Vulkoras Desolator. But Advent titans benefit most from synergies. Coronata’s main ability “Unity Mass” gets additional damage, based on Psi Power it has. The damage grows very quickly, and with 1000 pierce, it means that the damage increase is “true damage”.

If you stack enough Psi, Coronata will get even more damage, than Ragnarov titan has. We have already covered how Psi works, and where to get it. But with Coronata it’s worth highlighting the insane impact Revelation Battlecruiser can have. With reduced cooldown on Unity Mass, along with extra Psi Power, even level 1 Revelation can buff Coronata’s strength by up to 30%.

So make sure you do bring a Revelation along Coronata. And if you can manage it, you should also install all the possible Psi modules.

Tactical Titan Recall

Advent Reborn can easily recall their fleets to their homeworld. Which can be employed in an aggressive tactic, where you place your homeworld close to your enemies, as we have covered above.

But this tactic can be altered. The recall ability heals your units, but realistically speaking, you will rarely heal small ships, so the effect is negligible. However, if you were to split your fleet into 2 groups, where first group is your normal fleet, and second group is your single Eradica titan – you could send Eradica into suicide attacks, and recall it every time it gets low on health. This way, you can keep dealing damage at no cost, as your titan will be healed after each recall.

Fast Culture

As Advent Wrath you have access to Proselytize Unity ability, which spreads your culture. It takes only a single point of Unity to get this ability, while you get the strength of 3 Temples of Communion.

The ability has low impact if used as is. But you could use it to strengthen your single culture hub at your homeworld, and then use the ability on frontal planets, to connect them with the existing culture.

If you use Proselytize on frontal worlds, you will avoid losing strength of culture for every phase jump, but you can use it to connect culture to existing culture from a Temple of Communion, so that it does dissipate, after the duration of the ability is over.

This way you can quickly achieve a cultural dominance in the galaxy, which will boost your minor faction influence generation, along with powerful boosts to your economy.

Overall Plan

Advents excel in synergies. Synergies take time, so you should not rush head in, once you unlock some mechanic or a feature. Be patient, unlock and build up all the necessary stuff, and then commit to a killing blow.

Advent can use every capital ship as their opener. Even the Revelation battlecruiser can be used as an opener in a well planed strategy. So make sure to try them all out, to find the strategy which suits you most. But also try them all, to make sure you can adapt to your opponent, and change your strategies, depending on the threats.

Advent thrive in late game, but it does not mean you have to turtle until you research every single technology. Advent ships are often very cost efficient, which allows you to initiate fights, and force your game plan on your opponent.

With all this knowledge, we are sure you will lead our Advent society to great victories!
5 Comments
Dozzar 19 Oct @ 12:57pm 
Any plans of updating your faction guides for the new Rienforcements DLC with the new ships and items?
Sir Talks Alot 1 Oct @ 7:45pm 
amazing
PBCanti 21 Sep @ 5:56pm 
Hey, I just wanna say this is very well done, taught me immensely. Huge thank you and congrats it is a crisp, clean, complete and very aesthetic guide.
Ak1hiro 13 Aug @ 10:27pm 
Excellent work! Thanks for the informative guide.
Empyrean 7 Aug @ 8:51am 
Fantastic write up! :steamthis: