The Sin of the Sun Empire 2 Comments (2025)

Fundamentally, all six of all playable factions of Sins 2 operate in a similar way, as they all colonize on planets, extract resources, build orbital structures that are studied and produced, and have similar lineups of frigates, frigates, cruisers, cruisers and capital ships, but beyond that, their differences are significant and hell of hell. Both human TEC factions make part of the money by building a network of transaction posts, but they have different upgrades and rewards that make the enclave more suitable for defensive playstyles and higher and more aggressive – including Novalith Cannon Superweapon, which can be dispatched through the ability to pay by bombing the ability to pay by the ability to pay. Meanwhile, the Vasari Alliance simply has no funds for the TEC and focuses on diplomacy with minor factions that have caused them to regularly call for benefits such as enhancement or escalation, and their Exodus counterparts are the only factions that can completely destroy the planets to obtain resources. The rebirth and anger that emerged were large in resurrecting destroyed ships and mind-controlled enemies, respectively. Of course, all of this is an oversimplification, but to avoid turning this comment into a mirror A large number of guides for each faction On the official website, rest assured that they are very obvious. The unique technology and item lists they all have access to mean there is a lot of replayability when trying each product.

It does look spectacular when big battles are in place, lasers and missiles start flying.

If you play the classic sin of the Sun Empire (or the Rebellion of the Half-Step Sequel), Sin 2 seems a little unambitious when you first start – at least when you stop staring at all the ships looking better, brighter in the updated game engine that handles all the spins, spins, target track bugs that you can ask you. It does look spectacular when big battles join and lasers and missiles start flying, but it will take some time to get to that. The early morning of Sins 2 plays a similar role to its 17-year-old ex: Start with a world, explore the surrounding maps with automatic scouts and race to colonize each planet and asteroids. You can avoid local defenses with flagship stores and small convoys of choice (this flag is available when you study the technology you need on each planet.

The main new wrinkles were proposed by an exotic material system that limited you to rapidly increase high-powered military assets (such as Capele ships and constellations) but then became irrelevant afterwards. At first, they are hard to get, you have to unearth random randoms from planets and asteroids, you will colonize or destroy enemy ships and save them – and because most major ships and constellations require specific materials, you may have to improvise what is available instead of pairing with ships like the gate, adding some of the variety to the game. Ultimately, you can study the ability to build refineries that slowly generate outsiders from the standard resources of metals and crystals you extract, and then you can build whatever you like – you can even study the technology automatically, and then if you have the resources available, all Exotics after all Exotics will really add time after that to build time.

In the middle game, Sins 2 does start showing why it's different from the original version.

When you get to the middle game, Sins 2 does start showing different systems from the original system, so much so that I had to play multiple, hours-long games before I could interact with them. Even after a series of in-depth tutorials (no traditional RTS story activities to learn ropes), after more than 40 hours of practice, it is an overwhelming thing to track: two parallel research trees with multiple pathways, multiple pathways, many planetary upgrades, built-in projects that can be built, you can carry out independent factions in personal capital and the world and form individual boundaries, both independent, established, independent, established, established, established, and independent, these boundaries and independent from the world's respective cultures, both scope and structure and form various boundaries, and make your own independent culture and independent structure, which are independent of this management, pirate attacks, other faction-specific mechanisms such as trade routes and mintable powers, and unique Titan equity. With the default settings, the planets will even circumnavigate the sun at different speeds slowly around the center of the map, which sounds interesting, but it can be annoying if you forget to check the action preview for a while, and suddenly one of your worlds gradually flows into the middle of enemy territory and is disengaged from reinforcements. (However, it's interesting when this happens to other people.)

For that matter, everything in Sin 2 seems to be moving slowly as you watch the fleet glide over the gravity of the planet, and then jump to the next or progress bar for research or construction fill, but that's deceptive because there's always something you can do to improve the empire. Once you figure out which menus to manage devices on a single planet, capital ship, and constellations, check out and expand the available build slots on available planets, search for dozens of technologies to study next, continue to look at the growth of the economy, and more, it may feel like it moves too fast to make all of these journeys or the power of a long-range attack. It works because the tools to organize the fleet are simple and mostly intuitive, such as letting you build reinforcements directly from the convoy’s menu instead of looking for a shipyard, but I’m still glad I’ve allowed me to pause time (in a single player) to figure things out.

It's also a good thing if you don't want to, you really don't have to micromanage the ship in battle. If you want to amplify the damage done manually such as sending a bunch of nanomen, recovering the shield of an allies, or firing a giant missile Salvo on a particularly creepy enemy ship, they will surely get more impact from the battleship, but as long as you default, you can choose those on board time to give you these abilities, but they will also give you these abilities so that you can choose the time above that ship to lock it on board to a single ship. ) Again, precise positioning is certainly important because you can do things like putting out the starry sky outside of a fragile ship or a fixed defensive turret shooting range and it is always wise to try to save your experienced capital ships to evacuate another day of battle (when their shields are shot down or on the hull it is hard to miss these opportunities, so it is hard to miss any chance).

By ensuring your fleet is fully supplied and fully upgraded, the war is won at a logistical level.

But those maneuvers matter most when you're fighting an equally matched opponent, and the key to victory is to never do that if you don't have to: wars are won on a logistical level by making sure your fleet is well supplied and fully upgraded, and has a good composition of light frigates and heavy cruisers along with speedy fighters, corvettes, and long-range support craft all backing up your capital ships. When your number exceeds two to one, all the micromanagement in the world can only take you so far because your enemies have more shipyards and stronger economies.

Of course, part of the reason I was able to win most of the games without taking full advantage of every tool I had is because the AI ​​of the rival Empire tends to lose goals in late games. I competed in multiple competitions, and the enemy fleet attacked me on both fronts at the same time and pushed me back to my core world, but then they backed back and I still had enough territory to be able to rebuild my fleet. Eventually, I was able to regroup and transpire, even if they defeated me, building huge Titan warships on top of each faction’s tech tree.

In these cases, my opponents were totally busy dealing with me when I rebuild my fleet, but in fact, none of them took the time to give my hometown and grab my territory when they had a chance. However, before that, AI also had a good fight, with many opportunities for small-scale conflicts and transactions around the border world.

In theory, the sin of Sun Empire 2 is the best thing for multiplayer, as humans don't have this kind of trouble for the neck champion. However, in practice, I never really finished multiplayer because of their time and engagement. Even a “little” game 2 of two players on a pre-made or randomly generated map is scattered, involving dozens of planets and other celestial bodies, which can take hours, which can take hours, and for an opponent, a smarter opponent than making his family world must not have; a large person can actually have multiple solar systems, and you can jump between up to 10 players, so it's a big promise for a group. To its credit, Sins 2 does allow players to jump in and out easily, and AI takes over control of the faction until humans return to master the ins rope again, so that if your opponent has other obligations to participate, you won't be filled.

All of this is busy making conversions before you arrive at the modification site, allowing you to add Star Destricers, Space Castle Racks and Romulan Warbirds (and many more) using the built-in MOD Manager. If there is anything to do with the original sin of the Sun Empire, this community will keep providing us with new fan toys to play with for a long time, even for decades.



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