Sins of a Solar Empires 2 it’s more like 1.5 Sins at this time (valid for single player).

Published on Saturday, June 15, 2024 By Titanidas In Sins of a Solar Empire II

The base game at this time has a very good foundation but the most effective strategy its almost the same like in Sins 1.

1.     Gameplays wise – rush into the sun and even beyond (ninja colonies) and then build star-bases, after this rush the titan and other capital ships ; wait to have the maximum experience points for your capital ships and titan and then the game it’s a walk in the park.

2.     At this point has it is no point to build other than:  the titan,  star-bases and capital ships and if  you decide to build something else you’ll build only supports cruiser and carriers.

This are some valid ideas in my opinion that can bring the game to the next level:

1.       Moving orbits: very intelligent options but at this point very hard to predict for the new player: suggestion- make the planets to be group by layers (in function of the proximity to the star) with visual results on the map and the predictive time to be seen also on the map when they will intersect their orbits.  With these type of layers, you can also make planets type to span in a more predictive manner.

2.       At this point other than the titan star-bases and capital ships has no point to be built for your military power- suggestion: soft cap limits for the capacity of fleet supply - per capital ship, per titan and per planet with penalties like - range, rate of fire for the weapons and antimatter resupply if you will bypass the soft limit.

-          Ex 1:   Akkan 150 fleet supply vs Marza 50 fleet supply and asteroids 250 fleet supplies vs terrane 1500.

-          Ex 2    Akkan + Marza same fleet combine the the total capacity of the fleet will be only of 175 fleet supply not 200

-          Ex  3   For the stars and no colonized planets no penalties per fleet capacity other than the capitals ship and titan limits.

-          Ex 4 - No penalties per fleet other than planet limits for the fleets composed only by cruiser, frigates and corvettes.     

 

3.    Make the stars to have always negative effects on planets and ships. The closer the planet or the ships it’s to the star the more negative effects will suffered. This will prevent the colonization of the center of map until late stages of the game in a soft way. Up to the player to decide if he want to spend more resources to keep a fleet or a planet closer to the sun in his possession from the start of the game.     

A   And please make the researched screen more readable with more colored per items because its very hard now to see clear what ho have already research and not, when you have all of the 25 research points built.     

In the end I want to thank you for the most in enjoying game that I have played for almost 13 years at this point.