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Sins of a solar empire tech tree
Sins of a solar empire tech tree







sins of a solar empire tech tree

There's also a new axis of variation along which planets can vary - specialisation. This has changed with the addition of planetary effects (some beneficial, some detrimental, some a mix), and the fact that a planet can have none, one or (if no artefacts) two of these, instead of or as well as an artefact (which are now both rarer and more varied).

sins of a solar empire tech tree

Planet type mattered little, and the 'Explore' upgrade option was a nice idea but limited by the fact that planets could only ever have one artefact, and those were rare. Previously planets were basically static resource points, dissimilar only graphically from a 'base' in Starcraft etc. My thoughts: This small DLC does a lot to add the promised-but-missing 4x feel to Sins of a Solar Empire (and, strangely for a combat-focused RTS, it adds nothing directly related to combat).

sins of a solar empire tech tree

Resurrecting this long-dead thread following the release of the Forbidden Worlds DLC.









Sins of a solar empire tech tree