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

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.                       

11,318 views 7 replies
Reply #1 Top

When you say "rush into the sun" what do you mean by that? I typically avoid going through or past the sun simply because it takes the fleet far too long to fly around it to get to the next jump point. I only go if I have no other move. I nearly always disable the "rotating planets" option also because I find it to be irritating overall and often like I'm chasing a carrot on a stick. 

Reply #2 Top

On  unfair or nightmare difficulty if you leave the center of the map for the AI and you don't create  chock point with starbases from the start of the game to limit de expansions of the AI, you will lose every time.

Why ? because the AI will always have 4 or 6 times more resources and bonuses for the research.

With the rush to the center of the map and beyond the star  you will be almost in pair with AI in term of resources and research.

To win on single player on higher difficulty mean for sins 1 or 2  to limit AI to a few planets.  This has been the basic strategy for almost the entire history of the game for the higher difficulty.

Step 1 : build Kol and colony frigate.

Step 2 put upgrade points only in fusillade and adaptive force field .

Step 3 Find the planet/s which are the closest to the AI.  

Step 4 Build  starbases on this planet/s no farther then 1 jump way between them and no more then 2 or 3 .

step 5 Upgrade the starbases and your economy .

Step 6 make the Titan 

Step 7 upgrade of maximum  your titan and the  capital ship/s on the planet/s with starbases.  In the same time complete your military research tree. 

Step 8 Make your blob fleet ( titan and capital ships ) 

Step 9 victory  

This mean no capital ship/s lost for the entire length of the game and with maximum upgrade in term of experience.  

Reply #3 Top

Quoting Titanidas, reply 2

On  unfair or nightmare difficulty if you leave the center of the map for the AI and you don't create  chock point with starbases from the start of the game to limit de expansions of the AI, you will lose every time.

Why ? because the AI will always have 4 or 6 times more resources and bonuses for the research.

With the rush to the center of the map and beyond the star  you will be almost in pair with AI in term of resources and research.

To win on single player on higher difficulty mean for sins 1 or 2  to limit AI to a few planets.  This has been the basic strategy for almost the entire history of the game for the higher difficulty.

Step 1 : build Kol and colony frigate.

Step 2 put upgrade points only in fusillade and adaptive force field .

Step 3 Find the planet/s which are the closest to the AI.  

Step 4 Build  starbases on this planet/s no farther then 1 jump way between them and no more then 2 or 3 .

step 5 Upgrade the starbases and your economy .

Step 6 make the Titan 

Step 7 upgrade of maximum  your titan and the  capital ship/s on the planet/s with starbases.  In the same time complete your military research tree. 

Step 8 Make your blob fleet ( titan and capital ships ) 

Step 9 victory  

This mean no capital ship/s lost for the entire length of the game and with maximum upgrade in term of experience.  

 

Ahh you mean for 1vs1 matches. I nearly always play FFA with 4 or more AI, so that rush strategy wouldn't work.

Reply #4 Top

Yes. Of course for FFA with more players first you go left and right and then to the center of the map. But the tactic its almost the same .3-4 starbases and then you do the same thins like step 4.

Reply #5 Top

Hey, thanks for the feedback!
AI will be seeing improvements, and both titans and starbases will be addressed with changes. We cannot go into the detail as of right now.
Meanwhile congrats on beating strongest of AI difficulties :)

Reply #6 Top

Hello , thank you very much. I am training for this from 2009 to 2023  ;P .

If I might I have some suggestion of fleet composition for the coder of AI. ( only for the current version of the game)

TEC:  Invincible Armada : 3-4 Kol with Experimental Beam + Fusillade level 4 + Finest Hour level 2;  1 Akkan maybe 2 ? with Inspiring Broadcast level 4; 2 Marza with Concussion Charge + Precision Targeting level 4 + Missile Barrage level 2; 3 maybe 5? Dunov with each of their abilities at level 4 alternating and the  overcharge level 1 or 2; 10 Hoshiko; 20-25 Javelis, 5 -10 Ogrov, 15-20 Percheron only with bombers. And of course the Titan

Vasari: Invincible Armada : 2-4 Kortul with Jam Weapons + Disrupt Armor level 4  + Volatile Nanites level 2 ; 1 maybe 2 Jarassul with Subspace Rupture level 4 + Gravity Warhead level 1-2; 3-5 Skirantra with Nanite Armor + Repair Cloud level 4 + Elite Bombers level 2; 1 maybe 2 Antorak  with Sabotage  + Distort Gravity level 4 + Phase Restoration level 2; 3-4 Vulkoras with Phase Missile Swarm + Assault Specialization level 4 + Disintegration Beam level 2. And of course the 2 Titans |-)  . Sorry I mean 1 Titan + 1 Starbase 

Reply #7 Top

I agree.  The concept and upgrades are good, but it needs more complexity to the macro part of the game.  Late game you just pump out units and try to make headway destroying planets of your neighbors one by one.

I'm not sure what they can do this late in the development.  It's still a great upgrade though.