Sins of a Solar Empire is often described as a 4XRTS game, or a game that tried to merge the action and tactics packed gameplay of a Real time strategy game with the deep, complex, empire wide strategy of a 4X turn based game. It's up to debate whether Sins succeeded in this goal, but I think all can agree that of the 4Xs of "explore, expand, exploit, and exterminate", Sins is much more focused on the exterminate than on the others. This mod seeks to give more depth to the other 3Xs of the game by adding additional game elements or refining the existing ones to reward players who give more strategic thought to the non-combat side of the game. Combat will still be the center point of the game, but players will find that the non-combat options available will be much more rewarding. Spying, exploring, sabotage, diplomacy, culture, and economic development have all been added or changed in innovative new ways. Regardless of what you think Sins is, this is the 4XRTS it should have been.
|Advent Loyalist Starbase Tech Bug||Locked|
|Jul 8 2012, 11:45am Anchor|
As the Advent loyalists start with the ability to produce Temples of Communion at the start of the game without the need for Unity Indoctrination (which is no longer researchable) they are prevented from researching both evangelization nodes and induced reverence as the game thinks they lack the required tech.
GoaFan77 Master Modder
|Jul 8 2012, 1:57pm Anchor|
Thanks for the second report! I decided to make the first culture upgrade the prerequisite instead of the culture center. Put the fixed file in the mod's GameInfo folder.
Right click and hit save as to save it, and make sure you add ".entity" to the end if it says its a text file. Dl.dropbox.com
Edited by: GoaFan77
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.