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.
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Compatibility with Forbidden Worlds DLC Pack | Locked | |
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Jun 5 2013 Anchor | ||
Lately I came back to SoaSe and this mod. I am wondering if this mod will be compatible with the Forbidden Worlds DLC Pack which came out today or which effect the DLC will have on further versions of the mod. Edited by: Vegas |
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Jun 5 2013 Anchor | |
To be honest that is a good question. I know this mod will take advantage of some of the stuff forbidden worlds adds but I'm still unsure exactly how the DLC works with mods. In the best possible world people with the DLC would get the Ferrous and Greenhouse planets if they own the DLC (oceanic and barren are already in the mod, they'd remain as they are in E4X), but if I had to bet money I'd say that would not work. |
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