The Maelstrom Mod introduces four new races to the Sins of a Solar Empire Rebellion Universe. They are independent of the original races and have unique strengths and weaknesses. Maelstrom is available for Rebellion, Diplomacy, Entrenchment and Original Sins.

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XtremeRoflcopter
XtremeRoflcopter - - 955 comments

Yeah it got to a point where i just : (╯°□°)╯︵ ┻━┻ because it literally became too much every bloody time i'd try to move a bit to take a planet or harass they would just send some capital ships backed by a titan and dreadnaught and prompt me to have all hands on deck. While the trade alliance is powerful they too have their weaknesses in combat which are a poor selection of standard cruisers and frigates to employ in battle. I find their power lies in their economy and in their capital ships (tians and dreadnaughts included).

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

* TradeAlliance research is slow
* You can't buy ungrades for Capitalship levels
* Their defense platforms are quite powerful
* Yes, their lighter frigates are pretty powerful so early game expansion can be rapid ... but you have to do a lot of parallel research to keep up the winning edge

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XtremeRoflcopter
XtremeRoflcopter - - 955 comments

yeah but i prefer the thousand tiny hammer per nail solution

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XtremeRoflcopter
XtremeRoflcopter - - 955 comments

Also it doesnt help that my "frontline" happened to be that mineral planet followed by a ring world behind it. If i lost them i would be done for because they held most of my resource mining and shipbuilding facilities.

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Thanks to XtremeRoflcopter for putting this Video together.

Quoting XtremeRoflcopter ... "I changed it up a little bit instead of rushing to just crush the opponent with a titan i decided to prolong it and get some shots of a larger battle with more explosions . I was constantly on the back foot though because the A.I just allied and kept sending fleets to try and crush my frontline defences."