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.

Description

A series of optional minimods to allow users to customize their Enhanced 4X Experience.

Preview
E4X Optional Minimods 1.6
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Ximema
Ximema - - 57 comments

Thanks

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MasterAce92
MasterAce92 - - 1 comments

on the no super weapon mod.... does it not work with fleet size or the titan reset? An Ai built one with the mod on

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GoaFan77 Author
GoaFan77 - - 3,866 comments

It should work, but you need to have No Superweapons on the top of the mod order. If you put titan reset above it, that can happen. ;-)

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Guest
Guest - - 690,461 comments

thanks..

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Guest
Guest - - 690,461 comments

Just FYI, The expanded research has a significant problem with it. Each tier of research is only requiring half of what it should to advance up the tech tree. Like high intensity lasers and the health upgrades and everything else only need 2 of the previous research, so you as well as the AI can skip ahead quite quickly.

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GoaFan77 Author
GoaFan77 - - 3,866 comments

That's part of the design. I did not want to make the higher up techs harder to get to, otherwise factions like the Advent with a lot of long prerquisite lines would have a hard time getting say the Deliverance Engine or Guardians compared to the Vasari. This simply just doubles research, so you have more technology to research if you want to.

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GroundTrooper
GroundTrooper - - 4 comments

The expanded research has a significant problem when used standalone (not sure this happens when used with E4X) but when used standalone both Advent factions lose the ability to occupy Ferrous, Oceanic and Greenhouse planets.

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GoaFan77 Author
GoaFan77 - - 3,866 comments

I have not tested the expanded research to be used with the Vanilla. That is probably caused by E4X changing the positions of those techs so different takes have taken their place on the tech tree. In short, Expanded Research is not meant to be used Stand alone.

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GroundTrooper
GroundTrooper - - 4 comments

I figured it wasn't but even so it's a shame as it can really make the game interesting, would there possibly be an easy fix to apply here to make it work correctly or would it require too much?

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GoaFan77 Author
GoaFan77 - - 3,866 comments

I'm guessing what happened is that while the minimod doesn't change those researches, Enhanced 4X moved all the planet techs around, so different techs might be occupying their former positions in the tech tree preventing them from showing up. If so all you would have to do is convert the minimod to text format and then edit the tech tree placement.

That said may I ask why you don't want to use the Enhanced 4X main mod?

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GroundTrooper
GroundTrooper - - 4 comments

Oh i do use it it's simply to give the vanilla game a spin once in a while. On a different note would you happen to know why my titan (Eradica) exploded upon finishing construction? this was with E4X enabled mind you.

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GoaFan77 Author
GoaFan77 - - 3,866 comments

If you have the resetting titan levels minimod enabled it actually works by destroying the titan when it is complete then spawning in a level 1 titan a few seconds later. A little crude but that was the only that the AI could handle it. If a level 1 titan didn't then warp into the gravity well that would be a problem.

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GroundTrooper
GroundTrooper - - 4 comments

That is indeed very crude and truth be told i didn't actually notice if a new one spawned in as i was a bit annoyed about it simply exploding.

Is there an optimal order in which to enable the various mods, been searching the various comments around here and have only gotten a partial answer to my question.

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GoaFan77 Author
GoaFan77 - - 3,866 comments

Just try to stick with the relative order shown in the screenshot (I.e. always put no Superweapons above resetting titan levels). No Superweapons and Deathmatch are the only two totally not compatible with each other. Read the entire download description for all the details.

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