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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Enhanced 4X Mod Beginners Guide | Post Reply | |
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Jul 18 2012 Anchor | |
A quick list of things for new players to Enhanced 4X should know before playing the mod. Renamed Factions TEC Loyalists - Trader Emergency Coalition (TEC) Racial and Faction Abilities Before the game even starts, you'll make one of your most important decisions of the game, which race to play. This is much more important in Enhanced 4X than in unmodded (AKA Vanilla) Sins, for your selection will not just determine your research tree and ship choices. Each will also give you a specific set a bonuses, and you will get slightly different starting forces even homeworld bonuses based on your race. To see which bonuses your race and subfaction have, check the two new tier 1 techs in the Diplomacy tree that are already researched (you can also see their explanation techs from the Faction Selection Menu). Hero Units In addition to possibly starting out with some different units and buildings depending on your subfaction, you'll also notice a special "Command Center" building, such as the Trader Defense Navy HQ, no matter who you play as. These invincible structures are used to summon your race's hero units, and its recommended you turn them off autocast (you can summon heroes to any planet you own if you manually request them in). Heroes are researched in the Diplomacy tab, and while free to research, require a certain amount of research points. More on Hero Units can be found here. New Planets Tiers and Planet special abilities Tier 0 - Asteroid and Dwarfs (unchanged) Environmental Classes Habitable class - Terran, Industrial, Urban and Agricultural Enhanced Civics and Economy A number of changes have been made to the main civic and economy mechanics of Culture, Trade, and Refineries to make the choice between them more interesting. In vanilla Sins, you can largely just build trade ports with the occasional culture center scattered here and there and that is pretty much always optimal. For culture, all races now get a few bonuses for fighting in culture (damage, antimatter, shield mitigation) at the start of the game, no research necessary. In addition, culture spread increases all give a small max allegiance bonus as well, making culture upgrades improve your economy slightly as well as win the war for influence. Finally, the maximum rate of allegiance change has been increased, potentially allowing for culture overthrows to occur more quickly. However, this is balanced out by a global change where the base maximum allegiance value of planets decreases more slowly for worlds far away from your homeworld, so on average planets will have higher allegiance. Refineries and the Advent's Resource Focus ability have gotten a significant bonus to the amount of resources they generate. In addition, they increase the value of a planet's trade goods by 7.5%, as they produce more items to trade. Trade Ports mechanically work much as they do in vanilla. However, to reduce the effectiveness of trade port spam, each regular trade port decreases trade income of the planet by 7.5%, as multiple trade ports compete to ship the finite amount of goods a planet produces. This gives trade a level of diminishing returns, where each trade port is less efficient than the previous one. However, the bonus is small enough where building more trade ports should always be profitable. You can also negate this penalty by building refineries/using resource focus, as their trade bonus will counter the penalty from the trade ports. Random Encounters, Artifacts and Ancient Structures As your scouts explore the galaxy, they may run into several new things. Random Encounters are probably the most noticeable; you and your fellow players are no longer entirely alone in the Galaxy. You may run into other groups, from militia owned mining colonies to Vasari pirate patrols, that will hinder your progress, but may provide their own rewards once defeated. You may also notice special invincible, captureable structures in other gravity wells besides neutral resource extractors. These structures can also be captured with colony frigates, and range from relatively mundane trade stations to mysterious Ancient Structures, technology left behind by an extinct advanced race. They'll start out useless to you, but if you explore your planets you may find the ancient artifacts needed to power these structures (including 8 new artifacts and a bunch of new planet bonuses). Planet artifacts and bonuses are now much more common as well, making it more rewarding to explore. Diplomacy and Espionage When the time comes to start dealing with other factions, you'll find many new options available to you. The most important is embassies. You no longer have to build multiple envoy cruisers to get your relationship up with other players to get pacts. Instead, you can build one, and this one envoy is capable of building embassies at planets once you have a cease fire. These embassies do the job of the old envoy cruisers and do not take up fleet supply, so build embassies at all your allies' planets to help his war effort. Once you are done establishing embassies, you may then choose to give your envoys more dangerous espionage work, from deploying special spy probes to sabotaging enemy planets directly. Ship Upgrades While frigates cannot receive upgrades, frigate factories have another use in that they can be used as emergency repair platforms, though they will be unable to build ships while they are repairing. In other changes, bombers are no longer as good against structures and starbases. To make up for this, antistructure cruisers have been buffed with additional stacking debuffs, allowing them to both damage and weaken starbases. No starbase can now damage antistructure cruisers at max range, even with abilities. The Vasari minelayer now also acts as an antistructure cruiser. Edited by: GoaFan77 |
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Jul 21 2012 Anchor | ||
Interesting! |
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Sep 16 2012 Anchor | |
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Oct 10 2014 Anchor | ||
Thanks |
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Jun 2 2015 Anchor | ||
Question about the the two tab's in the Diplomacy, that don't seem to do anything, (but give information on your Faction. I've built 15ech of Lab's, and still nothing seem's to change. Thank, ColSaid |
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Jun 2 2015 Anchor | |
ColSaid wrote: Hello ColSaid, The two new techs in the Diplomacy tree (for race and subfaction bonuses) are actually already researched. They exist to give you the benefits you see from the start of the game. You do not need to do anything to benefit from them. You'll also never need more than 8 labs to research anything in this mod. :-) |
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Jun 26 2015 Anchor | ||
Don't forget, The VCC only needs 8 Imperial Labs. Then the Cap ships act as military labs |
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Dec 24 2015 Anchor | ||
I really love what you have done here. Unfortunately I have continuous CTD with both the SW mod and 4XE. I have used the LAA tool and double checked everything. Ideas? |
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Dec 24 2015 Anchor | |
marinenavigator wrote: Have you tried reducing your Ship/Structure/Planet detail settings? For some people LAA doesn't seem to work. Lowing these settings will have the same effect. |
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Dec 25 2015 Anchor | ||
GoaFan77 wrote:marinenavigator wrote:
Thank you. It definitely decreased the frequency of dumps, but I still get CTD once every couple of hours. |
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Feb 14 2016 Anchor | ||
i dont have the hero spawning building when starting the game on a random vast map. what's going on? |
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Feb 16 2016 Anchor | |
Nov 27 2016 Anchor | ||
Lovely mod, all things considered. No problems for me so far, just happy playing all around. Have some ideas, but it seems I can't post into the request forums. Which is a shame, maybe, as I have some easy-to-implement ideas regarding the EXTREMELY interesting mechanic introduced by this mod by the ship upgrade system. I mean, seriously, that some goddamn genius right there. |
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Nov 27 2016 Anchor | |
TrollofReason wrote: Can you tell me what it says when you try and post there? It should be accessible to post on by any Moddb account. |
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Nov 28 2016 Anchor | ||
False alarm! I was able to post. Great mod! |
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Jul 3 2017 This post has been deleted. | ||
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Nov 16 2017 Anchor | |
CobraL0rd wrote: There are not any changes to those kind of visuals. However, you need to have E4X above Bailknights in your mod order otherwise some game changes may be lost which can cause frustration and instability. Sadly the only version of Bailknight's I've seen that works on Rebellion was updated in such a way that it is not as compatible with other mods as it should be. So some of the visual changes might be lost if you use it with E4X, but any changes that don't conflict will be used if E4X is above it in your mod order. |
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Jun 7 2019 Anchor | ||
Well, most changes are good, but further buffign anti-structure units and reducing starbases ability to protect themselfs from them... it is already easy to reduce a fully upgraded starbase to nothing with just a few ogrovs. The buffing system of capital ships is interesting, but rather, than making all of them buffed at some point by every possible buff, a chioce of 1 or 2 would be much more interesting for specialized ships. I'm looking forward a single thing in all rebalance/ rework mods: are capital ships and starbases able to protect themself from strike crafts? I have a mini-mod myself for that, starbases got a new weapon system and cap ships has a weapon awailable for them, that's able to hit strike crafts (most of them). Some for variety and racial differences still not able to handle strike crafts on their own, but has other options. Also, weapon's damage type remained capitalship and not antiverylight, so it's just that there's an option for a single weapon system for cap ships to hit the strike crafts if there's nothing else. Another thing I'm curious about is, if it's possible for you to work together with ZombiesRus5 to create a separate mod, that is compatible with your mods, that only adds a single race, that is fit to the role of the strange enemy, that chases the Vasari. Sins of the Fallen mod has the Plage race, that is quite an interesting concept for them and I'm trying to peel that race out from that mod for myself to have them as that race in 'story-like' singleplayer games. Edited by: immortalits |
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Jun 7 2019 Anchor | |
Antistructure units might need some more tweaks, but I think they actually bring something to the table now (Starbase and Titan killers). In vanilla Sins no one builds them competitively. Everyone just uses bombers instead, which is less effective in this mod. I don't know if any mods really do that. The Sins universe seem like Star Wars in that large ships seem to rely on their fighter squadrons to protect themselves. I'm not sure if it means much either, Titans can defend themselves from strikecraft, but carriers/bombers are still one of the better units against titans. While I love Zombies work there's no plans for a cross over (though I'd be eager discuss with anyone to make their mod compatible with E4X). If you want more races with E4X's changes you can try Star Wars: Interregnum. |
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