Sins of a Solar Empire

Sins of a Solar Empire

  • Publisher
    Stardock
  • Developer
    Ironclad Games
  • Release date
    4 Feb 2008

Sins of a Solar Empire is a 2008 science fiction real-time strategy computer game developed by Ironclad Games and published by Stardock Entertainment for Microsoft Windows operating systems. It is a real-time strategy (RTS) game that incorporates some elements from 4X strategy games; its makers describe it as "RT4X."[2][3] In the game, players are given control of a spacefaring empire in the distant future, and are tasked with conquering star systems using military, economic and diplomatic means. The game was released on February 4, 2008, receiving positive reviews and multiple awards from the gaming press.[4][5][6][7] Its first content expansion, titled Entrenchment, was released as a download on February 25, 2009, and its second content expansion, titled Diplomacy, was released as a download on February 9, 2010. A package combining the original game with the first two expansions was released at that time, with the title Sins of a Solar Empire: Trinity.[8] A third expansion, the stand-alone Rebellion, was released in June 2012.[9]

see all / fold
AGM score 89%
IGN 8.9
GameSpot 9
Metacritic 87
sci-fi
military
management
war
real-time strategy
economy
strategy
nuclear bomb
xfire
online
explosion
bink video
gun
cutscene
in-game map editor
squad
mods
mod support
bots
aliens
pirates
achievements
digital distribution
game over
experience points
fog of war
rivaling factions
a.i. companion
currency
save point
minimap
teleportation
laser
fast travel
resource gathering
tech trees
control grouping
micromanagement
nuclear war
leveling up
artificial intelligence
open-world
airship
difficulty level
black market
crystal
star
game of the year edition
slip cover packaging
instant replay
hostile a.i.
space station
spaceship
energy force shield
planet
planet destruction
superweapon
construction
4x
diplomacy
supply and demand
pax 2008
space strategy
randomly generated maps
tripartite conflict
fleet
impulse
vasari empire
trade emergency coalition
the advent
expand / fold

About Sins of a Solar Empire

Sins of a Solar Empire is released by Stardock in 4 Feb 2008. The game is designed by Ironclad Games. Sins of a Solar Empire is a typical representative of the Real Time Strategy (RTS) genre. Playing Sins of a Solar Empire is a pleasure. It does not matter whether it is the first or a millionth hour in Real Time Strategy (RTS), there will always be room for something new and interesting. Thrilling levels and gameplay Sins of a Solar Empire will not leave anyone indifferent. The complexity of gameplay increases with each new level and does not let any player get bored.

In addition to it in 4 Feb 2008 released games such as:

In addition to Sins of a Solar Empire, the representatives of Real Time Strategy (RTS) games also belong:

A complete list of games like Sins of a Solar Empire can be found at AllGame here.

Sins of a Solar Empire is versatile and does not stand still, but it is never too late to start playing. The game, like many Real Time Strategy (RTS) games has a full immersion in gaming. AllGame staff continues to play it.

Sins of a Solar Empire is perfect for playing alone or with friends.

At AllGame you can find reviews on Sins of a Solar Empire, gameplay videos, screenshots of the game and other Real Time Strategy (RTS) representatives.

Sins of a Solar Empire: Sins of the Sun Empire - game review

Date: 2008-03-12 06:41:00
The review was based on the PC version.

I suspect that for some of our honorable readers the name Ironclad Games will be foreign. Certainly more people know the Barking Dog Studios company, from which the creators of the first come from. To those who do not know any of the companies mentioned, let them create a very good continuation of the Homeworld game called Homeworld: Cataclysm . Homeworld made a huge sensation on the market in 1999. A year later its continuation came out, and another three years later the second part. They all enjoyed very good reviews among reviewers and players' respect. What influenced this? Scenario, playability and audiovisual setting.

Sometimes, although it happens extremely rarely, in the flood of widely advertised productions an unbelievable product is created - interesting and extremely engaging. This is how I would like to introduce you to Sins of a Solar Empire - the debut work of Ironclad Games . The game combines the features of a 4X strategy ( eXplore , eXpand , eXploit , eXterminate , i.e. exploration, development, operation and extermination) and a classic RTS.

At first, I had little concern that the game did not have a typical single player campaign, but was limited to choosing "loose" scenarios and the possibility of creating my own map. In the case of the latter option, we can create a system consisting of hundreds of planets on which we can place up to ten opponents. The game is very extensive, so at the beginning you need some time to figure out how to effectively run your empire. However, as soon as the initial chaos weakens, it is impossible to tear yourself away from the computer. Already after learning the rules of the game and starting the game on a randomly selected map, all thoughts about the campaign went into oblivion. Very high playability can be felt both in single-player mode - fighting against a computer opponent, and in multiplayer, for which the game was mainly designed.

The game was set in the distant future, and its plot is limited to the introductory intro , in which we learn the history of three factions fighting among themselves: the Trader Emergency Coalition - an alliance of different worlds belonging to people, Advent - a faction of people who in the past they were banished and are staunch supporters of alien philosophy and Vasari - a mysterious alien race. The story, however, is not important here.

As in many strategies, we start modestly - in this case it will be control over one planet. On it, we must ensure the acquisition of goods such as metal, crystals and, of course, accumulate money. We get cash from colonists subordinate to us or from established shopping stations. We collect raw materials from constructed mining stations, but their quantity is limited, which means that each planet has only a few places where we can establish them, so in order to develop the mining branch, we must start the expansion process. To this end, we search for planets and other places that we can colonize.

The authors have provided us with several types of structures that we can colonize. The terran and desert planets and asteroids can be easily colonized, except that the latter will not develop a large population. The situation is different in the case of the ice and volcano planets, where we first need to invent the appropriate technology that will allow us to inhabit them. Each of the above-mentioned structures has different characteristic features, such as a larger amount of a given raw material, which diversifies the planning process.

The technology tree is very important and at the same time extensive. You can see that the manufacturer has contributed to this issue. Attention is drawn to the mass of improvements and designs that we can invent. From colony and mining capabilities to military and construction. Of course, as it happens in "tree" structures, we must first have the right amount of raw materials and invented previous technologies to be able to develop the more advanced one.

One of the main activities is the production of units. Each available ship has several or a whole series of its features. The most interesting issue, however, is the possibility of gaining experience points by the largest of the capital ships. We will be able to assign a skill point to a selected (unique to each) feature for machines that have advanced to the next level. We can create squadrons, consisting of hundreds of different smaller ships and several of the largest ones, which at a higher level can be invaluable.

The game offers a very interesting way of conducting diplomacy - it is certainly a feature that distinguishes it from the competition. We have a typical non-aggression pact, as well as the possibility of concluding various systems, before which we need to prove our value to a given faction - this is done by assigning us a task, e.g. to destroy enemy structures. Of course, we can also try to win someone's favor by sending him the selected raw material as a gift.

In addition to the diplomacy system, there is also what is called a criminal underground. In addition to the quick possibility of selling or buying some goods, there is also a system for letting pirates onto other players. Pirates are the third player here that performs periodic attacks. Everything works like online auctions. Every once in a while there is a bid, where everyone offers a certain amount of cash, which allows them to indicate the opponent to whom we want to send pirates. The one with the highest stake will be attacked. This is a great way to wage war, using a kind of ... representative.

It should be noted that Sins of a Solar Empire is not an easy game. The situation can change dramatically in a few minutes, which is why often the coordinated and carefully planned actions can prevail. With a multitude of events taking place on the screen, a very clear interface plays a key role. On the side of the screen is a diagram of each of our planets, so we can dispose of each of our planets and units in an efficient and effective way. For this reason, it will be very easy to order nearby units to go to the planet on which the battle is currently taking place - without the need to slide the screen laboriously.

Additionally, during the game we can perform various tasks, e.g. destroying the pirate base. We get a reward for completing each special task. The game is a real time waster, especially on maps where we have hundreds of different planets. The exception is when the opponent, without any illusions to victory, gives up. It is important that you can save the game in both single and multi-player mode.

Graphically, the game looks very good. This is not a breakthrough product in this respect, although ships and space look beautiful - even at maximum zoom. All thanks to the use of the original Iron Engine, which works very well. It offers a smooth transition from the farthest view - the solar system, to the nearest - enabling the view of any of the planets or units. Music and sound effects are no longer as distinctive, although they provide a decent background.

I hope that Sins of a Solar Empire will appear on the Polish market, because it would be a great loss if native players would miss such a game. What can I say, the game is really great! Let those who have not played regret it. Anyone who does not shun strategy will undoubtedly be pleased. I just hope that the gentlemen from Ironclad Games will not rest on their laurels and will get on with the production of the second part or even an add-on.

Adrian "SaintAdrian" Stolarczyk

PROS:

MINUSES:

Screenshots

Screenshots will help you evaluate the graphics and gameplay of Sins of a Solar Empire.

Sins of a Solar Empire - scene 1
Sins of a Solar Empire - scene 2
Sins of a Solar Empire - scene 3
Sins of a Solar Empire - scene 4
Sins of a Solar Empire - scene 5

Videos

If screenshots are not enough, you can enjoy creative videos from Stardock

No videos

You may also like

If you like Sins of a Solar Empire, but you're tired of it and want something new, you can try other games.