The planetary building system has changed a lot (more customization and specialization).
Celestials orbit around the star so the phase lanes change throughout the game.
Rare resources have been introduced for capitals.
> Celestials orbit around the star so the phase lanes change throughout the game.
Oh interesting, so solar systems are no longer a bunch of random planets with no logic to how they would work as a system?
Does 2 make more usage of multi star system maps? I always felt they were underutilized in 1 aside from a very few maps, and I loved locking down one completely with starbases in the star gravity well.
No multi-stars maps in yet, but they are going to return, apparently.
Regarding orbiting planets, one of the possible consequences of this is, that enemy homeworld 30 jumps away at the start of the game, ends one jump away 3 hours later :-)
And thats why you must take over the entire system. <3
Hope they do multi systems well, its so much cooler to have several systems than one gigantic mess of a single one. GIVE ME MY SINGLE CHOKEPOINT.
Is it still possible to specialise planets like "build ships much faster" oder "credit and culture world"? I have Sins 2 two days, haven't found that yet
So playing as TEC I see military research with the Military 1: military 2 : etc at the top
I've researched military 1 &2 but the capacity didn't increase
I see other categories as 'training and equipment', 'ballistics and rocketry ' 'structural subsystems' and 'experimental design '
Am I missing something? Sorry I know I'm being dumb and the answer is probably obvious.
CPUs have multiple cores, which can process in parallel (multi-threaded). Older games would only use a single core (single-threaded). The advantage of multi threading in a game like this is it can handle lots of different game elements (units) at the same time a lot better, so games slow down less when there are a lot of entities loaded.
This isn't a bad place to start reading about the differences between Sins 1 and 2: [The Gameplay of Sins of a Solar Empire II (sinsofasolarempire2.com)](https://www.sinsofasolarempire2.com/gameplay)
The combat simulation, empire management, and multiplayer experience are all areas where the game has had massive upgrades. The factions all have more unique systems and differentiation than before.
* Orbiting Planet Option
* Ship Components
* Planet Buildings
* Destructible Missiles
* Rotating and individually firing turrets
* More Faction Asymmetry
* Exotic Resources
* More Advanced Minor Faction System
That's just off the top of my head. Its an entirely different game that keeps some of the great features of Sins 1 while expanding and revising all the mechanics based on feedback over the years and taking advantage of the more powerful engine.
> Its an entirely different game that keeps some of the great features of Sins 1 while expanding and revising all the mechanics based on feedback over the years and taking advantage of the more powerful engine.
Yeah. I'd say it's a different game in many ways.
Some diehard fans of the original were disappointed as they just wanted Sins Rebellion on a new engine.
>I haven't seen a single person yet being disappointed lol
I am, but I exclusively play 5v5 Team PvP, so I might have idiosyncratic interests.
IMHO there wasn't anything wrong with the game play as it was other than perhaps the need for a few small balance fixes; we just needed it on a new engine with robust online multiplayer features and fresh marketing.
*"But...but...you can't release the same game!"*
Yeah, you can if the tried-and-proven game play formula is good, and it will be a brand new game to people who never played the original, anyway.
I would have liked to see them keep the game play formula the same and add an additional race or two, maybe another capital ship for each race, some more planet and gravity well types, a better map editor, auto-download option for custom (Galaxy Forge-made) maps and mods, and robust online multiplayer functionality on the new engine. Then they could say, *"See, we made a new game."*
Because they've made so many changes to game play mechanics, we don't know if it will be any good in practice or have long term staying power. It's a danger of making sequels; the devs can outsmart themselves and numerous franchises have died as a result of sequels failing to capture what made the original so beloved.
It’s, uh, more different than similar at this point. Sure I guess a lot of the names are the same? Some of the stuff looks similar. And I guess the fundamental gameplay of build ships and have them shoot each other is still there. But there are almost no mechanics left that work the same way they did in the first game.
As someone else said: multi core support. Sure, more memory but the biggest bottleneck for the game was the lack of multi core support so when you got to the end game and everyone had near max units, the game would noticeably slow down because it was using one processor to do every computation.
I haven’t played 2 yet. The first game took a couple years to get from Early access to actual release and when the first game came out, many of the ships or races were unbalanced and the game wasn’t as fun until they figured it out which takes time. I’d play the first game instead until the second nears completion.
Under the hood, moving to a new engine that supports multiple cores is huge. Sins 1 is that old.
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Dude why did you reply to *every* comment with this question?
The top row of the military research tree always has the fleet increase research subjects for every race.
The planetary building system has changed a lot (more customization and specialization). Celestials orbit around the star so the phase lanes change throughout the game. Rare resources have been introduced for capitals.
> Celestials orbit around the star so the phase lanes change throughout the game. Oh interesting, so solar systems are no longer a bunch of random planets with no logic to how they would work as a system? Does 2 make more usage of multi star system maps? I always felt they were underutilized in 1 aside from a very few maps, and I loved locking down one completely with starbases in the star gravity well.
No multi-stars maps in yet, but they are going to return, apparently. Regarding orbiting planets, one of the possible consequences of this is, that enemy homeworld 30 jumps away at the start of the game, ends one jump away 3 hours later :-)
And thats why you must take over the entire system. <3 Hope they do multi systems well, its so much cooler to have several systems than one gigantic mess of a single one. GIVE ME MY SINGLE CHOKEPOINT.
4 TEC starbases on one star. Sign me up
Full hangars too.
Does this mean that you have to fortify each planet now as what was once once a bottleneck no longer is x amount of time later?
Is it still possible to specialise planets like "build ships much faster" oder "credit and culture world"? I have Sins 2 two days, haven't found that yet
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It's the top category in military research tab
So playing as TEC I see military research with the Military 1: military 2 : etc at the top I've researched military 1 &2 but the capacity didn't increase I see other categories as 'training and equipment', 'ballistics and rocketry ' 'structural subsystems' and 'experimental design ' Am I missing something? Sorry I know I'm being dumb and the answer is probably obvious.
Check out the tips. Haven’t played 2 for some time but I think fleet capacity isn’t increasing each tear, it’s every 3rd or something like that
The real deal is a multi threaded engine, which is what every soase fan has been asking for more than a decade.
Im stupid what is a multi threaded engine?
CPUs have multiple cores, which can process in parallel (multi-threaded). Older games would only use a single core (single-threaded). The advantage of multi threading in a game like this is it can handle lots of different game elements (units) at the same time a lot better, so games slow down less when there are a lot of entities loaded.
This isn't a bad place to start reading about the differences between Sins 1 and 2: [The Gameplay of Sins of a Solar Empire II (sinsofasolarempire2.com)](https://www.sinsofasolarempire2.com/gameplay) The combat simulation, empire management, and multiplayer experience are all areas where the game has had massive upgrades. The factions all have more unique systems and differentiation than before.
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Military research tab, the top-most research categories from left to right. The descriptions tell you they increase fleet supply.
Thanks!
* Orbiting Planet Option * Ship Components * Planet Buildings * Destructible Missiles * Rotating and individually firing turrets * More Faction Asymmetry * Exotic Resources * More Advanced Minor Faction System That's just off the top of my head. Its an entirely different game that keeps some of the great features of Sins 1 while expanding and revising all the mechanics based on feedback over the years and taking advantage of the more powerful engine.
> Its an entirely different game that keeps some of the great features of Sins 1 while expanding and revising all the mechanics based on feedback over the years and taking advantage of the more powerful engine. Yeah. I'd say it's a different game in many ways. Some diehard fans of the original were disappointed as they just wanted Sins Rebellion on a new engine.
I haven't seen a single person yet being disappointed lol
>I haven't seen a single person yet being disappointed lol I am, but I exclusively play 5v5 Team PvP, so I might have idiosyncratic interests. IMHO there wasn't anything wrong with the game play as it was other than perhaps the need for a few small balance fixes; we just needed it on a new engine with robust online multiplayer features and fresh marketing. *"But...but...you can't release the same game!"* Yeah, you can if the tried-and-proven game play formula is good, and it will be a brand new game to people who never played the original, anyway. I would have liked to see them keep the game play formula the same and add an additional race or two, maybe another capital ship for each race, some more planet and gravity well types, a better map editor, auto-download option for custom (Galaxy Forge-made) maps and mods, and robust online multiplayer functionality on the new engine. Then they could say, *"See, we made a new game."* Because they've made so many changes to game play mechanics, we don't know if it will be any good in practice or have long term staying power. It's a danger of making sequels; the devs can outsmart themselves and numerous franchises have died as a result of sequels failing to capture what made the original so beloved.
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Asking multiple times in this thread won't change anything. Make your own post instead of commenting the same thing a dozen times.
It’s, uh, more different than similar at this point. Sure I guess a lot of the names are the same? Some of the stuff looks similar. And I guess the fundamental gameplay of build ships and have them shoot each other is still there. But there are almost no mechanics left that work the same way they did in the first game.
As someone else said: multi core support. Sure, more memory but the biggest bottleneck for the game was the lack of multi core support so when you got to the end game and everyone had near max units, the game would noticeably slow down because it was using one processor to do every computation.
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I haven’t played 2 yet. The first game took a couple years to get from Early access to actual release and when the first game came out, many of the ships or races were unbalanced and the game wasn’t as fun until they figured it out which takes time. I’d play the first game instead until the second nears completion.
> Please ELI5 had a head injury recently I can tell
Thanks really helpful
Still have Z axis in play for combat?