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Sins of a Solar Empire - PC

Platform : Windows XP, Windows Vista
Rated: Teen
119 customer reviews
Metascore: 87 / 100
87

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  • Take command of 1 of 3 space-faring races as you work to establish domination of the galaxy
  • Use diplomacy, economic skill, cultural influence, and sheer military might to establish order
  • Explore and conquer neighboring planets and distant solar systems in a massively scaled, fully 3D galaxy
  • Transition between the roles of emperor and fleet commander; customize and improve powerful units
  • Extensive diplomatic and economic strategies can exercise a variety of options
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Product Description

Product Description

Command vast fleets of ships and a growing empire in Sins of a Solar Empire, the latest game from publisher Stardock Entertainment. Sins of a Solar Empire combines the depth of 4X gameplay with the action of real-time strategy to create an epic and immersive experience for players. Players will colonize worlds, develop extensive trade networks, conduct research and diplomacy, and build fleets as they fight to control an immense galaxy using one of three distinct races.

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Ten millennia have passed since you and the few survivors of the once mighty Vasari Empire fled from an unknown threat that all but exterminated your kind. You now find yourself at the fringe of the galaxy in a sector occupied by a pathetically primitive species - one obsessed with trade and lacking any central organization or military technology. Calling themselves the Trader Emergency Coalition, they would have been ideal slaves in the glorious days of the past, but time is of the essence. Use your mastery of phase-space manipulation, gravity and nanotechnology to quickly eliminate any local resistance and acquire the necessary resources to fuel the next segment of your continuing exodus.

Features:

  • Take command of 1 of 3 space-faring races as you work to establish domination of the galaxy.
  • Use diplomacy, economic skill, cultural influence, and sheer military might to establish order.
  • Explore and conquer neighboring planets and distant solar systems in a massively scaled, fully 3D galaxy.
  • Transition between the roles of emperor and fleet commander; customize and improve powerful units.
  • Extensive diplomatic and economic strategies can exercise a variety of options.

Product Details

  • Domestic Shipping: Item can be shipped within U.S.
  • International Shipping: This item is not eligible for international shipping. Learn More
  • ASIN: B000YFOGS8
  • Product Dimensions: 7.5 x 5.5 x 1.2 inches ; 8.8 ounces
  • Media: Video Game
  • Release Date: February 5, 2008
  • Average Customer Review: 3.7 out of 5 stars  See all reviews (119 customer reviews)
  • Amazon Best Sellers Rank: #20,635 in Video Games (See Top 100 in Video Games)
  • Product Warranty: For warranty information about this product, please click here
  • Discontinued by manufacturer: Yes

Customer Questions & Answers

Customer Reviews

Most Helpful Customer Reviews

174 of 183 people found the following review helpful By NeuroSplicer TOP 500 REVIEWER on February 6, 2008
This is an EXCELLENT game that takes the galaxy civilization games a clear step further. Open-ended like a new science-fiction world and played as a seat-of-your-pants RTS game, this is a very intelligent hybrid that I greatly enjoyed.

In effect, SINS is a successful blend of the wonderful GALACTIC CIVILIZATIONS and HOMEWORLD series, with a sprinkling of TOTAL WAR for good measure. This is NOT a turn-based civilization game, so expect a much faster pace. What this means is that while it maintains the characteristics of classic turn-based civilization games (exploration, expansion, exploitation and extermination), by relieving from the micromanagement tedium, it allows for an intense RealTime Strategy experience. Now, this probably may not appeal to turn-based purists, but I would advise an open mind: this is a good game.

This concept-blending is new, so expect a slow learning curve - it took me a number of ...false-starts to get the hang of it: after all, it plays like an RTS and (although simplified) it still has enough of turn-based features that need to be taken care of. The interface is simplified and informative at the same time, with info trees sliding out only when needed.

There are three different factions to choose from (financiers, technologists and psitecs) - yet, their differences focus mainly on research tree-branching and ship designs. What I did not like was that the ships of all three factions are effectively the same and their differences are only skin-deep. What I would have liked to find (and was disappointed to the point of withholding the 5th star for fun) was ship design and building! Remember how much fun was to design our own spaceships (from freighters to battleships) in GALACTIC CIVILIZATIONS II? Well, no such luck here.
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131 of 142 people found the following review helpful By orakle on February 11, 2008
First, this game isn't exactly what you may have heard. Don't expect a real time version of Gal Civ 2, or a sort of Europa Universalis in space, this is an RTS game first. Game play consists of collecting resources, building ships, and hurling big piles of them at big piles of enemy ships. It has some characteristics of TBS space games, like warp lanes, planet hopping, and a broadly slower pace. It also has some light approximations of the research and infrastructure elements of TBS titles, but there's no empire-building here to speak of. There are also no victory conditions beyond "annihilate the other guy." The bulk of your time will definitely be spent on traditional RTS activities, so if you don't care for that genre, don't invest.

I have played this unique title for several weeks now, and come to some conclusions. It's an interesting game with a steep learning curve for an RTS. I finally have a good feel for the rather unique interface, and it works reasonably well. The empire tree is a novel tool to control building and to try to track structures and ships in your empire. It lacks a sense of relative position, however, and as such I still find myself missing a mini-map. The main problems, however, all stem from one simple component of the design: the real time battles take place in the same timeline as the real time strategy. That is, while your ships are fighting, time is ticking by all across your empire. Got 3 battles going on? You can only watch and manage one of them. The AI's ok at handling fights for you, but I dislike being reliant on that. For that matter, the graphics are gorgeous and the battles are genuinely exciting, it kind of sucks that at best I can only watch one at a time and frequently I'm pulled away from that to handle managerial issues.
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45 of 47 people found the following review helpful By Yu-Jin Chia TOP 500 REVIEWERVINE VOICE on March 27, 2008
I must say, if Sins of a Solar Empire is typical of the products that Stardock is going to release, they just might be the next Blizzard Entertainment. Though most of the fundamentals in this game aren't exactly revolutionary, they are presented with an attention to detail and level of polish that make the game seem new and exciting. Sins is surprisingly easy to pick up and play, but is definitely a game that would take time to truly master.

The basic resource and base model is something that should be familiar to most RTS veterans- 3 resources (credits- from tax income, ore and crystals from harvesting) and facilities orbiting planets. There is a limit to how many can be built around a planet, and this varies depending on how well developed said planet is. You can also build defensive platforms and production facilities for your fleet. Research is also a pretty standard model, and is based on how many research labs you possess.

Where it starts getting interesting is the way you expand your empire, which you surely must in order to survive. Sins definitely favors aggressive players, as they will have more spaces for buildings and more credit/resource income as a result of higher population and more asteroids to harvest. At the start of a game, you usually have one home world connected to a few other systems. These may be colonizable, and may not- and in general, the better the planet the stronger the defense forces of the indigenous population. This means your pitiful starter fleet will likely not be able to conquer any prime worlds without taking losses, which can be bad if your opponents decide to attack you in the meantime. Additionally, some sorts of planets require research to colonize, and you need to colonize to build.
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