My colonies are deciding to build weird stuff on their own and I don't know how to prevent it. Anyone able to help?
Theyre colonies you captured right? All colonies you capture from the Computer players retain their governor AI settings. To turn if off go into the empire menu that shows all your colonies, one of the lists on the far right is a column that has little icons that show the Governor settings, look for anything one that has Icons & turn them off.
Ty ty, that was exactly it. It so happened the only system I actually colonized was my starting one, so all the other ones were doing rebellious stuff.
Capturing a system should probably clear the governor AI from it, and there should be an easy option for turning it off from inside the system management screen.
Also having a really annoying bug where my ships refuse to move through wormholes despite having the requisite tech. I'm also at war with the system owner so it's not that.
I did spot a bug last time I played (pre beta mind) where I loaded a saved game and ships would not move through wormholes. Closing the game and reloading the same save file fixed it, very strange.
Putin 2012
I started a new game after downloading the new version (beta).
There's not much that has been added since last time and if any thing they have introduced some sort of huge memory leak post 100 turns. That being said I still found myself way more than I perhaps should have done and went right the way up to turn 200 without blinking, or so it felt like at least.
My gripes are still there of course, I wish they did more with ship design, even if it was just adding particular upgrades change the view of the ship visually (I'm not asking for full customization like you would have in galciv 2 - although putting a huge spoiler on the back of my frigate scout was always amusing).
I had some pew pew in eve over the rest of the weekend so I've not gone back to the game as of yet, but I already find my self musing over possible starting colony builds and working out a fine line on when is it most appropriate to start colonising negative approval planets etc. So the game is ticking boxes, that's for sure.
I'd be quite interested in a multiplayer game if or when it's stable.
You're like a fluffy gerbil sat on a naked woman's crotch, you might think you're looking cool, but everybody else thinks you're a cunt.
It's really frustrating when you have to colonize a shitty one planet system to get at the juicy 6-planet system next to it. My solution? Some kind of automated base analogous to outposts in Master of Orion 2.
1. Created the same way as colonies
2. Uses a cheaper version of the Seed Mod
3. Has no population, exerts no influence, and a (low) defense that allows them to be captured or destroyed easily
4. Provides connections between colonies and the capital in terms of luxury and strategic resources.
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Status of Babby: 100% Formed
Seems Intresting, buying it!!!
Neeeds a new signature.
Stick a scout in an empty system and pirates won't spawn in it either.
I had a really long post written up detailing why I despise the combat later on in game (but the post reset wiped it). Basically it suffers the civ syndrom in where you poop out units without any tactic and so forth.
My biggest gripes with the combat are the very static way of execution, the rock paper scissors bonuses, the fact that command cap means victory, the fact that putting fodder into your fleets is super effective and power then means little. Which is all tied together with the endless popping out of unit, out of as many systems as possible. Without any real upkeep penalties or curbs to make sure you don't steam roll somebody. It works early on in the game. But with all the whopping bonuses that advanced techs unlock production of ships becomes very easy. I also don't really like that you can only attack with one fleet versus another.
What my point comes down to is, it needs strategy. Battles should be meaningful and epic yet well balanced. I am not seeing any of this in the game as it stands. I have not been following the dev's development but I really hope they are changing this awful system.
I do love the rest of the game, but without interesting and balanced combat end game becomes more a choir than an achievement.
I have never played a 4x game that really had good combat though. Civs, MoO2, GalCiv2,...in the end, you always just steamrolled the AI with something something cookie-cutter.
I'm not a big 4x player so I have little to compare with it other than, ascendancy I guess. That is the last 4x I played proper but is almost 10+ years ago and sins of a solar empire isn't really a 4x game. The combat in this game is just non-exciting and terrible.
You literally have to throw two random fleets against each other, no picks when the AI is the one being attacked, and then the battles go fleet by fleet. If I do auto resolve most of the time the game fucks it up more than I do when I randomly press card.
My biggest cripe is the command point system. They allow you to put more ships into a fleet and they are unlocked by diplomacy research. Whoever being able to add 3 more shitty destroyers can make for such a huge gap in between player fleets that you can steamroll over someone. In a bad way. I just hope this is their first iteration because I do love the empire building, but I also want to conquer empires. The only way that seems doable now is to have an empire with the same or larger amount of ships so I can topple the enemy fleet production.
Yeah. I think a big problem is that it's quite hard to do meaningful and engaging space combat with a large number of ships which is also fun, Nexus did it pretty well but you only ever had like 4 ships to work with. Homeworld was good of course, I'd like a 4x game with combat inspired by Homeworld.
In HW if you just rocked up with lots of cap ships and nothing else you would just get owned by all the fighters/bombers taking out your subsystems. In Sins if you rocked up with a cap fleet you just set the abilities to auto while you do some thing else then come back to give them another move order after the battle.
I've been experimenting with a few non-traditional ship setups that have actually borne some fruit (though I haven't fought really hard AI yet). For example, a buffer-tanked dread with no defense mods but 8K HP and the 10% repair per turn module that seems to work surprisingly well.
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Status of Babby: 100% Formed
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