Sins of a Solar Empire
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The Research Trees now provide more upgrades to defense platforms, making them more attractive to use. The [[Advent]], for instance, get [[Synergy]] for their [[Beam Defense Platform]]s, allowing them to combine their energy into more powerful shots, or boost their shields. The [[TEC]] can upgrade [[Gauss Defense Platform]]s to deal with longer-ranged targets with their [[Meson Bolt Cannon]]s, or punish those who get too close with [[Burst Rockets]]. The [[Vasari]]'s [[Missile Platform]]s are now equipped with [[Disruptor Nanites]], preventing enemy hull repair, antimatter regeneration, and shield restoration systems from coming online.
 
The Research Trees now provide more upgrades to defense platforms, making them more attractive to use. The [[Advent]], for instance, get [[Synergy]] for their [[Beam Defense Platform]]s, allowing them to combine their energy into more powerful shots, or boost their shields. The [[TEC]] can upgrade [[Gauss Defense Platform]]s to deal with longer-ranged targets with their [[Meson Bolt Cannon]]s, or punish those who get too close with [[Burst Rockets]]. The [[Vasari]]'s [[Missile Platform]]s are now equipped with [[Disruptor Nanites]], preventing enemy hull repair, antimatter regeneration, and shield restoration systems from coming online.
 
===Hangar Research===
 
===Hangar Research===
As stated previously, Hangar Defenses are now researched in the Defense Research Trees, as opposed to the Combat Research Trees.
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As stated previously, Hangar Defenses are now researched in the Defense Research Trees, as opposed to the Combat Research Trees. In addition, they also gain new defenses for themselves. [[TEC]] [[Hangar Defense/TEC|Hangar Defense]]s can be equipped with [[Flak Cannons]] to keep their fighters safe while attacking others. The [[Advent|Advent's]] [[Hangar Defense/Advent|Hangar]]s can be equipped with shields to protect themselves. Lastly, the [[Vasari]] can equip their [[Hangar Defense/Vasari|Hangar]]s with [[Phasic Trap]]s, phasing out the hull of any enemy who gets too close to them.
 
===AI Enhancements===
 
===AI Enhancements===
 
The AI's been made even smarter, which can make things better or worse, depending on one's point of view.
 
The AI's been made even smarter, which can make things better or worse, depending on one's point of view.
  +
===New Planet Bonuses===
  +
As of so far, there have been 7 new bonuses confirmed - more are likely undiscovered. Note that the current listings are not final and are only from active gameplay. Question Marks (?) indicate possible other planets capable of hosting a bonus that are not confirmed. They are:
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  +
{| class="gametable" style="float:none; text-align:center" border="1px" cellpadding="2"
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|-
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!Planet Bonus Name !!Ter !!Des !!Ice !!Vol !!Ast !!D.A. !! Bonus 1 || Bonus 2
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|- style="height:25px"
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|colspan=9 | On Scouting
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|-
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| Signal Interference|| - || - || - ||X||X|| - ||Culture Spread Rate -20%||
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|-
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| Toxic Fallout||X||X|| - ||X|| - || - ||Population -20||Upgrade Build Cost +20%
  +
|-
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| Constant Meteorites|| - || - || - || - ||X||?||Population -20||Metal/Crystal Income +30%
  +
|-
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| Industrial Wasteland|| - || - || - || - ||X||?||Population -20||Metal/Crystal Income +30%
  +
|- style="height:25px"
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|colspan=9| On Colonizing
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|-
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| Solar Energy Harvesting||?||?||?||X||?||?||Population +15||
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|-
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| Helium-Rich Atmosphere||?||?||X||?|| - || - ||Trade Income +20%||
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|- style="height:25px"
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|colspan=9| Colonizing or First Explore Planet
  +
|-
  +
| Geothermal Hot Spots||?||?||X||?|| - || - ||Civics Slots +4||
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|}
  +
 
==System Requirements==
 
==System Requirements==
 
As of so far, the requirements for '''''Entrenchment''''' are the same as that for the original ''Sins,'' which is as follows:
 
As of so far, the requirements for '''''Entrenchment''''' are the same as that for the original ''Sins,'' which is as follows:

Revision as of 15:50, 3 June 2009

Sins of a Solar Empire: Entrenchment serves as the game's first expansion pack. It requires the original version of Sins to run it.

New Features

Defense Research Trees

The Defense Research Trees are now where you get upgrades for hangars, defense platforms, etc. In addition, each race can now get mines. The Defense Tree also contains the Star Base upgrades as well as the upgrades for tactical structures. The TEC use the imaginatively-named Defense Tree for their upgrades. The Advent's Defense Tree is the Security Tree, and the Vasari rely on the Fortification Tree to bolster their defenses.

Star Bases

The Star Base is built with a Star Base Construction Cruiser, researched in each race's Defense Tree. A Star Base allows one to further strengthen their current gravity wells, or colonize a previously un-colonizable gravity well (allowing you to build even longer trading routes). There can only be one Star Base per gravity well per player, though stars can have four. The TEC get the Raloz Heavy Constructor for their Construction Cruiser, which becomes the Argonev Star Base. The Advent get the Talion Savior as their Construction Cruiser, which becomes the Transcencia Star Base. The Vasari, instead of getting their own cruiser, use the Jarun Migrator for their construction of Orkulus Star Bases. Perhaps, most alarmingly, the Orkulus is mobile, allowing Vasari players to bring terror to anywhere in the gravity well they occupy.

Anti-Structure Cruisers

In addition to the Star Base Construction Cruisers, Anti-Structure Cruisers can also now be built. These ships have such mammoth weapons that they can only target structures, as they are too unwieldy to use against ships. The TEC get the Ogrov Torpedo Cruiser, the Advent get the Solanus Adjudicator, while the Vasari's Orkulus acts as its Anti-Structure Cruiser, making it the only one that can attack other units - however, it is unable to leave its gravity well.

Mines

As stated in the Defense Tree article, mines are now available to all races, of which a maximum of 150 may be deployed at a time. The TEC's Proximity Mines are your basic, run-of-the-mill space mines that are placed en-masse around your planet. The Advent's Hangar Defenses and their Aeria Drone Hosts can field Mine Drones, which deploy into Homing Mines. Last, but not least, the Vasari receive the Sivuskras Ruiner, a Mine-Laying ship that can deploy its Explosive Mines anywhere, even in enemy territory. Furthermore, if upgraded to carry Gravity Mines, a Sivuskras can prevent its victims from escaping for a short period.

Changes

Defense Platforms

The Research Trees now provide more upgrades to defense platforms, making them more attractive to use. The Advent, for instance, get Synergy for their Beam Defense Platforms, allowing them to combine their energy into more powerful shots, or boost their shields. The TEC can upgrade Gauss Defense Platforms to deal with longer-ranged targets with their Meson Bolt Cannons, or punish those who get too close with Burst Rockets. The Vasari's Missile Platforms are now equipped with Disruptor Nanites, preventing enemy hull repair, antimatter regeneration, and shield restoration systems from coming online.

Hangar Research

As stated previously, Hangar Defenses are now researched in the Defense Research Trees, as opposed to the Combat Research Trees. In addition, they also gain new defenses for themselves. TEC Hangar Defenses can be equipped with Flak Cannons to keep their fighters safe while attacking others. The Advent's Hangars can be equipped with shields to protect themselves. Lastly, the Vasari can equip their Hangars with Phasic Traps, phasing out the hull of any enemy who gets too close to them.

AI Enhancements

The AI's been made even smarter, which can make things better or worse, depending on one's point of view.

New Planet Bonuses

As of so far, there have been 7 new bonuses confirmed - more are likely undiscovered. Note that the current listings are not final and are only from active gameplay. Question Marks (?) indicate possible other planets capable of hosting a bonus that are not confirmed. They are:

Planet Bonus Name Ter Des Ice Vol Ast D.A. Bonus 1 Bonus 2
On Scouting
Signal Interference - - - X X - Culture Spread Rate -20%
Toxic Fallout X X - X - - Population -20 Upgrade Build Cost +20%
Constant Meteorites - - - - X ? Population -20 Metal/Crystal Income +30%
Industrial Wasteland - - - - X ? Population -20 Metal/Crystal Income +30%
On Colonizing
Solar Energy Harvesting ? ? ? X ? ? Population +15
Helium-Rich Atmosphere ? ? X ? - - Trade Income +20%
Colonizing or First Explore Planet
Geothermal Hot Spots ? ? X ? - - Civics Slots +4

System Requirements

As of so far, the requirements for Entrenchment are the same as that for the original Sins, which is as follows:

Minimum System Requirements

  • O/S: Windows XP SP2/Vista
  • Processor: 1.8 GHz Single-Core Processor
  • RAM: 512 MB RAM (1 GB for Windows Vista)
  • Video Card: 128 MB DirectX 9 3D Video Card (Radeon 9600 / GeForce FX 6600 and above)
  • Direct X: DirectX 9.0c
  • Sound Card: Compatible Sound Card
  • Other Hardware: DVD-ROM Drive, Keyboard and Mouse, Speakers
  • Space Requirment: 3 GB Hard Drive Space

Recommended System Requirements

  • O/S: Windows XP SP2/Vista
  • Processor: 2.2 GHz Dual- or Quad-Core Processor
  • RAM: 1GB RAM (2GB for Windows Vista)
  • Video Card: 256 MB DirectX 9 3D Video Card (Radeon X1600 / GeForce 7600 and above)
  • Direct X: DirectX 9.0c
  • Sound Card: Compatible Sound Card
  • Other Hardware: DVD-ROM Drive, Keyboard and Mouse, Speakers
  • Space Requirment: 3 GB Hard Drive Space