
The more you expand and the more ‘frontiers’ you create, the more complicated things get. You have ‘Civilian’ and ‘Military’ tech trees (although subsequent expansions have divided that up further, such as offense and defence, civilian and diplomacy, etc.), and you can also conduct diplomacy with other races and neutral pirates (set bounty, trade agreements, alliances and so forth).

You start off with one planet, and from there you need to scout out other planets, colonise them, build infrastructure (all the buildable buildings are space based), create fleets and defend your territory against all invaders. The core gameplay of Sins of Solar Empire has always been relatively simple on the outset, but something that gradual expands to get more and more complex. Of course, the problem with recently previewing a game so late in the development cycle is that almost immediately you find yourself repeating what’s already been said so apologies if it seems like you’ve heard this all before (because you probably have).

Having spent time with the final review build of the game, it’s clear though that some of my initial (on-topic) thoughts were right on the mark: this is the ultimate version of Sins of a Solar Empire, this is a very good 4X space strategy game, even on its own, and it’s going to be a real shame to see Ironclad moving on. Whilst I stand by all that I said, the same won’t be happening here. When I last looked at Sins of Solar Empire: Rebellion, I may have perhaps spent a bit too much time bemoaning the franchises lost potential.
