The time of Diplomacy is over. The length of the war and differing opinions on what should be done to bring the war to an end has led to a splintering of the groups involved. The controlling powers-that-be have depleted arsenals and seemed to have exhausted all efforts of diplomacy. Trapped in a stalemate, sub-factions have rebelled and broken off the main alignments. Rebellion is upon us.

The exciting next chapter in the awesome Sins of a Solar Empire universe has arrived. A full-fledged expansion to the original, Sins of a Solar Empire: Rebellion draws you even deeper into the galactic struggle for supremacy with appealing new factions, terrifyingly cool new ships of all sizes, enhanced lighting and particle effects for increased visual pleasure and all-new victory conditions.

“Rebellion is the first stand-alone expansion to the Sins of a Solar Empire universe,” said Brian Clair, director of publishing for Stardock. “Sins of a Solar Empire: Rebellion will add many new ships, refresh the visuals and integrate Impulse::Reactor features to support achievements, multiplayer leagues and much more.”

In the original award-winning Sins of a Solar Empire, developed by Ironclad Games, you are the leader of one of three civilizations embroiled in a galactic war, fighting for survival of your entire race against relentless foes. Your success will depend on your ability to manage your empire and command your vast fleets of starships to victory. Players will colonize new worlds, develop extensive trade networks, conduct research, fortify their empires with powerful starbases and fleets of ships, plus control the galaxy using the unique diplomacy system that reacts dynamically to the players’ actions.

New features of Sins of a Solar Empire: Rebellion include:

  • New Factions: Players decide whether to become Loyalists or Rebels, which unlocks a unique new tech tree granting them new technologies and ship variants.
  • New Titan-class ships:  Massive warships for each race that dwarf capital ships, these deadly new monsters are capable of wiping out entire enemy fleets single-handedly.
  • New Capital Ships:  A new capital ship class arrives, giving players new strategic options.
  • New Corvette-class ships:  Small, highly maneuverable light ships that are adept at a variety of tasks.
  • Loyalist and Rebel versions of some of the existing Sins’ frigates and cruisers, each with their own unique strengths and weaknesses.
  • Updated lighting and particle effects for enhanced visuals.
  • New Victory Conditions to allow for more variety, differing strategies and shorter game sessions.
  • Additional capital ship ability levels, for greater strategic choice.
  • Impulse::Reactor support for chat, friends, achievements and more.

For more information please visit: https://www.sinsofasolarempire.com

logo_Sins_Rebellion


Comments (Page 7)
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on Mar 02, 2011

Most excellent, after all these years nothing can still quite beat a good game of Sins on a lazy afternoon, or in a lecture....

And IMO, the lack of multi threading is no biggy, it would be an enormous overhead for the testers and there are far too many obstacles standing in the way.

Must admit, I was excited to see a new Sins announcement in my news feed, but I think I might have geeked out when I read about the new factions...and Corvettes...and Titans...

I would estimate Q3 2011 at the earliest? Or have Ironclad been sneaky and got this to almost Beta already?

Craig Fraser
Hehehe...still looking for moons Lordkosc?    Good to see you buddy!

Moons? Or fully ARMED and OPERATIONAL Battle Stations?

on Mar 02, 2011

I wonder if the Titans will kill off fleets via an effect similar to the Death Blossom in The Last Starfighter. 

on Mar 02, 2011

I wonder if the Titans will kill off fleets via an effect similar to the Death Blossom in The Last Starfighter.

Been wondering that myself, most Human vs Human Sins games tend to involve two armadas clashing, and calling primary on a single priority target. Will be interesting to see how Titans counter this (though I must admit, Starbases do it pretty well).

on Mar 02, 2011

LOL 

I can see titan rush in MP from the guy in eco slot.

Or they mignt even not come into play becouse other guy will be assimilated before they can do research required to build them.

on Mar 02, 2011

Sins slows down significantly with my i7, how will it cope with all this new stuff without multicore support? Even partial multicore support may help.

on Mar 02, 2011

please at least enable the LAA switch when compilling please, (this is for the 64bit windows users so that they can have their larger ram space in use), in my experience it does NOT effect 32 bit windows unless they have done the steps to allow the 3gb ram space for ONE program(2gb data 1gb program,1gb windows & i/o),normal windows( 2gb for program and data 2gb windows & i/o).

harpo

 

on Mar 02, 2011

Arcalite
Sins slows down significantly with my i7, how will it cope with all this new stuff without multicore support? Even partial multicore support may help.

Yeah, I'm worried about the same thing. I don't see how they can make adding more stuff work unless you just stay on smaller maps all the time.

on Mar 02, 2011

Are there  plans to update random map generator? Since it dominated MP, fixing bugs and maybe adding some balancing features (eg. planets and neuts within X jumps from player's HW must be worth between Y and Z points) would be appreciated by ICO community.

on Mar 02, 2011

my pants are now moist...

on Mar 02, 2011

I would just like to say that Sins is one of the few games that has remained on my computer over the last two years (wait...2008...THREE YEARS?!?!?). I play LAN frequently with my friends against AI, and we always have a blast. I have Starcraft 2, Dawn of War, Command and Conquer, Total War....yet Sins draws me back more than those. Not because it is perfectly balanced. Or because it has a massive, Starcraft-like online community. It draws me back time after time because it combines a thrilling space setting (space games are by far the most underrepresented in mainstream gaming), solid gameplay mechanics, tantalizing RPG components, and spectacular visuals. It is the most fun RTS that I have ever played.

On top of this, the steady stream of expansions have kept Sins fresh over those years, and the fantastic patch support from you guys keeps reinvigorating the game for us. There are very few game companies who continue to support a series in the manner that you guys have. I cheers to the announcement of Sins: Rebellion. I hope it is successful so that your company can continue releasing quality games like Sins, and I look forward to playing it more than any other game this coming year! (That's saying a lot considering Battlefield 3, Shogun 2, Dragon Age 2, and others are vying for my desert-dry wallet!)

 

Thanks again guys,

 

-Sean

on Mar 02, 2011

lordkosc

Quoting Craig Fraser, reply 62Hehehe...still looking for moons Lordkosc?    Good to see you buddy!

 

Yes alive and kicking, nice to see you guys coming back with such awesome news of an expansion.

 

We can fix both of those 'alive' and 'kicking' things.

on Mar 02, 2011

The question is , will there be MOONs

Happy belated b-day, kosc!

on Mar 02, 2011

Yarlen
No to multi-threading as that would take a couple years of testing.  Also, there are no plans for a single-player campaign.

Can somebody explain the line "no plans for a signle-player campaign"???  Does that mean there is only multiplayer play?  If so, you have lost a customer, I have little desire to play against anyone.  I don't do it now.

on Mar 02, 2011

No single player campaign. You must make up your own in your own mind. I do. Its quite enjoyable.

on Mar 02, 2011

No single player campaign. You must make up your own in your own mind. I do. Its quite enjoyable.

Ok, I was thinking no single player mode.

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