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* GutturalGrowler: The Vasari are an entire race of bad [[Franchise/MetalGear Revolver Ocelot]] impersonators.

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* GutturalGrowler: The Vasari are an entire race of bad [[Franchise/MetalGear Revolver Ocelot]] impersonators.and [[WesternAnimation/BeastWars Dinobot]]/[[VideoGame/DawnOfWar Lord Bale]] impersonators, barring a few exceptions such as the captains of the Vulkoras Desolator and Vorastra Titan, who sound like space orcs, and the Rankulas Battleship, whose captain sounds like a stereotypical mad scientist.
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*** [[TheFederation Loyalist TEC]] wants [[HoldTheLine to ride out the war through superior defensive capabilities]], [[GuileHero diplomatic maneuvering, and economic superiority]] - even if that means [[MoralDissonance ceding entire systems and leaving their populations enslaved or mind controlled]]; [[HeWhoFightsMonsters Rebel TEC]] wants [[RoaringRampageOfRevenge to crush everyone in expansionist warfare]] and react violently against what they consider to be [[WithUsOrAgainstUs "defeatist," "collaborationist", or other similarly treasonous philosophies which involve dialogue or reconciliation]] - however, they are [[DeathFromAbove not]] [[MadeASlave without]] [[GettingSmiliesPaintedOnYourSoul their]] reasons for this [[NeverBeHurtAgain mindset]].

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*** [[TheFederation Loyalist TEC]] wants [[HoldTheLine to ride out the war through superior defensive capabilities]], [[GuileHero diplomatic maneuvering, and economic superiority]] - even if that means [[MoralDissonance ceding entire systems and leaving their populations enslaved or mind controlled]]; controlled; [[HeWhoFightsMonsters Rebel TEC]] wants [[RoaringRampageOfRevenge to crush everyone in expansionist warfare]] and react violently against what they consider to be [[WithUsOrAgainstUs "defeatist," "collaborationist", or other similarly treasonous philosophies which involve dialogue or reconciliation]] - however, they are [[DeathFromAbove not]] [[MadeASlave without]] [[GettingSmiliesPaintedOnYourSoul their]] reasons for this [[NeverBeHurtAgain mindset]].
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** [=TEC=] Loyalists can churn out ships ''extremely'' quickly if they have the appropriate technologies and resources for it, to the point where entire fleets can be assembled in under a minute. Especially if the system the ships are constructed in are under attack by enemy forces, which triggers Rapid Counterdeployment.
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Badass Mustache and Badass Beard are being merged into Manly Facial Hair. Examples that don't fit or are zero-context are removed. To qualify for Manly Facial Hair, the facial hair must be associated with masculinity in some way. Please read the trope description before readding to make sure the example qualifies.


* BadassBeard: The TEC narrator / Kol battleship captain sports one
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** There is a mod that replaces standard TEC pulse lasers with thin red beams that pulse. This changes nothing in the gameplay (although, the mod may reduce your fighter/bomber count gained in expansions), but makes it look and sound more realistic (less like a ''StarWars'' blaster and more like pulsing hum). The mod only affects TEC lasers, though. The Advent ones still travel to target.

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** There is a mod that replaces standard TEC pulse lasers with thin red beams that pulse. This changes nothing in the gameplay (although, the mod may reduce your fighter/bomber count gained in expansions), but makes it look and sound more realistic (less like a ''StarWars'' ''Franchise/StarWars'' blaster and more like pulsing hum). The mod only affects TEC lasers, though. The Advent ones still travel to target.
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Fixed a link that was accidently created by a typo.


* GameplayandStorySegregation: According to the lore, the TEC Rebels, Vasari Loyalists and Advent Loyalists are all hostile and uncompromising, while the TEC Loyalists, VAsari Rebels and Advent Rebels are more open to diplomacy. Yet in the actual gameplay, all six factions are equally capable of forging and maintaining alliances with anyone.

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* GameplayandStorySegregation: According to the lore, the TEC Rebels, Vasari Loyalists and Advent Loyalists are all hostile and uncompromising, while the TEC Loyalists, VAsari Vasari Rebels and Advent Rebels are more open to diplomacy. Yet in the actual gameplay, all six factions are equally capable of forging and maintaining alliances with anyone.

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Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


There are three factions in the game. There's the Trader Emergency Coalition, [[TheAlliance a semi-cohesive organization of human]] worlds who have banded together to try to defend their worlds from aggression, using [[KineticWeaponsAreJustBetter Kinetic Weapons]], heavy armor and {{Macross Missile Massacre}}s. There's the Advent, {{transhuman}}s who [[TheExile were exiled]] by the traders' ancestors many years ago for tampering with PsychicPowers, CrystalSpiresAndTogas and FrickinLaserBeams, and are now back for {{Revenge}}. And there's the Vasari, ScaryDogmaticAliens who once ruled [[TheEmpire a huge interstellar empire,]] but whose worlds have been gradually swallowed by... [[NothingIsScarier something]]. Every ship sent to investigate this menace has disappeared, except for one ship which returned with its crew [[GoMadFromTheRevelation driven mad]]. The remnants of a Vasari colony, now surviving as nomadic PlanetLooters, have fled to this corner of the galaxy, leaving warning buoys behind them... and watching in dismay as those buoys wink out, one by one. All while the humans, who they initially thought would be easy targets, dragged them down into a HopelessWar.

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There are three factions in the game. There's the Trader Emergency Coalition, [[TheAlliance a semi-cohesive organization of human]] worlds who have banded together to try to defend their worlds from aggression, using [[KineticWeaponsAreJustBetter Kinetic Weapons]], heavy armor and {{Macross Missile Massacre}}s. There's the Advent, {{transhuman}}s who [[TheExile were exiled]] by the traders' ancestors many years ago for tampering with PsychicPowers, CrystalSpiresAndTogas and FrickinLaserBeams, [[EnergyWeapon Frickin' Laser Beams]] , and are now back for {{Revenge}}. And there's the Vasari, ScaryDogmaticAliens who once ruled [[TheEmpire a huge interstellar empire,]] but whose worlds have been gradually swallowed by... [[NothingIsScarier something]]. Every ship sent to investigate this menace has disappeared, except for one ship which returned with its crew [[GoMadFromTheRevelation driven mad]]. The remnants of a Vasari colony, now surviving as nomadic PlanetLooters, have fled to this corner of the galaxy, leaving warning buoys behind them... and watching in dismay as those buoys wink out, one by one. All while the humans, who they initially thought would be easy targets, dragged them down into a HopelessWar.



* WeWillUseLasersInTheFuture: Because of their usefulness, energy weapons are used by everyone, with the Advent emphasizing them almost exclusively, the Vasari using them heavily in conjunction with their signature Phase Missiles, and even the TEC who are far behind the others in energy-based technology - use them as secondary weapons to supplement their kinetic firepower or as main weapons for some of their larger vessels. Both FrickinLaserBeams and actual plasma-beam styles exist, in every faction.

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* WeWillUseLasersInTheFuture: Because of their usefulness, energy weapons are used by everyone, with the Advent emphasizing them almost exclusively, the Vasari using them heavily in conjunction with their signature Phase Missiles, and even the TEC who are far behind the others in energy-based technology - use them as secondary weapons to supplement their kinetic firepower or as main weapons for some of their larger vessels. Both FrickinLaserBeams [[EnergyWeapon Frickin' Laser Beams]] and actual plasma-beam styles exist, in every faction.



* EnergyWeapon:
** Vanilla laser weapons are fired in pulses, [[SlowLaser taking a few seconds]] to get to the target. Inverted with "beam" weapons, which are sustained-fire plasma/laser weapons that hit instantly.
** There is a mod that replaces standard TEC pulse lasers with thin red beams that pulse. This changes nothing in the gameplay (although, the mod may reduce your fighter/bomber count gained in expansions), but makes it look and sound more realistic (less like a ''StarWars'' blaster and more like pulsing hum). The mod only affects TEC lasers, though. The Advent ones still travel to target.



* FrickinLaserBeams: Vanilla laser weapons are fired in pulses, taking a few seconds to get to the target. Inverted with "beam" weapons, which are sustained-fire plasma/laser weapons that hit instantly.
** There is a mod that replaces standard TEC pulse lasers with thin red beams that pulse. This changes nothing in the gameplay (although, the mod may reduce your fighter/bomber count gained in expansions), but makes it look and sound more realistic (less like a ''StarWars'' blaster and more like pulsing hum). The mod only affects TEC lasers, though. The Advent ones still travel to target.

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* LargeHam: Planet-bomber Capital Ships seem particularly susceptible:-

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* LargeHam: Planet-bomber Capital Ships seem particularly susceptible:-susceptible. Rebellion adds some Titans and Corvettes to the ham list:



** Pirates and some Titans and corvettes in ''Rebellion''
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* GameplayandStorySegregation: According to the lore, the TEC Rebels, Vasari Loyalists and Advent Loyalists are all hostile and uncompromising, while the TEC Loyalists, VAsari Rebels and Advent Rebels are more open to diplomacy. Yet in the actual gameplay, all six factions are equally capable of forging and maintaining alliances with anyone.
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* WaveMotionGun: The Advent Radiance Battleship's Cleansing Brilliance, and Advent Loyalist Coronata Titan's Unity Mass.

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* WaveMotionGun: The Advent Radiance Battleship's Cleansing Brilliance, and Advent Loyalist Coronata Titan's Unity Mass.Mass with the Coronata's Unity Mass actually outgunning the TEC's Ragnarov Titan's Snipe ability with its massive rail gun. KineticWeaponsAreJustBetter doesn't really apply here
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** Same with the voice of the Vasari's Rankulas Battleship.
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YMMV


* FanFicMagnet: The ExcusePlot. It's so vague you can fill in the holes with pretty much anything.

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The -Allegiance downside practically overwrites the benefits of increased mining and crystal supply, while the loss in more valuable trade income over tax income (as a rule, trade routes are a better source of credits) make it a net negative.


* AuthorTract: A {{downplayed}} example with ''Forbidden Worlds'' planet bonuses. Certain types of societies give different bonuses/ disadvantages, but some are undoubtedly better than others. For example, [[PrivatelyOwnedSociety Free Market Society]] gives positive bonuses for all planet attributes, while [[AnarchyIsChaos Anarchic Society does the opposite]].

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* AuthorTract: A {{downplayed}} example with ''Forbidden Worlds'' planet bonuses. Certain types of societies give different bonuses/ disadvantages, but some are undoubtedly better than others. For example, [[PrivatelyOwnedSociety Free Market Society]] gives and Modern Society give positive bonuses for all planet attributes, while [[AnarchyIsChaos Anarchic Society Chaotic Society]] does the opposite]].opposite and [[DirtyCommies Ordered Society is a mathematical negative]].



* ChummyCommies: The planetary modifier "Ordered Society" from ''Forbidden Worlds'' improves mining output and taxes but penalizes culture, allegiance and trade income. Definitely preferable to many other "Society" modifiers and a boon in certain circumstances. In a bit of [[AuthorTract commentary]] on the nature of such societies, the icon for this trait is a honeycomb.


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* DirtyCommies: The planetary modifier "Ordered Society" from ''Forbidden Worlds'' marginally improves mining output and taxes but penalizes culture, allegiance and trade income. Given that the Allegiance drop practically negates the advantages it grants, it's one of the worse options, albeit not as awful as [[AnarchyIsChaos the Chaotic Society]. Telling, the icon for this trait is a honeycomb.

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* NoBiochemicalBarriers: Averted; planets and atmospheres of different types have different defense and population thresholds.



* NeutralsCrittersAndCreeps: ''sINS'' features SpacePirates, who actually ''can'' be made nice to. For about an hour if you give them a BegoneBribe bigger than someone else's (they are aware of what a steamroller they are, having [[GlassCannon traded shield generators for]] MoreDakka, and ZergRush to compensate for their individual fragility). If the "Space Pirate Raids" option is turned off, they camp out with a huge fleet to guard a single, low-habitability asteroid base at a crossroad of HyperspaceLanes. In the ''Rebellion'' expansion, TEC Rebels can make them permanent allies, and even hire them through their Broadcast Station buildings. Each neutral world also has [[HardCodedHostility Hard-Coded Hostile]] fleets consisting of a handfull of weak units that are never replaced. However, they at least stay home, unlike those bloody pirates.

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* NeutralsCrittersAndCreeps: ''sINS'' ''Sins'' features SpacePirates, who actually ''can'' be made nice to. For about an hour if you give them a BegoneBribe bigger than someone else's (they are aware of what a steamroller they are, having [[GlassCannon traded shield generators for]] MoreDakka, and ZergRush to compensate for their individual fragility). If the "Space Pirate Raids" option is turned off, they camp out with a huge fleet to guard a single, low-habitability asteroid base at a crossroad of HyperspaceLanes. In the ''Rebellion'' expansion, TEC Rebels can make them permanent allies, and even hire them through their Broadcast Station buildings. Each neutral world also has [[HardCodedHostility Hard-Coded Hostile]] fleets consisting of a handfull of weak units that are never replaced. However, they at least stay home, unlike those bloody pirates.pirates.
* NoBiochemicalBarriers: Averted; planets and atmospheres of different types have different defense and population thresholds.
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* NeutralsCrittersAndCreeps: ''sINS'' features SpacePirates, who actually ''can'' be made nice to. For about an hour if you give them a BegoneBribe bigger than someone else's (they are aware of what a steamroller they are, having [[GlassCannon traded shield generators for]] MoreDakka, and ZergRush to compensate for their individual fragility). If the "Space Pirate Raids" option is turned off, they camp out with a huge fleet to guard a single, low-habitability asteroid base at a crossroad of HyperspaceLanes. In the ''Rebellion'' expansion, TEC Rebels can make them permanent allies, and even hire them through their Broadcast Station buildings. Each neutral world also has [[HardCodedHostility Hard-Coded Hostile]] fleets consisting of a handfull of weak units that are never replaced. However, they at least stay home, unlike those bloody pirates.

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Changed the trope from the generic Energy Weapons to We Will use laser in the future (more accurate to the game)


* EnergyWeapons: Used by everyone, with the Advent emphasizing them almost exclusively, the Vasari using them heavily in conjunction with their signature Phase Missiles, and the TEC using them as secondary weapons to supplement their kinetic firepower. Both FrickinLaserBeams and actual plasma-beam styles exist, in every faction.


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* WeWillUseLasersInTheFuture: Because of their usefulness, energy weapons are used by everyone, with the Advent emphasizing them almost exclusively, the Vasari using them heavily in conjunction with their signature Phase Missiles, and even the TEC who are far behind the others in energy-based technology - use them as secondary weapons to supplement their kinetic firepower or as main weapons for some of their larger vessels. Both FrickinLaserBeams and actual plasma-beam styles exist, in every faction.
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* VariableMix: There's a battle and calm music - it quickly shifts between the two if you zoom in or out of an area that contains combat.
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** However, the history of the Vasari is similar to that of the Rakata from ''KnightsOfTheOldRepublic''. Both were alien conquers who ruled over a galaxy-spanning, multitude-enslaving empire which eventually collapsed from within.

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** However, the history of the Vasari is similar to that of the Rakata from ''KnightsOfTheOldRepublic''.''VideoGame/KnightsOfTheOldRepublic''. Both were alien conquers who ruled over a galaxy-spanning, multitude-enslaving empire which eventually collapsed from within.
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* ButThouMust: Locking teams before the game begins more or less nullifies the impact of missions: you still get offered them, and still accrue ire when you ignore them, but teams are locked, forcing TeethClenchedTeamwork! There is still an incentive to keep on your allies' good sides though, because high RelationshipValues grant access to "pacts", each of which improve both players' ships or economy in some way.

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* ButThouMust: Locking teams before the game begins more or less nullifies the impact of missions: you still get offered them, and still accrue ire when you ignore them, but teams are locked, forcing TeethClenchedTeamwork! There is still an incentive to keep on your allies' good sides though, because high RelationshipValues grant access to "pacts", each of which improve both players' ships or economy in some way.way and each faction offers unique ones.


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* ChummyCommies: The planetary modifier "Ordered Society" from ''Forbidden Worlds'' improves mining output and taxes but penalizes culture, allegiance and trade income. Definitely preferable to many other "Society" modifiers and a boon in certain circumstances. In a bit of [[AuthorTract commentary]] on the nature of such societies, the icon for this trait is a honeycomb.
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* DefenselessTransports: Carrier Cruisers and Colonizers don't have any weapons of their own. But capital ships that carry [[SpaceFighter Strike Craft]] are armed.

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* DefenselessTransports: Carrier Cruisers and Colonizers Constructors don't have any weapons of their own. But own, but capital ships that carry [[SpaceFighter Strike Craft]] are armed.armed to [[TheBattlestar Battlestar]] levels. Colonizers are technically armed, but so lightly that you'd be better off using Scout Frigates for combat.
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** The former situation is actually a specialty of the TEC Loyalists with their Rapid Counterdeployment tech, giving them a boost to ship construction speed while hostile vessels are present at that gravity well. Combined with TEC Starbases already being able to build ships at almost twice the normal rate, the fact they can have two at once in one gravity well ''and'' Industrial Juggernaut research, calling it a ZergRush is a study in understatement.
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** If there is a flagship present, the AI will put all their effort to focus fire on it and ignore anything else. They also never use their own flagship offensively despite it can often be a great addition to the fleet's firepower and will just send it running as soon as they are taking some shots.
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** TEC Loyalist: A mixture of ''Economists, Industrial, Brute Force'' and ''Spammer.'' Their manufacturing ability is practically unsurpassed and coupled with their strong economy and the fact that the TEC have some of the least expensive frigates and cruisers of any faction, they can easily build massive fleets of extremely durable warships and overpower enemies with sheer numbers. Oh, the Loyalists also get their superweapon earlier then the other factions and have reduced construction costs for said superweapon. They also get a lot of defensive bonuses, their Ankylon Titan specializes in fleet support and are able to deploy two starbases around a planet [[spoiler: and ''five'' around a star]].

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** TEC Loyalist: A mixture of ''Economists, Industrial, Brute Force'' and ''Spammer.'' ''Spammer'' though they are switching to ''Turtle'' by late game. Their manufacturing ability is practically unsurpassed and coupled with their strong economy and the fact that the TEC have some of the least expensive frigates and cruisers of any faction, they can easily build massive fleets of extremely durable warships and overpower enemies with sheer numbers. Oh, the Loyalists also get their superweapon earlier then the other factions and have reduced construction costs for said superweapon. They also get a lot of defensive bonuses, their Ankylon Titan specializes in fleet support and are able to deploy two starbases around a planet [[spoiler: and ''five'' around a star]]. They lack the extra weapon technology the rebels have, but make up for it with many defensive technology which adds a lot of bonus in owned systems. With ''Outlaw Sector'' installed, planetary militia will get these bonuses as well.



** Advent Loyalist: Mixture of ''Technical, Loyal'' and ''Researchers.'' They are capable of advancing through their TechTree ''very'' quickly and their ships excel in long range firepower but lack durability; their ships have powerful shields but very weak armor and hulls. They get access to culture early and are more proficient in its use. Their Coronata Titan is capable of mind-controlling entire planets.
** Advent Rebel: Same as the Loyalist but adds ''Spammer'' to the mix. They get a research ability that allows them to respawn destroyed frigates and cruisers. Their Eradica Titan packs ''a lot'' of firepower, is able to heal itself by cannibalizing other ships and when it does get killed, it will become invulnerable and continue wreaking havoc for two minutes before going down.
** Vasari Loyalist: ''Elitists, Rangers'' and ''Espionage.'' The Vasari tend to have fewer, but more expensive units that have extremely hardened hulls. Their ships tend to use Phase Missile technology, which have the possibility of completely bypassing the shields of enemy ships. The Vasari Loyalists can generate income with their capital ships and can set their Vorastra Titan as a mobile capital world. They can also completely drain planets of resources, leaving dead husks behind.
** Vasari Rebels: Also ''Elitists, Rangers'' and ''Espionage.'' They pack the same powerful but expensive ships as the Vasari Loyalists, and go even further with upgrading their Phase Missile technology. Instead of focusing completely on self-mobilization, they get a lot of abilities that allow them to support their allies more effectively as well as making for powerful offensive tools - such as their capability to add jump engines to their already-mobile Orkulus Starbases and effectively convert them into very powerful spaceships. Their Kultorask Titan is more of a fleet support ship than an all-out combat titan, but is still capable of heavy offensive power and is very hard to kill thanks to its abilities.

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** Advent Loyalist: Mixture of ''Technical, Loyal'' and ''Researchers.'' They are capable of advancing through their TechTree ''very'' quickly and their ships excel in long range firepower but lack durability; their ships have powerful shields but very weak armor and hulls. They get access to culture early and are more proficient in its use. They turn into ''Ranger'' and pushes their ''Technical'' focus even further by late game as their technology focuses more on weapon damage rather than survivability or staying power the rebels do. Their Coronata Titan is capable of mind-controlling entire planets.
planets.
** Advent Rebel: Same as the Loyalist but adds ''Spammer'' to the mix. They get a research ability that allows them to respawn destroyed frigates and cruisers. Their Eradica Titan packs ''a lot'' of firepower, is able to heal itself by cannibalizing other ships which also can be used on reanimated temporary ships from the rebel's technology and when it does get killed, it will become invulnerable and continue wreaking havoc for two minutes before going down.
down. With ''Outlaw Sector'' installed, the militia ships give them a lot more to work with.
** Vasari Loyalist: ''Elitists, Rangers'' and ''Espionage.'' The Vasari tend to have fewer, but more expensive units that have extremely hardened hulls. They have extra upgrades for their Pulse and Wave weapons, which are generally the most hard hitting weapons in the Vasari arsenal. Their ships tend to use Phase Missile technology, which have the possibility of completely bypassing the shields of enemy ships. The Vasari Loyalists can generate income with their capital ships and can set their Vorastra Titan as a mobile capital world. They can also completely drain planets of resources, leaving dead husks behind.
** Vasari Rebels: Also ''Elitists, Rangers'' and ''Espionage.'' They pack the same powerful but expensive ships as the Vasari Loyalists, and go even further with upgrading their Phase Missile technology. Instead of focusing completely on self-mobilization, they get a lot of abilities that allow them to support their allies more effectively as well as making for powerful offensive tools - such as their capability to add jump engines to their already-mobile Orkulus Starbases and effectively convert them into very powerful spaceships. Other than their upgraded Phase Missile technology, they mostly get defensive upgrades compared to the Loyalist counterpart. Their Kultorask Titan is more of a fleet support ship than an all-out combat titan, but is still capable of heavy offensive power and is very hard to kill thanks to its abilities.

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*** [[TheFederation Loyalist TEC]] wants [[HoldTheLine to ride out the war through superior defensive capabilities]], [[GuileHero diplomatic maneuvering, and economic superiority]] - even if that means [[MoralDissonance ceding entire systems and leaving its populations enslaved or mind controlled]]; [[HeWhoFightsMonsters Rebel TEC]] wants [[RoaringRampageOfRevenge to crush everyone in expansionist warfare]] and react violently against what they consider to be [[WithUsOrAgainstUs "defeatist," "collaborationist", or other similarly treasonous philosophies which involve dialogue or reconciliation]] - however, they are [[DeathFromAbove not]] [[MadeASlave without]] [[GettingSmiliesPaintedOnYourSoul their]] reasons for this [[NeverBeHurtAgain mindset]].

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*** [[TheFederation Loyalist TEC]] wants [[HoldTheLine to ride out the war through superior defensive capabilities]], [[GuileHero diplomatic maneuvering, and economic superiority]] - even if that means [[MoralDissonance ceding entire systems and leaving its their populations enslaved or mind controlled]]; [[HeWhoFightsMonsters Rebel TEC]] wants [[RoaringRampageOfRevenge to crush everyone in expansionist warfare]] and react violently against what they consider to be [[WithUsOrAgainstUs "defeatist," "collaborationist", or other similarly treasonous philosophies which involve dialogue or reconciliation]] - however, they are [[DeathFromAbove not]] [[MadeASlave without]] [[GettingSmiliesPaintedOnYourSoul their]] reasons for this [[NeverBeHurtAgain mindset]].


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* TheRemnant: The Vasari as we know them, powerful though they may be, are the desperate and shattered survivors of their once glorious empire.
** One of the militia factions you can find occupying a planet are the Aluxian Refugees, the last tattered vestiges of the old Aluxi Dynasty whose collapse heralded the creation of the [=TEC=]. Being that they only got mentioned once in the opening narration of the vanilla game, their significance is quite likely lost on most players.
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** TEC Loyalist: A mixture of ''Economists, Industrial, Brute Force'' and ''Spammer.'' Their manufacturing ability is practically unsurpassed and coupled with their strong economy and the fact that the TEC have some of the least expensive frigates and cruisers of any faction, they can easily build massive fleets of extremely durable warships and overpower enemies with sheer numbers. Oh, the Loyalists also get their superweapon earlier then the other factions and have reduced construction costs for said superweapon. They also get a lot of defensive bonuses, their Ankylon Titan specializes in fleet support and are able to deploy two starbases around a planet.

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** TEC Loyalist: A mixture of ''Economists, Industrial, Brute Force'' and ''Spammer.'' Their manufacturing ability is practically unsurpassed and coupled with their strong economy and the fact that the TEC have some of the least expensive frigates and cruisers of any faction, they can easily build massive fleets of extremely durable warships and overpower enemies with sheer numbers. Oh, the Loyalists also get their superweapon earlier then the other factions and have reduced construction costs for said superweapon. They also get a lot of defensive bonuses, their Ankylon Titan specializes in fleet support and are able to deploy two starbases around a planet.planet [[spoiler: and ''five'' around a star]].

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* JustOneMoreTurn: Ohhh you better believe it.

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* JustOneMoreTurn: Ohhh you better believe it. Arguably even more insidious than normal, because Sins is real-time.


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** Sova Carriers have to ability to launch temporary missile platforms to supplement their firepower, which quickly stack as more and more are deployed into battle. Each one is more than capable of matching multiple Javelis frigates in output, and the havoc this wreaks against non-capital ships is astounding.
** TEC Gauss Cannon platforms can be upgraded fairly early on to mount missile racks, giving them additional firepower and engagement range. Even a small cluster of these turrets can put hundreds of missiles into the fray.


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*** Also from Entrenchment, the final stage of weapon upgrades for the TEC Starbase fits it with ''dozens'' of missile launchers around its hull. In battle, the station fires so many at once the sight is best likened to a river of high explosives screaming through the void.

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* LightningBruiser: Late game Vasari fleets. Their ships have a nasty combination of damage, shields, and hull armor that makes engaging them in a straight fight nearly impossible if both sides are closely matched. With phase stabilizers and a Kostura Cannon their entire fleet can show up anywhere on most maps in one jump making them nearly impossible to set up hardened defenses against or sneak attack.

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* LightningBruiser: Late game Vasari fleets. Their ships have a nasty combination of damage, shields, and hull armor that makes engaging them in a straight fight nearly impossible if both sides are closely matched. With phase stabilizers and a Kostura Cannon their entire fleet can show up anywhere on most maps in one jump making them nearly impossible to set up hardened defenses against or sneak attack. UpToEleven if the fleet is escorted by an Antorak Marauder with the Distort Gravity ability, which improves the speed, acceleration, and phase jump range of all nearby ships.
** The Vasari Loyalist Vorastra Titan in particular, with its Micro-Phase Jump ability giving it a lot of mobility for a ship of its class.
** Kodiak cruisers with the Intercept ability. Despite being heavy cruisers, the ability ramps their speed up by 800%, allowing them to rocket across gravity wells at hilarious speeds to catch enemies.


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* MightyGlacier: Capital ships and Titans in general, being slower than any normal ship but also exponentially tougher. The most extreme example is the Vasari Orkulus starbase, which is technically a structure, despite being able to move (very, very slowly).


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** Starbases with high defensive upgrades but no weapon upgrades qualify. Certain capital ships can also qualify depending on how you assign their abilities--special note goes to a Kol with points in Adaptive Force Field but none in Gauss Rail Gun, making it extremely tough but giving it no offensive capability against other ships besides its standard weapon banks (UpToEleven if its ultimate ability comes into play).
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* EnemyMine: The TEC Rebel ''Truce Among Rogues'' upgrade allows their Radio Stations to hire pirate ships, and causes pirate fleets to leave their territory alone.

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* EnemyMine: The TEC Rebel ''Truce Among Rogues'' upgrade allows their Radio Stations to hire pirate ships, and causes pirate fleets to leave their territory alone.alone, and a further upgrade allows their Radio Stations to hire pirate ships.
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* EnemyMine: The TEC Rebel ''Truce Among Rogues'' upgrade allows their Radio Stations to hire pirate ships, and causes pirate fleets to leave their territory alone.
** Vasari Rebels see Humanity as a WorthyOpponent, and want to bring them along as they flee the EldritchAbomination chasing them-or failing that, stand with them in a LastStand.

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