Determining what's important takes experience. But simply finding all these parts of the user interface takes time playing. For instance, rebel uprising progress can be tracked easily - you won't be surprised by a sudden uprising of Najdi nationalists, and when you're in for a long-term peasant revolt, the game will tell you why it's happening, how to prevent it, and how to get out of it once it happens. In the later patches, the user interface has been improving to help reduce surprises - and the game mechanics as well. The game does give you guidance in the form of alert bubbles in the upper left of the screen, informing you of the things it thinks are most relevant, and paying attention to those can at least show you what you might want to think about. Even after you've learned the basics, you'll still find yourself wondering: if I declare a holy war, will it cost me diplomatic power to annex territory or not? And it's often hard - certainly in ironman mode - to undo decisions, so small mistakes and misclicks can end up costing you a lot. You crush them and bring them under your control - and suddenly you find revolutions popping up everywhere. You start again and this time you find a weak neighbor with no allies. You start over as a bigger country and attack a smaller neighbor - and suddenly you're in a war against several large countries at once. You have a country and three thousand infantrymen - what can you do? You decide to attack your neighbor - and they cut you down like reeds. Steep learning curve When you start out, it can be overwhelming. This second (2nd) feature would FURTHERMORE, also allow for you or your enemy to "make a comeback", if they get lucky and the resource NODE appears in either players base, provided them with a "TEMPORARY EXTRA SUPPLY" of resources. This would prevent the battle of attrition by firstly, allowing tactical maneouvres to be performed by your military (and also enemy military), and secondly, the battle lines/area to defend would need to constantly "shift to new llocations", since the resources would be in new locations and would need to be RECAPTURED. If for instance, The Pathfinding was MUCH better, and resource NODES did NOT contain as much resources, but instead contain less so that after awhile they "RUN OUT OF RESOURECES", then you could allso add a feature where NEW resource NODES just "popped up" in a DIFFERENT location. However, since the pathfinding is quite terrible, this is almost impossible. This might have been a good "feature", if it was possible to micro-manage your military, in order to do hit-and-run tactics on a particular NODE. This is due to the fact that "Resource NODES" have an insane amount of resource, which makes each NODE a virtuallly unlimitless supply of the three (3) main resources i.e. This often makes gameplay devolve into a battle of attrition where the main gameplay turns to resource/area acquisition. ![]() ![]() Pathfinding, particularly when there is a lot of units on the field simultaneously, makes the use of "Real-Time TACTICS", AKA microing, virtually useless. Pathfinding, population limit, and resource nodes Good concept, bad implementation. In essence, you must learn to balance fleet needs, knowing the right time to expand, while keeping large groups of your ships scattered in key positions to await reinforcements should the need arise. However, not expanding quickly enough can halt the player from building up a fleet capable of taking on an enemy, or pirates head-on. With fleets sometimes taking minutes to arrive at a destination, and defensive structures quickly falling to a massive fleet, it is easy for players to move out of position allowing key worlds to become targeted and lost in enemy incursions if they expand too quickly. While the game, at its heart, does appear to be slow (and sometimes is), awareness of your surroundings is paramount. Due in part to this scale, there is a perceived slowdown in gameplay lengthy building construction, minutes-long research and slow unit movement. Slow-paced logistics and combat necessitates situational awareness Sins of a Solar Empire: Rebellion is a strategy title on a massive scale, with players able to colonize multiple solar systems in any given match.
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