Sins Of A Solar Empire Best Faction [REPACK]
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This faction is perfect for defense-oriented players as the faction has an exceptional late-game defense. These loyalists also have the best and most useful corvettes within the game and their titan essentially becomes unkillable in the late game. Combine that with lots of Novaliths and twin starbases and this faction can be near unstoppable. One can almost hear the imperial space marines stomping their feet in approval.
Quoting Seleuceia, reply 2It depends on whether you are eco or frontliner/suicide, so I'll divide them up by that...I generally think of early game as very brief, with mid-game being the period beforeFrontliner/Suicide:Early game: TEC...they get all 4 early units (LFs, LRFs, flak, and corvettes) with only 2 labs, and have no particular weakspot in their early military...Corsev with dem team/salvage, Marza with raze planet, and Sova with missile batteries/embargo are very strong leads and give TEC lots of early game options...have best repair platform, and are only faction that can get early repair cruisers....Advent...they have the best LF, flak, and corvette, with the illuminator being their only early game weakness military wise...Progenitor with malice or Discordia with fracture are very strong leads and are brutal against frigate-heavy fleets...having culture at tier 2 is particularly useful since frontliners don't often have the funds to make a decent trade network...Vasari...LF and flak are weak, LRF heavily depends on weapon upgrades to be useful, corvette is tier 2 which is huge killer for expansion...Jarrasul with nanites or Vulkoras with siege platforms are good starts depending on the situation, but overall TEC and Advent have better caps for early game...weak repair platform, and no early access to any economic structures...neutrals and Orky are only real advantages Vasari have here, other factions have much better fleet...Early-Mid game (before titans):Advent...now have illuminators no problem, so arguably best fleet...mid-level caps support fleet extremely well, lots of damage output here...destras and aeria's are strongest of their class before late game weapon upgrades, more viable for Advent than other factions...trade and culture are both viable even to frontliner...TEC...still have good fleet, but no longer lab advantage over Advent or Vasari prototypes...mid-level caps do not support fleet as well as Advent, Corsev is really the only powerful AoE at this stage...trade and culture are both viable even to frontliner...Vasari...fleet still on weak side, though weapon upgrades are leveling the playing field...don't have AoE cap abilities that Advent or TEC do...culture viable but trade not so much for frontliner....Orky is only redeeming factor here...Mid-game (first titans):TR...Ragnarov with snipe/scattershot is best low level titan, excellent at dealing with both frigate swarms and sniping caps/other titans...AR...Eradica good against frigate swarm, combos well with excellent fleet and excellent AoEs from cap abilities...repulsion is viable now, gives Advent options...AL...don't have strong early titan, but still strong fleet and cap AoEs...TL...weak early game titan, but fairly durable...VR....good titan against frigates, but fleet is weak in general, no good cap AoEs...still hurting from later trade (if at all)...Orkies still good advantageVL...weak early titan when frontliner, same weak fleet as VR, no good cap AoEs...still hurting from later trade, Orky only good advantage now...Late game:AR...wail is extremely useful defensive measure...Eradica with Discordia or Progenitor is powerful combo...excellent fleet, only weakness is focus fire ability of LRF...guardian+repulse makes for very powerful titan and bomber spamVR...jumping Orky makes for excellent offense, titan excellent against frigates...fleet better than TEC now, have PM upgrades and have incorporated best bomber...VL...strip is good, but only helps if making ground...strip not around long enough to really make lots of headway fleet wise though, likely no kostura or developed phase network...titan is weak without the kostura+strip strategy viable to eco player...fleet still behind Advent, but addition of bombers and more developed weapon upgrades puts Vasari fleet above TEC...TR...Excellent titan, good against both single targets and fleets...fleet is now weak with incorporation of SC as TEC have weakest fighter and bomber...RB gives good options...AL...extremely powerful fleet, but no options like RB or wail, and titan depends heavily on fleet...TL...double SB is more annoyance than powerful advantage, relies heavily on RB...titan is weak...weakest fleet over all....Very late game:VR...excellent titan and jumping orkies...superb bomber and fighters, excellent PMs...VL...SttC gives team better overall position, frontliner now more in position to make full use of mobility...not as powerful on offense as VR, but SttC allows attrition strategyAR...wail and Eradica give both good offensive and defensive options...extremely strong fleet....AL...extremely strong fleet, very difficult to kill...TR...titan very good, but TEC have weakest fleet...RB is only redeeming quality...TL...weak titan, weak fleet, double RB is only redeeming quality...Eco:Early game:TEC...akkan has excellent colonize ability, tier 2 trade excellent for early feed...tier 1 corvettes make them viable for early expansionAdvent...tier 1 corvettes make them viable for early expansion....culture at tier 2, trade at tier 3, not as good as TEC but better than VasariVasari...tier 2 corvettes make them less viable for early expansion...both culture and trade come later...neutrals is only redeeming factorEarly-Mid game (before titans):TR...TAR allows rapid expansion, easily fastest growing economy...in good position to get first titan...TL...lack TAR that TR have, but otherwise same advantages...Advent...don't have as good population techs as TEC, no trade techs..Vasari...last to get both trade and culture, neutrals is only economic advantage...Mid-game (first titans):TR...TAR allows colonization of central planets, explosive economy....excellent titan for throwing at frontline...VL...SttC now online, massive influx of resources poise VL to get titan and kostura very early....VR...jumping orkies good for assisting allies...AR...Eradica good titan to assist frontliners...wail is option for defense if frontliner fallsTL...good trade techs, but no other redeeming qualities...AL...no redeeming qualities at this stageLate game:VR...jumping orkies assisting on multiple fronts combined with full mobility via phase network allow eco player to assist almost anywhere quickly and effectivelyVL...kostura+SttC brutally effective, titan excellent for mobilityTR...excellent titan, RB for pinch defense, novas excellent for weakening enemyTL...RB for pinch defense, novas excellent for weakening enemyAR...wail for pinch defense, excellent titanAL...no redeeming qualities since unlikely to have high-level titan and capsVery late game:VL...SttC plus best mobility allow VL to surive while outnumbered...attrition strategy can lead to inevitable victory...VR...jumping orkies plus excellent titan and excellent mobility make for quick and powerful offenses and defenses...TR...excellent titan, novas perform excellent attrition, RB for good defense...AR...wail for good defense, vulnerable to novas...excellent titan...weak superweaponTL...novas perform excellent attrition, double RB good for defense...AL...likely lack XP to make extremely strong AL fleet...weak superweapon...
TEC have some of the least expensive frigates and cruisers of any faction, enabling them to more easily build large fleets and overpower enemies with sheer numbers. The Javelis LRM Frigate has the longest range of any combat unit in the game and delivers very high firepower for its cost, making it one of the most dangerous assault units in the game. On the other hand, the Hoshiko Robotics Cruiser is a defensive support unit that acts as a mobile repair bay and keeps your fleet intact during intense firefights. Both of these units are very inexpensive to build, are very cost-effective, and available early in the game. This gives TEC a potent early-game fighting force. Their capital ships also shine in the early game, with the Sova Carrier, Marza Dreadnought, and Akkan Battlecruiser performing well in their respective roles. A swarm of Javelis LRM Frigates backed up by Hoshiko Robotics Cruisers and two Sova Carriers can be a difficult force to defend against, and a good TEC player can field it within the first 20 minutes of the game. This makes TEC arguably the best rushing faction. The Argonev Star Base's ability to self-destruct can antagonize even the best of players; they have no way of knowing whether they're walking into an explosive trap, and usually are forced to keep their distance just to be safe. The TEC have the strongest capital ships in the game in terms of health and armor and, in general, a TEC player will enjoy exceptional survivability on all their ships.
For more than a thousand years of their nomadic wanderings, the unrestricted efforts of the Unity's Coalescent minds have devised mysterious and advanced technologies unknown within Trader space, where research monies were apportioned according to the best perceived return on investment. In particular, technology within the Unity is cybernetically integrated in a manner inconceivable to the other factions, and nearly all Advent personnel are able to manipulate their technology at an innate psychic level, forming a technological system called PsiTech. For instance, rather than conventionally mapping the surface of a planetary body, Advent Scryers mentally integrate vast networks of sensory data, "seeing" the geography of the world as though with their own bodily senses. Through mental labor, Advent crews can strengthen the shields of their ships, fine-tune energy weapons to focus beams and strengthen plasma containment fields, all without physically lifting a finger. Over the centuries, Psitech became so pervasive that every aspect of Advent civilization now relies on it. Having exhausted the rare resources they require to live their unique lifestyle, the highest authority of the Advent imposed its will upon the Unity to return to known human space, to exact vengeance upon the Traders and free their species to achieve its true potential with the ultimate Advent of the Unity. 2b1af7f3a8