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DW2 is a simulation-heavy empire-building space 4X with a lot of automation, where Sins 2 is closer to a classic RTS game but with heavy 4X elements.
They are completely different games in terms of scope, pacing, length of play and complexity.
DW2 is a great game but it's loose, complex and janky in places. It has a steep learning curve and requires the player to bang their head against brick walls a lot before they ever really get anywhere. The rewards for sticking with it are high though.
Sins 2 is a far tighter game design, with none of the big flaws that marr DW2 (like overly convoluted automation settings, endless ship design, janky autopilot etc), but it is a lot shorter in length for an average playthrough. It's far more combat focused than DW2 and most of the gameplay is oriented towards the "eXterminate" side of things.
That said, Sins has excellent empire building gameplay too.
Both excellent games, and as a 4X enthusiast I'd recommend people play both, since they're radically different.
Sins 2 is much more hands on. There is some automation, but most of the strategic and tactical actions are not automated and up to you. There are things like autocast for abilities and ships will self-manage on targeting choice when in combat no where near that "plays itself" level of DW2.
The premise of the game is to build fleet, expand, take more territory, develop, build more fleet, expand more, take even more territory. At some point you will encounter an opposing empire and serious combat and warfare will ensue. There are also some diplomatic options to help control the level of warfare and with who. At it's heart though, Sins is about fleets of space ships blasting each other to smitherines as they try to conquer the map.
These are two very different philosophies. Put simply, you play Sins 2 directly with a little help from AI for little tasks here and there, where with DW2, if you are playing it as the devs seem to intend, you spend a lot of time just watching it, and tweaking things where you need to
As someone who modded SR2 extensively, I get where you might make that comparison. SR2 was designed to scale to an absurdly larger scale than Sins 2 though, and it's game systems were all designed around that goal. While the expansion and real time combat aspects of the game share some common ground, Sins 2 is a more contained and polished RTS style (finite unit strengths etc, more like something along the lines of Starcraft) than SR2.
ya I would say star ruler 2 is a bit different. I love the idea of the card system in the game and the econ is sort of refreshing.
I haven't played a lot of sins 1 but it felt more like a starcraft or command & conquer feel to it accept it concentrated on spaceships in space instead of ground units.
I don't know how you stand that game lol
I will agree the "scope" is impressive and the ideas are good on paper but the automation is fubar, 1/4 of it doesn't work, and 2/4 of it is designed with the wrong type of automation. I sometimes feel like slitting my wrists then having to deal with their UI lol
The choices for automation is like someone from a distant world designed it... I thnk that's why it's called distant world
You have hero units that level up. You choose and level up particular ability/is based on situation and matchup, at lvl6 you get ulti ability. Combine different heroes for synergy.
Then you have regular units, some of them have their on non levelable ability. Then you have support units with very very beneficial abilities for synergizing your whole army/fleet.
I should have said that I absolutely love Star Ruler 2, it's a weird but magnificent beast of a game. Sins II is a lot tighter, and I agree with everything you've said here.
Great explanation.
Love your content brother.
Sent a friend request if you wanna run some sins with another 4x / rts mad lad who started with civ 1 and dune 2...
Appreciated :)