5:04 this was important in sins 1 but you don't need to worry so much about killing the seige ships first in sins 2, when set to auto the colonise ability will never fire unless there are no hostile planet bombarding ships in the gravity well. No more having your planets insta sniped after auto-colonising them.
Still can be a good idea to get the planet colonized faster and getting infrastructure up aas quick as possible. But I do agree, not as important anymore
Not played a lot yet, but in love with TEC Loyalists. It's crazy in the late game, with 500 supply garrisons. Almost all planets have 2 friendly neighbours, some have more. The planet itself has 500 garrison, and each neighbour has 500. There's always at least 1500 supply ready to respond to any incursion. On the borders, I love to set the garrison to aggresive, and just build however many factories I can fit. Like, 3 large and 5 small factories or something. It's an endless stream of ships raiding enemy systems, you can really start grinding them down that way.
My tactic was 1 small and 1 large in every area and just have the rest on economy and pump out large attack fleets. Have the rest set on defensive... with a small tiny support response fleet that can aid any gravity well that gets overwhelmed.
The other fun part is loading up your Capital ships with, “deploy starbase” items and then drop two starbases into EVERY gravity well you come across, locking down literally every hub.
I used to play the first game with my Twin all the time when we were younger. Might have to coordinate with her to see if she wants to beat me in this as well.
This game's performance is honestly impressive as a longtime fan of the first game before games took advantage of multiple cores. To be fair, they didn't radically change the game (no need to) but refined the gameplay, giving it much more depth with ship and planet items to customize your empire. The OG Sins game was ahead of its time now that i think about it.
Yet playing against a "truly insane level of flightcraft" from the first "boss" of 11. Proper challenge when developing an AI enemy. Will buy for this reason only.
Not sure if it was mentioned anywhere but for managing upgrades on capital ships, there is an auto-upgrade option in the Capital Fleet overview. Very useful for mid-late game (especially Advent with passive exp) so you don't have to manually click through them all.
Small tip. If you want to be able to select certain groups of ships without needing to to micro manage finding them in the fray and dragging and dropping a box around them, you can CTRL+number to assign groups of ships to a number. And then use the top number row to quickly switch between those groups. This is especially useful when you set up your groups before you send them into battle. So even in a big fleet and a big battle, you can quickly switch between tactical strike groups with specific roles to move into the position you want without having to constantly search for and manually select them in the middle of a chaotic battle. You can even use it to quickly switch between multiple fleets in different systems. Additional useful hotkeys: Ctrl+Click = Select all of a specific ship (ie click on one ship and it automatically select all ships of the same type) Shift+click = Add/Remove selected ship or group of ships (drag box) to selected ships. (Can be combined with Ctrl)
Seeing an AI actually respond to a mutual capital attack gambit is amazing. So used to playing Paradox, Civ and Endless games where the AI will always choose to lose the game to siege random territories in the middle of your empire instead of reacting to your actions at all.
I like the way you explain your actions and thinking at the time, plus you do it quickly and succinctly. Makes it very fun to watch your video. Much appreciated!
Love your civ content, awesome to see you on one of my favorite games. If you get looting crews from pirates on the Ankylon, it has a 360 shooting radius, parking it in the middle of an enemy fleet is basically unlimited money, as much as 25k credits from a single engagement in just a couple mins.
I frankly don't bother trying to counter the missiles and/or fighter/bombers from the advent, all the point defense target a single target and hugely overkill it, by the time it fires again, another volley/wave of fighters are coming again... I find it easier to just kill whatever is creating the nuisance :P
@@TheEnderRealms Yeah this is fixed, I was able to keep something like 200 advent fighters/bombers down to nothing with about 30-40 gardas + couple caps worth of PD also splitting their focus on a couple dozen tempests.
I just picked up the game last night and now I have learn so much on how to play, damn I can't wait to play it again.... well done man so happy to watch Also a happy new sub!!! Fantastic
Watching those swarms of fighters and bombers, reminds me of how I used to build my fleets back in Sins 1. Yes, carriers are IMPORTANT! They are a force multiplier. Use em, protect em! And destroy em when you see the enemy use em!
Now they're even more interesting because fighters tank point defense so missiles can get through. And missiles have high pierce, meaning they're capital ship killers.
@@Anthony-jo7up The Ogrov used to only be an anti-structure cruiser in the first game, now it can hit ships. And oh boy does it murder the shit out of capital ships.
If you have a hard time selecting moving ships in large battles, you can use the overview on the top right to do the same thing. Want everyone to attack that capital ship that's low on shields? Select fleet top left, press T, then click the ship it in the overview top right. Want to target all static gaus defence turrents? Select strike force in the overview, press T, then click the item in the overview top right. No need to know the location. In earlier/smaller battles you'll want to be more precise, so that's where it's better to manually select the ships in the battlefield so you can focus fire the closest ones.
Love this game so far. Never played before and jumped into a hard 10 player game against ai. Lost in like 45 mins but was a blast. Played again aginst 3 ai hard and one that.
16:50 in the first game at least, I always found it best to place defense platforms mixed in with other, cheaper/less critical structures, since it naturally eats weapon fire that isn’t being actively targeted. It also requires fleets to travel to your defenses, giving more time to respond with your own fleet movement and extending the amount of time it takes for the enemy to retreat/get reinforcements. It’s been a while since I played the first game, but that was always how I built defensive structures.
My strategy was usually to build the Starbase close to the planet, where the siege frigates and capital ships would have to move to fire on the planet. Then to spread the defensive structures near the Starbase. Meanwhile, all the non-combat structures were placed in the position farthest from inbound attack lanes, with the possible exception of Refineries and Trade Ports. Generally, once the Starbase was fully upgraded, AI fleets were completely incapable of taking planets from me. The other defense structures simply made the invasions end quicker.
I have found in sins 2 so far, defenses are borderline useless until late game where starbases get good. In Sins 1, rebellion buffed the living hell out turrets because before that they have the same problem sins 2 does. It doesn't help capital ships are so damn beefy now
Not sure if you know this as you were manually clicking units to attack, you can select a group (or your whole fleet) and Shift + Right Click attack on all the units at the top right bit of the UI, say all the cobalts.
So, am I the only one seeing this, or did Potato just completely skip out on building all of his orbital mining infrastructure? I don't think he even picked up the research for it.
Yes, he totally messed up the economy game. Also, he did not understand the new trade system. However, his general strategic understanding helped him survive at all. Still, in a „macro-game“ as Potato called it, killing off the enemy industrial capacity is important. He did not go for that, nor did he bomb the enemy home world at all. This made things just longer, and longer… Also, why no Titan for such a long time???
You don't need orbital mining as much as before since you have surface mining now. Plus orbital mine used logistic slot. I only use orbital mining to balance my economy, and after i have max surface mining. But i agree thaht completely skipping orbital mining is not a good idea.
@@dr.paulwilliam7447 I focused on Trade instead of Orbital mining. Orbital mines make 0.45 resource per civic slot, while trade routes make 0.5 resources per civic slot. With upgrades orbital mines are better, however trade routes are more flexible.
Just discovered this game on steam, dont know what the hell is going on, but im hooked watching you play...you make me feel like I have an IQ of a peanut.
Convinced me to make the buy for SOASE2 (I was pretty interested already, but this moved me over the border for the premiere edition. Loved Rebellion so this is gonna be fun. :)
Sin of a Solar Empire 2? HOOOOOOOOOOOOOL UP? They came out with a second one? WAit two days ago???? SIns was literally my favorite game, holy molyyyyyyyyyyyy
I love how he ques like 40 ships in the one system and constantly complains that they arent being built at the plant one over, but refuses to click the other planet and build ships there
I don’t have much to comment, besides: 2:48:00 That scene happening in real time reminds me a lot of Empire of the Dying Sun, which is a cool space RTS mission based game.
Can you build unlimited Phase Gates as TEC? Because if yes Garrison + Phase Gate should grow your potiential defending fleet for every system on every system or? (never played part 2 only part 1)
Enclave is my favorite way to play TEC. Argonevs with the factory upgrade and a garrison on my frontier planets is such a great combo. It saves up space from normal factories and the starbases themselves produce faster. Also was the reason I remembered/realized you need idle factories for the trade escorts.
Wdym? Under orbital structures tab at the top underneath civic is the number of orbital slots, due to different buildings using different amounts there isn't a set amount of buildings, a titan shipyard uses 3, a heavy shipyard uses 2 and a light shipyard 1 for example.
The Aluxian Resurgence took a world from me, and then i took it back. They left behind an non-removable planet item, called a planet artifact. Relativistic Factories -Uncovered factory designs allow ships and structures to be constructed in a relativistic accelerated frame of reference, making them build at a quicker rate. On Planet: Factory Unit Build Time -50% Orbital Structure Build Time -25% That was pretty sweet.
Cool game. I played the older version years ago and loved Tec. I used to assign a group of repair droids to my capital ships just in case. You have better hand-eye than me tho.
Hey potato could you do some videos on some of the more abstract things like how many escorts can be produced for a tec trade ship, is there a limit and how can you make more per trade ships, also what determines the number of trade ships, the number of trade ports or number of filled boxes in the trade point screen. Does changing them delete the trade ship and escorts?! That sort of thing.
Maybe for vasari exodus, resources you get for consuming each of the different planet types, does planet level effect it, is it worth developing before consuming, does surveying effect it's output upon consumption eg didn't survey means more chance of exotics? Does having it in your or you opponents culture make a difference. Also does the vasari tech that increases turret rotation speed do much considering that isn't a stat shown anywhere, it's a bit hard to tell. Tec primacy - does anything effect the size of insurgencies like planet level or your own fleet capacity limit or is that random? Another video could be about synergies for team games eg tec garrison fleets and vasari phase gates or advent culture with the surface crystals and vasria mining speed upgrades, there's some better ones probably but there the ones off the top of my head.
As silly as this seems, last night I had a game against my brother. His 6th or 7th, my second. He plays the Enclave, I played the Vasari exodus I think it was. His capital fleet got curbstomped. You get 2400 fleet cap, much more aggressive ships, and imo the dark towers are better than garrisons even. I had battles with 2300 fleet power, a warping starbase, and 1500 fleet supply from dark tower uses. They get even more disgusting, and the startup is faster with all the "make money by fighting" special stuff. Edit: another advantage is building your own jump gates everywhere. Disadvantages is their stuff is more squishy, and I think their strike craft are bombers only.
Im new to sins, thank you for the video it is really helpfull for TEC economy, im still strugling againt advent missile spam at hight difficulty any quick suggestion? Also do you plan on making the same challenge with TEC Primacy?
Man, you could have Marza Dreadnought to break a stalemate/defence by using Marza's ultimate ability. It shoot missiles at EVERYTHING in the target radius. It can destroy a whole fleet of small frigates (You know, the missile frigates, the dangerous of the fleet.) Thousand of missiles go brrrrrrr. I usually get Marza to level 6 as soon as possible and I build them as the 2nd or 1st Capital Ship purely because of the ultimate ability. You can also use Marza's Concussion Charge ability to trap enemy capital ships from trying to warp away. It will stun the target for 4/8/12 seconds. That enough time to get the single one out. And since the Capital Ships are slow, they usually get left behind by the fleet so traping them is even easier. Just have Marza facing them to be ready for Concussion Charge to be launch.
"I'm not good at this game" he says, managing to survive against 10 max difficulty enemies lol. Though I suppose the fact they're also fighting each other changes things a lot compared to two teams of 5... edit: Now you need to do this with every single faction. ;) I'm curious how the novalith cannon will do...
@5peciesunkn0wn assuming it's anything like the last sins, anybody can beat it with any faction against max difficulty cpus. Imo map selection is the most important thing. Then, knowing basic early game econ management and expansion. The late game is usually always in player favor if they manage combat correctly, it's just a bit of a slog fighting through so many heavily defended worlds. Sins 1 is probably my favorite RTS of all time. I was so hype to get every achievement for it. I can't wait to play this one!
@@hunter7003 Late game Vasari with a maw fleet is terrifying. I ran around a large galaxy with 20+ capitals and the titan colonizing and blowing up every single planet. It was a bloodbath. There was nothing they could do against a full fleet of level 8-10 capitals
I've recently had an experience against a single AI Advent ("Hard" difficuly). On 40th minute it had 18 drone carriers Aeria, 40 Tempests (0 pierce, but still enormous damage btw, even against capital ships or start bases), and 3 capital ships (one of them was a carrier). My 25 Cobalts, 20 Gardas, 20 Shrikens, 12 Percherons, and 2 capital ships (Kol and carrier) had no chance to do anything with the enemy on my territory. My point defence (5 turrets), 2 drone hangars and 2 retrofit base also didn't help. The enemy had 400 drones totally, which just burnt my fleet and structures. Kol battleship lived for just few minutes. It seemed like flak frigates shot anything but drones or missiles. Enemy drones almost didn't die and all the enemy missiles hit the targets. It seems like I need to have 2 times larger fleet than the enemy has just to defend myself, not too mention the offensive battles. How did you manage to avoid such an experience with the impossible AI?
One thing is that you're playing 1v1 and the AI will build ships that are just stronger against your faction. Shooting down missiles just doesn't work that well, you really want to meet drones with drones a lot of the time.
Honestly? Pick a faction and start on normal and work your way up. Get a feel for what works and what doesn't. Don't try to learn the three factions at the same time, they are very different in how you manage your economy. Once you got a good feel, then look into optimal play.
Hey Potato, I think Unfair AI might be stronger than Impossible. I did a test where I created a game with two teams. On my team I put an impossible AI and on the other team I put an unfair AI. So it was 2v1 but I didn't do anything at all just watched them play. I tested it 7 times with different races and alternating whether Impossible or Unfair was on my team. In all seven games the Unfair AI won.
For Tec my recommendation as a first capital ship is the Sova carrier. Unlike for the other 2 factions the Akkan is extremely weak in combat and while the colonization bonus is nice to have the colony item from one of the minor factions is a nice substitute often even early on. Edit for the late game: Especially on the titan and starbases where 3 levels of armor also increase the overall shields, the special shield upgrade stacks very well with that.
Seems like it has a similar problem to the first game; you just get to the point you're a massive death ball and the game offers no further challenge. There's little tactics involved in high level fleet battles, just whoever has the bigger / more experineced death ball.
You are obviously the expert here, but my understanding was flak frigates were a defense against missiles and fighters were the defense against other fighters and bombers.
1:20:40 In retrospect the ai exiting with that titan was a very smart move. It would be a player who would risk it to save that doomed system. He had other neighbors less hard then you. You have to disrupt pink he's doing crazy sht the ai rly does look better in 2. What can you say humanity drives a hard bargain (gauss weapons)
Akkan start is strictly worse than Koi + colony frigate start. In a colonization drag race, the Akkan loses. Akkan is a perfect *second* capship, once you have you koi and it's support tenders.
Idk if thats true, Kol kills faster yes, but the Akkan has bonus logistics on colonization which lets you eco punp trade ports early And 10/20/30% AS increase means its not like you clear wells slow, especially if you micro well
@@PotatoMcWhiskey The bonus you get to development is outweighed by the opportunity cost of the extra time required to get the colony in the first place, I think. Perhaps something that should be tested.
Love the game its similar enough to the first game where im not having to learn to play from the ground up but different enough that it actually feels like a new game and not just the first game but with better graphics
Got attacked by 6 capital ships and 80 others ships by min 22. that turned into the A.I double teaming against me by min 27. 17 capital ships and 200 other ships within 30min. Meanwhile nothing happens in this video until min 50.
regarding your garda flak not being so good around 1h its normal. PD arent working as intended and focus firing on one missile at a time, making missile spam totally OP very early
PotatoMcWhiskey You've never used a radioactive missile in the initial group battles (despite the fact that u installed it in the flagship) ? !!! One such missile could have taken out half a fleet of small ships.
ANY GAMERS WANNA PLAY IN SPACE? - steam.gs/l/157jf/PotatoMcWhiskey
Gauss-cannon vs auto-cannon..?
That is the question 🤔
5:04 this was important in sins 1 but you don't need to worry so much about killing the seige ships first in sins 2, when set to auto the colonise ability will never fire unless there are no hostile planet bombarding ships in the gravity well. No more having your planets insta sniped after auto-colonising them.
Still can be a good idea to get the planet colonized faster and getting infrastructure up aas quick as possible. But I do agree, not as important anymore
Even with the change to autocast it still makes sense to prioritize bombardment frigates to get the early settle.
Well The siege frigates can't fire on your fleet , so get rid of attackers first@@anzov1n
Kill off ships that can shoot at your fleet first, then siege frigates. @@anzov1n
It's saner to destroy units that can destroy your fleet first. Siege units can't harm your fleet@@anzov1n
Shields are down but that's fine.
Shields are down but that's fine.
Shields are down but that's fine.
Shields are down but that's fine.
Well for the TEC, shields are more like a dust cover, so that the thick armor is not getting dirty.
I was wondering how many times he would keep saying it lol
Not played a lot yet, but in love with TEC Loyalists. It's crazy in the late game, with 500 supply garrisons. Almost all planets have 2 friendly neighbours, some have more. The planet itself has 500 garrison, and each neighbour has 500. There's always at least 1500 supply ready to respond to any incursion. On the borders, I love to set the garrison to aggresive, and just build however many factories I can fit. Like, 3 large and 5 small factories or something. It's an endless stream of ships raiding enemy systems, you can really start grinding them down that way.
My tactic was 1 small and 1 large in every area and just have the rest on economy and pump out large attack fleets. Have the rest set on defensive... with a small tiny support response fleet that can aid any gravity well that gets overwhelmed.
you can also toss starbases with factory upgrades into that mix
The other fun part is loading up your Capital ships with, “deploy starbase” items and then drop two starbases into EVERY gravity well you come across, locking down literally every hub.
@@Spartan-ir4zf lol i self modded the game to the point that wont do. AI can get more then enough power to steamroll over starbases if they want. xD
I used to play the first game with my Twin all the time when we were younger. Might have to coordinate with her to see if she wants to beat me in this as well.
Aw :)
Can I join you beautiful ladies
@@Kerry9mm how do you know if they’re beautiful?
@@RememberingStars023 Play as a team against hard AI! 😁
Playing with your twin is the best
This game's performance is honestly impressive as a longtime fan of the first game before games took advantage of multiple cores.
To be fair, they didn't radically change the game (no need to) but refined the gameplay, giving it much more depth with ship and planet items to customize your empire.
The OG Sins game was ahead of its time now that i think about it.
can't wait for the star wars modders to get something out for this game, the mods for Rebellion were amazing.
And this is 64 bit, meaning that they can actually make those mods not so...buggy. They won't hit a RAM wall.
Well, there are few More patches and expansions to go yet
Attacked with 1000 supply less than an hour in? Potato you're an absolute madman
Yet playing against a "truly insane level of flightcraft" from the first "boss" of 11. Proper challenge when developing an AI enemy. Will buy for this reason only.
I’m glad to see you playing this! Was one of my favorite games in high school. This release definitely surprised me! I figured the series was dead.
Not sure if it was mentioned anywhere but for managing upgrades on capital ships, there is an auto-upgrade option in the Capital Fleet overview. Very useful for mid-late game (especially Advent with passive exp) so you don't have to manually click through them all.
Small tip. If you want to be able to select certain groups of ships without needing to to micro manage finding them in the fray and dragging and dropping a box around them, you can CTRL+number to assign groups of ships to a number. And then use the top number row to quickly switch between those groups. This is especially useful when you set up your groups before you send them into battle. So even in a big fleet and a big battle, you can quickly switch between tactical strike groups with specific roles to move into the position you want without having to constantly search for and manually select them in the middle of a chaotic battle. You can even use it to quickly switch between multiple fleets in different systems.
Additional useful hotkeys:
Ctrl+Click = Select all of a specific ship (ie click on one ship and it automatically select all ships of the same type)
Shift+click = Add/Remove selected ship or group of ships (drag box) to selected ships. (Can be combined with Ctrl)
Thanks for uploading a full play through potato. Fantastic
Oooo I love Sins of a solar empire, I didn't realize they made a new one!
Probably because they decided to make it an Epic store exclusive for a while.
I loved the first one. The new Sins 2 is a fantastic game. I love how much they kept it like the first one, but added in sooooo much.
I'm pretty sure the massive econ spike was researching pervasive economy. I can't think of anything else that would spike econ that hard that quickly.
Pervasive economy is just as busted as in the first game
Seeing an AI actually respond to a mutual capital attack gambit is amazing. So used to playing Paradox, Civ and Endless games where the AI will always choose to lose the game to siege random territories in the middle of your empire instead of reacting to your actions at all.
Been missing potato in my day 🥔
I like the way you explain your actions and thinking at the time, plus you do it quickly and succinctly. Makes it very fun to watch your video. Much appreciated!
Love your civ content, awesome to see you on one of my favorite games.
If you get looting crews from pirates on the Ankylon, it has a 360 shooting radius, parking it in the middle of an enemy fleet is basically unlimited money, as much as 25k credits from a single engagement in just a couple mins.
Those Advent fighter/bomber swarms are brutal. Just like the first game.
I frankly don't bother trying to counter the missiles and/or fighter/bombers from the advent, all the point defense target a single target and hugely overkill it, by the time it fires again, another volley/wave of fighters are coming again...
I find it easier to just kill whatever is creating the nuisance :P
@@TheEnderRealms it's supposedly fixed with the next update
@@TheEnderRealms Yeah this is fixed, I was able to keep something like 200 advent fighters/bombers down to nothing with about 30-40 gardas + couple caps worth of PD also splitting their focus on a couple dozen tempests.
I love how you take games that seem overwhelming and make them feel super accessible. This video helped me a lot on my own playthroughs.
Commenting to spike that engagement.
You may have a billion ships, but do you know they jump into a system with a phase jump inhibitor and are now TRAPPED!
Lmao, love you finding out about advent fighter squadrons.
Some people think that the TEC hates advent because of the psychic powers and weird cyber tech. The real reason is the goddamn fighter swarms.
I just picked up the game last night and now I have learn so much on how to play, damn I can't wait to play it again.... well done man so happy to watch
Also a happy new sub!!! Fantastic
Your gameplay vid has been the best that i could find so far. I feel like im learning a bit lol
Watching those swarms of fighters and bombers, reminds me of how I used to build my fleets back in Sins 1. Yes, carriers are IMPORTANT! They are a force multiplier. Use em, protect em! And destroy em when you see the enemy use em!
Now they're even more interesting because fighters tank point defense so missiles can get through. And missiles have high pierce, meaning they're capital ship killers.
@@Anthony-jo7up The Ogrov used to only be an anti-structure cruiser in the first game, now it can hit ships. And oh boy does it murder the shit out of capital ships.
HELL YEAH SINS!!! Thanks Stardock for kicking the Potato a few bucks!
Potato you keep stealing my vacations with these games and now you’re coming for my weekends too? Goddamnit
If you have a hard time selecting moving ships in large battles, you can use the overview on the top right to do the same thing. Want everyone to attack that capital ship that's low on shields? Select fleet top left, press T, then click the ship it in the overview top right. Want to target all static gaus defence turrents? Select strike force in the overview, press T, then click the item in the overview top right. No need to know the location.
In earlier/smaller battles you'll want to be more precise, so that's where it's better to manually select the ships in the battlefield so you can focus fire the closest ones.
Are they going to add a single player spectator mode so I can just watch max level A.I fight each other?
Love this game so far. Never played before and jumped into a hard 10 player game against ai. Lost in like 45 mins but was a blast. Played again aginst 3 ai hard and one that.
Whelp, this game wasn't even on my radar but just last week I was musing about reinstalling the first game. Stardock, you win again!
Stardock!
I love that you're explaining each move you make.
10:42 been playing 2 for almost 20 hours and didn't know I could add a planet to the fleet list! thank you!
16:50 in the first game at least, I always found it best to place defense platforms mixed in with other, cheaper/less critical structures, since it naturally eats weapon fire that isn’t being actively targeted.
It also requires fleets to travel to your defenses, giving more time to respond with your own fleet movement and extending the amount of time it takes for the enemy to retreat/get reinforcements.
It’s been a while since I played the first game, but that was always how I built defensive structures.
My strategy was usually to build the Starbase close to the planet, where the siege frigates and capital ships would have to move to fire on the planet. Then to spread the defensive structures near the Starbase. Meanwhile, all the non-combat structures were placed in the position farthest from inbound attack lanes, with the possible exception of Refineries and Trade Ports. Generally, once the Starbase was fully upgraded, AI fleets were completely incapable of taking planets from me. The other defense structures simply made the invasions end quicker.
I have found in sins 2 so far, defenses are borderline useless until late game where starbases get good. In Sins 1, rebellion buffed the living hell out turrets because before that they have the same problem sins 2 does. It doesn't help capital ships are so damn beefy now
Not sure if you know this as you were manually clicking units to attack, you can select a group (or your whole fleet) and Shift + Right Click attack on all the units at the top right bit of the UI, say all the cobalts.
This was satisfying to watch. The garrison fleet option is amazing watch. wow.
Thanks!
So, am I the only one seeing this, or did Potato just completely skip out on building all of his orbital mining infrastructure? I don't think he even picked up the research for it.
Yes, he totally messed up the economy game. Also, he did not understand the new trade system. However, his general strategic understanding helped him survive at all. Still, in a „macro-game“ as Potato called it, killing off the enemy industrial capacity is important. He did not go for that, nor did he bomb the enemy home world at all. This made things just longer, and longer… Also, why no Titan for such a long time???
yep, thats why at the end he was so low on resources
Edit: okay, he could not bomb the hw because of the shields on the starbase.
You don't need orbital mining as much as before since you have surface mining now. Plus orbital mine used logistic slot. I only use orbital mining to balance my economy, and after i have max surface mining. But i agree thaht completely skipping orbital mining is not a good idea.
@@dr.paulwilliam7447 I focused on Trade instead of Orbital mining. Orbital mines make 0.45 resource per civic slot, while trade routes make 0.5 resources per civic slot. With upgrades orbital mines are better, however trade routes are more flexible.
1:14:40 2 hours gametime and he doesnt have orbital mining researched?
No wonder the minerals came in so slow!
Just discovered this game on steam, dont know what the hell is going on, but im hooked watching you play...you make me feel like I have an IQ of a peanut.
really great showcase of Sins II, awesome game. I would watch a whole series of you playing this against friends or other creators!
Ofc you posted this video when i don't have to work on saturday...
Didn’t know this was out been playing it hard since I saw this video. Hope we get to see more!
So hyped that Dara Ó Briain plays Sins!
55:43 Damn. That was cinematic. Straight out of a space opera!
Convinced me to make the buy for SOASE2 (I was pretty interested already, but this moved me over the border for the premiere edition. Loved Rebellion so this is gonna be fun. :)
Great gameplay! Is there a chance you could make one about properly handling the early game impossible military spam?
Sin of a Solar Empire 2? HOOOOOOOOOOOOOL UP? They came out with a second one? WAit two days ago???? SIns was literally my favorite game, holy molyyyyyyyyyyyy
I love how he ques like 40 ships in the one system and constantly complains that they arent being built at the plant one over, but refuses to click the other planet and build ships there
I don’t have much to comment, besides:
2:48:00
That scene happening in real time reminds me a lot of Empire of the Dying Sun, which is a cool space RTS mission based game.
This is awesome! Ive been practicing against unfair ai in 1v1. There is definitely a strategy against the higher difficulties!
I remember playing the first on LAN with hundreds of planets. It was so funny setting up pirates to attack your friends in the start of the game.
Can you build unlimited Phase Gates as TEC? Because if yes Garrison + Phase Gate should grow your potiential defending fleet for every system on every system or? (never played part 2 only part 1)
Where did you set the keybinds you use. Seems amazing
Enclave is my favorite way to play TEC. Argonevs with the factory upgrade and a garrison on my frontier planets is such a great combo. It saves up space from normal factories and the starbases themselves produce faster. Also was the reason I remembered/realized you need idle factories for the trade escorts.
Can someone explain how ships can fly though space without following the lines? What am i missing here?
is there any reason you dont build the asteroid extractors? I usually build them at first
The civic structures overview doesn't display available civic slots. Should be there right after planet names.
Wdym? Under orbital structures tab at the top underneath civic is the number of orbital slots, due to different buildings using different amounts there isn't a set amount of buildings, a titan shipyard uses 3, a heavy shipyard uses 2 and a light shipyard 1 for example.
Nvm, I reread it and actually understood it, yeah it really should
@@hardcorelace7565 Yeah. I mean the empire overview which displays all your planets.
@@ObsidianBehemoth yeah I realised that afterwords lol. It's strange they aren't there though.
@@hardcorelace7565 I tried to clarify for others following along.
The Aluxian Resurgence took a world from me, and then i took it back. They left behind an non-removable planet item, called a planet artifact.
Relativistic Factories
-Uncovered factory designs allow ships and structures to be constructed in a relativistic accelerated frame of reference, making them build at a quicker rate.
On Planet:
Factory Unit Build Time -50%
Orbital Structure Build Time -25%
That was pretty sweet.
Cool game. I played the older version years ago and loved Tec. I used to assign a group of repair droids to my capital ships just in case. You have better hand-eye than me tho.
Loving the Sins playthroughs, very based.
Hey potato could you do some videos on some of the more abstract things like how many escorts can be produced for a tec trade ship, is there a limit and how can you make more per trade ships, also what determines the number of trade ships, the number of trade ports or number of filled boxes in the trade point screen. Does changing them delete the trade ship and escorts?! That sort of thing.
Maybe for vasari exodus, resources you get for consuming each of the different planet types, does planet level effect it, is it worth developing before consuming, does surveying effect it's output upon consumption eg didn't survey means more chance of exotics? Does having it in your or you opponents culture make a difference.
Also does the vasari tech that increases turret rotation speed do much considering that isn't a stat shown anywhere, it's a bit hard to tell.
Tec primacy - does anything effect the size of insurgencies like planet level or your own fleet capacity limit or is that random?
Another video could be about synergies for team games eg tec garrison fleets and vasari phase gates or advent culture with the surface crystals and vasria mining speed upgrades, there's some better ones probably but there the ones off the top of my head.
As silly as this seems, last night I had a game against my brother. His 6th or 7th, my second.
He plays the Enclave, I played the Vasari exodus I think it was. His capital fleet got curbstomped. You get 2400 fleet cap, much more aggressive ships, and imo the dark towers are better than garrisons even. I had battles with 2300 fleet power, a warping starbase, and 1500 fleet supply from dark tower uses. They get even more disgusting, and the startup is faster with all the "make money by fighting" special stuff.
Edit: another advantage is building your own jump gates everywhere. Disadvantages is their stuff is more squishy, and I think their strike craft are bombers only.
I love sins been playing since the very first game and then rebellion now we have a second game now cant wait to get paid
oooo Sins 2 is out? Bought!
Im new to sins, thank you for the video it is really helpfull for TEC economy, im still strugling againt advent missile spam at hight difficulty any quick suggestion? Also do you plan on making the same challenge with TEC Primacy?
Can you do some armchair admiral streams again?
Man, you could have Marza Dreadnought to break a stalemate/defence by using Marza's ultimate ability.
It shoot missiles at EVERYTHING in the target radius. It can destroy a whole fleet of small frigates (You know, the missile frigates, the dangerous of the fleet.) Thousand of missiles go brrrrrrr.
I usually get Marza to level 6 as soon as possible and I build them as the 2nd or 1st Capital Ship purely because of the ultimate ability.
You can also use Marza's Concussion Charge ability to trap enemy capital ships from trying to warp away. It will stun the target for 4/8/12 seconds. That enough time to get the single one out. And since the Capital Ships are slow, they usually get left behind by the fleet so traping them is even easier. Just have Marza facing them to be ready for Concussion Charge to be launch.
"I'm not good at this game" he says, managing to survive against 10 max difficulty enemies lol.
Though I suppose the fact they're also fighting each other changes things a lot compared to two teams of 5...
edit: Now you need to do this with every single faction. ;) I'm curious how the novalith cannon will do...
@5peciesunkn0wn assuming it's anything like the last sins, anybody can beat it with any faction against max difficulty cpus. Imo map selection is the most important thing. Then, knowing basic early game econ management and expansion. The late game is usually always in player favor if they manage combat correctly, it's just a bit of a slog fighting through so many heavily defended worlds. Sins 1 is probably my favorite RTS of all time. I was so hype to get every achievement for it. I can't wait to play this one!
@@hunter7003 well, that's what random map generation is for. ;)
@@hunter7003 Late game Vasari with a maw fleet is terrifying. I ran around a large galaxy with 20+ capitals and the titan colonizing and blowing up every single planet. It was a bloodbath. There was nothing they could do against a full fleet of level 8-10 capitals
In Sins 1 I was a dirty Advent carrier player :D love thier fighters.
I've recently had an experience against a single AI Advent ("Hard" difficuly). On 40th minute it had 18 drone carriers Aeria, 40 Tempests (0 pierce, but still enormous damage btw, even against capital ships or start bases), and 3 capital ships (one of them was a carrier). My 25 Cobalts, 20 Gardas, 20 Shrikens, 12 Percherons, and 2 capital ships (Kol and carrier) had no chance to do anything with the enemy on my territory. My point defence (5 turrets), 2 drone hangars and 2 retrofit base also didn't help. The enemy had 400 drones totally, which just burnt my fleet and structures. Kol battleship lived for just few minutes. It seemed like flak frigates shot anything but drones or missiles. Enemy drones almost didn't die and all the enemy missiles hit the targets. It seems like I need to have 2 times larger fleet than the enemy has just to defend myself, not too mention the offensive battles. How did you manage to avoid such an experience with the impossible AI?
One thing is that you're playing 1v1 and the AI will build ships that are just stronger against your faction. Shooting down missiles just doesn't work that well, you really want to meet drones with drones a lot of the time.
been playing this on Epic games since it was released as early access! very innovative from the first one
Hi. Can you show a vasari full gameplay, please ? Thank you.
I bought it on their platform how do I get it on steam? Or do I have to buy it again?
did they change how tech works again??
Anyone knows what "armor strength" actually does?
Is it just a +10 for Armor points? Or is it something not shown at the stats screen of the ships?
you should try this with every faction
would love to see one where everyone plays as the same civilization
i couldnt figure out how to get the 10th influence so i could finish the diplomacy with minor factions
Hi, someone could tel me what the best setting game to play ? idk if its better to let everything medium or fast or faster ? ty !!
There is so much to learn in this game I feel like I'm never going to get good at it
Honestly? Pick a faction and start on normal and work your way up. Get a feel for what works and what doesn't. Don't try to learn the three factions at the same time, they are very different in how you manage your economy. Once you got a good feel, then look into optimal play.
@@goldenhate6649 I finally won’t my first game, it was only a 1v1 with the bot set to easy. I still had some trouble but there was progress at least.
Hey Potato, I think Unfair AI might be stronger than Impossible. I did a test where I created a game with two teams. On my team I put an impossible AI and on the other team I put an unfair AI. So it was 2v1 but I didn't do anything at all just watched them play. I tested it 7 times with different races and alternating whether Impossible or Unfair was on my team. In all seven games the Unfair AI won.
For Tec my recommendation as a first capital ship is the Sova carrier. Unlike for the other 2 factions the Akkan is extremely weak in combat and while the colonization bonus is nice to have the colony item from one of the minor factions is a nice substitute often even early on.
Edit for the late game: Especially on the titan and starbases where 3 levels of armor also increase the overall shields, the special shield upgrade stacks very well with that.
Is this anymore than a re-skin with better graphics?
Seems like it has a similar problem to the first game; you just get to the point you're a massive death ball and the game offers no further challenge. There's little tactics involved in high level fleet battles, just whoever has the bigger / more experineced death ball.
This is why I prefer the more intimate maps. You don't have time to.
I've been playing on a chokepoint map for a while and those strikecrafts are a huge issue because there are so many of them at the only bridge planet
You are obviously the expert here, but my understanding was flak frigates were a defense against missiles and fighters were the defense against other fighters and bombers.
I need to play more myself and then come back to this. I'm learning too much accidentally haha
Love this vid, man❤
1:20:40 In retrospect the ai exiting with that titan was a very smart move. It would be a player who would risk it to save that doomed system. He had other neighbors less hard then you. You have to disrupt pink he's doing crazy sht the ai rly does look better in 2. What can you say humanity drives a hard bargain (gauss weapons)
Akkan start is strictly worse than Koi + colony frigate start. In a colonization drag race, the Akkan loses. Akkan is a perfect *second* capship, once you have you koi and it's support tenders.
Idk if thats true, Kol kills faster yes, but the Akkan has bonus logistics on colonization which lets you eco punp trade ports early
And 10/20/30% AS increase means its not like you clear wells slow, especially if you micro well
@@PotatoMcWhiskey The bonus you get to development is outweighed by the opportunity cost of the extra time required to get the colony in the first place, I think. Perhaps something that should be tested.
@@K162-y1b I'm a little bit faster then my tryhard friends with sova carrier and rocket battery ability. They are Kol starters.
hour in but if anyone has trouble with strikcraft select your own and set them to attack enemy fighters in the top right (:
Love the game its similar enough to the first game where im not having to learn to play from the ground up but different enough that it actually feels like a new game and not just the first game but with better graphics
this was great, would love to see u attempt to fight a team
Got attacked by 6 capital ships and 80 others ships by min 22. that turned into the A.I double teaming against me by min 27. 17 capital ships and 200 other ships within 30min.
Meanwhile nothing happens in this video until min 50.
My question is where has Potato been. Haven't seen any youtube vids in weeks? :)
Taking a break before civ 7 stuff!
@@PotatoMcWhiskey Yeah, I'm totally excited for it as well. Good to know you are doing well and resting up!
regarding your garda flak not being so good around 1h its normal. PD arent working as intended and focus firing on one missile at a time, making missile spam totally OP very early
PotatoMcWhiskey You've never used a radioactive missile in the initial group battles (despite the fact that u installed it in the flagship) ? !!! One such missile could have taken out half a fleet of small ships.