Assuming the economic gains are equivalent, the other effect is the deciding factor, and planet effects and type aside it seems a mostly obvious choice - ship factories are industrial, everything else is social. Each specialisation has two effects - to affect income (a positive effect on either taxation or trade, and a negative effect on the other) and a boost to either culture or ship production. In some ways the specialisation system feels counterintuitive - I find myself wanting to specialise volcanic or other metal-rich worlds in industry, however there's no benefit for doing so compared with other planet types, and industrialisation provides no benefits to resource generation. Some of the effects are conceptually bizarre - you have to explore to find a "modern society", and asteroids can have helium atmospheres - but Sins has always been very gamey (look at things like its odd diplomatic pacts that increase firepower or armour, or having your cultural influence force the abandonment of nearby planets by the empires that own them). There are still no real downsides to colonising everything you see beyond the investment in upgrading the planet's economy - even with some bad effects (like Death World) a planet will still contribute a net gain to your resources. Most planet effects segue with the specialisation system, and in most cases whether you choose social or industrialisation appears to be independent of planet type (exceptions being oceanic and ferrous worlds).Įxploration now feels fundamental to the game, and adds sandbox replayability even while the AI remains rather predictable. This could support more than the four extra planet types added. Each planet type can be upgraded with either social or industrial specialisation, with 2-5 upgrades available depending on planet type and specialisation chosen. There's also a new axis of variation along which planets can vary - specialisation. This has changed with the addition of planetary effects (some beneficial, some detrimental, some a mix), and the fact that a planet can have none, one or (if no artefacts) two of these, instead of or as well as an artefact (which are now both rarer and more varied). Planet type mattered little, and the 'Explore' upgrade option was a nice idea but limited by the fact that planets could only ever have one artefact, and those were rare. Previously planets were basically static resource points, dissimilar only graphically from a 'base' in Starcraft etc. My thoughts: This small DLC does a lot to add the promised-but-missing 4x feel to Sins of a Solar Empire (and, strangely for a combat-focused RTS, it adds nothing directly related to combat).
Resurrecting this long-dead thread following the release of the Forbidden Worlds DLC.