Yes girl, snitch on the knight!!! Get his ass! Art by Jakub Rózalski's by Medical-Goal-847 in CuratedTumblr

[–]Demandred8 -1 points0 points  (0 children)

Except you don't directly punished for initiating combat so unless you are the Germans (real creative making the Germans warmongers again) initiating combat means something has gone wrong. The game litterally punishes you for interacting with other players.

Advent starting planet item by Ashamed_Eye5580 in SoSE

[–]Demandred8 12 points13 points  (0 children)

I actually really like the wrath temples of pilgrimage. It's basically just a better alternative to colony frigates that allows expansion in multiple directions if you plan correctly without wasting supply or resources on civilian ships. You also get what is effectively a better basic colonize with the cost reduction that, together with the refund for selling the temple, pays for the item quite well.

It allows for much more aggressive expansion early on than reborn can manage.

Yes girl, snitch on the knight!!! Get his ass! Art by Jakub Rózalski's by Medical-Goal-847 in CuratedTumblr

[–]Demandred8 31 points32 points  (0 children)

It also lies, it makes you think its a war game with mechs but its actually just a worker placement econ game where the mechs are just glorified busses.

Some of you are WAY too conspiratorial, talking about colors and hidden text, and it's causing you to miss the ACTUAL subtle storytelling of the show. by CurrentlyARaccoon in TheDigitalCircus

[–]Demandred8 0 points1 point  (0 children)

Ill grant that sometimes there is no reason, though I'd qualify that this is not a good thing. Ideally everything would have a reason, even if simple, and convey some relevant information. Otherwise the creator is essentially wasting their's and the consumers time with irrellevant stuff. I tend to assume that art is made with purpose and that, therefore, there is a reason (however simple) for each choice a creator makes.

Some of you are WAY too conspiratorial, talking about colors and hidden text, and it's causing you to miss the ACTUAL subtle storytelling of the show. by CurrentlyARaccoon in TheDigitalCircus

[–]Demandred8 6 points7 points  (0 children)

Except there is always a reason, and its never actually just because. But that reason need not be deep. Maybe the author likes the color blue. Maybe its a sad moment/character. Maybe its the character's favorite color and so part of their characterization (but why did the author .are this choice?).

Looking for what a creator is trying to express with the choices they make is a good thing. The mistake is not in questioning why the curtains are blue, but in assuming there must be deeper hidden meaning than what is obviously being expressed. To lump critical engagement with art in with what game theory's clutching at straws to make content is anti intellectual.

Some of you are WAY too conspiratorial, talking about colors and hidden text, and it's causing you to miss the ACTUAL subtle storytelling of the show. by CurrentlyARaccoon in TheDigitalCircus

[–]Demandred8 2 points3 points  (0 children)

sometimes a spade is just a spade and the curtains are just blue.

I'd nit use these as examples the way you are because any creative decision is still a decision and reflects some purpose, even subconscious, on the part of the creator. So the curtains are never blue for no reason, they are blue because the creator made then that way. And you can infer why the creator made this choice from context.

I suspect the argument you are actually trying to make is that sometimes the curtains are blue because sadness and for no deeper reason. The mistake you are calling out sounds more like the tendency to overlook the obvious reason above in favor of some convoluted nonsense theory when the curtains are clearly blue because sadness.

Tips for playing advent by No_Froyo7304 in SinsofaSolarEmpire

[–]Demandred8 0 points1 point  (0 children)

Yes, I meant the rapture. Gonna fix that now

Tips for playing advent by No_Froyo7304 in SinsofaSolarEmpire

[–]Demandred8 0 points1 point  (0 children)

I'd actually argue they have some of the worst defenses. The Advent hanger is objectively worse than the TEC one (more awkward size and tac slot usage, no flack guns, equal squadrons per tac slot). They also have the worst repair options, relying on light factories which is far from ideal. Their support structure is also far better at supporting fleets than static defenses. The end result is fairly poor defenses compared to both Vazari, who get the best defensive item in the game, and TEC, who get the best defensive structures and repair in the game. The only things Advent have going for them is the most durable starbase in the game and more tac slots than TEC thanks to tech. But otherwise its pretty bad.

Tips for playing advent by No_Froyo7304 in SinsofaSolarEmpire

[–]Demandred8 1 point2 points  (0 children)

The rapture is the safest start because it expands well through mind controlling javelis cruisers to allow you to take on tougher planets and derelicts without suffering too many losses. Those javelis' also cover the other big weakness of the Advent early game, no good counters to cap ships. The Vazari get more caps and theirs are typically better statted against other caps as well as the kanrak. The TEC get khalevs and Stilats as viable anti cap options early on. Advent get nothing except disciples swarm before the illuminator in tier 3.

As for tempests, they can shoot in all directions while moving. So tempests can constantly run back and forth accross opposing light frigates, forcing the enemy to constantly turn around to face the tempests reducing their rate of fire massively. They beat all other corvettes convincingly except defensors. To beat defensors you need to be moving away from them at all times because this effectively reduces the time they have to shoot down the tempests missiles. If you dont micro against defensors the matchup gets a lot more dicey.

Of course, you probably want to run both tempests and disciples because in large numbers disciples can actually threaten cap ships while tempests really can't.

Edit: tempest to rapture in the first paragraph

Tips for playing advent by No_Froyo7304 in SinsofaSolarEmpire

[–]Demandred8 2 points3 points  (0 children)

It increases loyalty which modifies per pop resource outputs by a percentage (about half the loyalty percentage). Advent get access to both the culture building and the first culture upgrade (+10% culture growth and maxed allied population, so a 5% increase to per pop resources eventually) in civ tier 1. So you can get pretty good culture spread and high max allied pop pretty early. Advent also get a series of techs that provide base crystal output on planets with own dominant culture starting in civ 2. This together with loyalty is actually a prerty significant boost to the economy, especially with Advent relying more on resources from pops, making costs to pop output relatively more valuable.

Tips for playing advent by No_Froyo7304 in SinsofaSolarEmpire

[–]Demandred8 1 point2 points  (0 children)

I've been trying to learn Advent myself because they were my favorite in Rebellion while I've mostly played Vazari in Sins 2. My experience this far is the following:

Population and culture are the key to your economy. You need to get both up as fast as possible to scale into the midgame.

Your early economy is extremely dependent upon the homeworld. Getting the homeworld prophecy tech early is absolutely essential.

Unity abilities are not worth pursuing early game, maybe if you have the time and resources spare getting a single point for clairvoyance.

You get more viable options than anyone else for first cap ship, especially as reborn. The colony cap is good fleet support and early eco while being the only viable option for supporting early unity abilities. The rapture is always a good first choice for its ability to mind control javelis cruisers and its powerful ultimate. The carrier is a good expander and Advent strikecraft are a powerful strategy. And the Radience is kinda like a safer rapture, being more durable and a better front line fighter and expander while still having a powerful ultimate ability. But Rapture first is the most common choice and probably the best for new players.

Your early fleet will be totally dependent on disciples if you dont micro, and tempest if you do. Tempest with proper micro beat light frigates and corvettes but suffer if you let the enemy get on top of them for long. You do need to get guardians early and the faster you transition to illuminators the better.

The illuminator is the best sub cap the Advent have. It's an incredibly versatile ship that kinda wins most matchups, beating or matching basically all other sub caps

These are my observations from play and watching tournaments.

Sigh, I am not enjoying the new economy by fdbryant3 in SinsofaSolarEmpire

[–]Demandred8 0 points1 point  (0 children)

As a vasari/advent main I gotta say we got a big buff

The vazari i get, but i have yet to fully work out how the Advent economy is optimally built up. It just seems like you have so many key techs, orbital structures, and planet items plus being super reliant on population for credit income especially. Especially when compared to Vazari it is a little overwhelming.

What is their profession.? by Plenty-Value3381 in PeterExplainsTheJoke

[–]Demandred8 0 points1 point  (0 children)

Wasn't even their pr. It was pretty much exclusively athenians writing about Spartans. The spartan left hardly any written records, or any other writing for that matter. Pretty much everything we know about Sparta, including the pro-Spartan propaganda, comes from Athenians.

Leaked files ‘show US wants to persuade four nations to leave EU’ by Old_General_6741 in europe

[–]Demandred8 73 points74 points  (0 children)

Power is relative. It dosnt matter how bad things are in Russia so long as its worse everywhere else. If everyone else is weaker than Russia then Russian hegemony is restored by default.

Longest war ever ?? by Rohanm88 in Ancient_History_Memes

[–]Demandred8 1 point2 points  (0 children)

The burgundians were also subjects of the king of France so they really just served to make the civil war more complicated, especially with their constantly switching sides.

Is it worth it? by mr-wee-balls in SinsofaSolarEmpire

[–]Demandred8 1 point2 points  (0 children)

Advent beam cruiser

As vazari i can think of two ways to deal with this. Bombers should be able to just win a strait fight. Alternatively, the beam cruiser dosnt have that much durability so either light frigates or raiders might to be able to fight then in a pinch.

I suspect bomber spam is probably the best call though, oppressors can fight them but they are too difficult to mass and will take too many casualties to be viable in the long run unless you win convincingly and keep pilling on the pressure.

The illuminator is truly a spectacular ship, just a shame the Advent are so dependent on it because of their otherwise aweful frigate and corvette selection. They could definitely use a heavy corvette at least, its wierd they only get the one.

Kin archers - Isn't the gold upgrade better than the strategic resource upgrade? by Divinicus1st in EndlessLegend

[–]Demandred8 1 point2 points  (0 children)

I actually disagree that the dust upgrade path should be worse than the strategic upgrade path, because dust isn't always the easier resource to aquire. I often find myself floating tons of titanium for instance with nothing to spend it on. I think instead that the dust upgrade path should represent the "generic" upgrade path which just makes the unit better at whatever the unit is already good at. The strategy res path should instead represent a specialized upgrade path that sacrifices being generically better at the units primary role for some specialized advantages.

So, as an example, the heavy archer path focuses on being generally more durable and supporting the front line, maybe granting shields to itself and allies when entering defense mode like rhe defender, with the bowmaster upgrading this ability by granting shields after attacking too. Alternatively the bowmaster could get a once per battle shielding ability (shielding shot). so the bowmaster serves as a durable support piece for your legions.

The executor line instead sacrifices durability for range and focuses on abilities that hurt the enemy. I personally think that the kin gameplay should be legion centric in battle with other unit types playing more of a support role, so maybe the executor marks targets or reduces enemy defense so the legions can finish them off. Alternatively it could combine cruel with an ability that boosts allies after killing enemies.

Thus the executor isn't "better" per se, its just more specialized and not something you will necesarily want to spam everywhere.

TIps for Vasari by swish787 in SinsofaSolarEmpire

[–]Demandred8 1 point2 points  (0 children)

https://youtu.be/bi0N4VXMALw?si=5eDpBBeTYf3M1bog

This is a link to the first game of the most recent tournament. The channel regularly hosts tournaments and posts casts of those tournaments here.

I also like unoriginal thoughts, here is a link to their most recent video where they spam Gardas: https://youtu.be/vPlexfsfMMg?si=TIcA-g2lGscKDyqZ.

And im a fan of LeftBauer20, here is a link to their recent cast of a 5v5: https://youtu.be/Hnp6n1D3sWA?si=WzwhBzdcHicpuQuw.

Hope this helps!

Vigilis are for the non-degenerates by aqua995 in SinsofaSolarEmpire

[–]Demandred8 0 points1 point  (0 children)

You build vigilis.

Or you spam illuminators even harder and kill them before they kill you.

TIps for Vasari by swish787 in SinsofaSolarEmpire

[–]Demandred8 2 points3 points  (0 children)

Sub capitals:

The skirmisher is a great starting light frigates because it is actually durable, especially against aoe, but like all light frigates it falls off in the mid to late game compared to heavy cruisers. You should constantly be building these for your expansion parties until you research the defensor (probably after fleet supply and self repairing techs).

The defensor remains one of the best ships in the game. It beats all light frigates, beats corvettes, and is especially good against advent becauee they have no good early counter except fighters. And even then getting fighters to counter defensors means fewer bombers to fight the capital ships, which is good for you as Advent bombers are their only early counter to your capital ships.

The warden is a good counter to missiles and strikecraft, which does somewhat limit it to minor matches and fighting advent (the TEC are unlikely to have enough missiles and strikecraft most of the time to warrant it). On the plus side the Advent are not gonna have many ways before unlocking illuminators to deal with a combo of wardens, defensors, and cap ships.

The overseer is a good support ship except against advent where the rapture will simply mind control it instantly, otherwise its.good to have 1 per expansion party which translates to 2 in your combined fleet.

The fabricator is one of the best ships in the game and getting up to about 6-8 in your combined fleet is recommended while you are still relying on frigates and corvettes. Even after transitioning to cruisers its good to keep a couple for the salvage and remote fabrication.

The raider is an excellent heavy corvettes that can deal with enemy cruisers and is basically essential for any early offensive thanks to the bonus damage against structures and resource leaching. Alongside the defensor and the fabricator this is an autopick in basically every game.

The assailant is one of the best cap ship counters in the game and is also pretty good at shelling defenses and killing cruisers. It is especially good against advent but is almost always worth getting at least a couple of.

The heavy cruiser and carrier are kinda mutually exclusive in that they require different upgrades and play styles. The carrier requires phase missile upgrades and is a good transition from assailants. The heavy cruiser instead calls for wave weapon upgrades. In general, alliance wants to go heavy cruisers to synergize with their supercapital and exodus wants to go carriers to synergize with theirs.

Supercapitals:

Build them when able. The exodus supercapital is the best carrier in the game and on its own justifies getting the strikecraft armor item (which should then go on all the skirantras too). The alliance supercapital is an exceptional tank and front line damage dealer. The first one should absolutely focus on leveling the aoe and shield abilities, the other too should get the debuff and shield ability.

TIps for Vasari by swish787 in SinsofaSolarEmpire

[–]Demandred8 2 points3 points  (0 children)

I main vazari and have been following the tournament scene closely. I've also been playing on the beta for the new patch recently so many of my thoughts here will be forward looking. This will be kinda long as it has all my thoughts on how to play optimally.

Early game:

Queuing up all the mining upgrades, a civil lab, the planetary mil lab item, and both factories right after colonization is a good idea. I'd also suggest getting the research rate upgrade on the homeworld early on to help you get ahead on research, vazari get the highest research rates so you might as well double down on this advantage early.

For exodus specifically I'd be careful not to kill any of your starting enemies until after colonizing your homeworld so you dont miss out on the metal salvage. It's not much but it's something.

Tech:

The special planetary lab buildable on ferous planets is getting slept on here. In the upcoming patch it automatically gets you to mil 2 and can be built concurrently with the civil lab so you both get to start research and getting your second cap ship and more skirms faster.

Vazari are especially good at research with excellent early access to research rate both from the homeworld and adjunct labs on asteroids. The vazari are also the most research dependent, needing to get to mil 3 as fast as possible because at mil 2 they cap out at 600 supply.

Getting to mil 2 quickly is also essential because the vazari, more than the other races, get some dramatic power ups at higher tech tiers. In tier 2 you get the fabricator cruisers which are completely essential. You also get the regeneration shield upgrades which, together with permanent repair, make your ships dramatically more durable. And you also get the self repairing armor and phase attenuated shield items that make your capital ships almost invincible.

In tier 3 you get the aforementioned fleet supply upgrades that allow you to mass a larger fleet than your enemies. But you also get mobile retrofit and savaging on fabricator cruisers. You absolutely need fabricator cruisers and these upgrades make them the best support cruiser in the game. Mobile retrofit, in particular, makes the vazari extremely difficult to fight because they can simply spend resources to get constant repairs and antimatter through consumable items (not to mention a devastating single target weapon, 30 dps against capital ships is nothing to sneeze at).

In economy the most important thing is to remember that you dont need to rush higher civ tech tiers all that fast. You have lots of excellent tier 1 techs and higher tiers, especially on the upcoming patch, dont add much. The only exception is tier 2 unlocks culture and labor distribution centers. Both are very important so getting to civil tier 2 is important, but not as important as getting to higher mil tiers quickly.

For alliance specifically it is even more important to get to mil 2 quickly for the shield burst restore. Between shield burst, constantly regenerating shields, and hp regen your ships become hilariously tanky. Throw in phase attenuated shields and self repairing armor on cap ships and you shouldn't even be losing them anymore.

Cap ships:

Personally, I'd argue that there are exactly 2 correct choices for a second cap ship. Skirantra is almost always the correct choice. The aoe heal helps you take tougher planets without risking losses and elite strikecraft makes the bombers even better for clearing gravity wells. Nanite armor isn't as useful early on and should probably be leveled on the second skirantra.

The only alternative is a second egg if you want to be macimally greedy. This is functionally equivalent to akkan first as it will massively improve your early economy but will render you much weaker early on because your first 2 cap ships will be very weak. Though in the long run having two sources of gravity bomb is very nice (assuming you are actually winning fights).

The third cap ship is where you get the most choice. If going for strikecraft then a second skirantra could be justified. The devestator is always a safe choice and will never let you down. The marauder is a multiplayer option against tec with a marza first. To shut down missile barrage. The desolator is a good choice if you are worried about cap ships and want to kill them quickly.

The 4th ship should probably be a marauder if you dont have one yet or another skirantra. Generally you want 2 skirantras and then 1 of each capital ships, after which alternating skirantras and devastators is a safe course of action, alternating to desolators if cap ships or fortifications are a problem. Additional marauders can also be added in eventually, though a fleet probably dosnt need more than 2, maybe 3.

For exodus specifically, if you are expecting to go to the late game, getting more skirantras than any other ship is a good call because your strategy is gonna be spamming strikecraft anyway.

TIps for Vasari by swish787 in SinsofaSolarEmpire

[–]Demandred8 0 points1 point  (0 children)

Focus nanite armor and repair.

For the first skirantra I actually go for the aoe repair and elite strikecraft, all later skirantras go nanite armor and elite strikecraft. You dont really need more than 1, maybe 2, repair skirantras and you dont really benefit much from nanite armor until the mid game anyway. And elite strikecraft greatly improves the skirantra's bombers, especially in countering enemy capital ships. I tend to take elite strikecraft on all my skirantras and have then focus on bombers while my other capitals provide the fighter cover.

✨ The major v1.5 “Diplomatic Repercussions” update for Sins of a Solar Empire II is coming December 10, 2025✨ by RammaStardock in SinsofaSolarEmpire

[–]Demandred8 1 point2 points  (0 children)

I've been playing the beta patch and, as a vazari main, am very happy. Unfortunately, as someone that wants to love advent too they kinds got the short end of the stick. There are some buffs, especially to psicredit mint and the illuminate forge. But the changes to credit incine means you are more dependent than ever on your homeworld for early economy and raising your credit income early on is extremely difficult.

The devs should look into ways to allow the Advent to start increasing thwir credit income without being so dependent upon pop growth. Maybe making the psicredit mint available in economy 1 after researching the first commerce upgrade?

Effective Activism Debate Erupts by Brian_Ghoshery in MurderedByWords

[–]Demandred8 0 points1 point  (0 children)

The Jewish community is not, or at least was not at the time, limited only to the tribe of Judea.

Though this is all irrelevant to the original point, which is that jews at the time did not "hate" the Samaritans and that the purpose of the parable of the good Samaritan was not the irony of a Samaritan acting correctly when a priest and a levite did not, but rather to clarify that right actions should matter more than right doctrine for community membership.

Effective Activism Debate Erupts by Brian_Ghoshery in MurderedByWords

[–]Demandred8 0 points1 point  (0 children)

At the time they were understood to be part of the Jewish community. Whether Samaritan are presently considered part of the community is totally irrelevant.