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Sins Of A Solar Empire: Rebellion Announced

by Adam Biessener on Mar 01, 2011 at 05:57 AM



Ironclad Games and Stardock unveiled a big expansion to the lauded real-time strategy title today. Sins of a Solar Empire: Rebellion adds a wealth of ships, factions, and features to the already rich mix.

If you're not familiar with Sins of a Solar Empire, you should be. The 2008 RTS combined 4X concepts of exploration and expansion into its epic space battle core. It's not only a fantastic innovative twist on RTS, but it approaches Blizzard levels of polish – and runs on just about any PC manufactured in the last seven years or so. I can't sing its praises highly enough.

Back to the announcement at hand: Each of the three races has Loyalist and Rebel tribes in Rebellion, with their own tech trees and ship variants. Doubling the factions to six (sort, of anyway) will add a lot of additional variety.

The roster of ships has been dramatically widened. From largest to smallest, Rebellion adds:

  • Titan-class vessels – the capital's capital. Think of Return of the Jedi's Executor, without the crippling A-wing-through-the-bridge vulnerability.
  • New capital class – we have no details, but a new type of capital ship will broaden tactical possibilities.
  • Corvette-class ships – I'm not really sure what these are. The press release calls them "small, highly maneuverable light ships that are adept at a variety of tasks." But we already have frigates for that…maybe these are somewhere between frigates and carrier-launched strikecraft?

On the backend, Rebellion uses Stardock's Impulse::Reactor technology to power achievements and multiplayer leagues among other things. Sins already has a solid multiplayer implementation, so this is great news. Personally, I'm hoping that there's more than incidental support for cooperative comp-stomping. That's the best way to play Sins, and I'd love to get a more robust feature set around it.

Sins of a Solar Empire: Rebellion is scheduled to release late this year.