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RT4X - understanding what it means

RT4X - understanding what it means

A discussion

I've seen people who argue that Sins of a Solar Empire is not a "real 4X" but is really a conventional RTS.

I suspect most people are of the same mind as I on this topic: Sins of a Solar Empire is a game that combines 4X depth with real-time gameplay.  That is what the game promises and I think that is what it delivers.

Here are some of the game mechanics of Sins that I think make it quite unique for a game that operates in real-time:

#1 Each race has about 100 different technologies to research.  I just counted them up and if you count the military and civilian technologies plus the fleet supply technologies you end up with about 100. And that does not count the fact that many technologies have multiple levels to them. 

#2 Players can win through multiple paths. I won a game on-line with culture on Saturday for instance.

#3 The pacing of the game is unlike any other RTS I've ever played.  It's not about reflexes. It's not about how fast you click things. It's not about mastering hot keys to access special powers. It's about your ability to build a coherent, effective strategy to obtain specific objectives. OODA. Observe. Orient. Decide. Act.  That is the essence of STRATEGY. 

I could list many other elements but these 3 elements I think make Sins stand out from other real time strategy games.  That is why people have compared it to a Kohan in space or Master of Orion in real time. 

Certainly the game does not have the depth of say Space Empires V. But then again, neither does Galactic Civilizations.  But the fact the game does not require manipulating a spread sheet or what have you does not make the game a non-4X game.  Explore. Expand. Exploit. Exterminate.  Sins of a Solar Emprie most certainly satisfies that.

The reason the game has become so popular with players is because there are a ton of people, people like me and I suspect like most of you reading this, that have waited a logn time for a game that is about STRATEGY. That lets us observe the strategic situation of a given map, figure out a strategy and execute on it.

 

121,190 views 138 replies
Reply #26 Top
Sins is certainly a very epic game that focuses more on high level strategy and less on individual tactics than most competing strategy titles. However, I think one feature that detracts from the 'epic feel' of sins is the capital ship system. This, in my mind, brings the game closer to a traditional RTS.

In the interest of early game enjoyment, fun, and extra decision making, the game grants you access to capital ships when you do not have the technology to build more than a simple frigate.

While you progress up the tech tree, you unlock new and different types of frigates, but all throughout the game the backbone of your fleet are the capital ships that the game magically grants you. The capital ships are fun to level up and specialize in their abilities (and help keep players attached to their beloved ships), but by and large they represent the military pinnacle of your civilization... and you get them at the beginning. This leaves little power to be had at the upper ends of the economic and research development paths.

In addition, the fleet crew cap system, as well as capital ships that start out weak and magically increase in ability, ensures that players will never be able to use their economic advantage to both research and develop powerful weapons of war, and after producing them in large numbers, crush the enemy. Capital ships are granted early to make the early game much more compelling, at the cost of being a mid to late game reward and tool for victory.

As well, the combat system seems designed to prolong engagements (shield mitigation, complex armor vs. weapon type balancing, light armament on most ships), when the contrary and natural desire is for combat systems to be lethal (they're designed to kill, after all!). This tends to make ships across the board (especially the deliberately weakened capital ships) feel less than satisfying.

Combined, you have freebie capital ships that do not take effort by players to earn (but do take effort to babysit), and which can't be used to overwhelmingly crush an enemy (decreased combat usefulness from what you'd expect given their size, hard fleet cap limits, requirement to first level up the ships before they become viable in combat).

This would seem to make the research trees not as compelling as they could be (you get all the cool toys at the beginning of the game), and overwhelmingly focus the game on frigate sized ships, which would seem to skew gameplay towards 'rushing'.

I haven't played any 4X games in a long time, but from what I can remember powerful tech always tends to be at the upper echelons of the tech tree, and attaining it can very well lead to victory, as these systems and technologies are designed to fight and win, not to be fun to 'play with'. Part of the fun of expanding your epic civilization is enjoying and exploiting the rewards that come from fully developing it, economically, militarily, and scientifically. By giving us the fun stuff too early, you reduce the fun we might otherwise get in the late game. I think this detracts from what would otherwise feel like a much more epic game.
Reply #27 Top
This is turning into a really productive thread, which is fantastic. It's also helping me to really understand and articulate what I feel is missing from the game, and how the 4X elements of the game could be improved. My wishlist for a future patch or mod:

Improved (ie fixed) diplomacy
More research
Alternate (non-military) victory conditions
More impact from influence
Generally better and more diverse empire building

Now that would be a 4X game in real time.
Reply #28 Top
I really like Europea Universalis.  But to say it has more depth than Sins of a Solar Empire is not something I can remotely agree with.  (1)

The fact that you admit that you don't see what culture does in Sins I think makes the case that you haven't fully explored Sins or more to the point, have decided that Sins doesn't have the kind of depth you choose to have. (2)

There are plenty of people out there that say Galactic Civilizations isn't a "real 4X" simply because it doesn't have the "depth" of Space Empires V.  But that doesn't make what they say true objectively. (3)
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(1) It might have more 'depth' but all that 'depth' is piled onto you (if EU is anything like Hearts of Iron). A newbie faced with such a game cannot grok even the simple things because of the complexity. The user interface is something integral to Sins. The fact that it's an RTS gives it a familiarity that doesn't come through with Turn-Based games, which all seem like a totally different monster by comparison. In Sins, you're playing the game, you're playing the ships, you're playing the movement, you're playing the moment. In TBS games you're playing the interface - and this differs WILDLY between different games - even with IDENTICAL mechanics.

The point is, just because Sins has a more logical UI and more logical gameplay doesn't make it less 'deep', just easier to play.

(2) This is where the real 'depth' of Sins lies. The first time I played this game, I thought it was practically BARREN compared to other games. But that's just an illusion. The illusion of the peaceful music and stillness of space. Other RTSs are so BUSY compared to Sins, and I think someone on the dev team realized this, because the music is ironically peaceful.

This game has levels of complexity. These levels are approached naively, nothing is ever piled onto the player. A lot of people complain that the 'ships for each race are identical.' How does one argue with that? Yes, I suppose they are, but the races are so DIFFERENT that the ship question misses the point entirely. Someone making this claim has not yet breached the outer layer of the game.

(3) The 'depth' of a game like Space Empires V comes in the form of extreme front-loaded complexity. After that complexity is overcome and you have memorized the encyclopedia of information that it takes to understand relational mechanics in the game, the depth is all gone.

Galciv II at least tries to break away from all that front-loaded complexity starting you out with very logical naively reachable goals and leading you through by letting you discover the game instead of fight against it. There is still a lot of complexity there, but the interface (remember, in a TBS you are playing the interface) makes it all come together without it all coming together at one time, overwhelming a new player. There still isn't a real 'depth' to the game since I've always felt that if the game was multiplayer, there would be only one or two real paths to victory. (It's still fun, though. And I consider whoever designed the interface for that game a god among ants in the gaming industry.) In this way, Sins has much more depth, even in an unbalanced state. The key is that it isn't as complex, it's not as front-loaded with mystery and voodoo.

Some people misinterpret this simplicity as a lack of depth. These people have apparently never played Go.
Reply #29 Top
These people have apparently never played Go.
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Don't count on it. This has been a productive thread so far, keep the pretension and the veiled insults to yourself.
Reply #30 Top
This kind of argument is how you guys sold me the game, and this kind of argument is why I was crushingly disappointed when I played it. I'm sorry Brad, but this game does not combine "4X depth" with anything.
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I wish I'd read your posts before I wasted my money on this game. I think even 3X is a bit strong, X would have done fine. eXterminate.
Reply #31 Top
I agree with Vinraith... This game is not what it was previewed to be. While it is a decent game, decent at best, It has very little depth.

I tend to use the same tactics over and over again, there is very little difference in how the AI conducts itself. MP is still virtually broken for most. I feel this is your basic Cookie Cutter RTS like Empire Earth in space, with the exception that EE had more depth because it spanned eras and at least had many different types of units.

I was hoping for a Civilization meets Homeworld, Complete marketing fail.

Now a Total War type game in space with the same kind of idea as SoSE would be nice, but again, dont call it 4x when its all about "build faster and blob the enemy" tactics to win.
Reply #32 Top
Let's try to stick to "what could be added to improve the game's 4X aspects," ok folks? I understand the frustration, but seeing as we're already invested it seems to me the best course of action is to try to encourage positive change in the game.
Reply #33 Top
Don't count on it. This has been a productive thread so far, keep the pretension and the veiled insults to yourself.
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I see what you mean, I can't seem to edit my post. Sorry if the tone for that was a bit off. I was just trying for an analogy.

Instead of just picking up on that one point in my post, how about a response to the rest? I think the game has incredible depth. It just doesn't have as much complexity as a game like Galciv II.

On another topic, I see a lot of people being disappointed that this game isn't more like a 4X game as was sort of touted by the RTS/4X marketing thing. I think perhaps it would be good to take into consideration that the RTS is part of the advertisement as well as the 4X. Being a player of both RTS and 4X games, I really can't fault the description of this game as a sort of blend of the two. No other RTS has even half as much tech as this game. No other RTS comes even close to the massive-scale economies and fleets you can have. No other RTS is played so deliberately and with a such relaxed pace as Sins. This game is very much about overall strategy and downplays the effect of speedy thinking a great deal.

One point I would agree on expanding on is the diplomacy aspect. It isn't flawed, but I think there could be more of it. There is a hell of a lot of tech and a lot of options economically (at least in larger games) and fairly diverse gameplay.
Reply #34 Top
Isn't Imperium Galactica II a pretty good example of a functional rts/4x hybrid? That's sort of what I compare this game to in my mind. You could design your own ships/ send spies/ build up planets, etc. all in real-time. I don't know how well it worked in multiplayer though, since I never got a chance to try it online.



I see what you mean, I can't seem to edit my post. Sorry if the tone for that was a bit off. I was just trying for an analogy.
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You can't edit a post when someone posts after you, it's how these forums are set up.
Reply #35 Top
Instead of just picking up on that one point in my post, how about a response to the rest? I think the game has incredible depth. It just doesn't have as much complexity as a game like Galciv II.
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I disagree, and honestly I didn't respond to the rest because I can't fathom the type of gamer you must be. I understand "playing the interface," but in the case of EU2, GC2, and Sins I spent about an equal amount of time learning the ropes. I think Sins' interface is arcane beyond description, the zooming, the empire tree, it all felt incredibly awkward for about the first 20 hours I was playing the game. But the real test of a game is how it plays after you've learned it, how it plays when you're done "playing the interface," and there we apparently disagree completely. EU2 consumed hundreds and hundreds of hours of my time after I learned to play it because of the massive variety of things to do, countries to try, and the depth of the game mechanics. GC2, as well, offered an almost endless diversity of game play. In both of those cases, no two games I played were ever alike. With Sins, every game I've played has been exactly like every other game.

I believe you when you say you think the game is deep and that you enjoy it, but I see none of that depth after having played it for 40 hours. All I see is a typical RTS in which I spend minimal time building a resource train, build a big wad of units, and throw it at another big wad of units. I have tried very hard to find anything different to do, anything new to try, anything that might constitute "depth of gameplay." I've had no success. Maybe it's me, maybe it's you, I don't know. All I know is that I wanted a 4X game in real time, and what I got was a traditional RTS with a couple of light 4X touches. I've outlined the changes I feel would give this game real strategic depth, and would make it live up to the RT4X label. You're welcome to disagree, of course, as its clear our tastes differ radically.
Reply #36 Top
I should probably add that when I say "depth" I mean empire building depth, not combat depth. I see that the counter system and whatnot is quite involved and that if one were inclined to micromanage every battle one might be able to derive more depth from the game play. I find that kind of micromanagement frustrating at best, futile at worse, and certainly not fun. With the AI the way it is, I've yet to see any reason not to simply build a diversified ball of units and hurl it at the enemy. I suppose if the counter system were more meaningful in my games I might be more inclined to notice that kind of thing. Still, it's not what I'm after in this kind of game.

When I see "4X" I expect empire building, I expect more than one way to win, and I expect to manage a lot of variables in the pursuit of those goals. The absence of all that, more than anything else, is why I think this game is an RTS and should be labeled as such.
Reply #37 Top
One point on the 'too much complexity kills a rts' train of thought.

In IG II, you could manually build all the buildings on your planets, but it was much easier to just assign an ai build priority for each planet, and an AI would build buildings as the population rose, focusing on what you specify.

When you have a very controlled 'AI' component like that, it's not taking anything away from the player, the player knows exactly what the AI is going to build, it just gives him the option of not having to do it himself. That gives him more time to work on overall strategy, rather than getting bogged down micro-manging.
Reply #38 Top
Much bullshit, very smelly thread.

Isn't a real 4x, and isn't galciv2 complexity aren't exactly the same thing. Master of Magic and the first civ game are founding games in the genre, both 4x, neither compare well in complexity despite having near identical shells. Neither are anywhere near as complex as Galciv2, which is far more complex than the first, and nowhere near as complex as something retardedly annoying, like MOO3. So it's not galciv2 complexity, it's more complex than the first civ game, is that no longer a 4x because more complex ones have been invented? Culture is a recent addition to 4x games, espionage usually amounts to a slider that feeds you information. Be honest, compare the game to 4x in general, not the most complex one you've played.

Playing small maps and saying "Well this game has no depth, I know exactly where the enemy is when I'm playing on a set map with 10 planets!" is borderline retarded, and most definitely dishonest. You could say that it's hard to play it like the 4x that it is in multi-player, on account of a random huge 10 player game being... long? If you're not playing a 4x game, it's by choice. If you choose to play a random huge with 10 players, you will be scouting just to keep track of who's where, find your biggest threats. You will engage in the diplomacy system to keep from being butchered, you will use culture to keep from being wiped out by it, you will research more than a few techs, just to stay in the game, and you will not build a few ships and throw them at the enemy. You will most definitely not build a "few" buildings and then ignore a planet. You'll have full tactical upgrades and still get to rebuild them on occasion.

The diplomacy system does suck though. It's growing on me, like fungus, yucky fungus that unfairly only infests me and not my opponents. If it were transparent and I could tell wtf was going on with my opponents, I might actually like it by now, it's almost entertaining to try and get allies. I went on a blitz through three enemy territories with a marauder and accompanying fleet last night to accomplish a building kill requirement with about 30 seconds to spare. Frigging dead asteroids and other factions were in my way.
Reply #39 Top
If you choose to play a random huge with 10 players, you will be scouting just to keep track of who's where, find your biggest threats. You will engage in the diplomacy system to keep from being butchered, you will use culture to keep from being wiped out by it, you will research more than a few techs, just to stay in the game, and you will not build a few ships and throw them at the enemy. You will most definitely not build a "few" buildings and then ignore a planet. You'll have full tactical upgrades and still get to rebuild them on occasion.
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I'm gonna try this out, I don't want to be as disappointed as I am with the game. Maybe I'll find this 4X depth all the reviewers harped on about.
Reply #40 Top
The reason the game has become so popular with players is because there are a ton of people, people like me and I suspect like most of you reading this, that have waited a logn time for a game that is about STRATEGY. That lets us observe the strategic situation of a given map, figure out a strategy and execute on it.
End of quote


ftw!!!

:CONGRAT:

Reply #41 Top
@Vinraith: I agree full ...

for me it is not a 4x game ... it is a good RTS game
Andy what I want to ask is ? What slow PC you all have ? When I use the "SLOW" settings from the original game, it is terrible. I couldn't even close the research window, as I always have to choose what to research next, because already finished. Money and resources are the same, couldn't build things fast enough not to have enough of them ... so where is the strategy ? To choose , to consider ... build that damn ships as cannon fodder, as you couldn't waste your income elsewhere.

Anyway, yes it is a good RTS Game but nothing else ...
but we have already the same discussion somewhere else
WHAT IS A RPG ? as many Action Games (like Oblivion) demand to be a RPG and not an Action game ... same here.

Oblivion failed, even with MODS to be a RPG, because it didn't want to be an action game ... so "Sins of a solar Empire", didn't want to be a RTS game and will fail also. A pity as it is a good RTS ...



now I will try "Sword of the Stars + AddOn" and hope it gives me a deeper challenge and later "Lost Empire Immortals" (needs a lot of patching)
"Sins of a solar Empire" is already boring for me, after two SP games with that prepared HUGE Map (9AI) and a random HUGE (110planets) ... won both BUT at "super slow" settings (50 times slower than original setting ->REDION MOD)

Maybe in some months there is a mod which delivers deeper 4x gameplay for Sins.

Anyway wish you fun with that good RTS Game

... for others who want a little bit more 4x try that -> Redion Mod
Reply #42 Top
build eco labs, do economy build first will mean sure death. I know a lot of people get away with it, but that is really due to the game being new and a lot of new players that are not agressive.
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Exactly. You get _crushed_ on a single-star map if you go eco.
Reply #43 Top
Playing small maps and saying "Well this game has no depth, I know exactly where the enemy is when I'm playing on a set map with 10 planets!" is borderline retarded, and most definitely dishonest. You could say that it's hard to play it like the 4x that it is in multi-player, on account of a random huge 10 player game being... long? If you're not playing a 4x game, it's by choice. If you choose to play a random huge with 10 players, you will be scouting just to keep track of who's where, find your biggest threats. You will engage in the diplomacy system to keep from being butchered, you will use culture to keep from being wiped out by it, you will research more than a few techs, just to stay in the game, and you will not build a few ships and throw them at the enemy. You will most definitely not build a "few" buildings and then ignore a planet. You'll have full tactical upgrades and still get to rebuild them on occasion.
End of quote


Psychoak you are right IMO
Reply #44 Top
Yeah, I think that Psychoak may be on to something. For those of you who think this game lacks depth, try increasing the size of your maps. I'm not going to say that it will convince everyone but it's a different game at larger sizes.

I play large, random maps with 3-5 stars and at least 8 opponents. I've played those settings since my first few games where I learned the ropes (well, I tried the Gateway map a week ago and had fun). I find that at this size there is a great deal of strategy and critical decision making that takes place. My fleet is normally fighting on three fronts (gawd, I miss the two-front days) and I find myself scrambling to defend worlds during the entire game.

On the other hand, when I argue with people about rushes and early game strategy I don't take into account the fact that they are probably playing on a small or medium map. Or that they are playing a set map where everyone knows where everyone else is. I wrongly assume that they are playing large and random which, IMHO, is the only way to go. I'll keep that in mind.
Reply #45 Top
There's nothing I enjoy more than MoO2 idolatry. Remember, all the broken AI and hopelessly unbalanced custom races and non-existent diplomacy are parts of the BEST GAME EVER! :)

While Sins is in no way a '4X' game (a vague genre that's pretty useless beyond 'you conquer cities/planets and research tech), the diplo metagame is definately the meat of the appeal in multi. Like Defcon, the lying and cheating add a lot of depth. Being slow by RTS standards isn't enough to be 'deep' (although the simple tech tree makes an admirable effort in this regard, more so than most RTSs). It's very true that larger maps make rushing far less useful and the 'civ-like' strategies more effective, but that's just because it can take ten minutes to fly from one side of the map to the other, not because of the complex layered decision-making required.
Reply #46 Top
It's very true that larger maps make rushing far less useful and the 'civ-like' strategies more effective, but that's just because it can take ten minutes to fly from one side of the map to the other, not because of the complex layered decision-making required.
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That's true if the only thing that has changed is a larger map size. But let's also assume that you are fighting at least 6, 8, or 10 opponents. At some point you have to focus on one and beat him down while fending off the others. Decisions like the size of your attacking force and defending force have to be taken into account. Fleet composition has to be considered.

Oh, and I always enjoy a good MOO2 idolizing too. That game was so fun and was so unbalanced with so many exploits. Still a classic!!!
Reply #47 Top
All I wanted was a simple replacement for Homeworld and I got it. I wanted cienematic battles and I have them. I'm happy that the research trees are short as the last thing I feel like doing is grinding WoW style in a seemingly never ending quest to add new "spells". The game is what you make of it. If you want depth, play on a multi-star map. If you want quick action with little research involved and frigate spams, the use a small map. Bottom line, there is no better game out there (imo) at the present time for those of us bored with the plethora of great graphics/poor gameplay type FPS.
Reply #48 Top
Decisions like the size of your attacking force and defending force have to be taken into account. Fleet composition has to be considered.
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I don't see how that's different from a free-for-all in any other RTS. Aside from being 'bigger'.



Reply #49 Top
I wish I'd read your posts before I wasted my money on this game. I think even 3X is a bit strong, X would have done fine. eXterminate.
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No one forced you to spend your money. You're the consumer. If you're too foolish to do your research before you spend your money then that's your problem. Personally, I think you're just jealous of FrogBoy's success. This is an amazing game. Just my opinion.
Reply #50 Top
Decisions like the size of your attacking force and defending force have to be taken into account. Fleet composition has to be considered.I don't see how that's different from a free-for-all in any other RTS. Aside from being 'bigger'.
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Honestly, I haven't played a lot of RTSs besides StarCraft and WarCraft and a little Age of Empires III. But in those, at least it seemed to me, there was only one path to the enemy and the fighting either took place at his base, your base, or clashed in the middle.

I also seem to find my "comfort zone" with favorite units and just sent waves of them. For instance, in SC, a favorite rush group was a few siege tanks with marines to support them. The siege tanks would pound the ground while the marines provided cover.

Maybe I just haven't found that unit comfort zone yet in Sins. And maybe I haven't played an RTS that offers so many variants in the different paths to the enemy. I'm just going off of what I've played in the past. Maybe it is the same when you boil it down - just bigger. I won't argue that.

Either way, I ultimately agree with Frogboy that the game incorporates elements of both an RTS and 4X. And, IMHO, the game does it well.