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Dev Journal 4 - The Vasari Exodus Vorastra Titan

From the depths of deep space where the Dark Fleet dwells comes the Vasari Exodus' Vorastra-class titan. Originally designed as a means to keep insurgent elements deterred in the old empire, the Vorastra continues to serve as the Exodus faction’s most lethal weapon.


At a glance, the Vorastra may seem under-powered compared to the Vasari Alliance’s Kultorask titan class, but this would be a mistake. The Vorastra’s strength comes from being highly mobile and from its ability to deal massive area-of-effect damage to enemies.

With its default configuration, the Vorastra features the following loadout:
  • 2 Phase Missile Arrays comprised of 31 launchers each (1 array per wing).
  • 4 Heavy Beam Cannon turrets (2 on the center body; 1 per wingtip).
  • 12 Heavy Wave Cannon turrets (4 on the center body; 6 forward facing on the wings; 2 aft facing on the wings).
  • 12 Point Defense Pulse Gun turrets (8 forward facing; 4 aft facing).
  • Planetary Bombardment Beam Cannon.

As with all titans, this basic configuration can be further specialized using a variety of offensive, defensive and utility improvements, or with mobile rulership enhancements.

[h2]Special Abilities[/h2]
The Vorastra can be upgraded with several unique abilities as the ship gains experience:
  • Micro Phase Jump: Instantly transports the titan to the targeted position in the same gravity well and deals area-of-effect damage upon arrival.
  • The Maw: Immobilizes the titan and draws in nearby enemy ships in a frontal cone. Enemy ships that are drawn into the maw are destroyed and converted into resources.
  • Desperation: Passive ability upgrade that grants the Vorastra splash damage to its weapons, a bonus to weapon reload speed, and damage reduction proportional to its missing hull.
  • Phase Tunneling: Allows the Vorastra to generate a temporary phase lane between its current gravity well and a target detected one.




[h2]Optional Offensive Upgrades for the Vorastra-class Titan[/h2]
The titan and its abilities can be further enhanced with a number of offensive upgrades:
  • Nano Attack Swarm (3 uses): A swarm of nanites damage the targeted enemy and then continue to damage it over time.
  • Auxiliary Hangar: Adds a hangar bay to the titan, giving it the ability to host 10 bomber squadrons.
  • Micro Phase Jump Enhancer: Enemies damaged by the Micro Phase Jump’s arrival now incur a weapon reload rate penalty for a short duration.
  • The Maw Enhancer: The Maw now adds a stacking buff (up to 20) to the titan’s weapon damage for each ship consumed for a short duration.
  • Heavy Wave Cannons x2: Adds fixed heavy wave cannons to each wing of the Vorastra.
  • Phase Cannon: Unlocks the Vorastra’s powerful Phase Cannon.
  • Beam Modulator: Uses advanced modulation of the ship’s beam cannons to increase damage. Can be set to an ‘active’ state to greatly increase the damage for a time.
  • Phase Missile Augments: Customizes the launcher and targeting systems of the Vorastra’s phase missiles, increasing their damage output. Can be set to an ‘active’ state for a time in order to increase their ability to bypass shields.
  • Wave Modulator: Modulates wave cannons before firing to maintain a more stable waveform. This both increases wave cannon damage and increases their fire rate.




[h2]Optional Defensive Upgrades for the Vorastra-class Titan[/h2]
  • Nano Repair Swarm: Nanites repair the hull and armor of the targeted ally unit.
  • Phase Attenuated Shield: Extends the inner edge of the Vorastra’s shield into phase space, increasing the speed of shield regeneration. Also provides a large passive bonus to shield burst restore points.
  • Hull Plating (3 Levels): Adds additional armor plating to the Vorastra, greatly increasing its ability to survive combat.
  • Self-Repairing Armor: Experimental nanites are installed to enable armor regeneration while in combat and to rapidly restore armor capacity in an emergency.
  • Bomber Armor: With a limited population, keeping bomber pilots alive is a top priority for the Vasari. As such, this upgrade was developed to retrofit each bomber strikecraft with additional armor and armor strength.


[h2]Optional Utility Upgrades for the Vorastra-class Titan[/h2]
  • Nano Catalyzer Swarm (5 uses): Adds packages of energized nanites that rapidly restore antimatter to the targeted ally unit during combat.
  • Gravity Stabilizer: An advanced system upgrade that stabilizes and normalizes gravity in the vicinity of the ship, granting it greater speed and maneuverability.
  • Resonance Amplifier: Adds an onboard system that allows the ship to amplify and extend the duration of Phase Resonance effects.
  • Antimatter Recharger: Greatly improves the Vorastra’s antimatter recharge rate.
  • Deploy Orkulus Starbase (1 use): Prepares an Orkulus starbase build package that can be deployed at foreign gravity wells.
  • Deploy Phase Gate (1 use): Prepares a permanent Phase Gate build package that can be deployed at foreign gravity wells.




[h2]Optional Infrastructure Upgrades for the Vorastra-class Titan[/h2]
Of course, the Vasari Exodus faction has the ability to return to a fully mobile state once the appropriate technology is unlocked. To maintain a mobile empire, all Exodus capital ships and titans have the option of hosting Infrastructure.
  • Mobile Exotic Factory: Integrates an Exotic Factory into the Vorastra, allowing it to forge exotic resources.
  • Mobile Research Complex: Adds a massive complex of connected research facilities within the Vorastra, allowing it to coordinate Exodus scientific efforts while on the move.
  • Mobile Rulership: Moves the capital of the Exodus faction to the Vorastra. This allows the empire to survive without the need of any planets.
  • Mobile Fleet Beacon: Allows the Vorastra to remotely summon all types of ships from the Dark Fleet to its location.
  • Mobile Resonance Capacitor: Permanently integrates a Phase Resonance capacitor into the Vorastra, storing it for as long as it survives.

Video Blog: Evolution of Sins II Pt. 2 - Game-Changing RTS Features

Real-Time Strategy (RTS) games are undergoing a transformation, and at the forefront of this evolution is *Sins of a Solar Empire II*. This highly anticipated sequel promises to blend the strategic depth of 4X games with the tactical intensity of RTS, just as its predecessor, *Sins of a Solar Empire: Rebellion*, did so masterfully. But what exactly sets Sins II apart? Let's dive in.

[previewyoutube][/previewyoutube]

[h2]A Hybrid Masterpiece: RTS Meets 4X[/h2]
Is Sins of a Solar Empire II a classic RTS or a real-time 4X game? The answer is simple: it's both. This hybrid nature is what makes the game so compelling. By seamlessly combining the expansive strategy of 4X with the real-time tactics of an RTS, Sins II offers a unique gaming experience that appeals to fans of both genres.

In future posts, we'll delve into the new and improved features that transition from *Sins Rebellion* to *Sins II*, examining the four X’s—eXplore, eXpand, eXploit, and eXterminate—one by one. For now, let's focus on how Sins II enhances the RTS experience.

[h2]A Steady-Paced RTS[/h2]
One of the standout features of Sins of a Solar Empire II is its pacing. Unlike many RTS games that demand rapid reaction speeds, Sins II offers a more measured and steady pace, particularly in combat. This allows players to switch seamlessly between tactical battles and strategic oversight without feeling overwhelmed.

Moreover, Sins II is a "Real-Time With Pause" game, meaning that in single-player mode, you can pause the game at any moment to ponder your next move. This feature is a godsend for those who prefer a more thoughtful approach to strategy.

[h2]UI & Map Navigation: A Game-Changer[/h2]
User-interface accessibility is crucial in RTS games, and Sins II excels in this area. The game introduces several upgrades and new features to ensure smooth and satisfying gameplay. Information related to ships and colonies is now better organized, with detailed statistics easily accessible by holding the Alt-key. This reduces information overload for new players and makes it easier to find crucial data at a glance.

One of the most significant improvements is the new customizable Bookmark Bar. This feature allows players to add or remove bookmarked colonies or fleets at will, making it easier to quickly identify and manage your assets. The bar is broken down into different-sized blocks representing various entity types, with larger blocks for buildings or larger ships. Highlighting this bar with the mouse shows more detailed force composition information, and clicking it cycles through what each bar represents.

Complementing the Bookmark Bar is the Selection Window, which displays entities on a tactical level. This window is often the fastest way to select and command units in a battle, providing a more stable and easy-to-read interface compared to the old Empire Tree from *Sins Rebellion*.

[h2]Building Ships and Planetary Improvements[/h2]
Sins of a Solar Empire II introduces an innovative fleet replenishment system, where ships can be constructed at an available production facility and then automatically piloted to the fleet, wherever it is operating in the sector. This eliminates the need to search your colonies for an available facility first.

The layout of various planetary improvements has also been streamlined, allowing for more rapid colony development. Commerce and mining are now integrated into the planetary improvements system, making it easier to boost your economy with fewer clicks. Orbital mining, unlocked later in the tech tree, ensures that claiming mineral-rich asteroids is well worth the effort.

The old Planetary Specializations feature has been replaced with a new system of Planetary Item Slots, allowing for greater customization of each planet. These items can add defensive capabilities, produce the new Influence resource, or grant significant economic boosts, depending on the faction you're playing.

[h2]RTS Controls: Modernized and Streamlined[/h2]
RTS games live and die by their control systems, and Sins of a Solar Empire II has made significant improvements in this area. The game now features a modernized WASD camera control system and a range of remappable hotkeys for common and less common game commands. The arrow keys are also free to remap for left-handed players.

The Selection Window for detailed unit selection tools has been completely redesigned, reducing the need for menu-diving to find critical unit actions. Common ship behavior commands are now integrated into the standard ship command bar, while lesser-used advanced actions have their own pop-out window.


Sins of a Solar Empire II builds upon its predecessor with significant improvements in UI, controls, and overall gameplay experience. These enhancements make the game more accessible and enjoyable without compromising on depth or complexity, seamlessly integrating classic RTS and 4X elements.

Stay tuned for our next post, where we'll explore the first two of the four Xs: eXplore and eXpand.

Creator Spotlight: Sins of a Solar Empire II

Hello, Sins of a Solar Empire II fans! Today, we're excited to shine a spotlight on some YouTube and Twitch streamers who have been diving deep into Sins II. Whether you're looking for strategic insights, entertaining gameplay, or just some quality space-faring fun, these creators have got you covered.

Check out their channels and be sure to follow them:


[h2]Colonel Damneders[/h2]
A content creator specializing in lists, guides, insights and tips. A huge fan of Warhammer 3, with incredibly informative content for all skill ranges from new players to veterans.




[h2]Pravus Gaming[/h2]
A consistent creator with gaming content ranging from hardcore strategy to casual simulators, a cult of personality.




[h2]DasTactic[/h2]
Known for their detailed feature and mechanical breakdowns during playthrough streams, and insightful strategy game discussions on their podcast.




[h2]MontuPlays[/h2]
One of the best names in Sci-Fi Gaming, and a Stellaris specialist. an engaged and entertaining creator that opts for playthroughs, challenge runs, and tier lists.




[h2]Nivarias[/h2]
A lover of strategy and simulation games, who focuses on publishing fully edited Let's Plays. Condenses longer playthroughs down into meaningful high quality content.




[h2]Koinsky[/h2]
A passionate French variety creator with a preference for strategy, management, city builders and RPGs.




[h2]Corey Loses[/h2]
A long time modder of Star Wars games who brings their development perspective into their content. An excellent source of news like informational updates on Sci-Fi Games, and Star Wars Content.




[h2]Writing Bull[/h2]
Previews of the latest city builder and strategy games, often as exclusive premieres with developers. Let's Plays as stylish adventure stories in dignified sentences and with a wink.





These creators are just the tip of the iceberg when it comes to the amazing community surrounding Sins of a Solar Empire II. Be sure to check out their channels, give them a follow, and stay tuned for more exciting content.

[h2]Wishlist Sins II[/h2]
https://store.steampowered.com/app/1575940/Sins_of_a_Solar_Empire_II/

Video Blog: Evolution of Sins II Pt. 1 - Top New Features

[h2]Deeper strategy, enhanced tactics, and an all-improved game experience... This is Sins of a Solar Empire II. [/h2]

Welcome to the first video in our deep-dive series on Sins of a Solar Empire II. Over the coming months, we'll be exploring all the exciting new features and improvements in this monumental sequel. Today, we're kicking things off with an overview of the top features that make Sins II a game-changer in the 4X RTS space strategy genre.

[previewyoutube][/previewyoutube]

[h3]A Look Back at Sins: Rebellion[/h3]
The Sins of a Solar Empire series has long been a staple in the real-time strategy (RTS) genre, blending elements of 4X gameplay—explore, expand, exploit, and exterminate—into a seamless and engaging experience. The stand-alone expansion, Sins of a Solar Empire: Rebellion, set a new benchmark with its intricate balance of tactical and strategic gameplay. Whether you were commanding a single capital ship or ruling over a vast spacefaring civilization, Rebellion offered a scale and depth that few games could match.

Rebellion broke down genre boundaries, allowing players to focus on various aspects of the game to achieve their goals. From managing a detailed resource economy and engaging in intricate research and planetary development strategies to navigating diplomacy and constructing mighty fleets, the game offered something for everyone. Its great graphics, lively multiplayer scene, and robust modding community kept it popular for well over a decade.

[h3]Introducing Sins of a Solar Empire II[/h3]
Now, twelve years after Rebellion's release, Ironclad Games and Stardock present the latest installment in the series: Sins of a Solar Empire II. This new game takes everything fans loved about the original and turns it up to 11. Nearly every aspect of the original game has been enhanced and upgraded, with many new features added to increase the overall scope, depth, and replayability.

[h3]Key Improvements in Sins II[/h3]
Sins of a Solar Empire II offers significant improvements in both strategic gameplay and tactical simulation. A modern user-interface (UI) has been introduced, featuring time-saving tools that make the game easier to play for both beginners and experts. The six playable factions now have more nuanced, lore-friendly, and tactically asymmetric interactions, keeping players on their toes. Minor Factions also play a more dynamic role, offering interesting choices and powerful benefits throughout the game.

The game was developed with a brand new and powerful engine, allowing for dramatic improvements in graphical fidelity and the number of simulated in-game entities. This ensures that Sins II not only looks amazing but also runs smoothly, even with complex simulations.


[h2]Highlighted Changes[/h2]

[h3]Strategic Simulation[/h3]
One of the most exciting new features is "Orbiting Planets." This dynamic addition allows certain stars and planets to gradually migrate across the map, severing and forging new phase-lane connections. This can dramatically change the strategic landscape, making previously secure planets vulnerable to direct assault. The game offers tools to forecast the positions of these orbiting planets, allowing for careful planning of invasions or defenses.

The new fleet management system is another game-changer. Ships can now be constructed and directed straight to a fleet on campaign, reducing the need for micromanagement and allowing players to focus on tactical battles.

[h3]Tactical Simulation[/h3]
The tactical simulation has also seen a significant leap forward. Ships now have Armor Points, Hull Points, Shield Points, and Durability, adding layers of tactical nuance. Individual missiles are now critical components of the combat system, capable of missing their targets due to evasive maneuvers or environmental obstacles. Gun turrets and point defense systems have defined firing arcs, forcing players to consider the orientation of their vessels.

The introduction of Item Slots for Capital Ships, Titans, and Starbases allows for unprecedented levels of customization. These items can be swapped in and out, enabling players to adapt their strategies to counter specific opponents or transition smoothly from early to mid and late-game scenarios.

[h3]Faction Differences[/h3]
The distinction between the main player races has been further refined, offering unique gameplay experiences rooted in each faction's lore and strategic ethos. For example, the TEC focuses on trade, while the Vasari must capture their first planet and show a marked disinterest in credits early on. Minor Factions now play a more dynamic role, offering strategic advantages through summons, auctions, and access to critical facilities.

[h3]Technical Advancements[/h3]
Sins of a Solar Empire II introduces a ground-breaking multicore 64-bit engine, designed to elevate the game's graphics, performance, and technical capabilities. This advanced engine fully leverages available RAM and is scalable, capable of utilizing every core of a processor. This ensures efficient operation and supports a more detailed simulation than ever before.

[h3]More to Come[/h3]
The new content we've covered is just a small taste of what's to come. The video linked above marks the beginning of a series aimed at showcasing new and reengineered gameplay features. We'll be diving deep into various aspects of the game, from the four X's—explore, expand, exploit, and exterminate—to the unique gameplay styles of each faction.

Stay tuned, because we're just getting started!

Dev Journal 3: A Post Mortem Playthrough Adventure

A number of fans have asked us about how Sins II plays, both from a new and returning user perspective. This past weekend, we played a 10-player dev FFA bout where I took the role of a TEC loyalist empire. Let’s walk through how things went!


As a TEC player, I start the game with a home planet, large and small ship factories, and a Refit Bay. I also get two scout corvettes which automatically set out to reveal my surrounding area. As with Sins: Rebellion, my first capital ship is free, so I pick the Akkan battlecruiser. The Akkan specializes in colonization which makes it ideal for the early game in helping to buff new planets. It also has the ability to enhance the ships in its fleet with its Inspiring Broadcast.

In Sins II, your planets are more important than ever; they’re not just credit generators and a place to host your orbital structures. Part of this change is in the research system, as research infrastructure is now planet-based. By investing in these areas, you can gain research points that unlock tiers in the research tree.

This early in the game, I want to quickly reveal my area, so I do some initial investment in Military research and unlock the Prova Jump Computer to decrease my scouts' phase charge time.


My surrounding planets are all asteroids and volcanic, so initially I really just need to research Volcanic Colonization since asteroids don’t require special technology.


I’ve found my first opponent! SolarSpish, a fellow TEC player, is just a few jumps away. Since I have alliance colors turned on, all hostile players will show red and allied blue. This makes it very easy to tell friend from foe at a glance.


Neither SolarSpish or I want to get into a tussle this early on - the game is just 6 minutes old at this point! He offers me a peace treaty which I gratefully accept.


With that resolved for now, I focus on colonizing all of my surrounding worlds and grabbing the precious derelict loot! Derelicts are another new feature in Sins II and can be found around many planets. These ruined objects need to be captured by a capital ship and can grant both resources and XP.


In the screenshot below, you can see a few things happen in fast succession: My capital ship gains a level from capturing the derelict; I put this point into its Colonize ability to bring it up to level 2. My research on Focused Exploration also finishes, granting me 4 free scout corvettes and the ability to find Minor Factions faster.

Moments later, I encounter the first Vasari player, Unikraken. I don’t know where his worlds are located, but he offers me a peace treaty which I also accept to avoid a war with someone who’s location I don’t know.


As a TEC loyalist player, one of my special bonuses is the Garrison Command on my homeworld. These forces don’t take up any fleet supply, so I switch them into offensive roam mode which sends them to assault adjacent planets with enemy forces present. This helps free up my fleet to continue colonizing planets that are further away.


A few minutes later and it’s clear that I have a big problem looming: I don’t have any Ice planets to colonize, which is going to seriously hamper my crystal income. As you can also see in the image below, I’ve just found SovereignEcho - a Vasari Exodus player. He’s far away from me, however, so not an immediate threat.


At this stage, I’ve found a couple of the Minor Factions. Unfortunately, a bug I found is keeping me from sharing a screenshot of them, but we’ll get it fixed up. (smile) Minor Factions have received a major update since the Sins: Rebellion DLC and are a main part of the game. For starters, the metal and crystal markets are now Minor Factions that exist on the map; until you reveal them, you’re unable to trade with them. Minor Factions can be revealed either by your scouts, or by using Influence, one of the game’s new systems. I’ll delve more deeply into Influence in a future dev diary.



In Sins II, it’s important to keep tabs on the planets' orbits, since these affect phase lane connections. In the above two screenshots, you can see the shifts over the next hour of game time from using the Future Orbits feature. Luckily, my planetary neighborhood is pretty stable, but you can see that the asteroid, Niebuhr, is going to gain a connection close to me.


Even though I’m lacking in precious crystal resources, as a TEC player, I have access to Trade. By assigning trade points to crystal, I can boost my crystal income by +1.0 per second which is vital to keep me in the game. Of course, I could also buy crystal off the market by trading it for credits once I locate that faction on the map.

With all of this happening already, we’re still less than 20 minutes into the match.


I wanted to show the Diplomacy screen here because you can see that my alliance timer with SolarSpish is getting ready to expire. In Sins 2, players can set an alliance lock timer which prevents either side from launching a sneak attack for the duration. Once the timer expires, you still have your peace treaty, etc. but either player can break it at will.


This makes scout corvettes a valuable unit throughout the game - if you lose track of what other players are doing, you will learn to regret it! In the above shot, you can see that I’ve just sent a cohort of scouts out.


Shortly after sending out my scouts, I discover an Ice planet - yay! Unfortunately, it’s in Unikraken’s domain, which makes it nigh impossible to capture without causing tensions. Now, had I been paying better attention during our match, I would have seen that our alliance lock timer had 10 minutes left on it. This would have been the perfect time to take Yoshino!

Instead, my attention was on bringing my forces closer to home so I could attack Ganesa and sync up my new ships quickly. In the above shot you can also see a Minor Faction auction for some Kalanide exotics. At this point, I don’t have much Influence, but I use what I have in a bid for it. Luckily, my bid won and I scored the exotic resources.


A new system we’re adding for the summer update is Surveying, which replaces the current Excavation system. I won’t go too much into the details of it right now, but you can see that my efforts bore fruit on Icarion!

My scouts have also discovered several new enemy empires…

A few minutes later and we have our first player defeated - Republica101 was taken out by the AI. It’s not over for him yet, though! He’ll quit and then rejoin to take over the AI’s empire that just defeated him (which is another new feature). (smile)


I wanted to show the lines of culture influence that have now formed on the map. You can see the green, blue and red lines along the phase lanes, which represent my, my allies (SolarSpish) and enemy cultural influence. Culture does a few things once it's dominant in a gravity well; for TEC it grants a credit income rate bonus.


Jumping ahead, we see that I have become stuck: I have two allies on either side of me and only one asteroid I could attack - Deiphobus. All this time I’ve been building up my fleet and technology, but it’s not nearly enough to betray someone. Why not attack, Deiphobus? It belongs to the Aluxian Resurgence Minor Faction, and they have a 900-supply fleet out there. Mine is just under 400, so that’s not a bee’s nest I want to poke. Instead, I decide to attack the asteroid Niebuhr after SolarSpish and I renew our peace treaty for another 20 minutes.


Niebuhr falls quickly to my forces and I’m only 2 jumps away from Stephen’s homeworld right now. He’s a TEC Rebel player and is asking for peace, but I smell blood…

You know how I mentioned earlier that scouting was important? Well… I was so focused on his homeworld that I totally ignored the asteroid in between and ran into this.


I stuck it out for a couple of minutes, but with his fleet and the Argonov starbase, I was in deep trouble. I ordered my forces to retreat back to Niebuhr, but not before losing my Kol battleship and another 150-fleet supply of ships. With my tail between my legs, I ran back to Ganesa and made peace with Stephen. It was at this point that Republica101 was slain for the last time by Zabik.

I would spend the next few minutes rebuilding my forces, establishing starbases on my key planets, and upgrading my technologies. I’m definitely feeling the constraints of my little empire. I only have 4 full planets, which limits my ability to increase research tiers without resorting to planet items. At this point in the game, I am 1st in Research but only 6th in Military and Economy. I really, really wanted a titan, however, so kept on the research focus.


Now with over 1,000 fleet supply, I decide to take out Deiphobus. It’s not a big gamble as others have already beaten down the Aluxian Resurgence, but it gets my new capital ships some XP. With the way open, I finally capture an Ice planet - Orpheus. I know I may not have it for long, though, as Zabik and his 1,400-fleet supply armada is right next door.


Luckily for me, Zabik headed towards Danae to take out Stephen; and unfortunately for Stephen, SovereignEcho was there to help. Since I’m allied with both players, you see both in blue on the tooltip above, but with Echo’s nearly 1,700-fleet supply and Zabik’s 1,460-fleet supply, he was toast. I jumped my forces to Eetorian to pick off some of Zabik’s stragglers, and then jumped to Nakai to attack Zabik. This was a poor decision as Fyst would jump in to pincer me while Zabik’s fleet returned to Eetorian. Once again, I would escape but lost a few hundred fleet supply.

Now two hours into our match, the first titan has been unleashed by SolarSpish. A few minutes later, SovereignEcho would also complete their titan and begin the process of going fully mobile. For my part, I finally unlocked Ogrov torpedo cruisers and was again rebuilding my forces; while at the same time, working on my own titan.


Having learned earlier lessons the hard way, I noticed SolarSpish moving his fleet toward Orpheus. There was no good reason to do so unless he planned to backstab me, and backstab me he did. All of my forces were at Orpheus and two things worked in my favor: The first is that my Akkan battlecruiser was level 6, and I had unlocked its ultimate ability - Armistice. This forced a cease fire for 60 seconds which was just enough time for my own titan to leave the drydock and avoid destruction.


Unfortunately, the day would not be mine. I would manage to inflict a fair amount of damage thanks entirely to my starbase and Ankylon, but the numbers were just not on my side.


Again I was at risk of being wiped out as Fyst flanked me by attacking and destroying Deiphobus. I was forced to retreat with my titan and few remaining to ships back to Niebuhr. To cap off this dev journal, my once proud empire would be effectively become vassal to both Unikraken and Fyst.