

This might have been a good "feature", if it was possible to micro-manage your military, in order to do hit-and-run tactics on a particular NODE. This is due to the fact that "Resource NODES" have an insane amount of resource, which makes each NODE a virtuallly unlimitless supply of the three (3) main resources i.e. This often makes gameplay devolve into a battle of attrition where the main gameplay turns to resource/area acquisition.

Pathfinding, particularly when there is a lot of units on the field simultaneously, makes the use of "Real-Time TACTICS", AKA microing, virtually useless. Pathfinding, population limit, and resource nodes Good concept, bad implementation.

In essence, you must learn to balance fleet needs, knowing the right time to expand, while keeping large groups of your ships scattered in key positions to await reinforcements should the need arise. However, not expanding quickly enough can halt the player from building up a fleet capable of taking on an enemy, or pirates head-on. With fleets sometimes taking minutes to arrive at a destination, and defensive structures quickly falling to a massive fleet, it is easy for players to move out of position allowing key worlds to become targeted and lost in enemy incursions if they expand too quickly. While the game, at its heart, does appear to be slow (and sometimes is), awareness of your surroundings is paramount. Due in part to this scale, there is a perceived slowdown in gameplay lengthy building construction, minutes-long research and slow unit movement. Slow-paced logistics and combat necessitates situational awareness Sins of a Solar Empire: Rebellion is a strategy title on a massive scale, with players able to colonize multiple solar systems in any given match.
