Sins of a Solar Empire: Racial Diversity
Racial Diversity in Sins of a Solar Empire is an often discussed, hotly debated topic, and as such deserves its own page. Some feel the races are far to similar, even calling them clones, or identical, while others feel there is great diversity in them. The core of the debate lies in how the developers have differentiated the races, and how they haven't. For the most part, the races have access to the same basic units, to the degree that there are clear "analogs" between races. A Cobalt and a Skirmisher fill exactly the same role for example, and most units follow that pattern. Despite this, the races are vastly different because of both different statistics -- a single cobalt is never a match for a skirmisher, for example -- and abilities. And that latter bit is the core of contention. In most games, abilities are used judiciously at just the right moment for maximum effect. In this game, however, abilities are spammed often, usually under the AI's control via the handy "auto-cast" feature. Rather than saving them for just the right moment, you let the AI handle it for you as part of the macro-based philosophy of this game. Which is a good thing -- just about every unit in the game has an ability of some sort, and cycling through them to use them would be a huge headache if you had to micro them.
Let me be clear however, this does not mean that all abilities should be used so carelessly. Many -- usually the "ultimate" ability of various capitols -- requires close and careful attention for maximum effect. The Akkan's Armistice power comes to mind, as it enforces a cease fire over the entire system -- an ability which screams for careful micro so as to be cast at a moment useful for your side. To an even greater degree, the Antorak's ability to act as a node in your phase gate system virtually requires you to manually control it, as there is little / no way for the AI to recognize the right time to cast it.
The differences in abilities and stats, while remaining virtually identical in roles, helps this game achieve one of the best design goals known to man: easy to learn, hard to master. A player can quickly understand the basics of this game, but it might take months for him to master it.
