Now, four years later and two “mini-expansions” later, developer Ironclad and publisher Stardock have unveiled Sins’ latest incarnation: Sins of a Solar Empire: Rebellion, a deluxe version incorporating every addition made to date, and some new ones to boot. Scrapping over a finite number of planets with a finite number of available improvements (a la, I would later realise, Kohan or Rise of Legends), battling over strategic jump lanes, constructing vast capital ships and choosing scarce upgrades were in. Then came the original Sins of a Solar Empire, in 2008, as far removed from its 90s forebears as a game could be. Done with base-building, peon-sitting, unit-spamming, tactics-light games, I spent the 2000s in RTS-less bliss. The 1990s were the decade of the real-time strategy game, and I played every major one: Herzog Zwei, Dune 2, Command & Conquer, Warcraft 1 and 2, Red Alert, Total Annihilation, Starcraft, Age of Empires 1 and 2. Space combat has never looked so beautiful: Sins of a Solar Empire: Rebellion This entry is part 2 of 2 in the series Sins of a Solar Empire: Rebellion