Ashes
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Starcraft II
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Total Annihilation
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Sins of a Solar Empire
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13 units per side
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13 units per side
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46
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19 units per side
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Unit caps TBD
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Yes
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No
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Yes
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18+ structures
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49 structures
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36+ structures
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18+ structures
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Unlimited production queue
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Up to 5
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Unlimited production queue
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Unlimited production queue
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Additional Engineers can speed up production
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No
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Additional constructors can speed up production
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Tech upgrades to speed production
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Resources never run out
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Resources run out
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Resources never run out
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Resources never run out
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No water terrain
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No water terrain
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Water terrain with ships
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‘Terrain’ via special gravity wells
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LOS FOW
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Circular FOW
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Circular FOW
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Planetary FoW’ish
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Physics based weapons
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Weapons purely vision/range based
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Physics based weapons
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Weapons purely vision/range based
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Terrain has cliffs, mountains and other meaningful obstructions
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Terrain has meaningful obstructions
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Terrain has cliffs, mountains and other meaningful obstructions
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Terrain has meaningful obstructions, but is easy avoided
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Flying units fly
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Flying units hover
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Flying units fly/land
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Flying units fly
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Weapons can miss
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Weapons never miss
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Weapons can miss
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Weapons can miss
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Resources have storage buildings
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Resources are stored automatically
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Resources have storage buildings
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Resources are stored automatically
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Resources spent as item is being built
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Resources spent on giving build order
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Resources spent as item is being built
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Resources spent on giving build order
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No limit on giving build orders
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Resources required to give build order
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No limit on giving build orders
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Resources required to give build order
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Units to scale
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Units not to scale
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Units scaled to one another/structures
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Units not to scale (mostly)
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Units/Buildings can be limited during game setup
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No
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Units/Buildings can be limited during game setup
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No
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Campaign, victory conditions; sandbox
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Full SP campaign; sandbox
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Campaign, sandbox (online)
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None; Sandbox
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Unit AI does its best to get in position and avoid taking damage (i.e. dog fights and supporting other units in its "group")
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No
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No
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No
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No doomsday weapons in our design at this time.
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No long range units, no doomsday units
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Nukes / Big Bertha
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Yes, super weapons, mobile starbases, titans
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Seed prevents early harassment
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Supports harassing and raiding other players early
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Commander unit prevents early harassment.
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Supports harassing and raiding other players early
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Carriers, but that's it.
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Medivac transport provides fast mobility of small armies
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Orbital transporters moves units between planets; Egg unit moves Commanders
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Carriers, but that’s it.
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Units can have special abilities
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Units can have special abilities
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No other than d-gun.
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Units can have special abilities
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Group units form a "meta" unit that acts a single cohesive unit
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Grouped units are simply big mobs.
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Grouped units are simply big mobs.
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Grouped units are essentially mobs with targeting priorities.
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Victory can be obtained in multiple ways (Victory Points OR annihilation)
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Annihilation only
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Annihilation only
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Military, Diplomatic, Research, Occupation, Capital, Flagship Victory Types
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Each unit type is distinct
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Each unit type is distinct
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Bots and vehicles are largely redundant. T2 units mostly bigger version of T1s.
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Each unit type has some distinctions.
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4 player multiplayer
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16 players(?)
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8 player multiplayer
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10 player multiplayer
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Highly moddable
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Highly moddable
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Highly moddable
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Highly moddable
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