So yes... another 4X vs RTS thread. At least its official. Nice to see some constructive comments for a change... hope I can contribute to that, with a nearly-coherent post

In any case... I have to agree, I was kind-of hoping for more of an empire-building RTS. In fact, I came across the game while investigating Disciples 3 and GalCiv 2... I ended up holding out for Sins (mostly because Disciples seemed at the time to be vapourware, and GalCiv2 in real-time REALLY intrigued me

).
Now, I play and love the Command and Conquer universe and games. I've played my share of Star Craft (LAN and SP), Warlords Battlecry II and many other obscure RTSs. All, except the Homeworld series (I could never get used to the interface).
I love RTSs. I love 4X games (Civ 4, etc).
IMHO: I'm really enjoying Sins. I believe it delivers what it promised and is a great platform for even more improvement in the future.
The fact is, that finding a balance between RTS and 4X is difficult. As an (obvious?) example: Yes, buildings on planets would be fun - it would give a bit more variation to the planets and might add a lot to the immersion. However, having to manage that, the orbital buildings AND your fleets, would just end up becoming a chore IMHO. Automating it would make it more manageable, but more-or-less destroy the immersion-effect people are looking for. Its always a trade-off. No game will EVER be perfect, no matter how many times the Melancholics of the world try to analyse it

However, something else that was mentioned above about capital ships, got me thinking:
While you progress up the tech tree, you unlock new and different types of frigates, but all throughout the game the backbone of your fleet are the capital ships that the game magically grants you. The capital ships are fun to level up and specialize in their abilities (and help keep players attached to their beloved ships), but by and large they represent the military pinnacle of your civilization... and you get them at the beginning. This leaves little power to be had at the upper ends of the economic and research development paths.
This is the one thing that really dissapointed me... And I think, this is one additional reason some of us on the forum are shouting for a single player campaign: the mystery of the tech-tree. Those of us with the empire-building mentality (that leans more to the 4X side of things than the RTS-side) want a branching tech-tree and more defined victory conditions. Its fun playing and working yourself up the tech-tree for those shiny toys at the end... whatever they may be.
Plus it gives you a goal to go about working with a definite strategy in mind - in other words, every game is different since you're forced to think in more diverse ways. At the moment, it pretty much comes to: Research everything to get the most resources and the best guns, level everything up, build a big fleet, mop up the enemy.
The game is a sand-box game, which I can fully appreciate. I feel that the only problem is that the sandbox is slightly too limiting.
In any case, i'm hoping that was at least a bit constructive

Just to make sure... a v1.04+ wish-list:
1) Better diplomacy... not too deep, but not as silly as the current implementation (covered in other threads).
2) Branching tech trees (that forces you to choose a single path and locks out the rest)
3) Multiple, more defined victory conditions.
4) Upgradable (do I put rockets batteries or fighters in this one?) outposts in non-colonisable systems... with special abilities, to keep it interesting, of course...
5) Better defenses... for us empire-building turtlers
6) Hidden tech-trees... Don't show me items beyond the next research topic.
7) Epic, motherships

Super-weapons for every branch!
In any case...
Either way, I ultimately agree with Frogboy that the game incorporates elements of both an RTS and 4X. And, IMHO, the game does it well.
Agreed

And the post is finally over...