So, what can I do differently with
Sins of a Solar Empire: Entrenchment that I couldn't do in the original? Well, first let me write a few words for those who have not taken the opportunity to check out the original game.
Sins of a Solar Empire is a macro-manager's dream. The Menu system isn't sexy by any means. It is streamlined and done in a very classic menu format that is widely recognized and easy to use. The actual gameplay is extremely detailed. The classic 4X's are readily at work as you spread across the universe and take, ask, trade, or mine whatever you need. Build Civilian and Military research facilities that will aid in the research and implementations of new technologies necessary for galactic conquest. A huge and diverse tree or network of available research options lay before you, some of which intertwine and cross over. It is not a simple, linear process to build each unit. There is a balance you must strike and sacrifice between diplomatic endeavors, military need and civilian necessity to achieve victory. Build ship facilities that will manufacture the vast number of ships you will need to travel and rule the galaxy, and protect each step of your expansion not only from the known enemy threat of "the other player," but of piracy and diplomatic alliances. There is so much more to this game than its beautiful surface. To bring its treasures from the deep would take volumes. This is a beautiful, gritty, simply complex and chaotically ordered game. It moves very fast, so even moments of what may feel like slow moving battle are perfectly alive in preparation, exploration and contemplation. So now how did they add to this?
The first and more notable addition is the Star Base. This customizable station will help control the areas around stars. All of the new toys for Entrenchment are centered around controlling the movements of your opponents in one way or another. You cannot colonize stars obviously, but you can control the space around them now more effectively. You can also deploy a variety of mines that will slow and even deter massive fleets crossing areas of space and offer an early defense around lanes of travel. These new tools of defense and entrapment are bolstered by a new research tree to enhance their abilities. Of course, for every action there is a reaction. There are new defense-busting vessels to help chew through your enemies' defenses. There has not been too great a change to the number of units you can control, so the balance between Defense, Assault, and Circumvention of either has been made that much more intriguing.
There were already a few tools out to mod the original Sins game. Now there are even more great tools to help you shape your Sins universe to your liking. The new manifest system allows you to stack multiple mods. This means picking and choosing the best of many small changes released in the community. Mods that only affect the graphics can be played even when opponents do not have the same mod. The easiest and fastest way to put this is they have just added so many more things that you can change than you were previously able to. Change the way ships look and behave as they upgrade, manipulate and change the particle effects, or tweak the numbers for each ship to your personal liking. Go build your own universe.
The last few things to say about the gameplay is a noticeable difference in speed. You can get into the action of a scenario much faster by taking advantage of options like Quick Start. New U.I. controls allow you to quickly speed up and slow down single player games. They have spent a noticeable amount of time tweaking everything. This is not blanket statement meant as filler. They have made noticeable changes to the A.I. and many other systems.