Developer to American translation (based entirely on the previous post):
in galciv 1 the interface was just a bunch of images. No work was required to display them, just read and toss 'em out there. But, since images are static in size (they dont change dimensionally) it locked everything to a certain display resolution.
In galciv 2, they are rendering the menus real time (the images are created on the fly). Since they aren't static, they can change display resolution and add in extra eye candy at will, depending on your PC's ability.
The problem with building the images on the fly, is that it creates extra work. So how does one solve this? Easy, create more workers (threads). But then you have to manage them, and are stuck with Windows acting as a Vice President over you. This can cause not-so-funny problems which they are currently working through.
And that would be enough mangling of what someone else has said from me.