I've given a lot of thought on how to do the AI on such a thing. Plus, bear in mind, on today's machines, the AI has a lot more CPU power to calculate this stuff.
Frogboy
In Galactic Civilizations all ships had an attack and defense value. You could stack ships together but that really meant nothing in terms of combat. And you picked ready made ships. In Galactic Civilizations II, attack and defense has much more depth. All ships will have 3 types of attacks - beam wapons, mass drivers, and missile weapons. And 3 types of defense: Shields, armor, and point defense. You also build classes of ships rather than pre-made ships. So you take you
existing race portraits, use one of the others we create or use one that you make yourself (ala The POlitical Machine). There's won't be THAT degree of non-linear story -- just win or lose forks in the road.
In Galactic Civilizations II you will be able to play as any of the 10 major civilizations. OR you can create your own custom race to play as (pick out your own portrait, etc.). So there will still be the sand box mode that was Galactic Civilizations. But the sequel will include a campaign and in the campaign you do continue the story of humanity's rise into the galaxy. Where Galactic Civilizations I started in 2178, the sequel begins in 2225. And where Hyperdrive was the
Welcome to Galactic Civilizations II: Dreadlords official home page. We are just getting things going now. This website is a work in progress so much will change between now and release. Galactic Civilizations II isn't like most "sequels" where they take the first game, make some tweaks and call it a day. Galactic Civilizations II will be a dramatic departure from the first one visually and in game play. We think you'll like all the changes we're doing and w