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Have Dark Avatar? If so, how do you like it?
Votes: 27
I love it!
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I'm satisfied with it
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I'm disappointed in it
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I hate it!
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Galactic Information Guide
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Developer & Publisher: Stardock Entertainment (www.stardock.com)
Genre: PC Strategy
Introduction
Galactic Civilizations II is the sequel to Stardock's hit turn-based strategy
game of the same name. Galactic Civilizations is a strategy game that takes
place in the distant future where mankind has become a space-faring civilization
and now must contend with other galactic powers who strive for domination in the
galaxy.
The basic concept behind Galactic Civilizations II is the same as the first
one -- to build an interstellar civilization. But how it goes about
accomplishing this is very different. For this reason, we believe that many
players will still enjoy playing Galactic Civilizations (the first one) because
it's a very different game in how it plays.
So what's different about Galactic Civilizations II over the first one? Here
are the bullet points:
- Ship Design. In (I), players researched technology which gave
them access to new ships. In (II), players research technology and then use
that technology to design their own ship classes. So instead of having a
"Battle Cruiser" and a "Dreadnought" players instead come up with their own
ideas. The user will also be able to literally visually design much of how
their ship looks.
- Unique Planets. In (I) there were 26 different planets. The
higher the planet class, the better. Simply colonizing the planet
automatically gave the player all kinds of benefits. In (II) each planet
will be unique -- visually and while they will still have planet classes (1
through 30) that will determine the amount of usable land on the planet to
build on. Players will have pick and choose what they use their planets for.
Moreover, some planets will be rich in minerals, others may have ruins
filled with precursor technology.
- New Map System. In (I) the sector map was filled with stars. A
player would click on a star and a planet list would be displayed. Then the
player would click on the planet to interact with it. In (II) the
planets are part of the map. That means different players can share the same
star system. That also means player influence is planet based instead of
sector based. Moreover, asteroid fields and other interstellar objects can
now be placed on the map to be made use of.
- Play as any race. In (I) players had to play as humans. In
(II) the player can pick any of the 10 alien races (including humans) to
play as. Each race will have its own unique advantages and disadvantages. On
top of that, players will be able to create their own unique races and play
as that in the event that they want a truly custom civilization.
- 3D Engine. In (I) the game engine was sprite based. This allowed
it to run on very low end graphics cards as long as they had at least a
Pentium II 600Mhz machine. In (II) it has a 3D engine which will
deliver vastly superior visuals than the first one. It also means that
players with relatively low end hardware (Pentium II 400Mhz or better) can
play it as long as they have a decent video card (Geforce 2 or better type
card). Moreover, the game's 3D models will automatically scale based on how
powerful your video card is. So the graphics will actually get better
automatically over the years. Stardock's hope is that people will still be
playing this game many years from now.
- Resolution Independent. Resolution was fixed to 1024x768 in (I)
but in (II) players can play at any resolution from 1024x768 on up. And it's
not lame about it, the system makes use of Stardock's
DesktopX technology that no other
company at the time of this writing employs. What it means is that the user
interface and other elements of the game can be expanded seamlessly even
where sprites are used (other games that have flexible interfaces have to
render them on the fly as 3D which limits how complex they can be).
- Fleets. In (I) players could stack together ships and move
them. Stacks of ships will still be there as a convenience but (II) will
also have real fleets that will taken advantage of in combat. Fleet size
will be limited by the player's logistic ability. So one of the many
technological paths will be focusing on logistics. Big fleets of small ships
or a few capital ships in a massive fire fight? Players will have that
ability to choose those kinds of strategies.
- Enhanced Combat System. In (I) ships had a simple attack and
defense value. In (II) ships will have 3 types of attack (beam
weapons, mass drivers, and missile weapons) and 3 types of defense (shields,
armor, and point defense). Different players and races will focus on
different types of weapons and defenses. Shields counter act beam weapons
but are useless against mass drivers. So now players will have to do a
great deal more strategic planning on wars.
- Non-Linear Campaign. (I) didn't include a campaign, the expansion
pack, Altarian Prophecy
added one. (II) includes a campaign and it is non-linear. That means players
can lose a mission and continue forward in the story but it will take an
alternative route.
- Better Game Start-Up Options. (I) was always free for all on a
random map. Altarian
Prophecy provided some additional options. (II) will have both
random maps and pre-made maps. Free for all games will still be there but so
will team games and eternal enemy options.
- Top-Notch AI. (I) was known for good computer players. But
(II) will have even better AI.
- More types of Star Bases. (I) had one type of starbase. (II) will
break it up into several different types of star bases with their own
improvement trees.
- Cleaner Technology "tree". (I) had a fairly complicated
technology tree. (II) will have a much more linear technology tree with the
focus being on different categories of technology (Weapons, propulsion,
economics, culture, etc.).
- And More! (of course)
More Info!
You can read more information on the game using the detailed
Information Guide.
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©1995-2007 Stardock Systems, Inc. All Rights Reserved