AI War 2 is a grand strategy/RTS hybrid against a galaxy that has already been conquered by rogue artificial intelligence. It's also "a sequel to [Arcen's] enormo-space RTS AI War, which we called 'one of this year's finest strategy games' back in 2009" (Tom Sykes, PC Gamer)The most devious and acc...
AI War 2 is a grand strategy/RTS hybrid against a galaxy that has already been conquered by rogue artificial intelligence. It's also "a sequel to [Arcen's] enormo-space RTS AI War, which we called 'one of this year's finest strategy games' back in 2009" (Tom Sykes, PC Gamer)
The most devious and acclaimed artificial intelligence in strategy gaming returns... with a host of mutual enemies.
Face off against a more advanced version of the original AI, who once again has captured the entire galaxy leaving you only a tiny planet to yourself. Then strike out and find a way to cleverly outwit it nonetheless. All the new capturables, larger fleets, and hacking abilities are sure to help. (You're going to need it.)
Or immerse yourself in a far more complicated galactic struggle involving the nanocaust, macrophages, dyson spheres, and more. Other factions each have their own goals, rules, units, and entirely unique economies. Make the scenario complicated enough and it can become "World War XV is in progress, you're in a tiny farm in the middle of it, nobody likes you, but if you can just kill that one giant angry enemy leader this will all be over."
If that sounds over the top -- and frankly that bit is wearying to us to imagine even though some people seek it out -- then take a break and maybe hack the all-consuming computer virus to be your ally, and convince the star-sized alien hives to watch your back as you take on a suddenly-less-arrogant AI.
(If you're really feeling spiteful, take yourself out of the equation, turn on super fast forward, and watch them all fight like ants on a galactic scale.)
Modernized and supercharged.
It's been ten years since the original AI War launched, and the gaming world has changed a lot -- as has the available computing power on any device you're using to read this. We've pulled out all the stops to build foes more formidable and intelligent than before, and to create simulations of hundreds of thousands of units running at 120fps in a lot of cases. You can speed up and slow down the simulation without any extra load on your CPU, and pause at will.
The interface respects your time by automating things that you would do the same 95% of the time anyway. For that other 5% there are indeed advanced features such as placing spy nanites, tweaking or disabling the rules of automation, or redesigning your fleet compositions as much as you want.
Streamlined, yet deeper.
Sometimes when a sequel says it's "streamlined," it can really mean "dumbed down." And there are indeed fewer tiny choices to be made in some areas here: you don't have to decide how to wash each dish; you have a dishwasher. And it's a good thing you do, to be honest, because the rabbit hole of complex and confounding scenarios goes as deep as you want it to.
All those bits where you make the interesting strategic decisions? Those bits are tougher than ever, and you can't fall back on old boring habits to muddle through. You need your attention free to anticipate, to plan, to dream... and then throw those all aside and figure it out by the seat of your pants when everything goes sideways.
There's too much to memorize (but tooltips are always right there, anyway), and there's always an unfamiliar element. Clicking fast won't help you. To win the AI War, you'll have to improvise, adapt, and use your wits.
As it should be.
How About Some Highlights?
Many optional factions, each with their own goals and strategies, create a living galaxy.
A new Fleets system gives you even more ships than before, and allows you to customize your empire more than ever.
A ton of map types, and with a lot of sub-options to make them even more varied.
Outguard to hire, factions to ally with, and oodles of targets to capture or hack --with the AI or aliens.
Warden, Hunter, and Praetorian Guard sub-fleets of the AI provide for new challenges (and sometimes opportunities) in how both you and the AI interact with each other.
Crazy moddability, with many levers available in easily-accessible XML.
What's New Compared To The Original?
More approachable gameplay, but with a rabbit hole that goes as deep as ever.
More to do, in terms of moment to moment gameplay and choices. More to find, more to conquer or be conquered-by.
Polished gameplay mechanics, representing everything learned from first game’s six expansions (plus three years of development on this sequel).
Trimmed fat: repetitive boring tasks have been automated or streamlined, but more options than ever have been added for you to customize things when you want to. Our goal is never to waste your time, but always have an array of interesting challenges for you to pursue at once.
Redesigned UI that gives you a ton of information and power right when you need it.
1.5 hours of new music added to the 4.5 hour included score from the original game.
Multithreading for modern performance, and a codebase that will not summon an elder god (recoded from the ground up for modern rigs).
Over 1900 lines of spoken dialogue from more than 25 actors.
Extras
Inhalte
Standard Edition
Complete Edition
AI War 2: The Spire Rises DLC
AI War 2: Zenith Onslaught DLC
AI War 2: The Neinzul Abyss DLC
Systemanforderungen
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Game is complex without depth. It is a real shame because it is still fun to play at first. Everything devolves down to throwing mobs at the end of the day. The only depth comes from trying to throw the right types of mobs but since so many different types are available and usually combined it just results in everything being the same. Bugs galore... they are not exactly game breaking by omg there is some kind of a bug with everything. Drone's cannot be controlled. Beams... they suck, they suck bad by comparison to the first game. Beams are expensive and do nearly nothing because even though they are hitting no damage is registered, this was most common on the Lone Spire ship. I watched the ship keep attacking and even though the beam looks like it was hitting it did not actually register a hit until I clicked on the enemy unit to force and attack and then it hit. Pathing is occasionally bugged... every once in a while fleets will go exactly the opposite direction you want them to go if you send them more than 1 system away. This is occasional enough to get you not remain vigilant watching it and then wham... you notice that one of your fleets is way out in BFE for no reason getting slammed in an enemy system you didn't even send them too.
The new ships bound to fleets management is a headache and I began to hate managing them once I started getting large fleets. One problem traded for a different problem and results in no change in the micromanagement headache when it comes down to it. The progression is likewise annoying. I hate that I need to keep going back to old systems to add new tech I just recieved and the new tech tree seems less intuitive than the original. You can also spend tech points in ways that really wastes them and is nice for flexibility but gives hearburn when you find out that your fleets do not upgrade the way you expect them.
looks like I am out of space...
Has come on leaps and bounds since early access. It's almost a new game but at its core it's as it ever was in AI War Classic with about 4 expansions now we are able to purchase the first DLC for this, the sequel.
I thought AIWC a masterpiece, frankly. The interface was just right despite the volume of info to digest -- pressing F1 cycled through a catalogue of all shiptypes in-game; a wonderful QoL touch. A slew of wide-ranging options kept tweakers like me well-occupied. The AI was reactive progressively smartarse AI that could thump you at a default "7" difficulty setting and murder you at "9". Happy days.
So it's roughly the same again here, but...
The oversized UI and fonts look dreadful on an 1080p display. Its as if you were timewarping back to those heady days of gaming at 640x480 resolution -- if you want to play in a window, again it looks awful with the perception of a 72 point font writ large at first second and fortieth glance on your screen.
As for the audio ... as others have noted the AI taunts are wretchedly incomprehensible-- the voiceover actor has a very particular, acute, regional dialect that makes you reach for the audio off setting -- and quickly. No offence intended but it sounds very amateur. Also Arcen found fit to stereotype national idioms in their "unit feedback". This too sounds comically dreadful. The music is hard to love as well, but tastes of course will vary.
So, in summation, you may decide the prequel did it all so much better and tastefully better at that.
As an obsessive fan of grand strategy, this game is awesome, was worried about RTS element but really it's about as RTS as a Paradox game (so not really hardcore rts), which is just my speed.
I'd say the game is great at lower difficulties but that's about it. Once you want to actually have a challenging AI the AI doesn't want to fight anymore. Instead all it wants to do is hit and run across your entire zone. Due to the sheer amount of ships they send your systems have no method of slowing them all down. This is what really ruins the experience. At the higher levels the AI is going to have a lot more power but if you hold good choke points you'd have a semi-chance of holding off the waves(like all 4x and strategy games. Its how they are made).
However, since they just run right past your setup because them losing 5 strength is nothing and their army spread out across 5 zones is far more powerful than you being able to hold anything. It just goes right past every defense and straight to your economy so you have to play chase and fight across multiple systems. Now this isn't easy for you because your ships respawn based on where your transport is and he can be in only 1 location at a time. With the fleets so spread out you can no longer use your strengths of your fleet setup because you're trying to chase an enemy, pick up, and move your fleet constantly. While this is all happeniing your economy is dying around you and new waves coming in at your choke points which you can't reinforce.
If you look at some past mega balance problems of 4x games like this where you have "lanes" it was giving the AI the ability to not need to use the lanes. AI did just this, hit and run everywhere. It made the gameplay incredibly frustrating because you can never build an economy if the AI just runs past all your defense setup, especially when even the best player can barely fight head on with a good defense. Which is why ultimately these games removed things like this due to sheer amount of abuse from the AI. This wouldn't be as bad in this game if the bases could put up a fight against more than a few ships which is another problem all together.
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