AI War 2 is a grand strategy/RTS hybrid that reverses many of the conventions of both genres. Take territory without attracting attention, build your empire with care, and adapt to an ever-evolving galactic battleground. It's also "a sequel to [Arcen's] enormo-space RTS AI War, which we calle...
AI War 2 is a grand strategy/RTS hybrid that reverses many of the conventions of both genres. Take territory without attracting attention, build your empire with care, and adapt to an ever-evolving galactic battleground. 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 evolves.
Most recent is 2021's Paradigm Shift. Every year since 2018, this AI has become more devious -- and the factions facing it, subordinate to it, or simply neighbors with it grow more numerous and more lifelike.
The premise is simple: you've already lost the war. The entire galaxy belongs to other factions, mostly the AI. You are starting with one small planet in a sea of hostile territory, and you must endeavor not to draw too much notice from the AI. Your job is to carefully evaluate targets, strategically expand your territory just enough to run your fleets and defensive networks, and then strike at the heart of the AI(s) when you are ready.
AI War 2 is meant to be both accessible and deep. Early 2021 has seen major improvements to make the midgame easier to get into for new players, plus a more forgiving Science system and a much more powerful Hacking system. Q3 2021 is going to introduce a new Expert mode for those who want the more extreme sort of challenge that comes from having elements of permanent loss, more reasons to hold disadvantageous positions, and so on. Which mode you choose to play will always remain a personal choice.
Unexpected Technical Advancements
In the twelve years since we coded the first AI War, we've made a lot of improvements to our simulation engine, which is now running on top of the Unity 3D engine. However, AI War 2 has presented some truly unique technical challenges, mainly involving running insane amounts of AI and simulations in a massively parallel fashion. We've been able to harness the power of modern multi-core processors to a degree that most game simulations cannot, and our challenge from 2020 onward has been to bring that into the multiplayer realm. While multiplayer currently remains in beta, it is also a bit of a technical showcase.
Mod support is heavily embraced by this game, and having mods be multiplayer-safe (or have deep access to change parts of the core simulation in general) is not typical for games as a whole, let alone this genre. We've managed to make multiplayer a self-repairing affair, which is beneficial both for playing with friends on different OSes and hardware, and for having most mod-code mistakes be corrected by the core game.
The AI has dramatically improved in intelligence every year since 2018, and your framerate is also decoupled from your simulation performance. You can have a great machine with 120fps during heavy battles, and a friend at 30fps and you both stay in sync and the actually simulation doesn't slow down. You can speed up and slow down the simulation without any extra load on your CPU, which is very helpful to avoid any boring waiting around, and you can 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. Hacking is one of the most interesting ways to customize your existing fleet leaders, as you can give them unusual upgrades or even transform them into new versions of their class.
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.
If you want to play at a level approaching Expert, you'll need that spare brainpower to design your fleets, manage multiple fronts at once, juggle offense and defense, and continually revise your empire design to suit your needs as the campaign unfolds. If you want to play more casually, that is absolutely okay as well, and the game can be much more forgiving while still providing a lot of interesting macro choices.
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.
The fleets system gives you tons of ships that can be organized and distributed with a minimum of fuss.
Science upgrades are simple to manage, but provide many options on how to approach any given campaign based on your preferences and what you find in the wild.
Hack the enemy, hack your allies, hack yourself. Hacking points are limited, but extremely powerful ways to get more ships or capabilities, directly weaken enemies, or even steal from enemies.
A ton of map types, and with a lot of sub-options to make them even more varied.
Outguard can be hired as a way of deploying surprise mobile forces whever you need, and many factions can be allies.
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. A number of player-supported mods are shipped directly with the game (defaulting to off) so that you always have the latest version of them and don't have to hunt for them to download them.
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.
Goodies
Contents
Standard Edition
Complete Edition
AI War 2: The Spire Rises DLC
AI War 2: Zenith Onslaught DLC
AI War 2: The Neinzul Abyss DLC
System requirements
Minimum system requirements:
Recommended system requirements:
Recommended system requirements:
Why buy on GOG.COM?
DRM FREE. No activation or online connection required to play.
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.
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.
Unique strategy game where you have to make the most of what you find in a procedurally generated galaxy to beat the AI overlord. The latter already controls the whole galaxy and launches predictable waves at you which increase as you take territory, as well as the not-so-predictable Hunter and Warden fleets.
You can't possibly conquer the whole map, so deep raids to capture or destroy objectives are essential. A variety of allies and aliens can be added to the game to spice things up.
Coop multiplayer (the sequel was renowned for this game mode) and a first DLC are coming Q2 2020.
The strategy layer is fascinating and the game tense and very satisfying when you win, but the interface while better than the first game is pretty unpolished and confusing at first. I also find the unit control and actual tactical gameplay serviceable but somewhat dull, with units that differ only by HP, damage and speed as well as a complicated rock-paper-scissors system.
All in all a unique game that's well worth trying. Once coop is in it might become the best coop strategy game out there.
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