

Cool if you like playing AI Simulator 2000 and marvel at a dynamic map, however it's a double-edged sword, as the more minor faction interaction there is, the more unpredictable the challenge you will face. You get a lot more factions doing dynamic stuff on the map. I also find ship icons and names to be a massive downgrade, in particular the frigates which used to be the coolest, now they have generic names and they all get the same icon with a hard to read "sub-icon". In that sense the individual ship line upgrading in the first game was much more enjoyable, although combined with having access to most ships right off the bat it led to rigid build orders. I want to use cool ships not agonize on whether some new fleet fits into an arbitrary tech group or not. This is probably the worst point for me, that makes any attempt to come back to the game fail. Game 2 has more of an emphasis on playing with what you find on the map, in theory, but what it ends up boiling down to is finding ships that fit into the same handful of tech categories. Clicking a button also doesn't really feel like hacking and there's a bewildering amount of things on which to spend hacking points. However the UI for hacking is bad and got worse with time. Hacking is a lot more straightforward since your flagships are also your hacking units. For me to enjoy it, defense placement would've needed to be simplified to an equivalent level to fleet building. If you didn't mind the micromanagement in AI War 1 and don't mind the discrepancy, this might not bother you. Basically there's a huge void between the casual and expert playstyles.Ĭonquering systems is hassle-free in comparison of game 1 since most things including ships auto-build, unfortunately it only highlights how boring and repetitive setting up your defenses in every system is. Strategizing at a medium level: very hard since the necessary info is not presented to you appropriately. Reaching a deep understanding of game mechanics: possible if you invest a lot of effort and brain power. Playing with a big blob that you move around: easy. This is a common theme that annoys me in AI War 2. The game displays a Strength calculation for each planet instead of the original's ship numbers, makes for easy decision-making initially, but then you realize that this actually discourages you from finding counters to whatever ships are on a planet that you're attacking (which could mean beating them with half the "strength" or less), and that furthermore what ships are actually there isn't presented in an accessible manner. You can locate at a glance powerful capturable buildings and ships, planning is much easier.

Basically, the map is insanely more readable and usable.
