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It builds on the systems from Star Ruler 1 and adds new ones that are really unique. It builds on the systems from Star Ruler 1 and This is an absolutely amazing and innovative game that breathes new life into the 4X genre. This is an absolutely amazing and innovative game that breathes new life into the 4X genre. They are passionate and invested, like all devs should be. They are active in IRC all the time, listen to feedback & act on it, and fix bugs asap. The game's so good I bought a copy for two friends. If you like sandbox games with a focus on building and design, this is probably for you. If you like massive battles, they got em. The bottom line is, if you like strategy games, you can't miss this. In essence, how do you make a great game even better? Make modding a focus. There are already a few talented modders and once the game gets traction this community will be bustling with all new ship sets, game mechanics and god knows what. Modding is what is going to make this game great. There's a race that can't build on planets, but instead lives on orbitals in the gravity well. One race requires a special material to build ships out of, another race can't grow population, only build it. The way they utilize things like orbitals and FTL tech make every game feel special. It's used to activate awesome artifacts, cloak ships, prevent enemy escapes and a ton of other really cool abilities. Then there's energy, the wildcard affinity. Calling for a patriotic surge from a planet under siege can buy you the time to get your capital ship into it's gravity well. Being able to annex an enemy system once you win the vote in the senate is rewarding and fun. The diplomacy is inventive and I'll admit at first I wasn't interested in it but after a couple games I realized how powerful it can be. Every ship I've made is different, with researched techs enabling more specific purposes for the ship's systems. The hud is customizable and the ship design is exciting (especially in multiplayer!) and well thought out. The interface is intuitive and nicely done. That being said, it's not a spread-sheet manager. The game is all about balance and macro-management. In order to build large, awesome fleets you're going to have to utilize labor and research at the cost of cash generation. Building up your planets is necessary to make sure you are utilizing your resources effectively. Linking resources from other planets increases planet level. Pressure limits are controlled by population, which is controlled by planet level. These civ buildings are what provide you with affinity generation (labor, money, research, energy, influence and defense). resources create pressure on a planet, which influences what civilians build on your planet. But there's a very complex under belly to SR2. It's a blast to call fleets from the four corners of your empire to jump through FTL gates and converge on an enemy capital ship, then zoom in and watch them get annihilated. It's top down universe management is excellent for controlling your empire, but the ability to zoom in on ships makes battles rewarding and exciting. It's easy to get started and fun to explore and fight. Design and build ships to defend and attack. The game is deceptively simple: colonize a planet, link it's resource, repeat and gain affinity. The game is deceptively simple: colonize a planet, link it's resource, repeat and One of the best games I've ever played, in any genre. One of the best games I've ever played, in any genre.
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