Galactic Civilizations II
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Galactic Civilizations II
''Galactic Civilizations II: Dread Lords'' is a 4X turn-based strategy by Stardock for Microsoft Windows. It is the sequel to the 2003 game, ''Galactic Civilizations'', and was released at retail and on Stardock's online subscription service, TotalGaming.net, on February 21, 2006. An expansion, ''Galactic Civilizations II: Dark Avatar, Dark Avatar'', was released in February 2007. A second expansion, ''Galactic Civilizations II: Twilight of the Arnor, Twilight of the Arnor'', was released in April 2008. ''Dread Lords'' is set in the 23rd century, when multiple alien civilizations, including Earth in science fiction, Terrans, scramble to conquer the galaxy, planet by planet, by force, diplomacy, influence (culture), or technology. ''Dread Lords'' focuses on the single player experience that consists of a Campaign mode and a "Sandbox" mode, and omits multiplayer. The game is notable for its artificial intelligence, which is challenging without being given resources and abilities no ...
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Stardock
Stardock Corporation is an American software development Company (law), company founded in 1991 and incorporation (business), incorporated in 1993 as Stardock Systems. Stardock initially developed for the OS/2 platform, but was forced to switch to Microsoft Windows due to the collapse of the OS/2 software market between 1997 and 1998. The company is best known for computer programs that allow a user to modify or extend a graphical user interface as well as personal computer games, particularly Strategy video game, strategy games such as the ''Galactic Civilizations'' series, ''Sins of a Solar Empire: Rebellion'', ''Elemental: Fallen Enchantress'', and ''Ashes of the Singularity''. Stardock created and maintains WinCustomize, a graphical user interface customization community, and developed the Impulse (content delivery), Impulse content delivery system before its sale to GameStop. Many of the Skin (computing), skins and Theme (computer), themes featured on its site are for softwar ...
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First Contact (science Fiction)
First contact is a common theme in science fiction about the first meeting between humans and extraterrestrial life, or of any sentient species' first encounter with another one, given they are from different planets or natural satellites. It is closely related to the anthropological idea of first contact. Popularized by the 1897 book '' The War of the Worlds'' by H. G. Wells, the concept was commonly used throughout the 1950s and 60s, often as an allegory for Soviet infiltration and invasion. The 1960s American television series ''Star Trek'' introduced the concept of the " Prime Directive", a regulation intended to limit the negative consequences of first contact. Although there are a variety of circumstances under which first contact can occur, including indirect detection of alien technology, it is often portrayed as the discovery of the physical presence of an extraterrestrial intelligence. As a plot device, first contact is frequently used to explore a variety of t ...
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Opportunity Cost
In microeconomic theory, the opportunity cost of a choice is the value of the best alternative forgone where, given limited resources, a choice needs to be made between several mutually exclusive alternatives. Assuming the best choice is made, it is the "cost" incurred by not enjoying the ''benefit'' that would have been had if the second best available choice had been taken instead. The '' New Oxford American Dictionary'' defines it as "the loss of potential gain from other alternatives when one alternative is chosen". As a representation of the relationship between scarcity and choice, the objective of opportunity cost is to ensure efficient use of scarce resources. It incorporates all associated costs of a decision, both explicit and implicit. Thus, opportunity costs are not restricted to monetary or financial costs: the real cost of output forgone, lost time, pleasure, or any other benefit that provides utility should also be considered an opportunity cost. Types Expl ...
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Civilization (series)
''Civilization'' is a series of turn-based strategy video games, first released in 1991. Sid Meier developed the first game in the series and has had creative input for most of the rest, and his name is usually included in the formal title of these games, such as ''Sid Meier's Civilization VI''. There are seven main games in the series, a number of expansion packs and spin-off games, as well as board games inspired by the video game series. The series is considered a formative example of the 4X genre, in which players achieve victory through four routes: "eXplore, eXpand, eXploit, and eXterminate". All titles in the series share similar gameplay, centered on building a civilization on a macro-scale from prehistory up to the near future. Each turn allows the player to move their units on the map, build or improve new cities and units, and initiate negotiations with the human or computer-controlled players. The player will also choose technologies to research. These reflect the ...
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Civilization IV
''Civilization IV'' (also known as ''Sid Meier's Civilization IV'') is a 2005 4X turn-based strategy video game developed by Firaxis Games and published by 2K. It is the fourth installment of the ''Civilization'' series and was designed by Soren Johnson. It was released in North America, Europe, and Australia, between October 25 and November 4, 2005, and followed by '' Civilization V''. ''Civilization IV'' uses the 4X empire-building model for turn-based strategy gameplay, in which the player's main objective is to construct a civilization from limited initial resources. Most standard full-length games start the player with a settler unit and/or a city unit in the year 4000 BC. As with other games in the series, there are by default five objectives the player can pursue in order to finish the game: conquering all other civilizations, controlling a supermajority of the game world's land and population, building and sending the first sleeper ship to the Alpha Centauri star sy ...
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