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 not ...
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Stardock
Stardock Corporation is a software development company founded in 1991 and 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 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 system before its sale to GameStop. Many of the skins and themes featured on its site are for software that is part of their Object Desktop windows desktop suite. They are based in Plymouth, Michigan. History Stardock was founded b ...
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First Contact (science Fiction)
First contact is a common science fiction Science fiction themes, theme about the first meeting between humans and extraterrestrial life, or of any Sentience, sentient species' first encounter with another one, given they are from different planets or natural satellites. The theme allows writers to explore such topics such as xenophobia, transcendentalism, and basic natural language, linguistics by adapting the anthropology, anthropological topic of first contact (anthropology), first contact to extraterrestrial cultures. Overview Murray Leinster's 1945 Novella, novelette "First Contact (novelette), First Contact" established the term "first contact" in science fiction, although the theme had appeared earlier. Its roots lie in colonial narratives from the Age of Discovery onward. Of many variations of the trope, one may recognize the subclasses of the actual interstellar meeting of two civilizations and the "message from space (science fiction), message from space" one.Sc ...
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Opportunity Cost
In microeconomic theory, the opportunity cost of a particular activity is the value or benefit given up by engaging in that activity, relative to engaging in an alternative activity. More effective it means if you chose one activity (for example, an investment) you are giving up the opportunity to do a different option. The optimal activity is the one that, net of its opportunity cost, provides the greater return compared to any other activities, net of their opportunity costs. For example, if you buy a car and use it exclusively to transport yourself, you cannot rent it out, whereas if you rent it out you cannot use it to transport yourself. If your cost of transporting yourself without the car is more than what you get for renting out the car, the optimal choice is to use the car yourself. In basic equation form, opportunity cost can be defined as: "Opportunity Cost = (returns on best Forgone Option) - (returns on Chosen Option)." The opportunity cost of mowing one’s own la ...
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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 six 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 Artificial intelligence, computer-controlled players. The player will also choose technologies to research. ...
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Civilization IV
''Civilization IV'' (also known as ''Sid Meier's Civilization IV'') is a 4X turn-based strategy computer game and the fourth installment of the ''Civilization'' series, and designed by Soren Johnson under the direction of Sid Meier and his video game development studio Firaxis Games. 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 ...
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Civilization (video Game)
''Sid Meier's Civilization'' is a 1991 turn-based strategy 4X video game developed and published by MicroProse. The game was originally developed for MS-DOS running on a PC, and has undergone numerous revisions for various platforms. The player is tasked with leading an entire human civilization over the course of several millennia by controlling various areas such as urban development, exploration, government, trade, research, and military. The player can control individual units and advance the exploration, conquest and settlement of the game's world. The player can also make such decisions as setting forms of government, tax rates and research priorities. The player's civilization is in competition with other computer-controlled civilizations, with which the player can enter diplomatic relationships that can either end in alliances or lead to war. ''Civilization'' was designed by Sid Meier and Bruce Shelley following the successes of '' Silent Service'', ''Sid Meier's Pira ...
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Single-player
A single-player video game is a video game where input from only one player is expected throughout the course of the gaming session. A single-player game is usually a game that can only be played by one person, while "single-player mode" is usually a game mode designed to be played by a single player, though the game also contains multi-player modes. Most modern console games and arcade games are designed so that they can be played by a single player; although many of these games have modes that allow two or more players to play (not necessarily simultaneously), very few actually require more than one player for the game to be played. The ''Unreal Tournament'' series is one example of such. History The earliest video games, such as ''Tennis for Two'' (1958), ''Spacewar!'' (1962), and ''Pong'' (1972), were symmetrical games designed to be played by two players. Single-player games gained popularity only after this, with early titles such as ''Speed Race'' (1974) and ''Space Invade ...
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Multiplayer
A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system (couch co-op), on different computing systems via a local area network, or via a wide area network, most commonly the Internet (e.g. ''World of Warcraft'', '' Call of Duty'', ''DayZ''). Multiplayer games usually require players to share a single game system or use networking technology to play together over a greater distance; players may compete against one or more human contestants, work cooperatively with a human partner to achieve a common goal, or supervise other players' activity. Due to multiplayer games allowing players to interact with other individuals, they provide an element of social communication absent from single-player games. History Non-networked Some of the earliest video games were two-player games, including early sports games (such as 1958's ''Tennis For Two'' and 1972's ''Pong''), ear ...
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Game Engine
A game engine is a software framework primarily designed for the development of video games and generally includes relevant libraries and support programs. The "engine" terminology is similar to the term "software engine" used in the software industry. The game engine can also refer to the development software utilizing this framework, typically offering a suite of tools and features for developing games. Developers can use game engines to construct games for video game consoles and other types of computers. The core functionality typically provided by a game engine may include a rendering engine ("renderer") for 2D or 3D graphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, localization support, scene graph, and video support for cinematics. Game engine implementers often economize on the process of game development by reusing/adapting, in ...
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Cannon Fodder
Cannon fodder is an informal, derogatory term for combatants who are regarded or treated by government or military command as expendable in the face of enemy fire. The term is generally used in situations where combatants are forced to deliberately fight against hopeless odds (with the foreknowledge that they will suffer extremely high casualties) in an effort to achieve a strategic goal; an example is the trench warfare of World War I. The term may also be used (somewhat pejoratively) to differentiate infantry from other forces (such as artillery troops, air force or the navy), or to distinguish expendable low-grade or inexperienced combatants from more militarily valuable veterans. The term derives from fodder, as food for livestock. Soldiers are the metaphorical food for enemy cannon fire. Etymology The concept of soldiers as fodder, as nothing more than "food" to be consumed by battle, dates back to at least the 16th century. For example, in William Shakespeare's play ''Henry I ...
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