"Now, once more I must ride with my knights, to defend what was and the dream of what could be..."
- King Arthur, Excalibur
Well, it doesn't have tactical ship combat where you can control individual ships and determine the outcome. You're in charge of strategy -- you decide what types of ships to construct (and there is a great custom ship building module!), how many to put in a fleet, where those ships should be deployed for offense or defense. You can decide whether to initiate a battle if you have the movement points to reach an enemy fleet or target. When a battle starts, the results are auto-calculated by comparing stats of the two fleets. You can then watch a 3D movie of the actual battle, but the results are pre-determined by number crunching. So it lacks that hands-on space battle element in MOO, but I think it makes up for it with the overall depth of the game and AI quality.
Also, space battles aren't always central to winning a GalCiv2 game. There are two military-intensive paths: either raw territorial conquest through planetary invasion, or capturing and defending special resources scattered across the galaxy (which upsets all the other races when you get far enough down that path). Both require a lot of space combat. But there are also two other ways to win the game: cultural domination where you "flip" planetary systems to your side because you're just too cool and everyone likes your culture, or going far enough down the path of science research to reach a God-like state that triggers the tech win condition. Both of those win conditions require a strong military to keep other races off your back. However, I've played through a few games where it basically meant designing and building the right kind of ships to intimidate the other races, playing some background diplomatic games (like getting other races to go to war with each other), and never had to fight any major battles myself.
Feaw is a weapon.... wise genewuhs use weuuhw! -- Jebe the Tyrant
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