
Not that you'll be personally building anything at all because each planet is more or less forced down a predetermined development route in order to balance work, power, housing, happiness and various other statistica which I can't be bothered to drag out of my brain because they don't matter. It doesn't matter because however you structure your town, invasions can be launched from anywhere that doesn't already contain a building. Some maps have an inconvenient hill in the middle of them which must be built around, some don't. Moving down to the planet's surface, we see what appears to be a sparsely featured RTS map, again anonymous, again mattering little. Population min/max, power production and use, tank production potential, ship production potential, dull lists of anonymous figures which mean very little and matter less. Each requires a pretty carefully aimed mouse click to gain any information which, when it arrives, is quite frighteningly anonymous. Six pixels wide, six pixels tall, twinkle occasionally. First off, the planets, the very building blocks of your empire, your bases, your factories, the homes of your people. Sadly, despite all of these features, it manages to be a pretty damned poor game.

It has a detailed empire model, an extensive range of structures in its planetary model, lots of ships, lots of weapons, space combat, ground invasions, more alien races than you can shake a stick at, a terrifyingly extensive research tree, modular ship and tank construction, three extensively detailed campaigns packed with subquests and individual events and an undeniably pretty graphics engine to make everything nice and shiny for the eye-candy junkies. On the surface, Imperium Galactica 2 seems to have done quite a lot of things right.
