The game also makes another concession for combat simplicity with two-edged results. As fleets number greater than a couple of dozen ships, craft of similar types are bundled together and represented on the battlefield as a single unit. This reduces the workload of directing them, but also changes the dynamics of battle, since fighting against three units is different to fighting against one unit of triple strength. Because the combat model doesn't account for facing, however, this doesn't have much effect. Another problem arises when there are large variations among ship designs where, for example, some battleships have computer jammers, some have electronic countermeasures and others have torpedoes. Such details can be lost when bundling occurs. An easier solution might have been to utilize build limits. Though an artificial and unrealistic method, build limits force ceilings on the stronger races and give lesser aliens a chance to catch up, and push players to carefully consider their fleet makeup and ship design.
Space is not the sole realm of combat. Imperium Galactica II tasks players with building ground forces to assault other planets and to defend their own. Ground combat, like space combat, is fairly simple, but the obstacles created by the buildings of a city can add some variety in tactics. Maneuvering during ground-based battles can make a difference in concentrating firepower since city streets prevent the use of formations and force tanks to approach in a line. The planetary action gets some help by the presence of city fortifications. Unfortunately, bombardment from the orbiting capital ships is missing, and use of air units is restricted to air strikes available only once per battle. The ground war is ultimately a footnote in the game, with its tactical detail weak in comparison to such games as Sierra's Ground control and Earth 2150.
Imperium Galactica II's subtitle of "Alliances" suggests diplomacy will take a large role in the campaigns, but this is not the case. While the artificial intelligence (AI) is capable of handling combat, the diplomatic element is predictable and one-sided. AI controlled races are unfriendly and will refuse alliances and declare war at their whim. They only show respect after you've beaten them in battle. They'll agree to peace, but hold this trust only until their empire is rebuilt before declaring war on you again, the self-serving insects!
More interesting is the use of spies. Your agents can infiltrate the other races to learn about their empires, sabotage their buildings or ships, and steal credits or invention designs. Judicious use of them can help your cause and spies prove ultimately more effective than diplomats.
