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But Stellaris is definetly not a game for a fast match here and there. It will take some serious time commitment to finish even one game.
Star ruler 2 is basically a 4X Boardgame; think Eclipse. Stellaris is a blend of 4X and Grand strategy.
Our studio has not yet shut down. As we wrote, the expansion's sales would determine the studio's fate. As of yet, we've not even reached our first month of sales for Star Ruler 2's Wake of the Heralds expansion - and TotalBiscuit seems to be amicable to the idea of doing a LP if I can help him learn the ins and outs of the game - so it's too early to call.
If the expansion doesn't sell well enough then, yes, we will be shutting down after possibly launching another small DLC/update. Nobody's covering the expansion (same with SR2 itself); everybody's covering Stellaris. So it's grim, yes, but we still might be able to pull out of this nosedive if luck holds and support swells.
This would never happen in Star Ruler 2. That's a great game, and also a great MP game. It's a big improvement on Star Ruler 1 in that it makes planets meaningful and interesting, and in that it has multiple propulsion systems, and -- everything.
OTOH in Star Ruler 2 an enemy empire can vote themselves one of your planets. That would never happen in Stellaris.
Only difference is in Stellaris that researcher had a namebadge and a specific purpose in the Empire; in SR2 we don't require you to cart around heads of state on your flagships to scan anomalies. SR2 is played at a bit of a higher level than Stellaris as we sweep away the smaller details to keep the experience clean and focused. It is a 4X/RTS hybrid after all.
An anonymous scientist that you didn't know and won't miss, vs. one of the handful of leaders of your empire, someone it'd cost 50 influence or so to replace. I remember building thousands of scouts in Star Ruler one and just telling them to fly themselves to each star in the galaxy - and then stay there, forever. The equivalent position in Stellaris is the much more meaningful Science Ship, commanded by one of your scientists, who gained experience scouting your home system out, who was the guy you called from one side of your empire to the other to take care of a particular anomaly because nobody else was as good, etc.
Simliarites I think are really the multiple different jump technologies and that fleet combat is rather abstracted. Both have race and ship customisation. Anomalies that can be researched.
Differences simpler ship construction and upgrading. Leaders.
Anomalies in SR2 tend to be things while Stellaris tend to be boosters. But there seem to be some interesting stories in the stellaris ones.
Galactic card based diplomacy system way different to the time/point based system.
Planetary development different, in Stel you pick what goes where on tiles while generally SR2 you push towards. Also everything is one square in stellaris.
Random research card deck versus research web.
Stellaris you can purge and enslave. Also empire traits can change over the years.
Theres more but those are just what occur to me now and it's been a while since I played SR2, really very different games. Both good.
Aye, Starship construction in SR1 was pretty much unlimited. In SR2 it's quite different. You're not liable to have more than a handful of active fleets at any given time, despite those fleets possibly having thousands of ships inside them, as maintaining each flagship takes a significant chunk of your budget in most cases. This means you'll often have a 'dedicated research fleet' flying about, scanning anomalies. You could get your scouts to do it as well, of course, as any flagship (escorts or no) can investigate anomalies, but some of the bonuses you can grab from anomalies would be wasted on a Scout ship.
Edit: With the expansion, Scouts become much more useful as well. If you spend time scouting other people's empires, you can grab benefits from it as there's an Attitude for that amongst all the others.