Looks half-way decent, if not severely outdated graphics.
is it anything like Master of Orion series or Space Empires?
Or is it more like galactic civilzations which IMO sucks
I haven't played MoO1 or MoO2 in so long that I don't even remember if they have animated battles. I've played a fair amount of MoO3 though so I'll give a little comparison to that.
It's been a while since I played GC2 as well so I can't remember all the details of that either, just some.
The Economy seems to be a bit more fleshed out in DW than either of the above, though it's not as detailed or confusing as it is in MoO3.
You have the State Economy (you control) and the Private Economy (private enterprise controls), and this is where it gets a little tricky.
State Economy (construction and maintenance as well as fuel):
Military ships - Troop Transports, Escorts, Frigates, Destroyers, Cruisers, and Capital ships.
Construction ships.
Colony ships.
Exploration ships.
Resupply ships.
Spaceports - small, medium, and large.
Research Stations - Weapons, Energy, and Industrial (?).
Defensive bases.
Monitoring Stations.
Resort bases.
Other bases - some unique types.
Spys.
Troops.
Private Economy (construction and maintenance as well as fuel):
Freighters - small, medium, large.
Passenger ships
Mining ships - Gas Miner and Mineral/Luxury Miner.
Mixed Economy (often confused area):
Gas Mining Station -
State pays to build,
Private pays maintenance.
Mineral/Luxury Station -
State pays to build,
Private pays maintenance.
State Income:
Taxes on the Private Economy - variable on a per planet basis.
Tribute - from Subjugated Empire or too another Empire if you conceded a war.
Spaceport income - Primarily from the Private sector building ships, but trade also.
Trade bonus - from Free Trade agreements.
Resort income - Tourist income from your Resort bases.
Gifts from other Empires.
Trade/Sale of Tech, Planets, Bases, Mines, for imposing Trade Embargo, or Declaring war.
Probably somethings I'm forgetting but that's the primary Economy elements.
Note that construction and maintenance costs are based on the cost of your Strategic resources. If you're low on a certain resource that resource is going to cost more and the components using that resource will cost more as well.
Military:
You can basically build as many ships as you can afford depending on maintenance costs and Strategic resources you have available.
Out of these ships you can create up to 10 Fleets to use primarily as your strike forces.
I'm not sure if there is a limit to the number of ships you can put in a fleet, but there are other factors (logistics) which can be a hinderance to a very large fleet size - generally 16 ships +/- a few is the norm.
The remaining (hundreds of) ships will automatically perform escort and patrol duties for Freighters, Mining ships, Mining stations, Colony ships, and bases to fight off AI attacks, Pirates, and Space Monsters.
Combat:
You can control a single ship or direct a Fleet in combat.
Unlike GC2 combat is real time and not a prerecorded battle movie based on component statistics - that's probably my biggest gripe with GC2.
As for comparison to MoO3, Fleets aren't in a tight cohesive formation.
If you're fighting a battle and the local fight is under control, a ship or two may break off to fight another nearby (same Star System) ship/target while the main force continues the primary battle.
You have Shields which when depleted leaves only your Armor.
Once Armor is breached you start taking component damage which can affect anything from Shield regeneration, System drives, Interstellar Drives, or whatever.
Assuming you survive, you have to repair (realistic) your ships for them to be fully functional again.
New Tech discoveries allow you to redesign and retrofit existing ships without having to scrap the ship (you can if you want).
Ships come on line where they're built - not some pool like MoO3 (that was kind of nice though unrealistic).
Ship building:
These are some of the items going into a ship, and there are Tech improvements for all of them. Not all of these items go on a single ship, just certain ones depending on what type of ship or base it is. These are also used on Freighters, Colony ships, Resort Bases, Spaceports, Mines, etc.
Multiple classes of ships - variable hull sizes depending on what you put on them.
Beam Weapons - Laser or Particle beam(?).
Torpedo Weapons - think Plasma type balls & multiple types.
Missiles - Expansion will have these.
Fighters - Expansion will have these.
EMP - Expansion will have this (Offense/Defense).
System Drives - multiple types.
Stellar Drives - multiple types.
Vectoring Thrusters - multiple types.
Reactors - Multiple types with different fuels.
Energy Collectors.
Fuel Cells.
Armor with improvements.
Shields - multiple types.
Habitat Modules.
Life Support Modules.
Troop Bays.
Fighter Bays - Expansion will have these.
Cargo Bays - Spaceports, Freighters, etc.
Recreation Centers - Spaceports, Resorts, etc.
Medical Centers.
Colonization Modules.
Resource Sensors.
Long Range Sensors.
Command Centers.
Targeting Modules.
Countermeasures Modules.
Stealth Modules.
Docking Bays.
Construction yards - Spaceports, Construction ships.
Mineral Extractors.
Gas Extractors.
Luxury Extractors.
More I can't even remember right off, but as you can see, you can really custom design what you want and they perform in a realtime/realistic way.
Example:
Your ship speed will be determined by how many System drives you put on it, but this will also affect it's mass, maintenance cost, and fuel/energy usage.
Likewise the Vectoring Thrusters, they affect how fast the ship turns.
Wow.
Entirely a lot longer than I intended, and there's a hole lot I haven't even brushed on.