I don't understand this waxing poetic about SBR. Note that the following are opinions.
SBR was terrible, it's true that it had no reward loop, but that wasn't the only problem. Optimization of tile placement did not have enough strategic depth, and in fact only seemed to go into punishment mode repeatedly. The land did not feel alive (although, adding the worm later was a positive step forward), which if you remember one of the original things about this title was that the planet was supposed to respond to you. The AI did not feel smart or varied, the combat was annoying and shallow, diplomacy was barely there (don't even think about TLF level), etc. It was bad and unfinished, and in the end, Chris and company were being pulled left and right about everything with forum posts pointing to all the problems on a daily basis.
I don't know what game you think this would have been, but as someone who has played it repeatedly, I promise you this game was broken, and you would have had another release raptor scenario.
Is it even worth breaking down what went wrong with SBR? We could be here for weeks hashing that out, pointing out the obvious, and generally throwing salt on an old wound. Frankly, if we are going to have that discussion, we should take it to PM or something because it's just going to hurt people's feelings. That being said, my cheerleader comments are definitely referring to that era and forwards. Maybe even Valley 2 forwards.
I don't think we should criticize AI War for 4K incompatibility. It's old.
Criticizing AI War 2 graphics, I have some concerns with the bright outlining and neon lights everywhere rather than the original gritty look, also. But I don't think they can pull off 3-D gritty. That's not their artistic strong suit and hasn't been on any of the titles. It's just not going to happen. Certainly, toning down the Las Vegas lights would be a good start, but there is going to be some shading.
AI War 2 should have come out earlier. I've read so many comments related to Chris's reaction and relationship with the original. I mean, it says something that Keith is the lead programmer on that. This is the million-dollar baby that brings home the bacon and has for a long time, and yet, rather than keep that going and experimenting in between release cycles, Chris went off on this multiyear experiment with a different genre nearly every time, complete experimentation. A lot of those games felt like they alienated the core Arcen audience, though. That's great, except, there needs to be that financial security to do all the playtime experiments, and sometimes that means doing what the people want.
And make no mistake about it eraser, the people want AI war, to the tune of what, $90,000 kickstarter? This forum hasn't been so alive in years. We have had such a great response and a positive excitement around here, in between all the desperate forum posting. AI War 2 will bring home another solid hit, something that can be expanded on and bring in funding to keep the doors open, pay people a fair wage, and allow more experimentation. Maybe even that 4x, although we can see how hard it is to make one. Watching the SBR sausage get made was incredibly educational for me, I learned a lot of things, and I hope that it's obvious that 4x is an extremely complicated genre to get right.