I really don't mind HCS much. I wouldn't say they do memorable or noteworthy art, but they do it competently and quickly (Okay, so I quite dislike the player sprites in Valley 2, but that's irrelevant personal taste), which is probably far more important to game development.
My tastes are similar to yours on that particular point, at least. Though they were better than the AVWW1 player sprites.
Anyway, it's hard to evaluate an art studio on one game, because so much of it is coming through the "lens" of the game studio's requirements and whatever chipper-shredder of manipulations (both during development and at runtime) is involved in getting it into the game. With this project we're trying pretty hard to not get between you and the quality of the art. Can't do that with every game idea, but it's worth a shot.
Although I love strategy games, I still have yet to try AI War because it looks like micromanagement tower-defense-hell on an accelerating-to-unmanageable basis.
I... (looks speechless for a moment) ... I'm trying to be polite here, but honestly I'm not sure what game you could be talking about
(the rest of this post is on AIW, not on Exodus, in case some bystander could be confused on that point)
There is some micro in AIW, and as you're learning the game things will take longer (in player wall-clock-time) than they will later, but overall the game is far lower on micro than any other RTS-like game I'm aware of (though I don't have a lot of time to try tons of other games).
My style of playing has always been to micromanage a handful of elite units and carve a path of near-unstoppable destruction rather than to micro-macromanage an entire world and fight 30 wars at once.
For initial learning I suggest leaning mainly on the fleet ships (little guys) but then you could try a starship-heavy game (starships are much larger individual units) and just use the fleet ships for support (on low enough difficulty you can probably get by with just the starships on offense and use fleet ships for defense). Even if you have a fleet with 1000 units, though, remember this is a strategy game rather than a tactics game. The tactical portion is important but unless you're playing really high difficulty you don't have to micro much at all to simply achieve local superiority (casualties can be high, but you can learn to control that).
For more of the elite-unit experience you can later try the Champions (basically immortal hero units) in the Ancient Shadows expansion or the Fallen Spire campaign of the Light of the Spire expansion. Or the Golems in the The Zenith Remnant expansion, though you'll want to support those due to their irreplaceable nature.
Defense is mostly a matter of setting up the turrets and other fixed stuff, and optionally setting some mobile units to FRD, and only paying attention when an attack is going after you that you think has a serious chance of cracking something. You can have rebuilder units and engineers on FRD that will automatically rebuild and repair any damaged/destroyed fixed defenses, and a local space dock to replenish any lost mobile units. And you can set a control on the planet to have the command station automatically build more rebuilders/engineers up to your specified quantity on that planet (or just all planets you own) in case they die too. And a control that automatically puts them into FRD when they're built. Nowadays the rebuilders can even rebuild a destroyed command station (that's what makes the planet yours) once its disruption timer is up.
I could go on for quite a while, but suffice it to say the thing is designed to avoid unnecessary micro for the most part
It can take a while to learn, but there's a number of tutorials and if you have any trouble there's a forum of generally-pleasant people, many who actively enjoy helping other people learn the game and figure out strategic problems.
Anyway, like Josh, I encourage you to give the demo a try.
Is there a sort of quick guide to AI war lore? Or maybe that won't be important.
Exodus's storyline comes before the AI War, and honestly there isn't much lore in AIW (though there is a chunk in the Fallen Spire campaign of LotS, and basically Exodus is explaining a lot of what led to certain pieces of that narrative, among other things). I think you'll enjoy Exodus
more if you've played AIW, but it's just a bonus to the experience rather than the core of it.