Black Hole returns with an invasion that pushes several nations into a shared campaign. The core remains a clear grid based contest of property, production, terrain, and unit matchups, but the sequel builds more elaborate situations around those rules.

Commanding officers now have both regular and stronger Super CO Powers, asking whether to act immediately or wait for a greater effect. New weapons and enemy installations complicate otherwise familiar battlefields. Campaign choices let you tackle parts of a nation's struggle in different orders. It is satisfying less because any army is unstoppable than because a patient plan can make several ordinary units work together beautifully.