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Hiring creatures: In DK2 you have to build the requisite rooms and hope the right creatures appear through your portals. Here you can get exactly what you want, but it costs gold.
Population cap: Somewhat more strict than in DK2. You start with a cap of just 5 and can increase it to 20. A few creatures have separate caps of their own. Contrast to DK2 where converted heroes had no cap and skeletons were only limited by your prison's size.
Claiming territory: In DK2 your imps have to claim newly revealed tiles before you can use them. Here everything underground is usable immediately after digging it out.
Fill in areas: Not possible in DK2. This game allows you to correct your mistakes or remodel your dungeon by filling in empty tiles.
Overworld: DK2 doesn't have one. Here almost every mission requires you to go to the overworld to win, and in a few missions you don't even have a dungeon. The overworld works more like a traditional RTS where you control your creatures directly. You can't build anything there though.
Rival keepers: They don't exist here. Your enemy is always the heroes. Furthermore, there are no underground hero fortresses. The underground is fully your domain.
Those are the most important ones I think. As for game modes, there's a campaign consisting of 20 missions and skirmish with three different modes, one of which is an open-ended sandbox.
If you want an almost-blatant ripoff of DK2, though, check out War For the Overworld. It's kinda stupid-funny how similar it is (which is good), even down to using the same narrator voice from those games.
What do you mean by that? I don't understand.
The funny of it is the overwhelming positive reviews, I can't understand how a clone can get such reviews.
Here's a bunch of stuff which Dungeons 3 has, but Dungeon Keeper does not:
1. Evil hero character who acts as the lieutenant of your army and protagonist of the game.
2. An Overworld.
3. Ongoing story & character development from each mission to the next.
4. A narrator and protagonist who both talk extensively to you, and each other, and your creatures, and NPCs...and they do that all of that a ton before, during, and after each mission (Dungeon Keeper has some brief narration, but it's much more limited in scope compared to Dungeons 3).
5. Enemy characters who talk to you extensively.
Now, if you were to say that Dungeons 3 clones some aspects of Dungeon Keeper, then you would have a good point.
https://youtu.be/jZ_SrTLxCKk?t=479
The stuff I mentioned is certainly not superfluous. Those points are all integral to the essence of the game, and in all of those ways, Dungeons 3 is far superior of a game to Dungeon Keeper, which is more limited in those regards.
By the way, did you even play Dungeons 3?
See what, exactly? That both games have some similarities? No one is saying they don't. However, that doesn't make D3 a clone.
I've never seen any details on the actual mechanics in DK 3, and it is likely that it never got further than the initial design stages, but Dungeons 2 and 3 are the first Dungeon Keeper inspired games that actually include an overworld.
But being limited to just an underworld is a very different experience than Dungeons 3; so in this respect War for the Overworld reminds me much more about the two Dungeon Keeper games.
The silliness in Dungeons 3, in that respect it reminds more about Dungeon Keeper 2 and Dungeon Keeper 1. DK 2 had a lot of cutscenes that were very lighthearted.
The basic "dig out tiles and place a room here" is basically the same in both Dungeons 2 / 3, War for the Overworld and the original Dungeon Keeper series.