I used AI for modeling and debug the most complex subsystems: for example i have no idea how a immune system of a bird works in detail but the AI does i can manage this on an high level by connecting the outputs and inputs of the various subsystems, i come from a 10+ year coding experience so i know what i'm doing ahaha is not just mindless vibe coding.
It's purely a time based problem: making all the complex and intricated economic, physics, chemical and biological simulations that use real world science will take me as a solo developer years of study and several university degrees, time i would rater spend making this game :D So on a high level scale i just need to know IF a subsystem works and provide the correct input and outputs to the rest of the simulation, the implementation details are not that important.
Game translation will be done manually in both english and italian and it uses a lot of slang, technobabble and neologisms that the AI just can't do, i don't plan to use it to translate it to other languages since i don't speak them and i can't verify if the translation is correct, but i leave them to any native speaker who want to translate it!
All the placeholder dataset of items and spells are being slowly implemented and rebalanced manually one by one, at the end of the two year developement cycle basically no AI generated data structure will go untouched.
Also no AI graphical or musical asset is or will be used, AI usage is limited just for code and DB and all the code will be made public on release if anybody want to reuse the subsystems.