3. Espionage: All though this has been improved under DA, there is still plenty of scope for improved game play options as in Alpha Centauri. Some of these options would only appear if you have "researched" further up a spy-espionage tree. Thus, when you place your spy on an enemy planet, you would have a choice of options, dependant on your "spy tech level".
Options could include:
Sabotage - Military / Social / Research / Economic (with an option to destroy, delay, disrupt, assasinate scientists etc.
Steal: Techs, Money, Research Points, Influence points
Blame another "race": set up another race for your deeds.
Reduce Morale or take over planet: Have to be big credit cost, low % chance of success, require highest "spy tech level" to attempt. Option of an Espionage Module for "Influence SS", would improve % chance of Espionage if fitted and enemy planet was within sphere of influence.
The more damaging choices would have a lower % of success or higher chance of capture etc. The higher your "spy tech" level the higher the chance of you succeeding. You could add a financial cost fee against some of the options and / or pay a fee to recover your spy after "an operation". If you choose not to, you loose your spy if you are successful or not. Should be an option to make a clean getaway (for a fee) or try to blame another race (% chance of being caught doing this etc.. for which there should be serious consequences for the "Spies race" ie: Fines, Loss of influence, loss of treaties, Diplomatic loss, WAR.
Not sure how the AI would play the "Spy options", but it would make fun gameplay for the human player. The "Spy - sub tree" levels would have to be quite expencive to research, so both AI & human player would have to consider how much they want to expend on gaining espionage options.
To be perfectly honest, most of these things can already be done with the current espionage system.
Want to hurt them economically? Hit their Markets (or Influence Buildings if your map is small enough for Tourism to matter). Want to "assassinate" their researchers? Place agents on buildings that Produce research. You get the idea.
It would be nice, however, if there was someway hamper relations via Agents.
4. Survey: Currently, anomalies and space junk provide the human player a big boost in the game. Would be nice to tone the "bonuses" down a little or make the bonuses better but harder to gain IE: Introduce a "Survey" subtree off the Sensor Tech tree, which you have to research to unlock / discover some of the Anomalies/SpaceJunk in the game. Prior to research the anomalies/space junk carnt be surveyed/unlocked or may be even seen on the screen? But once researched (improved/advanced survey module fitted) they can be surveyed/unlocked with a bigger/better bonus/tech discovery etc.
This could also apply to "pre-cursor" tiles on planets. (A bit like the "terraforming" tiles options).
If you research to the highest level in the "survey sub tree" you could have access to a "Planetary/Galaxy tech building" that once built, unlocks/discovers/provides bonus "pre-cursor" tile/s and/or technology or space ship etc or major pre-cursor "Galactic Achievement" that could reshape the game if you or your enemy discover it on their planet.
As with the espionage, the "survey tech tree" would be expencive to research, but might prove a worthwhile option, depending on your game play. It stops the game becoming mainly an invade / conquer strategy.
I wouldnt think this would be too hard to code into the game
No thanks, all Anomalies need is for the AI to build more survey ships to take better advantage of them. Same with the bonus tiles.
1. Would be nice to see which "tech & remaining weeks to discovery" you are currently researching when in the "Colony Management" view screen for each planet... this way you can cycle through your planets whilst altering the "military, social and research" spending and get instant feedback on how this will effect the "discovery" speed of thecurrent tech. Also include the "current tech" being researched in the "Civilisation Manager - Colonies" screen... so that you get quick feed back on how your "spending" decisions, effect the research time to the next "discovery".
2. Ship Experience: Would be nice to see this included with the other ship information when you click on a ship(appears on the right in the main galaxy window). Otherwise you have to double click on each ship to get a separate "pop-up" window to fins the info.
Both would be nice. Something you might want to bring up again for the 2.0 patch.