There are 5 gripes for GalCiv2, hopefully the following will implement in the Expansion:
A) All races feel and play almost the same, in long term

No choke point on map
C) No TerrorStars
D) Ethic & UP is good but not interesting enuf
E) UI does not show all information for decision-making, poor use of focus & lack of keyboard shortcut
I assume the AI will know how to utilize them and will act even smarter.
I've tried to limit my 'wish' to the essential. I avoid UI enhancement here.
A) Races can be differentiated more by:
Make a slider of 0/1/2/Random number of unique racial pick in beginning E.g.
- All hull give 10 sensor range
- Aquatic habitat: a PQ10 planet for you is a PQ4 for other race, vice versa
- Orbital habitat: colony builds only at the orbit of planet, all of them is regarded as PQ10; succeed in invading means colony destroyed
- Non-resource starbase has base move of 1 parsec/week
- Double all surveying bonus and can build survey module in the beginning
- Omniscient: see the whole map in real time
- 3 random advanced technology
- +20% PQ to all colonies
- All border technology researched
- UP counsel member: 30% chance to pick topic at each UP
- Religious: 1% chance per week, presented with 3 galaxy-wide random event, you pick 1 of them to happen (e.g. econ boom, PQ boom etc)
- Ignore all effect of Nebulas
- Hive mind: colony will never deflect, etc etc
B1) Map can have more choke point by using Border Technologies
The following 4 different new Border tech. can be researched after Diplomacy, in no particular order:
1) Economic Border
- Any civilian ships can go inside the border. Military ships cannot enter, unless war is declared
- if other race's military ships is within border is already in the border when Economic Border is enforced, they stay without penalty or war declaration
2) Federation Border
- If the race relationship is neutral or better, the civilian & military ships of that race can enter
- Any other military ships can only go in after war is declared
3) Restrictive Border
- Only civilian ships of friendly (or better) race can enter
4) Closed Border
- The only way to for any ship get into border is to declare war.
0) No Border
- any ship can enter, the original border system in v1.1, no research required
A slider is used for player to choose which kind of border s/he currently enforce.
- New pre-game option to set one default border status for all races
- Any ships of Team or alliance race can always get into your border.
- Freighter can get into any border, regardless of the border status or relation.
Definition:
i) Border & Passage right
- Border is defined by the race's influence
- If a starbase or planet of another race is located within the border, that other race has the right of passage for its Civilian & Military ships to that Sector, regardless of the border status or relationship.
ii) Civilian ships are defined as any unarmed ships & (un)armed surveying ships. Ships that contains freighter/constructor module no longer carry any weapon in their design. Everything else is military ship
B2) (one time, semi-, or permanent) Wormholes
- There can be 1 way or 2 way wormholes
- Really expensive stargate can (only) be built in Military starbase, act likes permanent 2 way worm hole for team-mates
- The larger the hull, the higher chance that it never gets out
- Only 1 fleet will get out of it per 4 weeks, in random sequence
B3) Nebulas
- 2 types, both occupies a grid square
i) non-passable
ii)OR those passable one will reduce 20%HP for staying there each week
- Minefields act like those passable Nebulas, can only be built by surveyors, costing 1 weeks' tax income each
- Minefield is semi-permanent, 1% chance of self destruct per week
C1) Terror Star
New Super Project that allows movement of Military starbase, which open up a New starbase Movement Module
Each Movement module increase speed by 1 parsec, each additional one is way more expensive than the proceeding one
Movable starbase produce huge influence, when travelling at other non-team race's border
Cause a double minus in diplomacy for that non-team race, if residing within other non-team race's border
Cause a minus in diplomacy to all good race
Evil race have new achievement that +25% HP for all movable starbase
i)A New module: Shipyard
- can only be built in Military starbase
- very expensive, e.g. equal to all previous 0.125 year of tax income.
ii)A New module: Manufacturing module
- have an effect of building 1 more Factory on the starbase (for building ships from shipyard)
- these factory are updated instantly to latest factory tech, without cost
- its total number of them is restricted by its Logistic level (or something like 2X of such)
- each module on the starbase can house 1000m troops, used for defense & invasion
- each extra module get exponentially more expensive, but it give also more HPs, eg. 5, 10, 20, 40, 80, 100, 120, etc.
- add 1 ship slot for forming a fleet in starbase, regardless of logistic ability
iii)A New Module: Obital Gun
- can only be built in Military starbase
- Attack any fleet under the influence area without retailation, once per week
- very expensive, e.g. equal to all previous 0.25 year of tax income.
- allow attack of colony by Mass Drivers / Core Disruption / Tidal Disruption, if such tech is known
iv)Starbase & Population
- Starbase can be conqured by enemy troopers pod, only regular military warefare is allowed
- When attacking a starbase, attacker can choose an attack type called Strategic Bombardment instead. The defending starbase itself will have Dbl attack & defense value. If defending starbase lost, all military enhancement is distroyed, including Orbital Gun.
v)Economy starbase
- can only be built on a planet that is not inhabitated
- avoid abuse of building so many of them around to booast planet economy
vi)Misc
- Only 1 constructor can build module on starbase per week, others will be queued automatically subsequent week
- Once Orbital Defence is researched, fleets in any starbase automatically form a fleet, limited by logistic level
- Team ships inside the Military starbase's ZOC always attack first
D1) UP
- Add the UP meeting tab permanently
- 2 week before UP, the agenda & other race's decision (if espionage is high enuf) is shown
- Allow trading of UP decision with other race
D2) Ethics
- Ethics decisions choices continue, even after Xeno Ethics is researched
- If your Ethic changed to one different from what you've chosen when Xeno Ethics is researched, there would be NO morale bonus in ALL morale resource and building, until you are back to original Ethic.
- Use of Mass Drivers / Core Disruption / Tidal Disruption, destroying a colony, breaking alliance will make race more evil
- Some UP resolution that you support and been passed will affect your ethical standing
- A good race starting a war with another good race will make its race more evil
- A good race starting a war with another evil race will make its race more good
- A evil race that starts an alliance with good/neutral race will make its race more good
- A good race that starts an alliance with neutral/evil will make its race more evil
That is all I want for an expansion (when AI is smart enuf to utilize every new feature). I do NOT think the following are necessary:
New campaign, new race, new gfx, new music a different espionage, enhanced tactical ship combat, space captain/hero, terraforming PQ0, capturing ship etc.
PBEM & simultaneous Multiplayer is very nice, however I personally do need it.
Of course, if some of those wishes show up in v1.2, I don't mind!