
We won't be doing any sequels to Galactic Civilizations II for a long time still. But we were interested in getting an idea of what people would want us to focus on in a sequel. Some features that have been requested weren't listed because we plan to add them into the expansion pack instead.
Based on the thousands of players who responded, tactical battles are something people want. This is something we would definitely look at seriously in a sequel (not an expansion). The problem with tactical battles in a game that would be played mostly single player (assuming we put multiplayer into a sequel) is that you don't want to force players (like me) who would rarely if ever fight out a tactical battle to have to use it. When people like me play HOMM or MOO or RTW we largely hit auto and let the battles just go. So you want to create a mechanism in which players can play out the tactical battles if they choose to but that the AI is good enough that the results would be very similar to if you had hit the auto on it. That means a lot of computer AI work. And Galactic Civilizations has always taken computer AI very seriously.
Another feature that was surprising to see so high was more diplomacy. The expansion pack will have more diplomacy but clearly future versions of the game should take a fresh approach to it so that you can do a lot more in that realm. Similarly, politics scored very well and by that we meant domestic politics. We've always wanted players to have to deal with a cabinet and have more political party elements to deal with. In "real life" leaders of civilizations don't get to act in a vacuum. They have to deal with domestic pressures as well. You may want to conquer those Torians but your ability to do so might be hindered by domestic issues (or intergalactic ones as well). So that is an area I could see us greatly expand on in the future.
Another feature that some people wanted (that I want too) is the concept of heroes. I have a pretty good outline of the features I'd like to see in the game. The leader of a civilization should have generals who give bonuses to planets and fleets and such and that's an area we'd like to see expanded.
One feature that didn't get as much support as anticipated was multiplayer. Only 8.6% of players listed multiplayer as the feature they'd like to see the most. Some people have argued that we're "against multiplayer. That's not the case. Galactic Civilizations is the only game series we've made that isn't multiplayer. One of our upcoming game projects, The Political Machine 2008, will be multiplayer. We've just (correctly I think) viewed that the cost to implement multiplayer versus how many people really want it don't match up. The main benefit to multiplayer is purely for game reviews. That's pretty much the only justification we have for it -- to bump up our review scores in a sequel (don't get me wrong, we're happy with the 4.5 out of 5 average we have with Galactic Civilizations II!).
Another feature is more complex ship design which was only 7 votes behind multiplayer. Right now, players put engines and weapons and defenses on their ships along with some modules. But you can imagine other kinds of things a ship might have -- targeting computers, target disrupting devices, maneuvering thrusters, mines, breech pods, cloaking, etc. Not to mention the cosmetic aspects. When we did the ship design features in Galactic Civilizations II, we had no idea how popular they'd become. I don't think anybody did. I suspect looking space-strategy games in the future will have the kind of LEGO-like ship design features we have in GalCiv II where ship design involves what the ship looks like at a fundamental level.
So some good feedback there. No sequels any time soon, but we do have some expansion packs that have some features that I think you'll be excited about. My favorite feature in the expansion pack hasn't been announced yet but the idea came from Lockdown from CivFanatics.com. I'll be talking about it over on the GalCiv II forum over there first.
Now back to working on the next version of the game. 