I have a few ideas for GalCiv2. Love the game! I'm sure some of these ideas have been mentioned by others, but I wanted to re-mention some of them because I feel they are good (and important).
+ Moving a rally point should make all ships assigned to that rally point go to the new location. (Note: it may do this already, the last game I played was on the last beta before 1.2 came out. Yes, I know I'm slow to update, but I wanted to finish my game and have been busy enough that I didn't have much time to play.)
+ Have an individual "colony tax rate". You would still have an empire tax that is the base rate, but colonies should be able to have additional taxes. Obviously, the default value is 0% (micromanagers would be happy with having this as an option, and those who don't like it can leave the colony rates at 0%). You live on a nicer planet? You pay higher taxes for the priviledge of living there.
+ Have an option between "allow tech trade" and "no tech trade" that allows only non-military tech trades.
+ [Optional] Only allies can trade military techs with each other.
+ Lower-level buildings remain in the building list. Just because you research a new tech level should not mean you can't produce lower-level buildings (you can always use lower-tech level weapons and defense on ships). It would be great if you can have a way to expand a given building type into the lesser types that can still be built. [Of course, the AI would need to be able to evaluate which level of a building is optimal given it's needs of time/cost vs output.]
+ The ability to list ships that are _not_ in fleets. This way you can easily tag them and set them to a rally point to create a fleet.
+ Planetary defense by ships should be fleetable by default, without having to build a special building. If you can form a fleet anywhere in space, I don't see why every planet should have to have a special building just so it can defend itself against an incoming fleet. After all, if the offensive fleet can exist while fighting in orbit around your planet, then YOU should be able to have a fleet as well. That said, having a fleet size larger than your logistics level should still require a building.
+ Break alliance with a minor race.
+ UI -- in widescreen portrait mode, the planet tiles and building lists could be made to be vertically adjacent instead of horizontally adjancent, improving the view of the planet tiles. I'm sure there are other optimizations that can be made for the display on a portait-mode wide screen monitor.
Thanks, and some feedback on these ideas would be great!