Well technically I've had the game for a while at least I bought GC2 about a year ago when it first came out based on the rave reviews at gamespot; however I was expecting something like Moo2 and was a little disappointed with the game. I missed the tactical combat, being able to control all aspects of battle (as opposed to the automatic battle sequences on GC2), I enjoyed watching the opponents sub-systems break down as I directly inflicted damage to structural components taking out vital systems until his engines wouldn't allow for his escape and then I would board with my marines to acquire the ship for myself. I also missed the technology system of Moo2 with the not only incremental improvements in technology but also the special abilities you got with certain new weapons (ie graviton beam inflicts structural damage on top of armour damage, neutron beam kills marines, black hole generator kills units in 2 turns, time warp facilitator is a little overpowered...

(although as GC2 has no tactical combat these aren't really applicable).
Now a year later I thought I would give it another try with Dark Avatar (although I had to buy the gold edition as the expansion wasn't available at the store). I know that all you guys out there must be finding quite a bit of stuff in this game worth liking to keep playing it so I tried to approach the game as more like a Civilization in space...which seems to be working so far....I'm still new to the game as I haven't played it much buy I love to figure out the mechanics of the game so I was working out taxes last night and figured out that each 1 billion citizens makes 7.75BC unmodified (woohoo I like it when numbers make sense), though I still have much to work out which brings me to my main complaint: The Tech tree
Why does the tech tree not explain what new improvements do, why hasn't this changed since GC2? (I would of thought it would of bothered a few people). I know I'm whining but heck, it would be nice to know what an Xeno lab is before researching it (Ok I have actually gotten further then this and I know it improves the basic research building from 6 to 8 but how would I know this if I didn't research it?)...same goes for weapons, laser II doesn't help me much with whether it is worth researching or not. Also pre-requisites; I admit I'm not the sharpest tool in the shed, but It isn't easy to figure out how to move on to the next ship design (I just read it now and it isn't quite as bad as what I thought (I am still learning) but it still doesn't describe the new hull designs at all).
Another thing that would be nice to implement is to apply racial abilities to the planetary summary window...just so you know how much of an effect that +45% research is having or that new planetary improvement tech which gives you +10 to social, military & research.
I'm trying hard to get into this game but it seems I have to research online a lot of game play features to figure out what they do...the tutorials only scratch the surface. I think if there was one thing I would most like to see improved would be to add mouse-over help on EVERYTHING; go crazy if we mouse over social tell me a breakdown of how I'm getting that amount of research eg 12 mp base + 20% bonus then break it down further 10% from Planetary improvements, 10% xeno industrial theory for a total of 14.4 mp. Apply this to research as well so it isn't a mystery until you've played the game a few times (besides research should be fun, not a "what does this do, oh well lets research it anyway"!).
If I'm the only one bothered by this so be it, then don't let me spoil your fun, but if any of you have any similar concerns or perhaps the developers would like to share about the reason for the absence of more Technology info (perhaps it's too difficult to integrate it into the engine...I'm no programmer so I'm pretty ignorant), then I would be keen on hearing opinions