Im tired of ships only being good for war!
I agree with this statement, but I don't like this research idea. What could a ship-based lab possibly bring to the table that a planet-based lab doesn't? A ship would have a small, cramped lab, with jack-of-all-trades equipment; they wouldn't be able to do any intensive research because of this unspecialized, inadequate equipment, and because of a lack of resources (a ship can't hold as much raw and/or processed materials as a planet). The only real contribution that a ship could make is that it can go to distant locations and scan stellar phenomenon; the telemetry could then be processed by a planetary station. GalCiv has, more or less, a system already in place for doing this: anomalies. Now, I would definitely like to see more emphasis placed on these aspects of the game, with a souped-up system for anomalies, but ships themselves doing research is a bad idea I think.
Really, I would say that GalCiv2 already has much of the mechanics for this sort of idea, but it just comes off really stale and uninteresting. The the resource bases comes to mind (Captain, we've spotted some concentrated 'military'. Shall I signal a constructor to mine it?). I think that for starters, Stardock should try grouping all the non-planets: asteroids, anomalies, and resources, into one category, "phenomenon"; then, a survey vessel could be ordered to study it, a process which would take several weeks, which could be lessened by the amount of sensor capability the ship has (or, the ship could distinguish between standard sensors and surveying sensors. The tech branch off of stellar cartography, or perhaps branching off the 'Sensors' tech, would address this type). Then, the identity of the phenomenon, and its uses, would be revealed to the player, anomalies would work like normal, giving a small bonus, resources and asteroids are marked as such on the map, allowing a constructor/miner to come by and claim it, and the ship would move on. Perhaps even planets could follow a similar system; you would have to survey and study a planet before knowing its class and its atmospheric characteristics. Granted, this may be too much for GalCiv2, but hey, it's an idea for the future.
Spyships (generating one spy on the planet it lands on ... players choice or random)
Scavenger modules (that generates a few credits each won fight)
Food freighters modules (transfers food production from one planet to another)
Bombardment module (dual-purposed: 1.: longdistance space bombardment of stationary bases 1-2 damage a week 2.: reducing enemy advantage during trooplanding)
Improved colonization module (that doesnt disappear after landing colonists, but needs an upgrade after landing)
I like most of these ideas, but they just don't work with GalCiv2. Spyships, for example, would just be plain weird due to the way (crude way, in my opinion; sorry S.D.) espionage works in GalCiv.