This is to all the master modders out there. If we had the time to make a mod we would start with:
1) A mod to allow the capturing of ships during combat. A module for the ship that holds a raiding party or beam weapons meant to disable not destroy or hey...what are those things called...oh yeah TRANSPORTERS.
2) A mod that adds a cloaking device module for your ships would be freakin' awesome. It could at least make your ships invisible on the main galaxy screen to the other civs.
3) Basically any mod that would add modules for ships that improve functions of the ships. Such as an energy buffer to allow more attacks per combat round or Multiphasic shielding to add a boost against beam weapons (+1 per sheild module?), or a module for a reinforced structure (more hitpoints), or Stargates on your planets to allow instant travel for your ships to any of your planets, or a module for ships that fold space and allow for instant travel (obviously way down the tech tree), or tractor beams, interdictor modules for ships that slow enemy ships within a certain radius, a mod (make it large in size) that turns a combat ship into a privateer--under my control but able to attack other civs' ships without fear of redress.
4) A mod that increases the discovery rate of precursor artifacts--especially during the early period of a new map. You gotta admit it's cool to luckily discover Phasors II on turn 12. Those are the ones you remember most fondly.
5)Leaders. Both for planets and for ships. A leader for a planet could increase production, birth rates, research, food production, ect... A leader for a ship (KIRK!!!!) could improve speed, weapons , range, reveal portions of the map, ect... Or either could contribute money to your empire (+10bc a turn or something), or increase diplomatic skill or espionage.
6)A new tech that gives your civ a genetic mutation--basically have it bring up the abilities screen from civ creation and give you a few points to add a bonus to research or social production or luck or whatever.
7)A complete overhaul of the espionage system. Let me outright buy a spy if I need to. Let me be able to find out what empire put a spy on my planet! If there is I haven't found out and I've looked real hard. This annonymous spy business has to go. And lastly, when I have 8 active spies I have no problem paying more for the 9th, but if I stop training spies and all those spies get neutralized and I have no active spies left the 10th spy should cost as much as the 1st spy trained not x% more than the 9th.
8)More natural creatures like space dragons or giant space crystals or giant space eels to fly around and cause mischief or to sit in orbit around a really, really, really nice planets.
9)On planets there are science, production, farming, influence and approval bonuses. Why are there no economic bonuses? Curious...
10)Is there any way to retreat from battle? We sure haven't found one, and again we've looked real hard. A mod allowing for this would be nice.
Feel 1000% free to use any of these ideas. If we ever get enough spare time we would like to make one of these mods, but it would be great just to see any of these improvements. We uploaded a mod for a new ship design- a Veritech fighter from the Robotech series. We spent quite a bit of time on it and think it looks like a VERY convincing replica. Hopefully they'll get around to checking it out and making it available to everyone pretty soon.