I was one of the first to purchase Moo3 off the shelf, and after putting it through its paces, I was not angry, nor did I feel cheated... I felt a great sense of loss and disappointment.
MOO has been a hallmark franchise in the strategy game arena, but in the dog eat dog world of computer games, Where it costs about $2 million to produce a AAA title, there is simply no margin for error. Everyone remember the Logic Factory and thier space hit Ascendancy way back when? Well their next game Tone Rebellion did not sell as well and... well no more Logic Factory. (too bad I liked Tone as did my WIFE which is a huge shocker). I guess what worries me most is that the MOO line may die with MOO3.
The 5th X concept to add an ongoing story element that develops as the game unfolds was wonderful. Sadly this great idea seemed to be executed ineffectively. I have played 3 games of MOO3 and I don't know any more about the antarans now, than I did before I started. Where are the cinematic cut scenes that take you deeper into the game as you progress? Where is the story? All I seemed to do in MOO3 was click sliders around in the planet view and watch messages in a giant spread sheet. When I invented something I got no cool graphic like in MOO2, just a bit of text with no accurate description of what the tech actually does. This robbed me of a sense of accomplishment. Also when you build something... no graphics or sound either... just a blob of text. Now that is no big deal if you are playing a play-by-mail game, as you do not use such gizmos. But if your medium is the computer should you not take advantage of its unique graphics/sound capabilities? The battles... well was great to see task forces, great move on their part, but the graphics and sound were worse than MOO2 IMHO. Sid Meyer not so long ago trashed a Dinosaur game they had sunk a ton of money into developing because in his own words "He could not find the fun". I guess thats how I felt about MOO3.
MOO3 did do one good thing for me though, and for that I am grateful. When I logged onto their forum to see if the other fans were as disappointed as I was, I not only learned that they were, but that they were playing some game I never heard of called GalCiv

I think it is important for us to not throw blame or critizize too harshly the fine people involved in the MOO3 team. Unfortunately there are market realities in this business that make it very difficult for artists to put out their best work. One of the reasons is that the cost of marketing to prime the channel tends to run as much as development, and has to be locked in 6 months in advance. There is a critical window that has to be hit, between that expensive advertising, and the release of the product. If you do not release a product within 3 months of your expensive advertising you lose about a million dollars these days. Wow why is advertising a computer game soo expensive you ask? Well thats because it is not entirely advertising. Most people do not know this, but if you develop a great game, stores will not carry it. you have to BUY shelf space. Yes thats right, as in BRIBE them. The subtle way this is done is like the following... Call up COMP USA and say you have the world's greatest game and want them to carry it. They say well if you run XYZ full color add in or magazine for 10K we will consider it, but if you want your game on an end cap display you have to pay 50k in prepaid advertising. Computer stores can do this because for every spot they have on their shelf for a game, there are 10 games trying to vi for that spot. It might also interest you to know that computer stores like COMP USA do not make a profit selling computer games. Industry statistics show that they take a loss on average for each game they sell. So how do they stay in business you ask? BY SELLING SHELF SPACE. Yup the shelf the game sits on is more valuable than the game. This is why not so long ago all the boxes switched over to the smaller size. And you thought that was because it had better crush weight and was easier and less costly to package to ship? WRONG. it was because the computer stores could then fit more games on their shelf and thus SELL THEIR SHELVES to more publishers. Hopefully this gives you guys a better idea of the frustration and pressures that game developers such as the MOO team have to contend with. Lets cross our fingers, I for one hope there is a MOO4.