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Hope this hasn't been discussed elsewhere, if so just shout at me 
A good feature of GC2 will be that you have limited tiles and what is good to build on them. However I am still a bit worried that a sudden speed asisted land (planet) grab is going to be a strong factor in the outcome of a game.
In order to counteract this I thought it may be an idea to keep track of the tech/development level of new colonies:
a) Home planet is fully developed so has a starting tech level of say 4 out 5. This means that you can immediatly build anything wonders/lanetery improvements that have been researched as you have the local capability.
New Colonies start of as a tech level of 1 regardless of how advanced you are globally.
c) In order to progress you have to implement certain local improvements eg Before you can build an eyes of the Universe on a new colony it may need a tech level of 3, representing the local means to achieve such a complex project. This could require a manufacturing base / a spacport for imports etc / exsiting farms and other infrastructure etc. This may mean that certain improvements get an infrastructure score associated with it allowing you to proegress to higher tech points on that planet.
This would lead to lots of strategic choices:
a) Do I expand rapidly and miss out on being able to get many wonders or Galactic achievemnts early.
Do I boost my moral, and PQ now or do I add Anti Matter power plant and Factory Center in order to build Tri Strontium shields Trade goods or whatever.
This may not be too hard to add at a future time and it is just an extension of 'You need X and Y before Z' approach so the AI should be able to handle it too.
There are probably better ways of going about this but as I mentioned at the start I still looks like a rapid expansion will reap the most rewards? I would like a to try other approaches eg. Build a small but Power manufacturing empire, or economic empire, or military base - you got all 3 in C1, as long as you got plenty planets, the starting picks just helped. This could also minimise the Ctrl+N effect where you always looked for a good starting position.
Finally, this could help for campaign scenarios where you get the chance to try out different approaches.
Negative aspects of this feature are: posted below

A good feature of GC2 will be that you have limited tiles and what is good to build on them. However I am still a bit worried that a sudden speed asisted land (planet) grab is going to be a strong factor in the outcome of a game.
In order to counteract this I thought it may be an idea to keep track of the tech/development level of new colonies:
a) Home planet is fully developed so has a starting tech level of say 4 out 5. This means that you can immediatly build anything wonders/lanetery improvements that have been researched as you have the local capability.
c) In order to progress you have to implement certain local improvements eg Before you can build an eyes of the Universe on a new colony it may need a tech level of 3, representing the local means to achieve such a complex project. This could require a manufacturing base / a spacport for imports etc / exsiting farms and other infrastructure etc. This may mean that certain improvements get an infrastructure score associated with it allowing you to proegress to higher tech points on that planet.
This would lead to lots of strategic choices:
a) Do I expand rapidly and miss out on being able to get many wonders or Galactic achievemnts early.
This may not be too hard to add at a future time and it is just an extension of 'You need X and Y before Z' approach so the AI should be able to handle it too.
There are probably better ways of going about this but as I mentioned at the start I still looks like a rapid expansion will reap the most rewards? I would like a to try other approaches eg. Build a small but Power manufacturing empire, or economic empire, or military base - you got all 3 in C1, as long as you got plenty planets, the starting picks just helped. This could also minimise the Ctrl+N effect where you always looked for a good starting position.
Finally, this could help for campaign scenarios where you get the chance to try out different approaches.
Negative aspects of this feature are: posted below