Eye candy is nice. But if the core of the game blows all the glitter in the world is worthless. I am not going to bash on Moo3 or Civ5. Hate them or love them this is a Moo4 thread.
So what would could one do with Moo4? Spore may have been a flaky project but the way you could zoom all the way out to see the galaxy and then all the way into a single planet could be a concept. Galactic Civilizations 1 and 2 where great in some ways but in others they left me flat. Space is VAST. Within in our own solar system the planets themselves are far and apart. I like the zoom concept to help create that sense of "Wow there is a lot of open space". And then you have moons. If you put a military defense onto an airless moon it becomes in a sense a giant space station.
So for Moo4 here is my concept. I sadly lake the coding skills of some of the greats such as Sid or Fargo so again this is a wish list.
1) Turn based for the main part of the game. Managing your planets and building stuff goes in the master turn system. Once a fleet leaves hyper and enters a system then it still uses the master turn system but once combat is joined then see part 2
2) Space is vast. Take a page from games like Spore and Homeworld. Then take a page from books like David Weber and John Ringo. Around each star is a gravity well. Your current tech level determines just how far into the gravity well you can jump. This makes the inner worlds, normally rocky core, more defensible in the beginning. Your fleet(s) might to attack an inner core world but now they have to travel sub light through a system to reach the target. Meanwhile the defender sees your fleet inbound and scrambles the sublight ships and hyper capable ships to intercept. Now you have a tactical situation. Turns could still go by as the ships have to travel slowly to reach the target. Different tech levels could mean faster engines on side, longer range weapons ect. Using the Homeworld concept the game could create a 3D box with the attackers on one end, the defenders on the other end. Probes could be sent, fast scouts go looking for the other side. Missiles once in range and finally your beam and projectile weapons. Fleets could form various formations, boxes, walls ect. Yes alot of programing but it boils down to math. Using great leaders in the form of admirals could give bonuses or negatives to either sides. Then if the attackers wish to run or maybe the defenders they now have to break through and reach the gravity well limit to hyper out. Makes for a nail biting am I going to make it out it all?
3) Planets. Here I like the concept GalCiv2 tried to do. Each race being different and what they build. But that somehow went flat to me. Even being different they ended up the same. Moo2 actually showed planets with multiple races living together unless you chose to annihilate them. What I would like to see is the concept of each planet having a certain atmosphere, gravity, and temperature. Each race then would have a range they could comfortably live in. Yes Moo3 tried to do this but it could be done better. You could end up with terraform wars. Again this came from a short story, forgive me as I can not recall who wrote it. I believe it was Arthur C Clarke. But the human race was being conquered and the aliens where forcibly changing the earth like worlds to a more sulfur based. I suspect from a Moo point of view the trillians would love to flood the worlds they own while humans would want the green hills ect ect. Strip mining vs planet management. Some races would not care, others would.
4) Races. Give each race a specific codec and special victory they could only obtain. Humans a culture ending, Psilion's a tech victory ect ect. Kilrathi err Marshans could be honor bound ect ect. So many ways this could go
5) Population management. 3 types of members of your civilization. Workers, Scientists and Military. If not hive based then your population can be shifted around. But not like Moo2, people just do not go from Farmer to Factory Drones to Scientists. Give it a delay factor (retraining period). For hive societies they CAN NOT shift. They are born into a caste. Think ant's. But also for hive societies money should not be a factor until they start trading with other civilizations. Once they do start trade they should get a huge penalty until they get the hang of it. Yes this is difficult but once tweaked it could work.
6) Buildings. Here I like the idea of population equates to what can be built. Very basic idea here, 1 factory takes 5 workers to run. You then need 5 factories on a world to build and Industry Control Center which itself takes 5 workers to run. 3 IDC's to build a Global Control Center ect ect. You could end up with research planets, industry centers, military choke points ect. GalCiv2 kinda did this but not to this degree.
7) Must have galactic wonders. With a cool movie which once you have seen it a few times you can click past.
8) Orion and the Guardian. Have it so that scattered throughout the galaxy are a set of keys, log books, journal notes ect ect that one can find and possibly trade. Each key then could help scale down (turn off) the defensive systems around Orion. Make the Guardian and defensive NASTY, esp on harder levels. After all the Orions where supposed to be on the high end of the tech scale. So you can either key hunt, or build up a superior fleet and take your chances.
Enough for now, this rant is ranty but with StarDock supposedly looking at Moo4 its my own little dream
