Now, i know i don't come around often, but i'm an avid star trek, as well as civ 4 fan, and i have to say as soon as bts came out with the final frontier, i almost drooled at the prospect of a star trek mod. Well, i downloaded one (cant remember which as i have long since deleted it) and i have to say, was very dissapointed. Long have i wanted to make my own star trek mod, but i have never modded anything before, and i'm afariad i have no idea how. however, regardlessly, i have given great thought to it anways. With any star trek game/mod, there are always 2 types of people out there. the first being the ones who don't care, and like everything over the top and have as much as you can get. The problem with this is that the less and less canon you get, the less and less it feels like star trek. THe other type are the ones who would want a star trek SIMULATION. everything has to be exactally like the series. no innovation, no interesting concepts, some races horribly overpowered, some horribly underpowered. THe problem here is that it become not very fun. The entire game you would have sparse ships, and there would be no war. No, the correct path would be down the middle.
Here's my honest opinion of some of the good and bad things that can be done with a star trek mod.
1. having minor powers play a major role is not a good thing.
The best example that comes to mind here would be having the ferengi or bajor (or similarly regarded races) playable. Sure, they're an integral part of the star trek universe, (and might be a good idea for a minor, unplayable race in a large scenario). But in all honesty, in any of the series, the ferengi or bajorans never play a large power role. bajor only has the one planet (plus a couple temporary colonies). It would be much better to have bajor as a star system in say a galaxy map, than a playable race. Same stands for say, breen. Yes, they are cool and play a large role in the dominion war, but we've only ever seen one ship of theirs. again, cool for a scenario as an unplayable, but maybe not best for a simple ffa. I think enough said here.
2. Starting out too quick, too fast.
The tech tree should be at least as large as that in final frontier. With all the culture surrounding star trek, it shouldn't be hard. infact, if the 'age system' is used, you can start in enterprise era, and move through the tech tree into the modern (and even more than modern if you like) eras. Like i said, i am an avid star trek fan, but the game should still feel like well-paced, well-balanced game of civ (albeit a super-awesome-cool game of civ)
3. Hordes of UUs for the eras.
Every game i play that has star trek in it, has a rediculous amount of ships that we've never even seen on screen. Star trek gaming, and fan creation is awesome, but we never heard of half of them before somebody comes out with them. Now i realize to make a balanced game, it will require some digging, and probabaly some faking in order to fill in say, the units for cardassians for the early game, but there's no reason to have a maquis raider with an intrepid saucer section welded on the front
4. Borg
I realize i could just not play with borg, but for balancing issues, they just have to be omitted from regular gameplay (scenarios would def. be cool though). simply put, there is no way to balance it, wile still keeping the flavor of the series intact.
5. A simple promotion re-vamp
Instead of combat 1, or armor 1, please, make some graphics (or if you won't i will) for a different button. However, the system already put forth in final frontier (FF) is great. For unit classes, splitting them into groups like light ships, heavy ships, battleships, etc. was a great thing for them to do. In star trek, would be like frigates, light cruisers, heavy cruisers, battleships, escort, etc.
6. Ship production/balancing.
One interesting departure from regular civ gameplay that i think a star trek mod could afford is the percieved value of materiel, and the inability to convert. to describe this, i'll contrast regular civ to ST. In real world, a new technology comes along, you hand your Longbowman or swordsman a gun, train them on it, and done. You've upgraded your unit for a couple bucks. In ST however, a ship is a huge construct, that constantly undergoes refits, and eventually, decomissioned.
Adding this to the game would be an AWESOME change. for example. The excelsior class was first released in 2285, and was the top of its line then. By 2375 (the end of the dominion war) the excelsior class is probabaly the most plentiful (along with the miranda) ship, and serves as the backbone of the fleet, spotted by galaxies, steamrunners, and supposedly at least 2 sovereigns (USS enterprise and the USS sovereign, although neither are ever seen in an episode. So 90 years after their production, they are still plentiful despite more advanced ships to come out. This is because of refits. In star trek, ships aren't "upgraded," an excelsior isn't magically replaced by a galaxy. Instead they're refitted. Having upgraded models such as excelsior I, II, III, etc. would add a flavor (and diversity) to an otherwise monotoned fleet. No new graphics would be required, just an upgraded strength, and maybe movement value. Eventually, the ships would get outdated (there aren't any constitutions in ds9) and (like in real life) would be useless and deleted (decomissioned) to avoid paying maintenance. Just a thought
I have more, but i'm too lazy to type everything all out, especially considering it probabaly won't be integrated.
Anyways, sorry for the block of text, hope you keep some of those things in mind. I would offer my services and time if i knew how. But if you are desperate for help, i suppose i could learn.