RhombusStudios: so that is why we are tying to get info on what some die hard fans are looking for the futures 4X games to have.
OK, Couple things that I would like to see (and my ref. is MOO2 and Single Player)
General
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* make the game alive with visuals, sounds etc, not everything should be ultra designed & polished.
character and conceptual strong idea makes a good game rather than flawless and bugless game.
* gui should be simple and not clogged with mini-buttons and info-stats everywhere.
* when i read stories from MOO2 players, i see some very seasoned players that are searching for the most optimal gameplay and win with minimal resource & time use. On the other hand you have players who are trying to build a story of the events that are happening. Game should be entertaining for both play styles and a.i. should be able to accomodate both play styles.
Starting a game
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this is where the fun should start .. and not an endless encyclopedia read of detailed race statistics and settings etc.
somehow MOO2 succeeded in making the racepick screen really simple and yet full of nearly endless possibilities and people have made extensive studies about the racepicks and combo's!! Still, a novice player can also find his way around and exepriment with cool new races. Simplicity & depth at the same time.
This is also the one time game may look like a spreadsheet: all options nicely layed out in from of you, not hidden in submenu's or tiny drop down boxes.
The actual MOO2 game start is also very intuitive: you have 2 scouts and a colony ship: go do something! explore. No need to start with all kinds of settings and planet micromanagement, just start
or in pre warp: you have nothing! go research something so you can build a ship or building.
Gameplay stuff
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* A.I. .. a.i. .. a.i. :) - hughly important and also on an average difficulty, a.i. should make sense, instead of just being dumbed down version, or other way, on harder level a.i. just gets lot of cheats and has erratic personality or is it really cunning? MOO2 has crappy 640x480 resolution, but the game just needs a real a.i. and some improved balance and it can last another 20 years....
* If you have an alliance with another race, and you are last two standing you should win the game. Also, alliances should have some purpose other than: i urge you to declare war on my enemy.
* If there will be such a thing as Galactic Council, it needs to have some depth; who calls the council & what triggers that races attempt to have 1 ultimate leader chosen?
* Turn summaries: the ones from MOO3 were horrible! I wondered from the start after turn 1, why am i reading this? why are all these things hapening and what relevance has it for me. Moo2 is just: 1 building finished, race a is at war with race b. Filter options are important. In the new game City Skylines they invented the tweeting bird and it was tweeting all kinds of nonsense .. that is not the way to create immersive game (it is a very cool game btw).
Researching & techs
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* the way research trees are shown in some modern strategy games is very boring way. Especially dont like the Microsoft Word 'flowchart' / boxes and lines presentations.
* it is really cool to have a lot of technologies, to show of the new game but tech balance and usefulness is an important aspect of a game and it probably not easy to achieve. If there is a tech with some unique properties, what other tech or play style can counter it? Is a tech overpowered? Do all races have access to all techs. Does every new game give access to all techs?
Spying
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I really liked MOO1 spying, better than MOO2. Game presented you with some choice options, like where do you want to start a rebellion? Also, I really like when aside from stealing tech or sabotaging, spying can provide some real intelligence like : player A is building a battleship. or player B has a fleet underway to location X.
Moddability
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I guess you are already making it so..
ok this were just a few thoughts from my side .. I might have some more later.. R