I'd like to take the time to comment on a few points which have been raised, referring to no one in particular.
1. Carriers are a dead issue. They add very little to game play other than complexity. If you want, you can use Kryo's Hull System Mod, create a graphic of a carrier with a few fighters and then use that. It works. It does everything you want, other than add complexity.
2. United Planets. Even the United Nations only occasionally acts on things which their component nations bring up. Most of the time, it's absolutely worthless other than an ambassador forum, or an engine by which the most powerful can impose their will on the weak (and you can do that in the game directly, anyway).
The stuff that gets talked about in UP are subtle subjects that are potentially crippling. Having only 1 trade route is a huge disadvantage. Not being able to use Transports or Constructors because you can't meet minimum standards is likewise a major limitation. I feel that giving the UP more influence than it already has makes the game revolve around it. That's fine for Alpha Centauri - planetary politics are SUPPOSED to be like that, but for Gal Civ2, I like where the UP is at.
3.
To be perfectly honest, asteroids, planet environments, custom player creation, they should all have been introduced in the base game, not in an expansion pack. They're more or less basic for this type of game.
The previous standard for galactic 4x games is MOO2. It did not have asteroids, you could not design enemy opponents, you can't customize your ship graphics, and planetary environments are not as big a deal as they are in Gal Civ2 - DA. The mark of how well DA upgrades the game in EXACTLY the right ways is that you feel that this should have been the game to begin with. That is how it is with all great expansions.
Even in the not-so-old Civ3, the AI is significantly weaker and the you can't customize your enemy civs. This is a huge deal for a 4x game, since most 4x games are played sandbox mode.
4.
I'm amazed at how asteroid belts are being a bit put up as some big feature. I was hoping space would be a bit less empty than that.
Asteroids ARE a big deal. They can boost your manufacturing some two to three fold at twice the build speed. In many cases, colonizing your secondary planet or a small planet with lots of asteroids around is a better deal than colonizing a theoretically bigger planet. The huge increase in manufacturing can build your fleet up something fierce.
And yes, space is much, much, much emptier than is portrayed in the game.
5.
Persistant nebulae? (not anomalies that vanish once you've gone through them!)If you fought in them they could maybe make your shields not work...or limit your sensors so it's a great, but dangerous, route to take to sneak attack your enemies!
The endpoints of a stable wormhole would become key strategic locations. Maybe stars at the end of their lifecycle and going supernova, collapsing into blackholes!
More galactic terrain would be good. Wormholes would be bad. Horrendously bad. It would be a major terrain feature that utterly changes galactic dynamic in a throughly unpredictable manner. Instantaneous Star Gates were available as a late game tech in MOO2 and it's a doozy. In fact, Airlifting and Helicopters do somewhat similar things in Civ3. ACQUIRABLE tech of this magnitude of power is acceptable. Early game gifting of what amounts to such tech randomly is not.
6. The tech tree
The tech tree is, IMO, better than in other games of the same genre. I like better than the Civ tech tree. As Frogboy intimates, this kind of organzition is so customizable that it's easy for the AI to make mistakes. With seperate lines you don't HAVE to have monarchy to have Knights. You can skip it altogether and get Knights immediately, if you think it's beneficial. That means that you're more unique as a civ in your game, and that your development in each game is likewise more unique.
While a certain kind of infrastructure is necessary to support an advanced fleet, it's not a hard coded thing. I have played games in which I deliberately ignored industrial tech because I was gearing for invasion and weapon techs just happened to be more valuable, even though it cost me an arm and a leg to refit my ships with the latest weaponry.
7.
I kinda like the idea of having the ability to choose urban or rural, gorilla or formation, blitzkrieg or siege invasion methods, giving the player the ability to make choices on how efficient to make attacks vs how long they take in game weeks. The option to just leave that to a general or presets would be all the expansion needed to jazz up the ground combat which is flat, as simplistic as multiplying force skill and size and then subtracting from the enemy's same values, and finding out who wins by who has the most value left, boooooooooooooring.
I don't agree that this adds a whole lot of variety to the game. You can
already make a lot of bombardment decisions when invading a planet, and that's a handful of decisions right there. It's not
supposed to zoom to Civ when you're planetside. It's a Galactic game. There is no choice to be urban or rural, or bliztkrieg or not. Even in reality, the range of decisions is often one or two or one of several, not nearly as much as the game already offers now.
The main thing that players notice is the bad graphics. I honestly think that if the graphics were better, then there wouldn't be nearly so many complaints. The sound is "it's not complex enough," but what I think is the matter is that people aren't getting the eye candy they need.
8.
As for the best expansion being the "10" to which all other expansions should compare to, that's about the most absurd opinion I've heard on the subject."
Ok, how about a bug free, cheese free, thoroughly tested gameplay and campaign module?
Such a thing does not exist, and is part of a bygone paradgim. Games are never released bug free because there's no way to get all the bugs out of a system without extensive beta-testing. The most expensive, extensive bug-testing being done today is with Blizzard and their multimillion dollar game development budgets, but even their oft-delayed hyperexpensive development projects aren't bug-free. Many Blizzard patches are often simply packets of debugging solutions.
Firaxis itself recently suffered a major hit because they released a game that had a bug that caused it to be unplayable. Not "unplayable" as in "not fun." "Unplayable" as in you can't play the game because it crashed every time you started it. That's a pretty huge issue.
Game development these days is about one thing and one thing only: post product support. Blizzard revolutionized this approach with their popular Starcraft and Warcraft games. These are widely held to be THE standard for game quality bar NONE. There is no game more polished than Starcraft was in its heyday - it's still being played competitively today.
Asking for a bug-free, cheese-free game out of the box is like asking for solid rubber tires - it's a sign of being stuck in the past when product support was minimal to none.
Instead, ask for continual patching to solve bug issue and balance issues when they come to light - and Stardock is one of the most attentive developers on the market today.
DA is as perfect as it is possible to get for a game - a continually evolving game that's alright right out of the box. It's
theoretically possible for a competitive driver to take every corner like a computer - perfect in every way - documented by high speed camera, but it's absurd to expect it every single time. So you rate him a 10 as long as he's the best and continues to get better, even if he's not computer-perfect every time.
9.
Starbases are another of those implementations that I can't understand. They're there only for you to spam a sector or planet with as many as permited, to give you an accumulated effect. They're exploit/cheese material - I mean, look at the tiny hull exploit. Even their effects *sound* cheesy, trade route spamming?
SBs should be built in orbit of your own planets, not in the middle of nowhere.
I'll be letting my inner geek out here, but technically, a module that's orbiting a planet is an orbital platform, not a Starbase. Both could conceiveably called a SPACE STATION, but a platform that's limited to orbiting planets can't correctly be called a Star Base.
As far as I can tell, StarBases are platforms that are built deep in space where there's nothing, precisely BECAUSE there's nothing. If there were a planet where you need it, you'd build your installation there, not in deep space.
Many strong effects can be called "cheesy," but I don't know whether I'd lump Star Bases into those. Military Starbases make planetbound and generally slow Fighters extremely effective. Misison Accomplished, right? You spam Economic Centers right where the trade traffic is most concentrated. Again, that's exactly the conceptual and design intent, so what's wrong with it? If the bonuses are too high, then that's the problem, not with Starbases per se, IMO.
About the only thing I can say is that I think that planets should rightly be able to support the kind of functions you put on a Military Starbase, particularly if they have Orbital Fleet Managers. This'll mean that posting armed sentries orbiting over planets make much more sense - exactly how I picture things to be, and exactly how the AI manages its fleets.
10.
Nothing is perfect. There's ALWAYS something somewhere that can be improved upon. I can think of many ways in which DA can be better. For that matter, many of the things DA already has were features which I thought MOO2 should have had way back when. This is why DA is such a dream for me. It's like I developed MOO2 in exactly the ways I wanted to. All my boxes have been ticked off nearly, and if I have any suggestions for improvement, they're new ones.
I agree with doing away with carriers.
I like the custom opponents.
I like the graphics.
I like the "no-genocidal runs" attitude.
I like the asteroids.
I love the ship editor.
PS.
11. If Carriers have to be in the game, I would say that they should probably be like a mini mobile Military StarBase, to differentiate them from high-attack, long fire range battleships, which is essentially what real-life aircraft carriers are. This means that you never build them and send them out alone, which would add something to the game - a ship that supports other ships.