I'm so jazzed about this game, but I do want to put one major plea into this game that would be a bit of a departure from the GalCiv games: Can we please have a major Player vs. Environment component to this game?
One of the things that was so great about Mom was the constant need to balance my competition with the other players versus my competition with the "neutrals" around me. Having Elemental Nodes and Wizardry towers that remained unconquered--and churned out raiders marauding in my countryside--well into the midgame made for a much more challenging set of trade-offs to manage. Do I go for that Wizardry Tower within my own borders, and the possible Sorcery book inside, or try to take that enemy town that's just been settled to my West?
It also did a nice job of crimping the "snowball growth" dynamic (i.e., get off to the fastest start in the first 40 turns, and spend the next 200 mopping up), because a very hostile envrionment full of "neutrals" kept me from overexpanding so quickly.
Obviously, the design team won't and shouldn't follow the exact same patterns as we all saw in MoM 12+ years ago. But I want a rich P vs. E component.
Both Galcivs were great games, but their emphasis on the P vs P experience really left the P vs E component lacking. Brad, Puhhhhhleeeazzzzeee!!!
