In Galciv3 we have three resources types being research, economy, and production divided into colonial infrastructure and military production
Secondly, we have the structured components of the research tree which is directly related to the research resource and the ideology branches which are indirectly linked to production, through the colonization procedure and the building of ideological buildings in being that produce points on turn base (Economics can also be linked to ideology by purchasing these structures rather than manufacturing them but it may be argued this is less cost effective).
First, it must not even be argued because it is so core to the design elements of this game that all resources follow simplistic models of exponential growth, at the planetary level and governing system. To dedicate to a resource and diversity in a secondary resource is a losing procedure . There is no logic in aggressive balancing as it is impossible to keep up with exponential models. Therefore the most consequential step is to holdout until it is necessary to switch from massed and potentiated resource points in say research and switch to military at the last possible moment. The player is held subsidiary to the opponent AI which is not developed at all yet, in relation to its own timeframe for attacking and skirmishing. Galactic wars are long, whether based on a Russian roulette impulse or aggressive planning and tactics. Therefore, there is not a system for skirmishing and minor conflicts, testing how far a player can go and forcing that player to interchange in and out of the exponential model into a war economy.
Governing is a marginalized feature as the player is forced to apply it to the exponential model or lose out on significant advantages.
Basically, as the map is infertile, lacks 3-dimensionality, and sticks to the previous iterations of the series, every game acts out in similar fashions. Further, everything from surveys to galactic events to colonization tries to create new dynamism in the gameplay but always sticks to 2-dimensional designer over player control, and plays into the exponential models which are the core of the game. But, as stated above the exponential models are inherently self-limiting.
There are no choke points, no idiosyncrasies, no nothing. Even in star trek the original series there is the Romulan demilitarized zone.
Lastly, the United Planets is a totally worthless feature as the player is just a vote on a board. The players control amounts to the same as pushing the bar on a slot machine.
Galactic civilizations. 3 needs to build something outside of the simple planetary management system which is enough to be a side feature or mini game within a larger space opera. It isn't about building new races that have slight variance in traits or research trees because this stick to the overstated fundamentals that do not reward player decision. What this game needs is something radical outside of what we have now to create a truly flourishing space opera.
Otherwise sell it for 35 dollars. Maybe less.
Background: I have played 4x space strategy games since masters of orions and owned all gal civ titles.
The game now is addictive and fun, but lacking. So is smoking.