I really love and respect Stardock and have eventually come to love every game they have created. You guys do a LOT of things better than anyone else in the industry, but I also feel you consistently make the same mistake and I wonder how much this hurts you in the long term. This letter is my attempt at constructive criticism and I sincerely hope it helps.
You guys make AMAZING games with a lot of great ideas, but in the initial release of your base games, they tend to lack a lot of polish (IMO). I always come away from a new Stardock game feeling a little bewildered and wishing very strongly just a few little things had been tweaked and polished (and usually documented) better. For me, this usually prevents me from having FUN with your games right out of the box (although I always come to really LOVE them eventually)...
Instead of coming away from my fist few sessions feeling something like, "WOW that was really FUN", I usually come away feeling more like, "Wow, I think I would have had a lot of fun if only I understood just a little better how to play, how this game mechanic worked, and if they made it a just little easier and/or more intuitive to do such and such...". I was among the first in line to buy GalCiv, GalCiv2 and all the expansions, and Elemental (I pre-ordered every title). With every base game however (the expansions never have this problem for me) I always end up trying to play it a couple/few days and then say to myself something like, "I think I'll put this game away for a few weeks and wait until they fix some things and release some tutorials and/or I can find such and such information in a forum somewhere...".
My advice:
When you think the game is done, hold it another 30-60 days and focus almost exclusively on just POLISHING the game. Don't add a lot of features or content at this point (unless it addresses a specific common complaint), because everything new you add that does not go through this polishing stage is likely to turn into similar problems to what this polishing stage is trying to correct in the first place.
Pick 5-10 guys from your beta group who have consistently provided the most helpful feedback and suggestions, plus maybe another 5-10 "regular guy" gamers (because each type of gamer will provide very different but equally useful perspectives), and sit them down in a room with the latest version of the game together with a few of your developers for 2-3 days and write down every question they ask about how to play the game and every suggestion they make about improving the game. Then focus the last 30-60 days or so updating your documentation to include answers to the common questions, create quality PROFESSIONAL tutorials to help people understand how to play (not just two guys zipping through playing the game while chatting casually and quickly closing any windows that pop up before viewers have any hope of understanding what those windows were about), and address the most common/helpful interface suggestions to make the game easier to play.
Please consider INCLUDING all this documentation and the tutorials with the SHIPPING version of the game as opposed to just putting up links to this kind of stuff after the game is released and obligating customers to fish around on the web to learn all this stuff (It will make the presentation of your game SO much more professional).
Finally, I think you might be really shooting yourself in the foot by releasing multiple versions of the game at launch? You only get one chance at a first impression, so do you really want reviewers writing about and paying customers getting their first impressions of your game from older, out-of-date versions that you don't feel are the very best that you have to offer on the day of release?
I really believe Elemental could eventually become my favorite TBS of all time, but I also feel concerned that the initial reviews and impressions of the game might not be nearly as impressive as they could have been if the game was polished just a bit more than it was the day people first got their hands on it...