Yes, please.
Spitz
You are banned because of your band, the Bland Hand Gland.
I know the plague of level 2 spiders attacking caravans is a temporary beta thing, but if caravans are going to be attackable and strategically important, it should be easy to defend them as well. Option 1: Caravans are automatically upgraded to have the best weapon tech you have available at the time. Option 2: Unit(s) can be assigned to guard a particular caravan route and will travel automatically with the caravan to defend it. 
Upon further thought, I agree with those who advocate less unit design. I don't want to spend all my time designing units as in Gal Civ 2. The only thing that made unit design interesting for me in Gal Civ 2 was the structural design of the ships, not deciding on engines, etc. As I think about it, this was primarily because, unlike MoO2, for instance, Gal Civ 2's technologies were basically improved versions of the same technologies (faster engines, smaller lasers) rather
You are banned for having more karma than I do.
[quote who="KbT" reply="28" id="2396066"]I don't have much to add to the discussion, other than to say resources should be important. Flat, small percentage modifiers, like Gal Civ II, is terribly dull. The resources in your realm should be an important feature in all aspects of that realm - its warfare, its culture, its trading, its research. What I'm trying to get at it that I'd like to see kingdoms naturally play to their strengths, and their strengths being th
I'd like to see basic resources, like metals, gold, food, population, wood, produced every turn by every city, with mines, farms, forests acting as bonuses to production. However, since what sets the game apart is magic, I'd like to see many different types of rare magical resources that are prerequisites for building some units, spells or buildings. Give us a lot of variety so there are several viable paths to power, but make the individual reagents rare and exha
I'd like to chime in with Scoutdog for option A with a strong tie-in to the economics and diplomacy model. Option A opens up so many interesting economic, strategic and espionage options. If you don't have the resource, you can't build the unit. 
Homeworld was a beautifully designed game, but what really set it apart, what made it unforgettable, was the story.
Uncertainty tied to terrain might be interesting, particularly if there were a line-of-sight effect and destructible terrain.
I can confirm this bug in the same situation, chasing after a spider with a sovereign and having another spider move onto my sovereign's square without initiating combat.
The front page still says that preordering will let you into the beta. Does that need updated? Within the lore section: On the "Of the cataclysm" page, the end of the sentence in the third paragraph "in which most of the magic in the world is now stored in." doesn't need the final "in." You could either delete the final "in" or change it more radically to read ", thus creating the shards that preserve the last of the world's magic." </p
I'll buy into the sovereign death ending the game. It will make for some interesting and chess-like strategic options. It would be a nice option to give a way to defend against this risk other than having your sovereign always sitting in the middle of a big army. Rather than locking a player into modifying the character from the beg
[quote who="vieuxchat" reply="15" id="2390552"]And the game will last forever. How can you "win" ? Instead you ennemies are too dumb to marry themselves or so weak that you still have won.[/quote] Building on the idea of my post above about researching a technology (succession for men, necromancy for Fallen) to allow you to survive the Sovereign's death, if Sovereign death were to always result in the loss of some researched knowledge or power, then make the spell to su
I'd like to see sovereign death mean an instant loss at the beginning of the game, but make it something you can prevent. If you're playing as men, you should be able to research a technology or spell for succession once you have children that allows you to designate one of your children as an heir (once you have children). Then, you can devote resources to training that child; if you die, the power of your heir (level, how many of your spells they know) dep
I would love to see the military uncertainty represented by the fog of war extend to encounters at the tactical level, once the tactical battles are implemented. This could begin with uncertainty when choosing whether to flee or engage an enemy group as to the exact makeup of the enemy groups. Having units with particular abilities, such as scouts, in your group could reduce this uncertainty. Units good at hiding could have a lower chance of showing up on th