There are a lot of "wish list" threads in this forum, so here's mine. Its about logistics.
Logistics is the management of the flow of goods, assuring that "everybody get the right quantity of what they want when they need it, at the right price". From a military perspective, the conduct of war can be (grossely) summed up in maintaining your logistics ability while disrupting the logistics of your opponent. A lot of legendary military leaders achieved what they did not only because they were master tacticians, but because they were logistical geniuses as well. In my opinion, logistics is less sexy than tactic and strategy, but its actualy more important to the conduct of military activities.
In a military context, logistics affect the speed of movement, distance, speed of deployment, the quality of your units over time, their effectiveness and, most important of all in this day and age, force projection.
How this apply in a 4X4 game is best illustrated by the game Heart of Iron II. HoI is a magnificently complex game of management and strategy, the most complex I'm aware of. For exemple, in HoI, you have a Transport Capacity score. Every action taken by a unit (fighting, deplacement, occupying) use some of your TC score. If for exemple at any given time, your total used TC is 90, and you have 100 TC available, then everything goes as planned. If your use of TC is 110 and your total TC available is 100, then you start to have penalties on speed. Your units get a lot slower.
In my current Heart of Iron game, as Imperial japan in 1940, because of poor diplomatic management I'm stuck fighting the Soviets in Manchuria and the British in India, while I have to ship my reinforcements all the way from the islands of Japan while my fleet moves back and forth between these two theaters for support. This situation is realistically unsustainable and the game reflect that with proper mechanics: my total TC available is of 200, but I'm using between 350-400 TC every day. So my units are now slow as fuck. Even when I win a battle, every time I move in to occupy a province, the enemy as time to fix itelf up and counterattack, so I have to beat them 3 or 4 times before I actualy make any visible progress on the map. This game being a bit linear, I know I'll also be facing the Americans in late '41. I'm fucked.
But many technologies can help you manage your logistics and your transportation capacity. So needless to say, in a game like HoI it add a lot of depth.
Relating to GalCiv, this is a game set in space that is mainly about immensely delicate and complex machines traveling inimaginable distance in a horribly hostile and undauntable environment. Logistics should then be further developed. For example, logistics could be a function of distance, influence and industrial output, coupled with technological and racial bonuses, and could impact the following;
- Repair rate
- Battle effectiveness
- Planetary moral
- Size of planetary population
- Defense capability of a planet
- Industrial output of space mining (oh wait we already do that!)
- Fleet size (the farther you are, the less effective a large fleet will be)
- Fleet speed (the farther and/or larger your fleet is, the harder it is to resupply it and the slower it moves)
- Fleet cost (the farther you are, the more it cost to maintain)
- Ship degradation (if a ship can't be resupplied at all for some reason, it begins to degrade on its own)
- Life support. (We already do that as well, kinda)
- Invasion effectiveness
- In essence, anything that involves force projection and map control.
Among other things.
Lots of technologies and civilization traits could have a role here. The Yor could be better at managing fleets and maintaining moral on distant planets because computers and AI and shit, while a race bent on exploration and expansion could have more divers and better life support and space mining techs. I dunno, just some ideas.
I hope this isnt too redundant.